qmlfrontend/engine_instance.cpp
author unC0Rr
Mon, 26 Nov 2018 14:48:38 +0100
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child 14393 b6824a53d4b1
permissions -rw-r--r--
Pass opengl context to engine
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#include "engine_instance.h"
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#include <QDebug>
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#include <QOpenGLFunctions>
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#include <QSurface>
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static QOpenGLContext* currentOpenglContext = nullptr;
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extern "C" void (*getProcAddress(const char* fn))() {
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  if (!currentOpenglContext)
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    return nullptr;
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  else
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    return currentOpenglContext->getProcAddress(fn);
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}
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EngineInstance::EngineInstance(QObject* parent)
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    : QObject(parent), m_instance(Engine::start_engine()) {}
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EngineInstance::~EngineInstance() { Engine::cleanup(m_instance); }
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void EngineInstance::sendConfig(const GameConfig& config) {
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  for (auto b : config.config()) {
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    Engine::send_ipc(m_instance, reinterpret_cast<uint8_t*>(b.data()),
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                     static_cast<size_t>(b.size()));
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  }
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}
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void EngineInstance::advance(quint32 ticks) {
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  Engine::advance_simulation(m_instance, ticks);
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}
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void EngineInstance::renderFrame() { Engine::render_frame(m_instance); }
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void EngineInstance::setOpenGLContext(QOpenGLContext* context) {
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  currentOpenglContext = context;
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  auto size = context->surface()->size();
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  Engine::setup_current_gl_context(
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      m_instance, static_cast<quint16>(size.width()),
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      static_cast<quint16>(size.height()), &getProcAddress);
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}
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Engine::PreviewInfo EngineInstance::generatePreview() {
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  Engine::PreviewInfo pinfo;
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  Engine::generate_preview(m_instance, &pinfo);
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  return pinfo;
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}