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#ifndef QSGTHREADEDRENDERLOOP_P_H
#define QSGTHREADEDRENDERLOOP_P_H

#include <QtCore/QThread>
#include <QtGui/QOpenGLContext>
#include <private/qsgcontext_p.h>

#include "qsgrenderloop_p.h"

QT_BEGIN_NAMESPACE

class QSGRenderThread;

class QSGThreadedRenderLoop : public QSGRenderLoop
{
    Q_OBJECT
public:
    QSGThreadedRenderLoop();

    void show(QQuickWindow *window);
    void hide(QQuickWindow *window);

    void windowDestroyed(QQuickWindow *window);
    void exposureChanged(QQuickWindow *window);

    void handleExposure(QQuickWindow *window);
    void handleObscurity(QQuickWindow *window);

    QImage grab(QQuickWindow *);

    void update(QQuickWindow *window);
    void maybeUpdate(QQuickWindow *window);
    QSGContext *sceneGraphContext() const;

    QAnimationDriver *animationDriver() const;

    void releaseResources(QQuickWindow *window) { releaseResources(window, false); }

    bool event(QEvent *);

    bool interleaveIncubation() const;

public slots:
    void animationStarted();
    void animationStopped();

private:
    friend class QSGRenderThread;

    void releaseResources(QQuickWindow *window, bool inDestructor);
    bool checkAndResetForceUpdate(QQuickWindow *window);

    bool anyoneShowing() const;
    void initialize();

    void maybePostPolishRequest();

    void waitForReleaseComplete();

    void polishAndSync();

    struct Window {
        QQuickWindow *window;
    };

    QSGRenderThread *m_thread;
    QAnimationDriver *m_animation_driver;
    QList<Window> m_windows;

    int m_animation_timer;
    int m_update_timer;
    int m_exhaust_delay;

    bool m_sync_triggered_update;
};



QT_END_NAMESPACE

#endif // QSGTHREADEDRENDERLOOP_P_H
