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
#include "game_view.h"
#include <QtQuick/qquickwindow.h>
#include <QCursor>
#include <QTimer>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLShaderProgram>
GameView::GameView() : 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) {
QSize windowSize = window()->size();
m_renderer->setViewportSize(windowSize * window()->devicePixelRatio());
m_centerX = windowSize.width() / 2;
m_centerY = windowSize.height() / 2;
}
// QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint();
// if (flibUpdateMousePosition(m_centerX, m_centerY, mousePos.x(),
// mousePos.y()))
// QCursor::setPos(mapToGlobal(QPointF(m_centerX, m_centerY)).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::setViewportSize(const QSize& size) {
// flibResizeWindow(size.width(), size.height());
}
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();
}