Make wider range of numbers representable with FPNum on the cost of smaller precision
#include "game_view.h"
#include <QtQuick/qquickwindow.h>
#include <QCursor>
#include <QOpenGLFramebufferObjectFormat>
#include <QQuickOpenGLUtils>
#include <QTimer>
#include <QtGui/QOpenGLContext>
class GameViewRenderer : public QQuickFramebufferObject::Renderer {
public:
explicit GameViewRenderer() = default;
GameViewRenderer(const GameViewRenderer&) = delete;
GameViewRenderer(GameViewRenderer&&) = delete;
GameViewRenderer& operator=(const GameViewRenderer&) = delete;
GameViewRenderer& operator=(GameViewRenderer&&) = delete;
void render() override;
QOpenGLFramebufferObject* createFramebufferObject(const QSize& size) override;
void synchronize(QQuickFramebufferObject* fbo) override;
QPointer<GameView> m_gameView;
QPointer<QQuickWindow> m_window;
bool m_dirty{true};
QSizeF m_gameViewSize;
};
void GameViewRenderer::render() {
const auto engine = m_gameView->engineInstance();
if (!engine) {
return;
}
if (m_dirty) {
m_dirty = false;
engine->setOpenGLContext(QOpenGLContext::currentContext());
}
engine->renderFrame();
QQuickOpenGLUtils::resetOpenGLState();
}
QOpenGLFramebufferObject* GameViewRenderer::createFramebufferObject(
const QSize& size) {
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
format.setSamples(8);
auto fbo = new QOpenGLFramebufferObject(size, format);
return fbo;
}
void GameViewRenderer::synchronize(QQuickFramebufferObject* fbo) {
if (!m_gameView) {
m_gameView = qobject_cast<GameView*>(fbo);
m_window = fbo->window();
}
if (const auto currentSize = m_gameView->size();
currentSize != m_gameViewSize) {
m_gameViewSize = currentSize;
m_dirty = true;
}
m_gameView->executeActions();
}
GameView::GameView(QQuickItem* parent) : QQuickFramebufferObject(parent) {
setMirrorVertically(true);
}
void GameView::tick(quint32 delta) {
addAction([delta](auto engine) { engine->advance(delta); });
}
EngineInstance* GameView::engineInstance() const { return m_engineInstance; }
QQuickFramebufferObject::Renderer* GameView::createRenderer() const {
return new GameViewRenderer{};
}
void GameView::executeActions() {
if (!m_engineInstance) {
return;
}
for (const auto& action : m_actions) {
action(m_engineInstance);
}
m_actions.clear();
}
void GameView::setEngineInstance(EngineInstance* engineInstance) {
if (m_engineInstance == engineInstance) {
return;
}
m_engineInstance = engineInstance;
Q_EMIT engineInstanceChanged(m_engineInstance);
}
void GameView::addAction(std::function<void(EngineInstance*)>&& action) {
m_actions.append(std::move(action));
}