/****************************************************************************
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#ifndef QQUICKSPRITESEQUENCE_P_H
#define QQUICKSPRITESEQUENCE_P_H

#include <QtQuick/QQuickItem>
#include <QTime>

QT_BEGIN_HEADER

QT_BEGIN_NAMESPACE

class QSGContext;
class QQuickSprite;
class QQuickSpriteEngine;
class QSGGeometryNode;
class QQuickSpriteSequenceMaterial;
class Q_AUTOTEST_EXPORT QQuickSpriteSequence : public QQuickItem
{
    Q_OBJECT
    Q_PROPERTY(bool running READ running WRITE setRunning NOTIFY runningChanged)
    Q_PROPERTY(bool interpolate READ interpolate WRITE setInterpolate NOTIFY interpolateChanged)
    Q_PROPERTY(QString goalSprite READ goalSprite WRITE setGoalSprite NOTIFY goalSpriteChanged)
    Q_PROPERTY(QString currentSprite READ currentSprite NOTIFY currentSpriteChanged)
    //###try to share similar spriteEngines for less overhead?
    Q_PROPERTY(QQmlListProperty<QQuickSprite> sprites READ sprites)
    Q_CLASSINFO("DefaultProperty", "sprites")

public:
    explicit QQuickSpriteSequence(QQuickItem *parent = 0);

    QQmlListProperty<QQuickSprite> sprites();

    bool running() const
    {
        return m_running;
    }

    bool interpolate() const
    {
        return m_interpolate;
    }

    QString goalSprite() const
    {
        return m_goalState;
    }

    QString currentSprite() const
    {
        return m_curState;
    }

signals:

    void runningChanged(bool arg);
    void interpolateChanged(bool arg);
    void goalSpriteChanged(QString arg);
    void currentSpriteChanged(QString arg);

public slots:

    void jumpTo(const QString &sprite);
    void setGoalSprite(const QString &sprite);

    void setRunning(bool arg)
    {
        if (m_running != arg) {
            m_running = arg;
            emit runningChanged(arg);
        }
    }

    void setInterpolate(bool arg)
    {
        if (m_interpolate != arg) {
            m_interpolate = arg;
            emit interpolateChanged(arg);
        }
    }

private slots:
    void createEngine();
    void sizeVertices();

protected:
    void reset();
    QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
private:
    void prepareNextFrame();
    QSGGeometryNode* buildNode();
    QSGGeometryNode *m_node;
    QQuickSpriteSequenceMaterial *m_material;
    QList<QQuickSprite*> m_sprites;
    QQuickSpriteEngine* m_spriteEngine;
    QTime m_timestamp;
    int m_curFrame;
    bool m_pleaseReset;
    bool m_running;
    bool m_interpolate;
    QString m_goalState;
    QString m_curState;
    int m_curStateIdx;
    QSizeF m_sheetSize;
};

QT_END_NAMESPACE

QT_END_HEADER

#endif // QQUICKSPRITESEQUENCE_P_H
