qmlfrontend/game_view.cpp
author alfadur
Wed, 14 Nov 2018 02:54:08 +0300
changeset 14229 87f1054c2333
parent 14175 8354b390f1a2
child 14311 92e5682810d4
permissions -rw-r--r--
fix polygon closure

#include "gameview.h"

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

#include "flib.h"

extern "C" {
extern GameTick_t* flibGameTick;
extern ResizeWindow_t* flibResizeWindow;
extern updateMousePosition_t* flibUpdateMousePosition;
}

GameView::GameView() : m_delta(0), m_renderer(nullptr), 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();
  }
}

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() {
  if (m_renderer) {
    delete m_renderer;
    m_renderer = 0;
  }
}

void GameView::sync() {
  if (!m_renderer) {
    m_renderer = new GameViewRenderer();
    connect(window(), &QQuickWindow::beforeRendering, m_renderer,
            &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());

  m_renderer->tick(m_delta);
}

GameViewRenderer::~GameViewRenderer() {}

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

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

  flibGameTick(m_delta);

  // m_window->resetOpenGLState();
}