Tempoary (!!!) workaround for incorrect key combination description in frontend
This workaround fixes the incorrect string while preserving translations and the 1.0.0 string freeze.
Remember to revert this commit and fix the string in binds.cpp after the 1.0.0 release!
#include "game_view.h"
#include <QtQuick/qquickwindow.h>
#include <QCursor>
#include <QTimer>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLShaderProgram>
GameView::GameView(QQuickItem* parent)
: QQuickItem(parent), m_delta(0), 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();
}
}
EngineInstance* GameView::engineInstance() const { return m_engineInstance; }
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() { m_renderer.reset(); }
void GameView::setEngineInstance(EngineInstance* engineInstance) {
if (m_engineInstance == engineInstance) return;
cleanup();
m_engineInstance = engineInstance;
emit engineInstanceChanged(m_engineInstance);
}
void GameView::sync() {
if (!m_renderer && m_engineInstance) {
m_engineInstance->setOpenGLContext(window()->openglContext());
m_renderer.reset(new GameViewRenderer());
m_renderer->setEngineInstance(m_engineInstance);
connect(window(), &QQuickWindow::beforeRendering, m_renderer.data(),
&GameViewRenderer::paint, Qt::DirectConnection);
}
if (m_windowChanged || (m_viewportSize != window()->size())) {
m_windowChanged = false;
if (m_engineInstance)
m_engineInstance->setOpenGLContext(window()->openglContext());
m_viewportSize = window()->size();
m_centerPoint = QPoint(m_viewportSize.width(), m_viewportSize.height()) / 2;
}
if (m_engineInstance) {
QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint();
m_engineInstance->moveCamera(mousePos - m_centerPoint);
QCursor::setPos(mapToGlobal(m_centerPoint).toPoint());
}
if (m_renderer) m_renderer->tick(m_delta);
}
GameViewRenderer::GameViewRenderer()
: QObject(), m_delta(0), m_engineInstance(nullptr) {}
GameViewRenderer::~GameViewRenderer() {}
void GameViewRenderer::tick(quint32 delta) { m_delta = delta; }
void GameViewRenderer::setEngineInstance(EngineInstance* engineInstance) {
m_engineInstance = engineInstance;
}
void GameViewRenderer::paint() {
if (m_delta == 0) return;
if (m_engineInstance) {
m_engineInstance->advance(m_delta);
m_engineInstance->renderFrame();
}
// m_window->resetOpenGLState();
}
void GameViewRenderer::onViewportSizeChanged(QQuickWindow* window) {
if (m_engineInstance)
m_engineInstance->setOpenGLContext(window->openglContext());
}