I think this is correct way to use iterate over it as a hashmap. don't have much lua practice
#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();
}