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#include "gameview.h"
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#include <QtQuick/qquickwindow.h>
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#include <QCursor>
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#include <QTimer>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLShaderProgram>
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#include "flib.h"
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extern "C" {
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extern GameTick_t* flibGameTick;
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extern ResizeWindow_t* flibResizeWindow;
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extern updateMousePosition_t* flibUpdateMousePosition;
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}
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GameView::GameView() : m_delta(0), m_renderer(nullptr), m_windowChanged(true) {
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connect(this, &QQuickItem::windowChanged, this,
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&GameView::handleWindowChanged);
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}
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void GameView::tick(quint32 delta) {
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m_delta = delta;
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if (window()) {
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QTimer* timer = new QTimer(this);
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connect(timer, &QTimer::timeout, window(), &QQuickWindow::update);
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timer->start(100);
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// window()->update();
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}
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}
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void GameView::handleWindowChanged(QQuickWindow* win) {
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if (win) {
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connect(win, &QQuickWindow::beforeSynchronizing, this, &GameView::sync,
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Qt::DirectConnection);
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connect(win, &QQuickWindow::sceneGraphInvalidated, this, &GameView::cleanup,
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Qt::DirectConnection);
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win->setClearBeforeRendering(false);
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m_windowChanged = true;
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}
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}
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void GameView::cleanup() {
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if (m_renderer) {
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delete m_renderer;
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m_renderer = 0;
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}
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}
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void GameView::sync() {
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if (!m_renderer) {
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m_renderer = new GameViewRenderer();
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connect(window(), &QQuickWindow::beforeRendering, m_renderer,
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&GameViewRenderer::paint, Qt::DirectConnection);
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}
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if (m_windowChanged) {
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QSize windowSize = window()->size();
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m_renderer->setViewportSize(windowSize * window()->devicePixelRatio());
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m_centerX = windowSize.width() / 2;
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m_centerY = windowSize.height() / 2;
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}
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QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint();
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if (flibUpdateMousePosition(m_centerX, m_centerY, mousePos.x(), mousePos.y()))
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QCursor::setPos(mapToGlobal(QPointF(m_centerX, m_centerY)).toPoint());
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m_renderer->tick(m_delta);
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}
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GameViewRenderer::~GameViewRenderer() {}
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void GameViewRenderer::setViewportSize(const QSize& size) {
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flibResizeWindow(size.width(), size.height());
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}
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void GameViewRenderer::paint() {
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if (m_delta == 0) return;
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flibGameTick(m_delta);
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// m_window->resetOpenGLState();
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}
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