Change-Id: If30a6e044c1e15dbbbd9dfca44fe64572099ea13
Reviewed-by: Martin Jones <martin.jones@nokia.com>
explicit QSGParticleSystem(QSGItem *parent = 0);
~QSGParticleSystem();
- //TODO: Hook up running and temporal manipulators to the animation
bool isRunning() const
{
return m_running;
private slots:
void emittersChanged();
void loadPainter(QObject* p);
- void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
+ void createEngine(); //Not invoked by sprite engine, unlike Sprite uses
void particleStateChange(int idx);
public: