qmlfrontend/game_view.cpp
author raptor <buckyballreaction@gmail.com>
Tue, 13 Aug 2019 13:20:28 -0600
branch0.9.25
changeset 15353 9a545985360b
parent 14319 00b56ec8b7df
child 14733 57293f34ce59
permissions -rw-r--r--
Remove usage of macdeployqt in favor of CMake BundleUtilities. BundleUtilities properly finds all dependencies and adds them to the .app automatically. It also fixes rpath and install_name issues for any of the binaries or dependencies
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#include "game_view.h"
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#include <QtQuick/qquickwindow.h>
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#include <QCursor>
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#include <QTimer>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLShaderProgram>
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GameView::GameView() : m_delta(0), m_windowChanged(true) {
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  connect(this, &QQuickItem::windowChanged, this,
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          &GameView::handleWindowChanged);
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}
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void GameView::tick(quint32 delta) {
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  m_delta = delta;
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  if (window()) {
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    QTimer* timer = new QTimer(this);
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    connect(timer, &QTimer::timeout, window(), &QQuickWindow::update);
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    timer->start(100);
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    // window()->update();
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  }
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}
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EngineInstance* GameView::engineInstance() const { return m_engineInstance; }
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void GameView::handleWindowChanged(QQuickWindow* win) {
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  if (win) {
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    connect(win, &QQuickWindow::beforeSynchronizing, this, &GameView::sync,
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            Qt::DirectConnection);
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    connect(win, &QQuickWindow::sceneGraphInvalidated, this, &GameView::cleanup,
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            Qt::DirectConnection);
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    win->setClearBeforeRendering(false);
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    m_windowChanged = true;
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  }
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}
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void GameView::cleanup() { m_renderer.reset(); }
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void GameView::setEngineInstance(EngineInstance* engineInstance) {
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  if (m_engineInstance == engineInstance) return;
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  cleanup();
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  m_engineInstance = engineInstance;
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  emit engineInstanceChanged(m_engineInstance);
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}
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void GameView::sync() {
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  if (!m_renderer && m_engineInstance) {
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    m_engineInstance->setOpenGLContext(window()->openglContext());
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    m_renderer.reset(new GameViewRenderer());
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    m_renderer->setEngineInstance(m_engineInstance);
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    connect(window(), &QQuickWindow::beforeRendering, m_renderer.data(),
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            &GameViewRenderer::paint, Qt::DirectConnection);
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  }
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  if (m_windowChanged) {
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    QSize windowSize = window()->size();
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    m_renderer->setViewportSize(windowSize * window()->devicePixelRatio());
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    m_centerX = windowSize.width() / 2;
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    m_centerY = windowSize.height() / 2;
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  }
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  // QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint();
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  // if (flibUpdateMousePosition(m_centerX, m_centerY, mousePos.x(),
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  // mousePos.y()))
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  //  QCursor::setPos(mapToGlobal(QPointF(m_centerX, m_centerY)).toPoint());
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  if (m_renderer) m_renderer->tick(m_delta);
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}
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GameViewRenderer::GameViewRenderer()
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    : QObject(), m_delta(0), m_engineInstance(nullptr) {}
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GameViewRenderer::~GameViewRenderer() {}
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void GameViewRenderer::tick(quint32 delta) { m_delta = delta; }
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void GameViewRenderer::setViewportSize(const QSize& size) {
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  // flibResizeWindow(size.width(), size.height());
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}
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void GameViewRenderer::setEngineInstance(EngineInstance* engineInstance) {
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  m_engineInstance = engineInstance;
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}
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void GameViewRenderer::paint() {
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  if (m_delta == 0) return;
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  if (m_engineInstance) {
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    m_engineInstance->advance(m_delta);
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    m_engineInstance->renderFrame();
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  }
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  // m_window->resetOpenGLState();
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}