ASA ice02: Clean up some subtle weirdness on timeout
When time's up or player lost, do this:
- Remove all rings
- Don't give time or saucer bonus when touching ring *after* timeout
- Prevent next turn from starting
#ifndef ENGINEINSTANCE_H
#define ENGINEINSTANCE_H
#include <QImage>
#include <QObject>
#include <QOpenGLContext>
#include "engine_interface.h"
#include "game_config.h"
class EngineInstance : public QObject {
Q_OBJECT
public:
explicit EngineInstance(const QString& libraryPath,
QObject* parent = nullptr);
~EngineInstance();
Q_PROPERTY(bool isValid READ isValid NOTIFY isValidChanged)
void sendConfig(const GameConfig& config);
void advance(quint32 ticks);
void renderFrame();
void setOpenGLContext(QOpenGLContext* context);
QImage generatePreview();
bool isValid() const;
signals:
void isValidChanged(bool isValid);
public slots:
private:
Engine::EngineInstance* m_instance;
Engine::hedgewars_engine_protocol_version_t*
hedgewars_engine_protocol_version;
Engine::start_engine_t* start_engine;
Engine::generate_preview_t* generate_preview;
Engine::dispose_preview_t* dispose_preview;
Engine::cleanup_t* cleanup;
Engine::send_ipc_t* send_ipc;
Engine::read_ipc_t* read_ipc;
Engine::setup_current_gl_context_t* setup_current_gl_context;
Engine::render_frame_t* render_frame;
Engine::advance_simulation_t* advance_simulation;
bool m_isValid;
};
#endif // ENGINEINSTANCE_H