refactor state management and input handling into separate classes
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@ -48,7 +48,6 @@ private:
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RenderTexture render_target;
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RenderTexture klotski_target;
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RenderTexture menu_target;
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std::unordered_set<State> winning_states;
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public:
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bool mark_solutions;
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@ -77,26 +76,22 @@ public:
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}
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public:
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auto UpdateWinningStates(const MassSpringSystem &masssprings,
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const WinCondition win_condition) -> void;
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auto AddWinningState(const State &state, const WinCondition win_condition)
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-> void;
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auto UpdateCamera(const MassSpringSystem &masssprings, const State ¤t)
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-> void;
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auto UpdateTextureSizes() -> void;
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auto DrawMassSprings(const MassSpringSystem &masssprings,
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const State ¤t) -> void;
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const State ¤t,
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const std::unordered_set<State> &winning_states) -> void;
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auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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int sel_y, int block_add_x, int block_add_y,
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const WinCondition win_condition) -> void;
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auto DrawMenu(const MassSpringSystem &masssprings, int current_preset,
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const State ¤t_state) -> void;
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const State ¤t_state,
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const std::unordered_set<State> &winning_states) -> void;
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auto DrawTextures() -> void;
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};
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