add menu pane at the top

This commit is contained in:
2026-02-18 13:30:59 +01:00
parent 7faa8ecdb7
commit 47628d06ad
4 changed files with 169 additions and 74 deletions

View File

@ -1,7 +1,7 @@
#include <functional>
#define VERLET_UPDATE
#include <chrono>
#include <functional>
#include <iostream>
#include <omp.h>
#include <ratio>
@ -132,10 +132,9 @@ auto state_klotski() -> State {
return s;
}
std::array<StateGenerator, 11> generators{
state_simple_1r, state_simple_1f, state_simple_2r, state_simple_2f,
state_simple_3r, state_simple_3f, state_complex_1r, state_complex_2r,
state_complex_3r, state_complex_4f, state_klotski};
std::array<StateGenerator, 8> generators{
state_simple_1r, state_simple_2r, state_simple_3r, state_complex_1r,
state_complex_2r, state_complex_3r, state_complex_4f, state_klotski};
auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
-> State {
@ -145,10 +144,13 @@ auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
State s = generator();
mass_springs.AddMass(1.0, Vector3Zero(), false, s.state);
// Closure solving
return s;
};
auto solve_closure(MassSpringSystem &mass_springs, const State board) -> void {
std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>>
closure = s.Closure();
closure = board.Closure();
for (const auto &state : closure.first) {
Vector3 pos =
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
@ -171,9 +173,7 @@ auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
<< sizeof(decltype(*mass_springs.springs.begin())) *
mass_springs.springs.size()
<< " Bytes for springs." << std::endl;
return s;
};
}
auto main(int argc, char *argv[]) -> int {
// if (argc < 2) {
@ -190,15 +190,15 @@ auto main(int argc, char *argv[]) -> int {
SetConfigFlags(FLAG_MSAA_4X_HINT);
// SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
InitWindow(WIDTH * 2, HEIGHT + MENU_HEIGHT, "MassSprings");
// Rendering configuration
Renderer renderer(WIDTH, HEIGHT);
Renderer renderer;
// Klotski configuration
int current_generator = 0;
MassSpringSystem mass_springs;
State board = apply_state(mass_springs, generators[current_generator]);
MassSpringSystem masssprings;
State board = apply_state(masssprings, generators[current_generator]);
// Game loop
float frametime;
@ -232,10 +232,10 @@ auto main(int argc, char *argv[]) -> int {
} else {
hov_x = (m.x - x_offset) / block_size;
}
if (m.y < y_offset) {
if (m.y - MENU_HEIGHT < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - y_offset) / block_size;
hov_y = (m.y - MENU_HEIGHT - y_offset) / block_size;
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
sel_x = hov_x;
@ -265,34 +265,42 @@ auto main(int argc, char *argv[]) -> int {
} else if (IsKeyPressed(KEY_N)) {
current_generator =
(generators.size() + current_generator - 1) % generators.size();
board = apply_state(mass_springs, generators[current_generator]);
board = apply_state(masssprings, generators[current_generator]);
previous_state = board.state;
} else if (IsKeyPressed(KEY_M)) {
current_generator = (current_generator + 1) % generators.size();
board = apply_state(mass_springs, generators[current_generator]);
board = apply_state(masssprings, generators[current_generator]);
previous_state = board.state;
} else if (IsKeyPressed(KEY_R)) {
board = generators[current_generator]();
} else if (IsKeyPressed(KEY_C)) {
solve_closure(masssprings, board);
} else if (IsKeyPressed(KEY_G)) {
masssprings.masses.clear();
masssprings.springs.clear();
masssprings.AddMass(1.0, Vector3Zero(), false, board.state);
previous_state = board.state;
}
// Don't need this as long as we're generating the closure beforehand
// if (previous_state != board.state) {
// mass_springs.AddMass(
// 1.0,
// 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, board.state);
// mass_springs.AddSpring(board.state, previous_state, SPRING_CONSTANT,
// DAMPENING_CONSTANT, REST_LENGTH);
// }
if (previous_state != board.state) {
masssprings.AddMass(
1.0,
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, board.state);
masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT,
DAMPENING_CONSTANT, REST_LENGTH);
}
// Physics update
std::chrono::high_resolution_clock::time_point ps =
std::chrono::high_resolution_clock::now();
mass_springs.ClearForces();
mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
masssprings.ClearForces();
masssprings.CalculateSpringForces();
masssprings.CalculateRepulsionForces();
#ifdef VERLET_UPDATE
mass_springs.VerletUpdate(frametime * SIM_SPEED);
masssprings.VerletUpdate(frametime * SIM_SPEED);
#else
mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif
@ -303,9 +311,10 @@ auto main(int argc, char *argv[]) -> int {
// Rendering
std::chrono::high_resolution_clock::time_point rs =
std::chrono::high_resolution_clock::now();
renderer.UpdateCamera();
renderer.DrawMassSprings(mass_springs);
renderer.UpdateCamera(masssprings, board);
renderer.DrawMassSprings(masssprings, board);
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.DrawMenu(masssprings);
renderer.DrawTextures();
std::chrono::high_resolution_clock::time_point re =
std::chrono::high_resolution_clock::now();