qmlfrontend/game_view.cpp
author Wuzzy <Wuzzy2@mail.ru>
Sat, 15 Jun 2019 01:18:40 +0200
changeset 15145 53342ce3f0a6
parent 14847 ef9630519491
permissions -rw-r--r--
Fix freezer drawing land outside of indestructible land border in some map types
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#include "game_view.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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GameView::GameView(QQuickItem* parent)
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    : QQuickItem(parent), m_delta(0), 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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EngineInstance* GameView::engineInstance() const { return m_engineInstance; }
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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() { m_renderer.reset(); }
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void GameView::setEngineInstance(EngineInstance* engineInstance) {
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  if (m_engineInstance == engineInstance) return;
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  cleanup();
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  m_engineInstance = engineInstance;
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  emit engineInstanceChanged(m_engineInstance);
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}
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void GameView::sync() {
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  if (!m_renderer && m_engineInstance) {
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    m_engineInstance->setOpenGLContext(window()->openglContext());
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    m_renderer.reset(new GameViewRenderer());
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    m_renderer->setEngineInstance(m_engineInstance);
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    connect(window(), &QQuickWindow::beforeRendering, m_renderer.data(),
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            &GameViewRenderer::paint, Qt::DirectConnection);
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  }
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  if (m_windowChanged || (m_viewportSize != window()->size())) {
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    m_windowChanged = false;
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    if (m_engineInstance)
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      m_engineInstance->setOpenGLContext(window()->openglContext());
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    m_viewportSize = window()->size();
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    m_centerPoint = QPoint(m_viewportSize.width(), m_viewportSize.height()) / 2;
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  }
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  if (m_engineInstance) {
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    QPoint mousePos = mapFromGlobal(QCursor::pos()).toPoint();
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    m_engineInstance->moveCamera(mousePos - m_centerPoint);
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    QCursor::setPos(mapToGlobal(m_centerPoint).toPoint());
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  }
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  if (m_renderer) m_renderer->tick(m_delta);
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}
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GameViewRenderer::GameViewRenderer()
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    : QObject(), m_delta(0), m_engineInstance(nullptr) {}
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GameViewRenderer::~GameViewRenderer() {}
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void GameViewRenderer::tick(quint32 delta) { m_delta = delta; }
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void GameViewRenderer::setEngineInstance(EngineInstance* engineInstance) {
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  m_engineInstance = engineInstance;
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}
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void GameViewRenderer::paint() {
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  if (m_delta == 0) return;
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  if (m_engineInstance) {
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    m_engineInstance->advance(m_delta);
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    m_engineInstance->renderFrame();
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  }
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  // m_window->resetOpenGLState();
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}
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void GameViewRenderer::onViewportSizeChanged(QQuickWindow* window) {
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  if (m_engineInstance)
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    m_engineInstance->setOpenGLContext(window->openglContext());
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}