qmlfrontend/game_view.cpp
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14535 5ac181cb2396
parent 14319 00b56ec8b7df
child 14733 57293f34ce59
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.

#include "game_view.h"

#include <QtQuick/qquickwindow.h>
#include <QCursor>
#include <QTimer>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLShaderProgram>

GameView::GameView() : m_delta(0), m_windowChanged(true) {
  connect(this, &QQuickItem::windowChanged, this,
          &GameView::handleWindowChanged);
}

void GameView::tick(quint32 delta) {
  m_delta = delta;

  if (window()) {
    QTimer* timer = new QTimer(this);
    connect(timer, &QTimer::timeout, window(), &QQuickWindow::update);
    timer->start(100);

    // window()->update();
  }
}

EngineInstance* GameView::engineInstance() const { return m_engineInstance; }

void GameView::handleWindowChanged(QQuickWindow* win) {
  if (win) {
    connect(win, &QQuickWindow::beforeSynchronizing, this, &GameView::sync,
            Qt::DirectConnection);
    connect(win, &QQuickWindow::sceneGraphInvalidated, this, &GameView::cleanup,
            Qt::DirectConnection);

    win->setClearBeforeRendering(false);

    m_windowChanged = true;
  }
}

void GameView::cleanup() { m_renderer.reset(); }

void GameView::setEngineInstance(EngineInstance* engineInstance) {
  if (m_engineInstance == engineInstance) return;

  cleanup();
  m_engineInstance = engineInstance;

  emit engineInstanceChanged(m_engineInstance);
}

void GameView::sync() {
  if (!m_renderer && m_engineInstance) {
    m_engineInstance->setOpenGLContext(window()->openglContext());
    m_renderer.reset(new GameViewRenderer());
    m_renderer->setEngineInstance(m_engineInstance);
    connect(window(), &QQuickWindow::beforeRendering, m_renderer.data(),
            &GameViewRenderer::paint, Qt::DirectConnection);
  }

  if (m_windowChanged) {
    QSize windowSize = window()->size();
    m_renderer->setViewportSize(windowSize * window()->devicePixelRatio());
    m_centerX = windowSize.width() / 2;
    m_centerY = windowSize.height() / 2;
  }

  // QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint();
  // if (flibUpdateMousePosition(m_centerX, m_centerY, mousePos.x(),
  // mousePos.y()))
  //  QCursor::setPos(mapToGlobal(QPointF(m_centerX, m_centerY)).toPoint());

  if (m_renderer) m_renderer->tick(m_delta);
}

GameViewRenderer::GameViewRenderer()
    : QObject(), m_delta(0), m_engineInstance(nullptr) {}

GameViewRenderer::~GameViewRenderer() {}

void GameViewRenderer::tick(quint32 delta) { m_delta = delta; }

void GameViewRenderer::setViewportSize(const QSize& size) {
  // flibResizeWindow(size.width(), size.height());
}

void GameViewRenderer::setEngineInstance(EngineInstance* engineInstance) {
  m_engineInstance = engineInstance;
}

void GameViewRenderer::paint() {
  if (m_delta == 0) return;

  if (m_engineInstance) {
    m_engineInstance->advance(m_delta);
    m_engineInstance->renderFrame();
  }

  // m_window->resetOpenGLState();
}