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sprites.qdoc
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// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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/*!
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\page qtquick-effects-sprites.html
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\title Sprite Animations
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\brief Sprite-based animations with flexible transitioning
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\section1 Sprite Engine
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The \l {Qt Quick} sprite engine is a stochastic state machine combined with the ability
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to chop up images containing multiple frames of an animation.
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\section2 State Machine
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A primary function of the sprite engine is its internal state machine. This is not the same as
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the states and transitions in Qt Quick, and is more like a conventional state machine. Sprites
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can have weighted transitions to other sprites, or back to themselves. When a sprite animation
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finishes, the sprite engine will choose the next sprite randomly, based on the weighted transitions
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available for the sprite that just finished.
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You can affect the currently playing sprite in two ways. You can arbitrarily force it to immediately
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start playing any sprite, or you can tell it to gradually transition to a given sprite. If you
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instruct it to gradually transition, then it will reach the target sprite by going through valid
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state transitions using the fewest number of intervening sprites (but ignoring relative weightings).
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This allows you to easily insert a transitional animation between two different sprites.
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\image spriteenginegraph.png
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As an example, consider the above diagram which illustrates the sprites for a hypothetical 2D
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platform game character. The character starts by displaying the \e standing state. From this state,
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barring external input, he will transition to either the \e waiting animation, the \e walking animation,
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or play the \e standing animation again. Because the weights for those transitions are one, zero and three
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respectively, he has a one in four chance of playing the \e waiting animation when the \e standing animation
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finishes, and a three in four chance of playing the \e standing animation again. This allows for a character
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who has a slightly animated and variable behavior while waiting.
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Because there is a zero weight transition to the \e walking animation, the \e standing animation will not normally
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transition there. But if you set the goal animation to be the \e walking animation, it would play the \e walking
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animation when it finished the \e standing animation. If it was previously in the \e waiting animation, it would
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finish playing that, then play the \e standing animation, then play the \e walking animation. It would then continue to
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play the \e walking animation until the goal animation is unset, at which point it would switch to the \e standing
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animation after finishing the \e walking animation.
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If you then set the goal state to the \e jumping animation, it would finish the \e walking animation before
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playing the \e jumping animation. Because the \e jumping animation does not transition to other states, it will still
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keep playing the \e jumping animation until the state is forced to change. In this example, you could set it back to
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\e walking and change the goal animation to \e walking or to nothing (which would lead it to play the \e standing animation
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after the \e walking animation). Note that by forcibly setting the animation, you can start playing the animation
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immediately.
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\section2 Input Format
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The file formats accepted by the sprite engine are the same as the file formats accepted by other QML types,
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such as \l Image. In order to animate the image, however, the sprite engine requires the image file to contain
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all of the frames of the animation. They should be arranged in a contiguous line, which may wrap from the right
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edge of the file to a lower row starting from the left edge of the file (and which is placed directly below the
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previous row).
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\image spritecutting.png
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As an example, take the above image. For now, just consider the black numbers, and assume the squares are 40x40 pixels.
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Normally, the image is read from the top-left corner. If you specified the frame size as 40x40 pixels, and a frame count
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of 8, then it would read in the frames as they are numbered. The frame in the top left would be the first frame, the frame
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in the top right would be the fifth frame, and then it would wrap to the next row (at pixel location 0,40 in the file) to read
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the sixth frame. It would stop reading after the frame marked 8, and if there was any image data in the square below frame four
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then it would not be included in the animation.
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It is possible to load animations from an arbitrary offset, but they will still follow the same pattern.
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Consider now the red numbers. If we specify that the animation begins at pixel location 120,0, with a
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frame count of 5 and the same frame size as before, then it will load the frames as they are numbered in red.
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The first 120x40 of the image will not be used, as it starts reading 40x40 blocks from the location of 120,0.
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When it reaches the end of the file at 160,0, it then starts to read the next row from 0,40.
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The blue numbers show the frame numbers if you tried to load two frames of that size, starting from 40,40. Note
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that it is possible to load multiple sprites from one image file. The red, blue and black numbers can all
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be loaded as separate animations to the same sprite engine. The following code loads the animations as per the image.
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It also specifies that animations are to be played at 20 frames per second.
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\code
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Sprite {
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name: "black"
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source: "image.png"
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frameCount: 8
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frameWidth: 40
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frameHeight: 40
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frameRate: 20
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}
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Sprite {
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name: "red"
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source: "image.png"
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frameX: 120
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frameCount: 5
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frameWidth: 40
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frameHeight: 40
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frameRate: 20
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}
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Sprite {
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name: "blue"
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source: "image.png"
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frameX: 40
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frameX: 40
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frameCount: 2
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frameWidth: 40
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frameHeight: 40
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frameRate: 20
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}
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\endcode
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Frames within one animation must be the same size. However, multiple animations within the same file
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do not. Sprites without a \l {Sprite::}{frameCount} specified assume that they take the entire file, and you must specify
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the frame size. Sprites without a frame size assume that they are square and take the entire file without wrapping,
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and you must specify a frame count.
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The sprite engine internally copies and cuts up images to fit in an easier-to-read internal format, which leads
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to some graphics memory limitations. Because it requires all the sprites for a single engine to be in the same
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texture, attempting to load many different animations can run into texture memory limits on embedded devices. In
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these situations, a warning will be output to the console containing the maximum texture size.
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There are several tools to help turn a set of images into sprite sheets. Here are some examples:
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\list
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\li Photoshop plugin: \l http://www.johnwordsworth.com/projects/photoshop-sprite-sheet-generator-script
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\li Gimp's SpriteSheet plugin
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\li Cmd-line tool: \l http://www.imagemagick.org/script/montage.php
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\endlist
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\section2 QML Types Using the Sprite Engine
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Sprites for the sprite engine can be defined using the \l Sprite type. This type includes the input parameters,
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as well as the length of the animation and weighted transitions to other animations. It is purely a data class, and
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does not render anything.
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\l SpriteSequence is a type which uses a sprite engine to draw the sprites defined in it. It is a single and
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self-contained sprite engine, and does not interact with other sprite engines. \l Sprite types can be shared between
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sprite engine-using types, but this is not done automatically. So, if you have defined a sprite in one \l SpriteSequence
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you will need to redefine it (or reference the same \l Sprite type) in the sprites property of another \l SpriteSequence
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in order to transition to that animation.
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Additionally, \l ImageParticle can use \l Sprite types to define sprites for each particle. This is again a single
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sprite engine per type. This works similarly to \c SpriteSequence, but it also has the parameterized variability provided
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by the \l ImageParticle type.
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\section1 AnimatedSprite Type
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For use-cases which do not need to transition between animations, consider the \l AnimatedSprite type.
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This type displays sprite animations with the same input format, but only one at a time. It also provides more fine-grained
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manual control, as there is no sprite engine managing the timing and transitions behind the scenes.
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*/
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