refactor state management and input handling into separate classes
This commit is contained in:
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);
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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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current_state.ToggleRestricted();
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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} else if (IsKeyPressed(KEY_T)) {
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current_state.ToggleTarget(sel_x, sel_y);
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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} else if (IsKeyPressed(KEY_LEFT) && current_state.width > 1) {
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current_state = current_state.RemoveColumn();
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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} else if (IsKeyPressed(KEY_RIGHT) && current_state.width < 9) {
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current_state = current_state.AddColumn();
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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} else if (IsKeyPressed(KEY_UP) && current_state.height > 1) {
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current_state = current_state.RemoveRow();
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previous_state = clear_masssprings(masssprings, current_state);
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edited = true;
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} else if (IsKeyPressed(KEY_DOWN) && current_state.height < 9) {
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current_state = current_state.AddRow();
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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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if (previous_state != current_state.state) {
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masssprings.AddMass(
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MASS,
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Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
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false, current_state.state);
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masssprings.AddSpring(current_state.state, previous_state,
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SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH);
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renderer.AddWinningState(current_state, win_conditions[current_preset]);
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}
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// Input update
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state.previous_state = state.current_state;
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input.HandleInput();
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state.UpdateGraph();
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// Physics update
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#ifdef PRINT_TIMINGS
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@ -309,13 +77,13 @@ auto main(int argc, char *argv[]) -> int {
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std::chrono::high_resolution_clock::now();
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#endif
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for (int i = 0; i < UPDATES_PER_FRAME; ++i) {
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masssprings.ClearForces();
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masssprings.CalculateSpringForces();
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masssprings.CalculateRepulsionForces();
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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#ifdef VERLET_UPDATE
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masssprings.VerletUpdate(frametime / UPDATES_PER_FRAME * SIM_SPEED);
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mass_springs.VerletUpdate(GetFrameTime() / UPDATES_PER_FRAME * SIM_SPEED);
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#else
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mass_springs.EulerUpdate(frametime * SIM_SPEED);
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mass_springs.EulerUpdate(GetFrameTime() * SIM_SPEED);
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#endif
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}
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#ifdef PRINT_TIMINGS
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@ -329,12 +97,15 @@ auto main(int argc, char *argv[]) -> int {
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std::chrono::high_resolution_clock::time_point rs =
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std::chrono::high_resolution_clock::now();
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#endif
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renderer.UpdateCamera(masssprings, current_state);
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renderer.UpdateCamera(mass_springs, state.current_state);
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renderer.UpdateTextureSizes();
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renderer.DrawMassSprings(masssprings, current_state);
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renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y, block_add_x,
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block_add_y, win_conditions[current_preset]);
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renderer.DrawMenu(masssprings, current_preset, current_state);
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renderer.DrawMassSprings(mass_springs, state.current_state,
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state.winning_states);
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renderer.DrawKlotski(state.current_state, input.hov_x, input.hov_y,
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input.sel_x, input.sel_y, input.block_add_x,
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input.block_add_y, state.CurrentWinCondition());
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renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
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state.winning_states);
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renderer.DrawTextures();
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#ifdef PRINT_TIMINGS
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std::chrono::high_resolution_clock::time_point re =
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Reference in New Issue
Block a user