complete rework of the user interface (using raygui)

This commit is contained in:
2026-02-27 02:58:35 +01:00
parent bd1bd79825
commit 2517a9d33b
20 changed files with 1781 additions and 586 deletions

View File

@ -1,31 +1,71 @@
#ifndef __INPUT_HPP_
#define __INPUT_HPP_
#include "camera.hpp"
#include "config.hpp"
#include "state.hpp"
#include <functional>
#include <raylib.h>
#include <raymath.h>
class InputHandler {
struct GenericHandler {
std::function<void(InputHandler &)> handler;
};
struct MouseHandler : GenericHandler {
MouseButton button;
};
struct KeyboardHandler : GenericHandler {
KeyboardKey key;
};
private:
std::vector<GenericHandler> generic_handlers;
std::vector<MouseHandler> mouse_pressed_handlers;
std::vector<MouseHandler> mouse_released_handlers;
std::vector<KeyboardHandler> key_pressed_handlers;
std::vector<KeyboardHandler> key_released_handlers;
public:
StateManager &state;
OrbitCamera3D &camera;
int hov_x;
int hov_y;
int sel_x;
int sel_y;
bool disable = false;
bool has_block_add_xy;
int block_add_x;
int block_add_y;
// Block selection
int hov_x = -1;
int hov_y = -1;
int sel_x = 0;
int sel_y = 0;
bool mark_path;
bool mark_solutions;
bool connect_solutions;
// Editing
bool editing = false;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
// Graph display
bool mark_path = false;
bool mark_solutions = false;
bool connect_solutions = false;
// Camera
bool camera_lock = true;
bool camera_panning = false;
bool camera_rotating = false;
// Mouse dragging
Vector2 mouse = Vector2Zero();
Vector2 last_mouse = Vector2Zero();
public:
InputHandler(StateManager &_state)
: state(_state), hov_x(-1), hov_y(-1), sel_x(0), sel_y(0),
has_block_add_xy(false), block_add_x(-1), block_add_y(-1),
mark_path(false), mark_solutions(false), connect_solutions(false) {}
InputHandler(StateManager &_state, OrbitCamera3D &_camera)
: state(_state), camera(_camera) {
InitHandlers();
}
InputHandler(const InputHandler &copy) = delete;
InputHandler &operator=(const InputHandler &copy) = delete;
@ -34,12 +74,81 @@ public:
~InputHandler() {}
private:
auto InitHandlers() -> void;
public:
auto HandleMouseHover() -> void;
// Helpers
auto MouseInMenuPane() -> bool;
auto MouseInBoardPane() -> bool;
auto MouseInGraphPane() -> bool;
auto HandleMouse() -> void;
// Mouse actions
auto MouseHover() -> void;
auto CameraStartPan() -> void;
auto CameraPan() -> void;
auto CameraStopPan() -> void;
auto CameraStartRotate() -> void;
auto CameraRotate() -> void;
auto CameraStopRotate() -> void;
auto CameraZoom() -> void;
auto CameraFov() -> void;
auto SelectBlock() -> void;
auto StartAddBlock() -> void;
auto ClearAddBlock() -> void;
auto AddBlock() -> void;
auto RemoveBlock() -> void;
auto PlaceGoal() -> void;
auto HandleKeys() -> void;
// Key actions
auto ToggleCameraLock() -> void;
auto ToggleCameraProjection() -> void;
auto MoveBlockNor() -> void;
auto MoveBlockWes() -> void;
auto MoveBlockSou() -> void;
auto MoveBlockEas() -> void;
auto PrintState() const -> void;
auto PreviousPreset() -> void;
auto NextPreset() -> void;
auto ResetState() -> void;
auto FillGraph() -> void;
auto ClearGraph() -> void;
auto ToggleMarkSolutions() -> void;
auto ToggleConnectSolutions() -> void;
auto ToggleMarkPath() -> void;
auto MakeOptimalMove() -> void;
auto GoToWorstState() -> void;
auto GoToNearestTarget() -> void;
auto UndoLastMove() -> void;
auto ToggleRestrictedMovement() -> void;
auto ToggleTargetBlock() -> void;
auto ToggleWallBlock() -> void;
auto RemoveBoardColumn() -> void;
auto AddBoardColumn() -> void;
auto RemoveBoardRow() -> void;
auto AddBoardRow() -> void;
auto ToggleEditing() -> void;
auto ClearGoal() -> void;
// General
auto RegisterGenericHandler(std::function<void(InputHandler &)> handler)
-> void;
auto RegisterMousePressedHandler(MouseButton button,
std::function<void(InputHandler &)> handler)
-> void;
auto RegisterMouseReleasedHandler(MouseButton button,
std::function<void(InputHandler &)> handler)
-> void;
auto RegisterKeyPressedHandler(KeyboardKey key,
std::function<void(InputHandler &)> handler)
-> void;
auto RegisterKeyReleasedHandler(KeyboardKey key,
std::function<void(InputHandler &)> handler)
-> void;
auto HandleInput() -> void;
};