Files
FluidSimCpp/include/FluidSim/Desktop/DesktopUi.hpp
max bf8621ad39 Load engines from TOML and improve scenario audio and carb tuning
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.
2026-10-24 03:24:35 +02:00

39 lines
1.3 KiB
C++

#pragma once
#include "FluidSim/ScenarioSnapshot.hpp"
#include "FluidSim/DynoCurve.hpp"
#include "FluidSim/Desktop/PedalControl.hpp"
#include "FluidSim/Desktop/EngineRenderer3D.hpp"
#include <SFML/Graphics.hpp>
namespace fluidsim::port::desktop {
struct PlaybackInfo {
float pedal_target{},load{};
double speed{1};
std::size_t buffered{},capacity{};
std::uint64_t underruns{};
bool auto_gain{},time_warp{};
};
struct WorkspaceLayout {
sf::FloatRect sidebar,viewport,chart,inspector,pedal;
static WorkspaceLayout calculate(sf::Vector2u size);
};
class DesktopUi {
public:
float pedal() const {return pedal_.value();}
void nudge_pedal(float amount) {pedal_.set(pedal_.value()+amount);}
void update_pedal(float dt,bool raise,bool lower) {if(!pedal_drag_)pedal_.advance(dt,raise,lower);}
bool handle_event(const sf::Event&,sf::Vector2u);
AudioListener listener(const ScenarioSnapshot&,sf::Vector2u);
void draw(sf::RenderWindow&,const sf::Font*,const ScenarioSnapshot&,const PlaybackInfo&);
private:
DynoCurve dyno_;
EngineRenderer3D renderer_;
OrbitCamera camera_;
bool three_d_{true},camera_fitted_{},pan_drag_{},pedal_drag_{};
PedalControl pedal_;
sf::Vector2f pan_{};
sf::Vector2i previous_mouse_{};
bool dragging_{};
float zoom_{1};
};
}