qmlfrontend/game_view.cpp
author unC0Rr
Tue, 21 May 2024 14:38:30 +0200
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Implement triggering advancement of simulation in qmlfrontend
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#include "game_view.h"
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#include <QtQuick/qquickwindow.h>
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#include <QCursor>
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#include <QOpenGLFramebufferObjectFormat>
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#include <QQuickOpenGLUtils>
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#include <QTimer>
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#include <QtGui/QOpenGLContext>
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class GameViewRenderer : public QQuickFramebufferObject::Renderer {
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 public:
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  explicit GameViewRenderer() = default;
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  GameViewRenderer(const GameViewRenderer&) = delete;
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  GameViewRenderer(GameViewRenderer&&) = delete;
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  GameViewRenderer& operator=(const GameViewRenderer&) = delete;
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  GameViewRenderer& operator=(GameViewRenderer&&) = delete;
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  void render() override;
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  QOpenGLFramebufferObject* createFramebufferObject(const QSize& size) override;
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  void synchronize(QQuickFramebufferObject* fbo) override;
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  QPointer<GameView> m_gameView;
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  QPointer<QQuickWindow> m_window;
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  bool m_dirty{true};
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  QSizeF m_gameViewSize;
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};
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void GameViewRenderer::render() {
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  const auto engine = m_gameView->engineInstance();
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  if (!engine) {
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    return;
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  }
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  if (m_dirty) {
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    m_dirty = false;
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    engine->setOpenGLContext(QOpenGLContext::currentContext());
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  }
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  engine->renderFrame();
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  QQuickOpenGLUtils::resetOpenGLState();
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}
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QOpenGLFramebufferObject* GameViewRenderer::createFramebufferObject(
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    const QSize& size) {
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  QOpenGLFramebufferObjectFormat format;
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  format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
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  format.setSamples(8);
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  auto fbo = new QOpenGLFramebufferObject(size, format);
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  return fbo;
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}
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void GameViewRenderer::synchronize(QQuickFramebufferObject* fbo) {
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  if (!m_gameView) {
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    m_gameView = qobject_cast<GameView*>(fbo);
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    m_window = fbo->window();
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  }
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  if (const auto currentSize = m_gameView->size();
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      currentSize != m_gameViewSize) {
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    m_gameViewSize = currentSize;
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    m_dirty = true;
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  }
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  m_gameView->executeActions();
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}
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GameView::GameView(QQuickItem* parent) : QQuickFramebufferObject(parent) {
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  setMirrorVertically(true);
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}
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void GameView::tick(quint32 delta) {
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  addAction([delta](auto engine) { engine->advance(delta); });
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}
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EngineInstance* GameView::engineInstance() const { return m_engineInstance; }
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QQuickFramebufferObject::Renderer* GameView::createRenderer() const {
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  return new GameViewRenderer{};
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}
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void GameView::executeActions() {
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  if (!m_engineInstance) {
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    return;
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  }
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  for (const auto& action : m_actions) {
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    action(m_engineInstance);
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  }
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  m_actions.clear();
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}
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void GameView::setEngineInstance(EngineInstance* engineInstance) {
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  if (m_engineInstance == engineInstance) {
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    return;
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  }
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  m_engineInstance = engineInstance;
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  Q_EMIT engineInstanceChanged(m_engineInstance);
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}
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void GameView::addAction(std::function<void(EngineInstance*)>&& action) {
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  m_actions.append(std::move(action));
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}