aaagh can't just move delete like that due to our RNG scrambling... reverting on branch. we'll just have to take our chances w/ the bad code
#include "engine_instance.h"
#include <QDebug>
#include <QOpenGLFunctions>
#include <QSurface>
static QOpenGLContext* currentOpenglContext = nullptr;
extern "C" void (*getProcAddress(const char* fn))() {
if (!currentOpenglContext)
return nullptr;
else
return currentOpenglContext->getProcAddress(fn);
}
EngineInstance::EngineInstance(QObject* parent)
: QObject(parent), m_instance(Engine::start_engine()) {}
EngineInstance::~EngineInstance() { Engine::cleanup(m_instance); }
void EngineInstance::sendConfig(const GameConfig& config) {
for (auto b : config.config()) {
Engine::send_ipc(m_instance, reinterpret_cast<uint8_t*>(b.data()),
static_cast<size_t>(b.size()));
}
}
void EngineInstance::advance(quint32 ticks) {
Engine::advance_simulation(m_instance, ticks);
}
void EngineInstance::renderFrame() { Engine::render_frame(m_instance); }
void EngineInstance::setOpenGLContext(QOpenGLContext* context) {
currentOpenglContext = context;
auto size = context->surface()->size();
Engine::setup_current_gl_context(
m_instance, static_cast<quint16>(size.width()),
static_cast<quint16>(size.height()), &getProcAddress);
}
Engine::PreviewInfo EngineInstance::generatePreview() {
Engine::PreviewInfo pinfo;
Engine::generate_preview(m_instance, &pinfo);
return pinfo;
}