qmlfrontend/engine_instance.h
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14535 5ac181cb2396
parent 14394 4409344db447
child 14734 cc6ab1e3f7d5
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.

#ifndef ENGINEINSTANCE_H
#define ENGINEINSTANCE_H

#include <QImage>
#include <QObject>
#include <QOpenGLContext>

#include "engine_interface.h"
#include "game_config.h"

class EngineInstance : public QObject {
  Q_OBJECT
 public:
  explicit EngineInstance(const QString& libraryPath,
                          QObject* parent = nullptr);
  ~EngineInstance();

  Q_PROPERTY(bool isValid READ isValid NOTIFY isValidChanged)

  void sendConfig(const GameConfig& config);
  void advance(quint32 ticks);
  void renderFrame();
  void setOpenGLContext(QOpenGLContext* context);
  QImage generatePreview();

  bool isValid() const;

 signals:
  void isValidChanged(bool isValid);

 public slots:

 private:
  Engine::EngineInstance* m_instance;

  Engine::hedgewars_engine_protocol_version_t*
      hedgewars_engine_protocol_version;
  Engine::start_engine_t* start_engine;
  Engine::generate_preview_t* generate_preview;
  Engine::dispose_preview_t* dispose_preview;
  Engine::cleanup_t* cleanup;
  Engine::send_ipc_t* send_ipc;
  Engine::read_ipc_t* read_ipc;
  Engine::setup_current_gl_context_t* setup_current_gl_context;
  Engine::render_frame_t* render_frame;
  Engine::advance_simulation_t* advance_simulation;
  bool m_isValid;
};

#endif  // ENGINEINSTANCE_H