refactor state management and input handling into separate classes

This commit is contained in:
2026-02-21 22:00:33 +01:00
parent f8fe9e35d6
commit 0d3913e27e
11 changed files with 452 additions and 326 deletions

View File

@ -3,10 +3,10 @@
#include <raymath.h>
#include "config.hpp"
#include "klotski.hpp"
#include "input.hpp"
#include "mass_springs.hpp"
#include "renderer.hpp"
#include "states.hpp"
#include "state.hpp"
#ifndef WEB
#include <omp.h>
@ -26,54 +26,11 @@
// - Click states to display them in the board
// - Find shortest path to any winning state and mark it in the graph
// - Also mark the next move along the path on the board
auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
-> State {
mass_springs.springs.clear();
mass_springs.masses.clear();
State s = generator();
mass_springs.AddMass(MASS, Vector3Zero(), false, s.state);
return s;
};
auto populate_masssprings(MassSpringSystem &mass_springs,
const State &current_state) -> void {
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) {
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;
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 clear_masssprings(MassSpringSystem &masssprings,
const State &current_state) -> std::string {
masssprings.masses.clear();
masssprings.springs.clear();
masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state);
return current_state.state;
}
// TODO: Don't tie the simulation step resolution to the FPS (frametime)
// - This breaks the simulation on slower systems
// - Add a modifiable speed setting?
// - Clamp the frametime?
// - Use a fixed step size and control how often it runs per frame?
auto main(int argc, char *argv[]) -> int {
// if (argc < 2) {
@ -85,34 +42,21 @@ auto main(int argc, char *argv[]) -> int {
std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl;
#endif
// RayLib window setup
SetTraceLogLevel(LOG_ERROR);
// SetTargetFPS(60);
SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// Rendering configuration
// Game setup
Renderer renderer;
// Klotski configuration
int current_preset = 0;
MassSpringSystem masssprings;
State current_state = apply_state(masssprings, generators[current_preset]);
MassSpringSystem mass_springs;
StateManager state = StateManager(mass_springs);
InputHandler input = InputHandler(state, renderer);
// Game loop
float frametime;
bool edited = false;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
int hov_x = 0;
int hov_y = 0;
int sel_x = 0;
int sel_y = 0;
#ifdef PRINT_TIMINGS
double last_print_time = GetTime();
std::chrono::duration<double, std::milli> physics_time_accumulator =
@ -122,186 +66,10 @@ auto main(int argc, char *argv[]) -> int {
int time_measure_count = 0;
#endif
while (!WindowShouldClose()) {
frametime = GetFrameTime();
std::string previous_state = current_state.state;
// Mouse handling
const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
const int board_height =
GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
int block_size = std::min(board_width / current_state.width,
board_height / current_state.height) -
2 * BLOCK_PADDING;
int x_offset =
(board_width - (block_size + 2 * BLOCK_PADDING) * current_state.width) /
2.0;
int y_offset = (board_height -
(block_size + 2 * BLOCK_PADDING) * current_state.height) /
2.0;
Vector2 m = GetMousePosition();
if (m.x < x_offset) {
hov_x = 100;
} else {
hov_x = (m.x - x_offset) / (block_size + 2 * BLOCK_PADDING);
}
if (m.y - MENU_HEIGHT < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING);
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
// If we clicked a block...
if (current_state.GetBlock(hov_x, hov_y).IsValid()) {
sel_x = hov_x;
sel_y = hov_y;
}
// If we clicked empty space...
else {
// Select a position
if (!has_block_add_xy) {
if (hov_x >= 0 && hov_x < current_state.width && hov_y >= 0 &&
hov_y < current_state.height) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
// If we have already selected a position
else {
int block_add_width = hov_x - block_add_x + 1;
int block_add_height = hov_y - block_add_y + 1;
if (block_add_width <= 0 || block_add_height <= 0) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
} else if (block_add_x >= 0 &&
block_add_x + block_add_width <= current_state.width &&
block_add_y >= 0 &&
block_add_y + block_add_height <= current_state.height) {
bool success = current_state.AddBlock(
Block(block_add_x, block_add_y, block_add_width,
block_add_height, false));
if (success) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
}
}
}
}
} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
if (current_state.RemoveBlock(hov_x, hov_y)) {
previous_state = clear_masssprings(masssprings, current_state);
edited = true;
} else if (has_block_add_xy) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
}
// Key handling
if (IsKeyPressed(KEY_W)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
} else if (IsKeyPressed(KEY_A)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
} else if (IsKeyPressed(KEY_S)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
} else if (IsKeyPressed(KEY_D)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
} else if (IsKeyPressed(KEY_P)) {
std::cout << "State: " << current_state.state << std::endl;
Block sel = current_state.GetBlock(sel_x, sel_y);
int idx = current_state.GetIndex(sel.x, sel.y) - 5;
if (sel.IsValid()) {
std::cout << "Sel: " << current_state.state.substr(0, 5)
<< std::string(idx, '.') << sel.ToString()
<< std::string(current_state.state.length() - idx - 7, '.')
<< std::endl;
}
} else if (IsKeyPressed(KEY_N)) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
current_preset =
(generators.size() + current_preset - 1) % generators.size();
current_state = apply_state(masssprings, generators[current_preset]);
previous_state = current_state.state;
edited = false;
} else if (IsKeyPressed(KEY_M)) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
current_preset = (current_preset + 1) % generators.size();
current_state = apply_state(masssprings, generators[current_preset]);
previous_state = current_state.state;
edited = false;
} else if (IsKeyPressed(KEY_R)) {
current_state = generators[current_preset]();
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.
previous_state = clear_masssprings(masssprings, current_state);
edited = false;
}
} else if (IsKeyPressed(KEY_G)) {
previous_state = clear_masssprings(masssprings, current_state);
populate_masssprings(masssprings, current_state);
renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
} else if (IsKeyPressed(KEY_C)) {
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 =