refactor state management and input handling into separate classes
This commit is contained in:
169
src/input.cpp
Normal file
169
src/input.cpp
Normal file
@ -0,0 +1,169 @@
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#include <algorithm>
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#include <raylib.h>
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#include "config.hpp"
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#include "input.hpp"
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auto InputHandler::HandleMouseHover() -> void {
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const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
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const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
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int block_size = std::min(board_width / state.current_state.width,
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board_height / state.current_state.height) -
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2 * BLOCK_PADDING;
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int x_offset = (board_width - (block_size + 2 * BLOCK_PADDING) *
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state.current_state.width) /
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2.0;
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int y_offset = (board_height - (block_size + 2 * BLOCK_PADDING) *
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state.current_state.height) /
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2.0;
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Vector2 m = GetMousePosition();
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if (m.x < x_offset) {
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hov_x = 100;
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} else {
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hov_x = (m.x - x_offset) / (block_size + 2 * BLOCK_PADDING);
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}
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if (m.y - MENU_HEIGHT < y_offset) {
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hov_y = 100;
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} else {
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hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING);
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}
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}
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auto InputHandler::HandleMouse() -> void {
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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// If we clicked a block...
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if (state.current_state.GetBlock(hov_x, hov_y).IsValid()) {
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sel_x = hov_x;
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sel_y = hov_y;
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}
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// If we clicked empty space...
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else {
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// Select a position
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if (!has_block_add_xy) {
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if (hov_x >= 0 && hov_x < state.current_state.width && hov_y >= 0 &&
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hov_y < state.current_state.height) {
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block_add_x = hov_x;
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block_add_y = hov_y;
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has_block_add_xy = true;
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}
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}
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// If we have already selected a position
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else {
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int block_add_width = hov_x - block_add_x + 1;
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int block_add_height = hov_y - block_add_y + 1;
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if (block_add_width <= 0 || block_add_height <= 0) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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} else if (block_add_x >= 0 &&
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block_add_x + block_add_width <= state.current_state.width &&
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block_add_y >= 0 &&
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block_add_y + block_add_height <=
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state.current_state.height) {
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bool success = state.current_state.AddBlock(
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Block(block_add_x, block_add_y, block_add_width, block_add_height,
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false));
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if (success) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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state.ClearGraph();
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state.edited = true;
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}
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}
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}
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}
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} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
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if (state.current_state.RemoveBlock(hov_x, hov_y)) {
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state.ClearGraph();
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state.edited = true;
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} else if (has_block_add_xy) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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}
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}
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}
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auto InputHandler::HandleKeys() -> void {
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if (IsKeyPressed(KEY_W)) {
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if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
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sel_y--;
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}
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} else if (IsKeyPressed(KEY_A)) {
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if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
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sel_x--;
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}
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} else if (IsKeyPressed(KEY_S)) {
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if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
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sel_y++;
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}
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} else if (IsKeyPressed(KEY_D)) {
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if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
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sel_x++;
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}
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} else if (IsKeyPressed(KEY_P)) {
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std::cout << "State: " << state.current_state.state << std::endl;
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Block sel = state.current_state.GetBlock(sel_x, sel_y);
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int idx = state.current_state.GetIndex(sel.x, sel.y) - 5;
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if (sel.IsValid()) {
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std::cout << "Sel: " << state.current_state.state.substr(0, 5)
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<< std::string(idx, '.') << sel.ToString()
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<< std::string(state.current_state.state.length() - idx - 7,
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'.')
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<< std::endl;
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}
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} else if (IsKeyPressed(KEY_N)) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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state.PreviousPreset();
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} else if (IsKeyPressed(KEY_M)) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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state.NextPreset();
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} else if (IsKeyPressed(KEY_R)) {
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state.ResetState();
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} else if (IsKeyPressed(KEY_G)) {
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state.FillGraph();
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} else if (IsKeyPressed(KEY_C)) {
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state.ClearGraph();
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} else if (IsKeyPressed(KEY_I)) {
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renderer.mark_solutions = !renderer.mark_solutions;
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} else if (IsKeyPressed(KEY_O)) {
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renderer.connect_solutions = !renderer.connect_solutions;
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} else if (IsKeyPressed(KEY_F)) {
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state.current_state.ToggleRestricted();
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state.ClearGraph();
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state.edited = true;
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} else if (IsKeyPressed(KEY_T)) {
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state.current_state.ToggleTarget(sel_x, sel_y);
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state.ClearGraph();
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state.edited = true;
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} else if (IsKeyPressed(KEY_LEFT) && state.current_state.width > 1) {
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state.current_state = state.current_state.RemoveColumn();
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state.ClearGraph();
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state.edited = true;
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} else if (IsKeyPressed(KEY_RIGHT) && state.current_state.width < 9) {
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state.current_state = state.current_state.AddColumn();
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state.ClearGraph();
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state.edited = true;
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} else if (IsKeyPressed(KEY_UP) && state.current_state.height > 1) {
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state.current_state = state.current_state.RemoveRow();
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state.ClearGraph();
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state.edited = true;
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} else if (IsKeyPressed(KEY_DOWN) && state.current_state.height < 9) {
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state.current_state = state.current_state.AddRow();
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state.ClearGraph();
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state.edited = true;
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}
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}
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auto InputHandler::HandleInput() -> void {
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HandleMouseHover();
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HandleMouse();
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HandleKeys();
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}
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287
src/main.cpp
287
src/main.cpp
@ -3,10 +3,10 @@
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#include <raymath.h>
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#include "config.hpp"
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#include "klotski.hpp"
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#include "input.hpp"
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#include "mass_springs.hpp"
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#include "renderer.hpp"
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#include "states.hpp"
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#include "state.hpp"
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#ifndef WEB
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#include <omp.h>
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@ -26,54 +26,11 @@
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// - Click states to display them in the board
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// - Find shortest path to any winning state and mark it in the graph
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// - Also mark the next move along the path on the board
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auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
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-> State {
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mass_springs.springs.clear();
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mass_springs.masses.clear();
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State s = generator();
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mass_springs.AddMass(MASS, Vector3Zero(), false, s.state);
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return s;
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};
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auto populate_masssprings(MassSpringSystem &mass_springs,
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const State ¤t_state) -> void {
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std::pair<std::unordered_set<std::string>,
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std::vector<std::pair<std::string, std::string>>>
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closure = current_state.Closure();
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for (const auto &state : closure.first) {
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Vector3 pos =
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Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
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static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
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static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
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mass_springs.AddMass(MASS, pos, false, state);
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}
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for (const auto &[from, to] : closure.second) {
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mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
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REST_LENGTH);
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}
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std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
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<< mass_springs.springs.size() << " springs." << std::endl;
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std::cout << "Consuming "
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<< sizeof(decltype(*mass_springs.masses.begin())) *
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mass_springs.masses.size()
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<< " Bytes for masses." << std::endl;
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std::cout << "Consuming "
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<< sizeof(decltype(*mass_springs.springs.begin())) *
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mass_springs.springs.size()
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<< " Bytes for springs." << std::endl;
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}
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auto clear_masssprings(MassSpringSystem &masssprings,
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const State ¤t_state) -> std::string {
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masssprings.masses.clear();
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masssprings.springs.clear();
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masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state);
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return current_state.state;
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}
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// TODO: Don't tie the simulation step resolution to the FPS (frametime)
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// - This breaks the simulation on slower systems
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// - Add a modifiable speed setting?
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// - Clamp the frametime?
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// - Use a fixed step size and control how often it runs per frame?
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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@ -85,34 +42,21 @@ auto main(int argc, char *argv[]) -> int {
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std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl;
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#endif
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// RayLib window setup
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SetTraceLogLevel(LOG_ERROR);
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// SetTargetFPS(60);
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SetConfigFlags(FLAG_VSYNC_HINT);
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
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InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
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// Rendering configuration
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// Game setup
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Renderer renderer;
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// Klotski configuration
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int current_preset = 0;
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MassSpringSystem masssprings;
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State current_state = apply_state(masssprings, generators[current_preset]);
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MassSpringSystem mass_springs;
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StateManager state = StateManager(mass_springs);
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InputHandler input = InputHandler(state, renderer);
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// Game loop
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float frametime;
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bool edited = false;
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bool has_block_add_xy = false;
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int block_add_x = -1;
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int block_add_y = -1;
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int hov_x = 0;
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int hov_y = 0;
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int sel_x = 0;
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int sel_y = 0;
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#ifdef PRINT_TIMINGS
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double last_print_time = GetTime();
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std::chrono::duration<double, std::milli> physics_time_accumulator =
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@ -122,186 +66,10 @@ auto main(int argc, char *argv[]) -> int {
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int time_measure_count = 0;
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#endif
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while (!WindowShouldClose()) {
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frametime = GetFrameTime();
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std::string previous_state = current_state.state;
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// Mouse handling
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const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
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const int board_height =
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GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
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int block_size = std::min(board_width / current_state.width,
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board_height / current_state.height) -
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2 * BLOCK_PADDING;
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int x_offset =
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(board_width - (block_size + 2 * BLOCK_PADDING) * current_state.width) /
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2.0;
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int y_offset = (board_height -
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(block_size + 2 * BLOCK_PADDING) * current_state.height) /
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2.0;
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Vector2 m = GetMousePosition();
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if (m.x < x_offset) {
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hov_x = 100;
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} else {
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hov_x = (m.x - x_offset) / (block_size + 2 * BLOCK_PADDING);
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}
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if (m.y - MENU_HEIGHT < y_offset) {
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hov_y = 100;
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} else {
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hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING);
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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// If we clicked a block...
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if (current_state.GetBlock(hov_x, hov_y).IsValid()) {
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sel_x = hov_x;
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sel_y = hov_y;
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}
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// If we clicked empty space...
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else {
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// Select a position
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if (!has_block_add_xy) {
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if (hov_x >= 0 && hov_x < current_state.width && hov_y >= 0 &&
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hov_y < current_state.height) {
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block_add_x = hov_x;
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block_add_y = hov_y;
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has_block_add_xy = true;
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}
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}
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// If we have already selected a position
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else {
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int block_add_width = hov_x - block_add_x + 1;
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int block_add_height = hov_y - block_add_y + 1;
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if (block_add_width <= 0 || block_add_height <= 0) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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} else if (block_add_x >= 0 &&
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block_add_x + block_add_width <= current_state.width &&
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block_add_y >= 0 &&
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block_add_y + block_add_height <= current_state.height) {
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bool success = current_state.AddBlock(
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Block(block_add_x, block_add_y, block_add_width,
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block_add_height, false));
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if (success) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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}
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}
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}
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}
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} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
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if (current_state.RemoveBlock(hov_x, hov_y)) {
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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} else if (has_block_add_xy) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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}
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}
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// Key handling
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if (IsKeyPressed(KEY_W)) {
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if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
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sel_y--;
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}
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} else if (IsKeyPressed(KEY_A)) {
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if (current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
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sel_x--;
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}
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} else if (IsKeyPressed(KEY_S)) {
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if (current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
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sel_y++;
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}
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} else if (IsKeyPressed(KEY_D)) {
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if (current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
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sel_x++;
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}
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} else if (IsKeyPressed(KEY_P)) {
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std::cout << "State: " << current_state.state << std::endl;
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Block sel = current_state.GetBlock(sel_x, sel_y);
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int idx = current_state.GetIndex(sel.x, sel.y) - 5;
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if (sel.IsValid()) {
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std::cout << "Sel: " << current_state.state.substr(0, 5)
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<< std::string(idx, '.') << sel.ToString()
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<< std::string(current_state.state.length() - idx - 7, '.')
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<< std::endl;
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}
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} else if (IsKeyPressed(KEY_N)) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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current_preset =
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(generators.size() + current_preset - 1) % generators.size();
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current_state = apply_state(masssprings, generators[current_preset]);
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previous_state = current_state.state;
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edited = false;
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} else if (IsKeyPressed(KEY_M)) {
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block_add_x = -1;
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block_add_y = -1;
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has_block_add_xy = false;
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current_preset = (current_preset + 1) % generators.size();
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current_state = apply_state(masssprings, generators[current_preset]);
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previous_state = current_state.state;
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edited = false;
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} else if (IsKeyPressed(KEY_R)) {
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current_state = generators[current_preset]();
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if (edited) {
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// We also need to clear the graph, in case the state has been edited.
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// Then the graph would contain states that are impossible.
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previous_state = clear_masssprings(masssprings, current_state);
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edited = false;
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}
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} else if (IsKeyPressed(KEY_G)) {
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previous_state = clear_masssprings(masssprings, current_state);
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populate_masssprings(masssprings, current_state);
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renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
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} else if (IsKeyPressed(KEY_C)) {
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previous_state = clear_masssprings(masssprings, current_state);
|
||||
} else if (IsKeyPressed(KEY_I)) {
|
||||
renderer.mark_solutions = !renderer.mark_solutions;
|
||||
} else if (IsKeyPressed(KEY_O)) {
|
||||
renderer.connect_solutions = !renderer.connect_solutions;
|
||||
} else if (IsKeyPressed(KEY_F)) {
|
||||
current_state.ToggleRestricted();
|
||||
previous_state = clear_masssprings(masssprings, current_state);
|
||||
edited = true;
|
||||
} else if (IsKeyPressed(KEY_T)) {
|
||||
current_state.ToggleTarget(sel_x, sel_y);
|
||||
previous_state = clear_masssprings(masssprings, current_state);
|
||||
edited = true;
|
||||
} else if (IsKeyPressed(KEY_LEFT) && current_state.width > 1) {
|
||||
current_state = current_state.RemoveColumn();
|
||||
previous_state = clear_masssprings(masssprings, current_state);
|
||||
edited = true;
|
||||
} else if (IsKeyPressed(KEY_RIGHT) && current_state.width < 9) {
|
||||
current_state = current_state.AddColumn();
|
||||
previous_state = clear_masssprings(masssprings, current_state);
|
||||
edited = true;
|
||||
} else if (IsKeyPressed(KEY_UP) && current_state.height > 1) {
|
||||
current_state = current_state.RemoveRow();
|
||||
previous_state = clear_masssprings(masssprings, current_state);
|
||||
edited = true;
|
||||
} else if (IsKeyPressed(KEY_DOWN) && current_state.height < 9) {
|
||||
current_state = current_state.AddRow();
|
||||
previous_state = clear_masssprings(masssprings, current_state);
|
||||
edited = true;
|
||||
}
|
||||
|
||||
if (previous_state != current_state.state) {
|
||||
masssprings.AddMass(
|
||||
MASS,
|
||||
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
|
||||
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
|
||||
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
|
||||
false, current_state.state);
|
||||
masssprings.AddSpring(current_state.state, previous_state,
|
||||
SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH);
|
||||
renderer.AddWinningState(current_state, win_conditions[current_preset]);
|
||||
}
|
||||
// Input update
|
||||
state.previous_state = state.current_state;
|
||||
input.HandleInput();
|
||||
state.UpdateGraph();
|
||||
|
||||
// Physics update
|
||||
#ifdef PRINT_TIMINGS
|
||||
@ -309,13 +77,13 @@ auto main(int argc, char *argv[]) -> int {
|
||||
std::chrono::high_resolution_clock::now();
|
||||
#endif
|
||||
for (int i = 0; i < UPDATES_PER_FRAME; ++i) {
|
||||
masssprings.ClearForces();
|
||||
masssprings.CalculateSpringForces();
|
||||
masssprings.CalculateRepulsionForces();
|
||||
mass_springs.ClearForces();
|
||||
mass_springs.CalculateSpringForces();
|
||||
mass_springs.CalculateRepulsionForces();
|
||||
#ifdef VERLET_UPDATE
|
||||
masssprings.VerletUpdate(frametime / UPDATES_PER_FRAME * SIM_SPEED);
|
||||
mass_springs.VerletUpdate(GetFrameTime() / UPDATES_PER_FRAME * SIM_SPEED);
|
||||
#else
|
||||
mass_springs.EulerUpdate(frametime * SIM_SPEED);
|
||||
mass_springs.EulerUpdate(GetFrameTime() * SIM_SPEED);
|
||||
#endif
|
||||
}
|
||||
#ifdef PRINT_TIMINGS
|
||||
@ -329,12 +97,15 @@ auto main(int argc, char *argv[]) -> int {
|
||||
std::chrono::high_resolution_clock::time_point rs =
|
||||
std::chrono::high_resolution_clock::now();
|
||||
#endif
|
||||
renderer.UpdateCamera(masssprings, current_state);
|
||||
renderer.UpdateCamera(mass_springs, state.current_state);
|
||||
renderer.UpdateTextureSizes();
|
||||
renderer.DrawMassSprings(masssprings, current_state);
|
||||
renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y, block_add_x,
|
||||
block_add_y, win_conditions[current_preset]);
|
||||
renderer.DrawMenu(masssprings, current_preset, current_state);
|
||||
renderer.DrawMassSprings(mass_springs, state.current_state,
|
||||
state.winning_states);
|
||||
renderer.DrawKlotski(state.current_state, input.hov_x, input.hov_y,
|
||||
input.sel_x, input.sel_y, input.block_add_x,
|
||||
input.block_add_y, state.CurrentWinCondition());
|
||||
renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
|
||||
state.winning_states);
|
||||
renderer.DrawTextures();
|
||||
#ifdef PRINT_TIMINGS
|
||||
std::chrono::high_resolution_clock::time_point re =
|
||||
|
||||
@ -77,26 +77,26 @@ auto Spring::CalculateSpringForce() const -> void {
|
||||
}
|
||||
|
||||
auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed,
|
||||
const std::string &state) -> void {
|
||||
if (!masses.contains(state)) {
|
||||
masses.insert(std::make_pair(state, Mass(mass, position, fixed)));
|
||||
const State &state) -> void {
|
||||
if (!masses.contains(state.state)) {
|
||||
masses.insert(std::make_pair(state.state, Mass(mass, position, fixed)));
|
||||
}
|
||||
}
|
||||
|
||||
auto MassSpringSystem::GetMass(const std::string &state) -> Mass & {
|
||||
return masses.at(state);
|
||||
auto MassSpringSystem::GetMass(const State &state) -> Mass & {
|
||||
return masses.at(state.state);
|
||||
}
|
||||
|
||||
auto MassSpringSystem::AddSpring(const std::string &massA,
|
||||
const std::string &massB,
|
||||
auto MassSpringSystem::AddSpring(const State &massA, const State &massB,
|
||||
float spring_constant,
|
||||
float dampening_constant, float rest_length)
|
||||
-> void {
|
||||
std::string states;
|
||||
if (std::hash<std::string>{}(massA) < std::hash<std::string>{}(massB)) {
|
||||
states = std::format("{}{}", massA, massB);
|
||||
if (std::hash<std::string>{}(massA.state) <
|
||||
std::hash<std::string>{}(massB.state)) {
|
||||
states = std::format("{}{}", massA.state, massB.state);
|
||||
} else {
|
||||
states = std::format("{}{}", massB, massA);
|
||||
states = std::format("{}{}", massB.state, massA.state);
|
||||
}
|
||||
|
||||
if (!springs.contains(states)) {
|
||||
@ -109,6 +109,7 @@ auto MassSpringSystem::AddSpring(const std::string &massA,
|
||||
auto MassSpringSystem::Clear() -> void {
|
||||
masses.clear();
|
||||
springs.clear();
|
||||
InvalidateGrid();
|
||||
}
|
||||
|
||||
auto MassSpringSystem::ClearForces() -> void {
|
||||
@ -216,21 +217,6 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
|
||||
|
||||
mass->force = Vector3Add(mass->force, force);
|
||||
}
|
||||
|
||||
// Old method
|
||||
// for (auto &[state, mass] : masses) {
|
||||
// for (auto &[s, m] : masses) {
|
||||
// Vector3 dx = Vector3Subtract(mass.position, m.position);
|
||||
//
|
||||
// // This can be accelerated with a spatial data structure
|
||||
// if (Vector3Length(dx) >= 3 * REST_LENGTH) {
|
||||
// continue;
|
||||
// }
|
||||
//
|
||||
// mass.force = Vector3Add(
|
||||
// mass.force, Vector3Scale(Vector3Normalize(dx), REPULSION_FORCE));
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
auto MassSpringSystem::EulerUpdate(float delta_time) -> void {
|
||||
@ -245,3 +231,12 @@ auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
|
||||
mass.VerletUpdate(delta_time);
|
||||
}
|
||||
}
|
||||
|
||||
auto MassSpringSystem::InvalidateGrid() -> void {
|
||||
mass_vec.clear();
|
||||
indices.clear();
|
||||
cell_ids.clear();
|
||||
last_build = REPULSION_GRID_REFRESH;
|
||||
last_masses_count = 0;
|
||||
last_springs_count = 0;
|
||||
}
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
#include <format>
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
#include <unordered_set>
|
||||
|
||||
#include "config.hpp"
|
||||
#include "klotski.hpp"
|
||||
@ -87,27 +88,6 @@ auto OrbitCamera3D::Update(const Mass ¤t_mass) -> void {
|
||||
camera.target = target;
|
||||
}
|
||||
|
||||
auto Renderer::UpdateWinningStates(const MassSpringSystem &masssprings,
|
||||
const WinCondition win_condition) -> void {
|
||||
winning_states.clear();
|
||||
winning_states.reserve(masssprings.masses.size());
|
||||
for (const auto &[state, mass] : masssprings.masses) {
|
||||
if (win_condition(state)) {
|
||||
winning_states.insert(state);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Found " << winning_states.size() << " winning states."
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
auto Renderer::AddWinningState(const State &state,
|
||||
const WinCondition win_condition) -> void {
|
||||
if (win_condition(state)) {
|
||||
winning_states.insert(state);
|
||||
}
|
||||
}
|
||||
|
||||
auto Renderer::UpdateCamera(const MassSpringSystem &masssprings,
|
||||
const State ¤t) -> void {
|
||||
const Mass &c = masssprings.masses.at(current.state);
|
||||
@ -132,7 +112,9 @@ auto Renderer::UpdateTextureSizes() -> void {
|
||||
}
|
||||
|
||||
auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
|
||||
const State ¤t) -> void {
|
||||
const State ¤t,
|
||||
const std::unordered_set<State> &winning_states)
|
||||
-> void {
|
||||
BeginTextureMode(render_target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
@ -260,7 +242,9 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
}
|
||||
|
||||
auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset,
|
||||
const State ¤t_state) -> void {
|
||||
const State ¤t_state,
|
||||
const std::unordered_set<State> &winning_states)
|
||||
-> void {
|
||||
BeginTextureMode(menu_target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
106
src/state.cpp
Normal file
106
src/state.cpp
Normal file
@ -0,0 +1,106 @@
|
||||
#include "state.hpp"
|
||||
#include "presets.hpp"
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
auto StateManager::LoadPreset(int preset) -> void {
|
||||
current_state = generators[preset]();
|
||||
previous_state = current_state;
|
||||
ClearGraph();
|
||||
current_preset = preset;
|
||||
edited = false;
|
||||
}
|
||||
|
||||
auto StateManager::ResetState() -> void {
|
||||
current_state = generators[current_preset]();
|
||||
previous_state = current_state;
|
||||
if (edited) {
|
||||
// We also need to clear the graph, in case the state has been edited.
|
||||
// Then the graph would contain states that are impossible to reach.
|
||||
ClearGraph();
|
||||
edited = false;
|
||||
}
|
||||
}
|
||||
|
||||
auto StateManager::PreviousPreset() -> void {
|
||||
LoadPreset((generators.size() + current_preset - 1) % generators.size());
|
||||
}
|
||||
|
||||
auto StateManager::NextPreset() -> void {
|
||||
LoadPreset((current_preset + 1) % generators.size());
|
||||
}
|
||||
|
||||
auto StateManager::FillGraph() -> void {
|
||||
ClearGraph();
|
||||
|
||||
std::pair<std::unordered_set<std::string>,
|
||||
std::vector<std::pair<std::string, std::string>>>
|
||||
closure = current_state.Closure();
|
||||
for (const auto &state : closure.first) {
|
||||
// TODO: Insert masses in the spring loop and choose the position based on
|
||||
// the existing mass
|
||||
Vector3 pos =
|
||||
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
|
||||
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
|
||||
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
|
||||
|
||||
mass_springs.AddMass(MASS, pos, false, state);
|
||||
}
|
||||
for (const auto &[from, to] : closure.second) {
|
||||
mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
|
||||
REST_LENGTH);
|
||||
}
|
||||
std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
|
||||
<< mass_springs.springs.size() << " springs." << std::endl;
|
||||
FindWinningStates();
|
||||
std::cout << "Consuming "
|
||||
<< sizeof(decltype(*mass_springs.masses.begin())) *
|
||||
mass_springs.masses.size()
|
||||
<< " Bytes for masses." << std::endl;
|
||||
std::cout << "Consuming "
|
||||
<< sizeof(decltype(*mass_springs.springs.begin())) *
|
||||
mass_springs.springs.size()
|
||||
<< " Bytes for springs." << std::endl;
|
||||
}
|
||||
|
||||
auto StateManager::UpdateGraph() -> void {
|
||||
if (previous_state != current_state.state) {
|
||||
mass_springs.AddMass(
|
||||
MASS,
|
||||
// TODO: Add beside previous_state
|
||||
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
|
||||
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
|
||||
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
|
||||
false, current_state.state);
|
||||
mass_springs.AddSpring(current_state.state, previous_state, SPRING_CONSTANT,
|
||||
DAMPENING_CONSTANT, REST_LENGTH);
|
||||
if (win_conditions[current_preset](current_state)) {
|
||||
winning_states.insert(current_state);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto StateManager::ClearGraph() -> void {
|
||||
winning_states.clear();
|
||||
mass_springs.Clear();
|
||||
mass_springs.AddMass(MASS, Vector3Zero(), false, current_state);
|
||||
|
||||
// The previous_state is no longer in the graph
|
||||
previous_state = current_state;
|
||||
}
|
||||
|
||||
auto StateManager::FindWinningStates() -> void {
|
||||
winning_states.clear();
|
||||
for (const auto &[state, mass] : mass_springs.masses) {
|
||||
if (win_conditions[current_preset](state)) {
|
||||
winning_states.insert(state);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Found " << winning_states.size() << " winning states."
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
auto StateManager::CurrentWinCondition() -> WinCondition {
|
||||
return win_conditions[current_preset];
|
||||
}
|
||||
Reference in New Issue
Block a user