overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
#ifndef ENGINEINSTANCE_H
#define ENGINEINSTANCE_H
#include "engine_interface.h"
#include <QObject>
#include "game_config.h"
class EngineInstance : public QObject {
Q_OBJECT
public:
explicit EngineInstance(QObject *parent = nullptr);
~EngineInstance();
void sendConfig(const GameConfig &config);
Engine::PreviewInfo generatePreview();
signals:
public slots:
private:
Engine::EngineInstance *m_instance;
};
#endif // ENGINEINSTANCE_H