Migrate 32 engine definitions into validated startup-loaded TOML files and separate configuration and snapshots from scenario assembly. Add camera-based stereo propagation from shared pipe geometry, preserve exhaust character, tune carburetor mixtures and idle, use ignition cuts for carb engines, and support returning to the scenario menu. Validation: full Windows build and all 14 CTest checks passed.
39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
#pragma once
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#include "FluidSim/ScenarioSnapshot.hpp"
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#include "FluidSim/DynoCurve.hpp"
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#include "FluidSim/Desktop/PedalControl.hpp"
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#include "FluidSim/Desktop/EngineRenderer3D.hpp"
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#include <SFML/Graphics.hpp>
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namespace fluidsim::port::desktop {
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struct PlaybackInfo {
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float pedal_target{},load{};
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double speed{1};
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std::size_t buffered{},capacity{};
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std::uint64_t underruns{};
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bool auto_gain{},time_warp{};
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};
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struct WorkspaceLayout {
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sf::FloatRect sidebar,viewport,chart,inspector,pedal;
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static WorkspaceLayout calculate(sf::Vector2u size);
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};
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class DesktopUi {
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public:
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float pedal() const {return pedal_.value();}
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void nudge_pedal(float amount) {pedal_.set(pedal_.value()+amount);}
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void update_pedal(float dt,bool raise,bool lower) {if(!pedal_drag_)pedal_.advance(dt,raise,lower);}
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bool handle_event(const sf::Event&,sf::Vector2u);
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AudioListener listener(const ScenarioSnapshot&,sf::Vector2u);
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void draw(sf::RenderWindow&,const sf::Font*,const ScenarioSnapshot&,const PlaybackInfo&);
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private:
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DynoCurve dyno_;
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EngineRenderer3D renderer_;
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OrbitCamera camera_;
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bool three_d_{true},camera_fitted_{},pan_drag_{},pedal_drag_{};
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PedalControl pedal_;
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sf::Vector2f pan_{};
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sf::Vector2i previous_mouse_{};
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bool dragging_{};
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float zoom_{1};
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};
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}
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