1 #include "gameview.h" |
1 #include "game_view.h" |
2 |
2 |
3 #include <QtQuick/qquickwindow.h> |
3 #include <QtQuick/qquickwindow.h> |
4 #include <QCursor> |
4 #include <QCursor> |
5 #include <QTimer> |
5 #include <QTimer> |
6 #include <QtGui/QOpenGLContext> |
6 #include <QtGui/QOpenGLContext> |
7 #include <QtGui/QOpenGLShaderProgram> |
7 #include <QtGui/QOpenGLShaderProgram> |
8 |
8 |
9 #include "flib.h" |
9 GameView::GameView() : m_delta(0), m_windowChanged(true) { |
10 |
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11 extern "C" { |
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12 extern GameTick_t* flibGameTick; |
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13 extern ResizeWindow_t* flibResizeWindow; |
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14 extern updateMousePosition_t* flibUpdateMousePosition; |
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15 } |
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16 |
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17 GameView::GameView() : m_delta(0), m_renderer(nullptr), m_windowChanged(true) { |
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18 connect(this, &QQuickItem::windowChanged, this, |
10 connect(this, &QQuickItem::windowChanged, this, |
19 &GameView::handleWindowChanged); |
11 &GameView::handleWindowChanged); |
20 } |
12 } |
21 |
13 |
22 void GameView::tick(quint32 delta) { |
14 void GameView::tick(quint32 delta) { |
29 |
21 |
30 // window()->update(); |
22 // window()->update(); |
31 } |
23 } |
32 } |
24 } |
33 |
25 |
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26 EngineInstance* GameView::engineInstance() const { return m_engineInstance; } |
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27 |
34 void GameView::handleWindowChanged(QQuickWindow* win) { |
28 void GameView::handleWindowChanged(QQuickWindow* win) { |
35 if (win) { |
29 if (win) { |
36 connect(win, &QQuickWindow::beforeSynchronizing, this, &GameView::sync, |
30 connect(win, &QQuickWindow::beforeSynchronizing, this, &GameView::sync, |
37 Qt::DirectConnection); |
31 Qt::DirectConnection); |
38 connect(win, &QQuickWindow::sceneGraphInvalidated, this, &GameView::cleanup, |
32 connect(win, &QQuickWindow::sceneGraphInvalidated, this, &GameView::cleanup, |
42 |
36 |
43 m_windowChanged = true; |
37 m_windowChanged = true; |
44 } |
38 } |
45 } |
39 } |
46 |
40 |
47 void GameView::cleanup() { |
41 void GameView::cleanup() { m_renderer.reset(); } |
48 if (m_renderer) { |
42 |
49 delete m_renderer; |
43 void GameView::setEngineInstance(EngineInstance* engineInstance) { |
50 m_renderer = 0; |
44 if (m_engineInstance == engineInstance) return; |
51 } |
45 |
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46 cleanup(); |
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47 m_engineInstance = engineInstance; |
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48 engineInstance->setOpenGLContext(window()->openglContext()); |
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49 emit engineInstanceChanged(m_engineInstance); |
52 } |
50 } |
53 |
51 |
54 void GameView::sync() { |
52 void GameView::sync() { |
55 if (!m_renderer) { |
53 if (!m_renderer) { |
56 m_renderer = new GameViewRenderer(); |
54 m_renderer.reset(new GameViewRenderer()); |
57 connect(window(), &QQuickWindow::beforeRendering, m_renderer, |
55 connect(window(), &QQuickWindow::beforeRendering, m_renderer.data(), |
58 &GameViewRenderer::paint, Qt::DirectConnection); |
56 &GameViewRenderer::paint, Qt::DirectConnection); |
59 } |
57 } |
60 |
58 |
61 if (m_windowChanged) { |
59 if (m_windowChanged) { |
62 QSize windowSize = window()->size(); |
60 QSize windowSize = window()->size(); |
63 m_renderer->setViewportSize(windowSize * window()->devicePixelRatio()); |
61 m_renderer->setViewportSize(windowSize * window()->devicePixelRatio()); |
64 m_centerX = windowSize.width() / 2; |
62 m_centerX = windowSize.width() / 2; |
65 m_centerY = windowSize.height() / 2; |
63 m_centerY = windowSize.height() / 2; |
66 } |
64 } |
67 |
65 |
68 QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint(); |
66 // QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint(); |
69 if (flibUpdateMousePosition(m_centerX, m_centerY, mousePos.x(), mousePos.y())) |
67 // if (flibUpdateMousePosition(m_centerX, m_centerY, mousePos.x(), |
70 QCursor::setPos(mapToGlobal(QPointF(m_centerX, m_centerY)).toPoint()); |
68 // mousePos.y())) |
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69 // QCursor::setPos(mapToGlobal(QPointF(m_centerX, m_centerY)).toPoint()); |
71 |
70 |
72 m_renderer->tick(m_delta); |
71 m_renderer->tick(m_delta); |
73 } |
72 } |
74 |
73 |
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74 GameViewRenderer::GameViewRenderer() |
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75 : QObject(), m_delta(0), m_engineInstance(nullptr) {} |
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76 |
75 GameViewRenderer::~GameViewRenderer() {} |
77 GameViewRenderer::~GameViewRenderer() {} |
76 |
78 |
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79 void GameViewRenderer::tick(quint32 delta) { m_delta = delta; } |
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80 |
77 void GameViewRenderer::setViewportSize(const QSize& size) { |
81 void GameViewRenderer::setViewportSize(const QSize& size) { |
78 flibResizeWindow(size.width(), size.height()); |
82 // flibResizeWindow(size.width(), size.height()); |
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83 } |
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84 |
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85 void GameViewRenderer::setEngineInstance(EngineInstance* engineInstance) { |
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86 m_engineInstance = engineInstance; |
79 } |
87 } |
80 |
88 |
81 void GameViewRenderer::paint() { |
89 void GameViewRenderer::paint() { |
82 if (m_delta == 0) return; |
90 if (m_delta == 0) return; |
83 |
91 |
84 flibGameTick(m_delta); |
92 if (m_engineInstance) { |
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93 m_engineInstance->advance(m_delta); |
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94 m_engineInstance->renderFrame(); |
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95 } |
85 |
96 |
86 // m_window->resetOpenGLState(); |
97 // m_window->resetOpenGLState(); |
87 } |
98 } |