rename files based on their classes
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177
include/input_handler.hpp
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177
include/input_handler.hpp
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#ifndef INPUT_HPP_
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#define INPUT_HPP_
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#include "orbit_camera.hpp"
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#include "state_manager.hpp"
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#include <functional>
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#include <queue>
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#include <raylib.h>
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#include <raymath.h>
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struct show_ok_message
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{
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std::string title;
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std::string message;
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};
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struct show_yes_no_message
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{
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std::string title;
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std::string message;
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std::function<void(void)> on_yes;
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};
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struct show_save_preset_window
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{};
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using ui_command = std::variant<show_ok_message, show_yes_no_message, show_save_preset_window>;
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class input_handler
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{
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struct generic_handler
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{
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std::function<void(input_handler&)> handler;
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};
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struct mouse_handler : generic_handler
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{
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MouseButton button;
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};
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struct keyboard_handler : generic_handler
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{
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KeyboardKey key;
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};
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private:
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std::vector<generic_handler> generic_handlers;
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std::vector<mouse_handler> mouse_pressed_handlers;
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std::vector<mouse_handler> mouse_released_handlers;
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std::vector<keyboard_handler> key_pressed_handlers;
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std::vector<keyboard_handler> key_released_handlers;
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public:
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state_manager& state;
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orbit_camera& camera;
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std::queue<ui_command> ui_commands;
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bool disable = false;
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// Block selection
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int hov_x = -1;
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int hov_y = -1;
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int sel_x = 0;
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int sel_y = 0;
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// Editing
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bool editing = 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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// Graph display
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bool mark_path = false;
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bool mark_solutions = false;
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bool connect_solutions = false;
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// Camera
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bool camera_lock = true;
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bool camera_mass_center_lock = false;
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bool camera_panning = false;
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bool camera_rotating = false;
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// Mouse dragging
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Vector2 mouse = Vector2Zero();
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Vector2 last_mouse = Vector2Zero();
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public:
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input_handler(state_manager& _state, orbit_camera& _camera) : state(_state), camera(_camera)
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{
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init_handlers();
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}
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input_handler(const input_handler& copy) = delete;
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auto operator=(const input_handler& copy) -> input_handler& = delete;
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input_handler(input_handler&& move) = delete;
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auto operator=(input_handler&& move) -> input_handler& = delete;
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private:
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auto init_handlers() -> void;
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public:
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// Helpers
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[[nodiscard]] auto mouse_in_menu_pane() const -> bool;
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[[nodiscard]] auto mouse_in_board_pane() const -> bool;
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[[nodiscard]] auto mouse_in_graph_pane() const -> bool;
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// Mouse actions
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auto mouse_hover() -> void;
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auto camera_start_pan() -> void;
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auto camera_pan() const -> void;
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auto camera_stop_pan() -> void;
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auto camera_start_rotate() -> void;
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auto camera_rotate() const -> void;
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auto camera_stop_rotate() -> void;
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auto camera_zoom() const -> void;
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auto camera_fov() const -> void;
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auto select_block() -> void;
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auto start_add_block() -> void;
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auto clear_add_block() -> void;
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auto add_block() -> void;
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auto remove_block() -> void;
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auto place_goal() const -> void;
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// Key actions
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auto toggle_camera_lock() -> void;
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auto toggle_camera_mass_center_lock() -> void;
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auto toggle_camera_projection() const -> void;
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auto move_block_nor() -> void;
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auto move_block_wes() -> void;
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auto move_block_sou() -> void;
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auto move_block_eas() -> void;
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auto print_state() const -> void;
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auto load_previous_preset() -> void;
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auto load_next_preset() -> void;
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auto goto_starting_state() -> void;
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auto populate_graph() const -> void;
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auto clear_graph() -> void;
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auto toggle_mark_solutions() -> void;
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auto toggle_connect_solutions() -> void;
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auto toggle_mark_path() -> void;
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auto goto_optimal_next_state() const -> void;
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auto goto_most_distant_state() const -> void;
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auto goto_closest_target_state() const -> void;
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auto goto_previous_state() const -> void;
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auto toggle_restricted_movement() const -> void;
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auto toggle_target_block() const -> void;
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auto toggle_wall_block() const -> void;
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auto remove_board_column() const -> void;
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auto add_board_column() const -> void;
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auto remove_board_row() const -> void;
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auto add_board_row() const -> void;
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auto toggle_editing() -> void;
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auto clear_goal() const -> void;
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auto save_preset() -> void;
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// General
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auto register_generic_handler(const std::function<void(input_handler&)>& handler) -> void;
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auto register_mouse_pressed_handler(MouseButton button,
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const std::function<void(input_handler&)>& handler) -> void;
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auto register_mouse_released_handler(MouseButton button,
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const std::function<void(input_handler&)>& handler)
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-> void;
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auto register_key_pressed_handler(KeyboardKey key,
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const std::function<void(input_handler&)>& handler) -> void;
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auto register_key_released_handler(KeyboardKey key,
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const std::function<void(input_handler&)>& handler) -> void;
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auto handle_input() -> void;
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};
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#endif
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