rename files based on their classes

This commit is contained in:
2026-02-28 22:30:00 +01:00
parent 809fbf1b93
commit 9ab96c5903
22 changed files with 677 additions and 657 deletions

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src/input_handler.cpp Normal file
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#include "input_handler.hpp"
#include "config.hpp"
#include <raylib.h>
auto input_handler::init_handlers() -> void
{
// The order matters if multiple handlers are registered to the same key
register_generic_handler(&input_handler::camera_pan);
register_generic_handler(&input_handler::camera_rotate);
register_generic_handler(&input_handler::camera_zoom);
register_generic_handler(&input_handler::camera_fov);
register_generic_handler(&input_handler::mouse_hover);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::camera_start_pan);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::select_block);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::add_block);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::start_add_block);
register_mouse_pressed_handler(MOUSE_BUTTON_MIDDLE, &input_handler::place_goal);
register_mouse_pressed_handler(MOUSE_BUTTON_RIGHT, &input_handler::camera_start_rotate);
register_mouse_pressed_handler(MOUSE_BUTTON_RIGHT, &input_handler::remove_block);
register_mouse_pressed_handler(MOUSE_BUTTON_RIGHT, &input_handler::clear_add_block);
register_mouse_released_handler(MOUSE_BUTTON_LEFT, &input_handler::camera_stop_pan);
register_mouse_released_handler(MOUSE_BUTTON_RIGHT, &input_handler::camera_stop_rotate);
register_key_pressed_handler(KEY_W, &input_handler::move_block_nor);
register_key_pressed_handler(KEY_D, &input_handler::move_block_eas);
register_key_pressed_handler(KEY_S, &input_handler::move_block_sou);
register_key_pressed_handler(KEY_A, &input_handler::move_block_wes);
register_key_pressed_handler(KEY_N, &input_handler::load_previous_preset);
register_key_pressed_handler(KEY_M, &input_handler::load_next_preset);
register_key_pressed_handler(KEY_R, &input_handler::goto_starting_state);
register_key_pressed_handler(KEY_V, &input_handler::goto_most_distant_state);
register_key_pressed_handler(KEY_B, &input_handler::goto_closest_target_state);
register_key_pressed_handler(KEY_SPACE, &input_handler::goto_optimal_next_state);
register_key_pressed_handler(KEY_BACKSPACE, &input_handler::goto_previous_state);
register_key_pressed_handler(KEY_G, &input_handler::populate_graph);
register_key_pressed_handler(KEY_C, &input_handler::clear_graph);
register_key_pressed_handler(KEY_I, &input_handler::toggle_mark_solutions);
register_key_pressed_handler(KEY_O, &input_handler::toggle_connect_solutions);
register_key_pressed_handler(KEY_TAB, &input_handler::toggle_editing);
register_key_pressed_handler(KEY_F, &input_handler::toggle_restricted_movement);
register_key_pressed_handler(KEY_T, &input_handler::toggle_target_block);
register_key_pressed_handler(KEY_Y, &input_handler::toggle_wall_block);
register_key_pressed_handler(KEY_UP, &input_handler::add_board_row);
register_key_pressed_handler(KEY_RIGHT, &input_handler::add_board_column);
register_key_pressed_handler(KEY_DOWN, &input_handler::remove_board_row);
register_key_pressed_handler(KEY_LEFT, &input_handler::remove_board_column);
register_key_pressed_handler(KEY_X, &input_handler::clear_goal);
register_key_pressed_handler(KEY_P, &input_handler::print_state);
register_key_pressed_handler(KEY_S, &input_handler::save_preset); // + CTRL
register_key_pressed_handler(KEY_L, &input_handler::toggle_camera_lock);
register_key_pressed_handler(KEY_LEFT_ALT, &input_handler::toggle_camera_projection);
register_key_pressed_handler(KEY_U, &input_handler::toggle_camera_mass_center_lock);
}
auto input_handler::mouse_in_menu_pane() const -> bool
{
return mouse.y < MENU_HEIGHT;
}
auto input_handler::mouse_in_board_pane() const -> bool
{
return mouse.x < GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT;
}
auto input_handler::mouse_in_graph_pane() const -> bool
{
return mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT;
}
auto input_handler::mouse_hover() -> void
{
last_mouse = mouse;
mouse = GetMousePosition();
}
auto input_handler::camera_start_pan() -> void
{
if (!mouse_in_graph_pane()) {
return;
}
camera_panning = true;
// Enable this if the camera should be pannable even when locked (releasing the lock in the
// process): camera_lock = false;
}
auto input_handler::camera_pan() const -> void
{
if (camera_panning) {
camera.pan(last_mouse, mouse);
}
}
auto input_handler::camera_stop_pan() -> void
{
camera_panning = false;
}
auto input_handler::camera_start_rotate() -> void
{
if (!mouse_in_graph_pane()) {
return;
}
camera_rotating = true;
}
auto input_handler::camera_rotate() const -> void
{
if (camera_rotating) {
camera.rotate(last_mouse, mouse);
}
}
auto input_handler::camera_stop_rotate() -> void
{
camera_rotating = false;
}
auto input_handler::camera_zoom() const -> void
{
if (!mouse_in_graph_pane() || IsKeyDown(KEY_LEFT_CONTROL) || camera.projection == CAMERA_ORTHOGRAPHIC) {
return;
}
const float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
camera.distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
} else {
camera.distance -= wheel * ZOOM_SPEED;
}
}
auto input_handler::camera_fov() const -> void
{
if (!mouse_in_graph_pane() || !IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_LEFT_SHIFT)) {
return;
}
const float wheel = GetMouseWheelMove();
camera.fov -= wheel * FOV_SPEED;
}
auto input_handler::select_block() -> void
{
const puzzle& current = state.get_current_state();
if (current.try_get_block(hov_x, hov_y)) {
sel_x = hov_x;
sel_y = hov_y;
}
}
auto input_handler::start_add_block() -> void
{
const puzzle& current = state.get_current_state();
if (!editing || current.try_get_block(hov_x, hov_y) || has_block_add_xy) {
return;
}
if (hov_x >= 0 && hov_x < current.width && hov_y >= 0 && hov_y < current.height) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
auto input_handler::clear_add_block() -> void
{
if (!editing || !has_block_add_xy) {
return;
}
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
auto input_handler::add_block() -> void
{
const puzzle& current = state.get_current_state();
if (!editing || current.try_get_block(hov_x, hov_y) || !has_block_add_xy) {
return;
}
const int block_add_width = hov_x - block_add_x + 1;
const 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 (current.covers(block_add_x, block_add_y, block_add_width, block_add_height)) {
const std::optional<puzzle>& next = current.try_add_block(
puzzle::block(block_add_x, block_add_y, block_add_width, block_add_height, false));
if (next) {
sel_x = block_add_x;
sel_y = block_add_y;
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.edit_starting_state(*next);
}
}
}
auto input_handler::remove_block() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle::block>& b = current.try_get_block(hov_x, hov_y);
if (!editing || has_block_add_xy || !b) {
return;
}
const std::optional<puzzle>& next = current.try_remove_block(hov_x, hov_y);
if (!next) {
return;
}
// Reset selection if we removed the selected block
if (b->covers(sel_x, sel_y)) {
sel_x = 0;
sel_y = 0;
}
state.edit_starting_state(*next);
}
auto input_handler::place_goal() const -> void
{
const puzzle& current = state.get_current_state();
if (!editing || !current.covers(hov_x, hov_y)) {
return;
}
const std::optional<puzzle>& next = current.try_set_goal(hov_x, hov_y);
if (!next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_camera_lock() -> void
{
if (!camera_lock) {
camera_panning = false;
}
camera_lock = !camera_lock;
}
auto input_handler::toggle_camera_mass_center_lock() -> void
{
if (!camera_mass_center_lock) {
camera_lock = true;
camera_panning = false;
}
camera_mass_center_lock = !camera_mass_center_lock;
}
auto input_handler::toggle_camera_projection() const -> void
{
camera.projection = camera.projection == CAMERA_PERSPECTIVE ? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
}
auto input_handler::move_block_nor() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, nor);
if (!next) {
return;
}
sel_y--;
state.update_current_state(*next);
}
auto input_handler::move_block_wes() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, wes);
if (!next) {
return;
}
sel_x--;
state.update_current_state(*next);
}
auto input_handler::move_block_sou() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, sou);
if (!next) {
return;
}
sel_y++;
state.update_current_state(*next);
}
auto input_handler::move_block_eas() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, eas);
if (!next) {
return;
}
sel_x++;
state.update_current_state(*next);
}
auto input_handler::print_state() const -> void
{
infoln("State: \"{}\"", state.get_current_state().state);
}
auto input_handler::load_previous_preset() -> void
{
if (editing) {
return;
}
const auto handler = [&]()
{
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.load_previous_preset();
};
if (state.was_edited()) {
ui_commands.emplace(show_yes_no_message{"Switch Preset?", "Edits Will Be Lost.", handler});
} else {
handler();
}
}
auto input_handler::load_next_preset() -> void
{
if (editing) {
return;
}
const auto handler = [&]()
{
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.load_next_preset();
};
if (state.was_edited()) {
ui_commands.emplace(show_yes_no_message{"Switch Preset?", "Edits Will Be Lost.", handler});
} else {
handler();
}
}
auto input_handler::goto_starting_state() -> void
{
const auto handler = [&]()
{
state.goto_starting_state();
sel_x = 0;
sel_y = 0;
};
ui_commands.emplace(show_yes_no_message{"Reset Board?", "This Clears the Move History.", handler});
}
auto input_handler::populate_graph() const -> void
{
state.populate_graph();
}
auto input_handler::clear_graph() -> void
{
const auto handler = [&]()
{
state.clear_graph_and_add_current();
};
ui_commands.emplace(show_yes_no_message{"Clear Graph?", "This Clears the Move History.", handler});
}
auto input_handler::toggle_mark_solutions() -> void
{
mark_solutions = !mark_solutions;
}
auto input_handler::toggle_connect_solutions() -> void
{
connect_solutions = !connect_solutions;
}
auto input_handler::toggle_mark_path() -> void
{
mark_path = !mark_path;
}
auto input_handler::goto_optimal_next_state() const -> void
{
state.goto_optimal_next_state();
}
auto input_handler::goto_most_distant_state() const -> void
{
state.goto_most_distant_state();
}
auto input_handler::goto_closest_target_state() const -> void
{
state.goto_closest_target_state();
}
auto input_handler::goto_previous_state() const -> void
{
state.goto_previous_state();
}
auto input_handler::toggle_restricted_movement() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_toggle_restricted();
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_target_block() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_toggle_target(sel_x, sel_y);
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_wall_block() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_toggle_wall(sel_x, sel_y);
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::remove_board_column() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_remove_column();
if (!editing || current.width <= puzzle::MIN_WIDTH || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::add_board_column() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_add_column();
if (!editing || current.width >= puzzle::MAX_WIDTH || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::remove_board_row() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_remove_row();
if (!editing || current.height <= puzzle::MIN_HEIGHT || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::add_board_row() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_add_row();
if (!editing || current.height >= puzzle::MAX_HEIGHT || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_editing() -> void
{
if (editing) {
has_block_add_xy = false;
block_add_x = -1;
block_add_y = -1;
}
editing = !editing;
}
auto input_handler::clear_goal() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_clear_goal();
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::save_preset() -> void
{
if (!IsKeyDown(KEY_LEFT_CONTROL)) {
return;
}
if (const std::optional<std::string>& reason = state.get_current_state().try_get_invalid_reason()) {
ui_commands.emplace(show_ok_message{"Can't Save Preset", std::format("Invalid Board: {}.", *reason)});
} else {
ui_commands.emplace(show_save_preset_window{});
}
}
auto input_handler::register_generic_handler(const std::function<void(input_handler&)>& handler) -> void
{
generic_handlers.push_back({handler});
}
auto input_handler::register_mouse_pressed_handler(const MouseButton button,
const std::function<void(input_handler&)>& handler) -> void
{
mouse_pressed_handlers.push_back({{handler}, button});
}
auto input_handler::register_mouse_released_handler(const MouseButton button,
const std::function<void(input_handler&)>& handler) -> void
{
mouse_released_handlers.push_back({{handler}, button});
}
auto input_handler::register_key_pressed_handler(const KeyboardKey key,
const std::function<void(input_handler&)>& handler) -> void
{
key_pressed_handlers.push_back({{handler}, key});
}
auto input_handler::register_key_released_handler(const KeyboardKey key,
const std::function<void(input_handler&)>& handler) -> void
{
key_released_handlers.push_back({{handler}, key});
}
auto input_handler::handle_input() -> void
{
if (disable) {
return;
}
for (const auto& [handler] : generic_handlers) {
handler(*this);
}
for (const mouse_handler& handler : mouse_pressed_handlers) {
if (IsMouseButtonPressed(handler.button)) {
handler.handler(*this);
}
}
for (const mouse_handler& handler : mouse_released_handlers) {
if (IsMouseButtonReleased(handler.button)) {
handler.handler(*this);
}
}
for (const keyboard_handler& handler : key_pressed_handlers) {
if (IsKeyPressed(handler.key)) {
handler.handler(*this);
}
}
for (const keyboard_handler& handler : key_released_handlers) {
if (IsKeyReleased(handler.key)) {
handler.handler(*this);
}
}
}