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#ifndef SPRITEIMAGE_H
#define SPRITEIMAGE_H
#include <QSGItem>
#include <QTime>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
QT_MODULE(Declarative)
class QSGContext;
class SpriteState;
class SpriteEngine;
class GeometryNode;
class SpriteMaterial;
class SpriteImage : public QSGItem
{
Q_OBJECT
Q_PROPERTY(bool running READ running WRITE setRunning NOTIFY runningChanged)
//###try to share similar spriteEngines for less overhead?
Q_PROPERTY(QDeclarativeListProperty<SpriteState> sprites READ sprites)
Q_CLASSINFO("DefaultProperty", "sprites")
public:
explicit SpriteImage(QSGItem *parent = 0);
QDeclarativeListProperty<SpriteState> sprites();
bool running() const
{
return m_running;
}
signals:
void runningChanged(bool arg);
public slots:
void setRunning(bool arg)
{
if (m_running != arg) {
m_running = arg;
emit runningChanged(arg);
}
}
private slots:
void createEngine();
protected:
void reset();
Node *updatePaintNode(Node *, UpdatePaintNodeData *);
private:
void prepareNextFrame();
GeometryNode* buildNode();
GeometryNode *m_node;
SpriteMaterial *m_material;
QList<SpriteState*> m_sprites;
SpriteEngine* m_spriteEngine;
QTime m_timestamp;
int m_maxFrames;
bool m_pleaseReset;
bool m_running;
};
QT_END_NAMESPACE
QT_END_HEADER
#endif // SPRITEIMAGE_H
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