qmlfrontend/engine_instance.h
author alfadur
Wed, 04 Sep 2019 00:07:23 +0300
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permissions -rw-r--r--
add wind to physics processor
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#ifndef ENGINEINSTANCE_H
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#define ENGINEINSTANCE_H
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#include <QImage>
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#include <QObject>
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#include <QOpenGLContext>
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#include "engine_interface.h"
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#include "game_config.h"
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class EngineInstance : public QObject {
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  Q_OBJECT
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 public:
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  explicit EngineInstance(const QString& libraryPath,
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                          QObject* parent = nullptr);
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  ~EngineInstance();
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  Q_PROPERTY(bool isValid READ isValid NOTIFY isValidChanged)
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  void sendConfig(const GameConfig& config);
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  void renderFrame();
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  void setOpenGLContext(QOpenGLContext* context);
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  QImage generatePreview();
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  bool isValid() const;
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 signals:
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  void isValidChanged(bool isValid);
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 public slots:
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  void advance(quint32 ticks);
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  void moveCamera(const QPoint& delta);
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  void simpleEvent(Engine::SimpleEventType event_type);
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  void longEvent(Engine::LongEventType event_type,
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                 Engine::LongEventState state);
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  void positionedEvent(Engine::PositionedEventType event_type, qint32 x,
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                       qint32 y);
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 private:
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  Engine::EngineInstance* m_instance;
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  Engine::hedgewars_engine_protocol_version_t*
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      hedgewars_engine_protocol_version;
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  Engine::start_engine_t* start_engine;
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  Engine::generate_preview_t* generate_preview;
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  Engine::dispose_preview_t* dispose_preview;
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  Engine::cleanup_t* cleanup;
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  Engine::send_ipc_t* send_ipc;
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  Engine::read_ipc_t* read_ipc;
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  Engine::setup_current_gl_context_t* setup_current_gl_context;
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  Engine::render_frame_t* render_frame;
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  Engine::advance_simulation_t* advance_simulation;
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  Engine::move_camera_t* move_camera;
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  Engine::simple_event_t* simple_event;
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  Engine::long_event_t* long_event;
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  Engine::positioned_event_t* positioned_event;
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  bool m_isValid;
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};
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#endif  // ENGINEINSTANCE_H