make window resizable

This commit is contained in:
2026-02-19 23:10:16 +01:00
parent 53a38e9cf3
commit a48a6caefc
4 changed files with 114 additions and 86 deletions

View File

@ -1,8 +1,5 @@
#define VERLET_UPDATE
#include <chrono>
#include <iostream>
#include <omp.h>
#include <ratio>
#include <raylib.h>
#include <raymath.h>
@ -13,6 +10,9 @@
#include "renderer.hpp"
#include "states.hpp"
#ifndef WEB
#include <omp.h>
#endif
auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
-> State {
@ -59,16 +59,19 @@ auto main(int argc, char *argv[]) -> int {
// return 1;
// }
#ifndef WEB
std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl;
#endif
SetTraceLogLevel(LOG_ERROR);
// SetTargetFPS(60);
SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
// SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(WIDTH * 2, HEIGHT + MENU_HEIGHT, "MassSprings");
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// Rendering configuration
Renderer renderer;
@ -76,7 +79,7 @@ auto main(int argc, char *argv[]) -> int {
// Klotski configuration
int current_preset = 0;
MassSpringSystem masssprings;
State board = apply_state(masssprings, generators[current_preset]);
State current_state = apply_state(masssprings, generators[current_preset]);
// Game loop
float frametime;
@ -94,26 +97,28 @@ auto main(int argc, char *argv[]) -> int {
frametime = GetFrameTime();
// Mouse handling
float block_size;
float x_offset = 0.0;
float y_offset = 0.0;
if (board.width > board.height) {
block_size = static_cast<float>(WIDTH) / board.width;
y_offset = (HEIGHT - block_size * board.height) / 2.0;
} else {
block_size = static_cast<float>(HEIGHT) / board.height;
x_offset = (WIDTH - block_size * board.width) / 2.0;
}
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;
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;
hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING);
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
sel_x = hov_x;
@ -121,74 +126,76 @@ auto main(int argc, char *argv[]) -> int {
}
// Key handling
std::string previous_state = board.state;
std::string previous_state = current_state.state;
if (IsKeyPressed(KEY_W)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
} else if (IsKeyPressed(KEY_A)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
} else if (IsKeyPressed(KEY_S)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
} else if (IsKeyPressed(KEY_D)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
} else if (IsKeyPressed(KEY_P)) {
std::cout << board.state << std::endl;
std::cout << current_state.state << std::endl;
} else if (IsKeyPressed(KEY_N)) {
current_preset =
(generators.size() + current_preset - 1) % generators.size();
board = apply_state(masssprings, generators[current_preset]);
previous_state = board.state;
current_state = apply_state(masssprings, generators[current_preset]);
previous_state = current_state.state;
} else if (IsKeyPressed(KEY_M)) {
current_preset = (current_preset + 1) % generators.size();
board = apply_state(masssprings, generators[current_preset]);
previous_state = board.state;
current_state = apply_state(masssprings, generators[current_preset]);
previous_state = current_state.state;
} else if (IsKeyPressed(KEY_R)) {
board = generators[current_preset]();
previous_state = board.state;
current_state = generators[current_preset]();
previous_state = current_state.state;
} else if (IsKeyPressed(KEY_C)) {
solve_closure(masssprings, board);
solve_closure(masssprings, current_state);
renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
} else if (IsKeyPressed(KEY_G)) {
masssprings.masses.clear();
masssprings.springs.clear();
masssprings.AddMass(MASS, Vector3Zero(), false, board.state);
previous_state = board.state;
masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state);
previous_state = current_state.state;
} else if (IsKeyPressed(KEY_I)) {
renderer.mark_solutions = !renderer.mark_solutions;
} else if (IsKeyPressed(KEY_O)) {
renderer.connect_solutions = !renderer.connect_solutions;
}
if (previous_state != board.state) {
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, board.state);
masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT,
DAMPENING_CONSTANT, REST_LENGTH);
renderer.AddWinningState(board, win_conditions[current_preset]);
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]);
}
// Physics update
std::chrono::high_resolution_clock::time_point ps =
std::chrono::high_resolution_clock::now();
masssprings.ClearForces();
masssprings.CalculateSpringForces();
masssprings.CalculateRepulsionForces();
for (int i = 0; i < UPDATES_PER_FRAME; ++i) {
masssprings.ClearForces();
masssprings.CalculateSpringForces();
masssprings.CalculateRepulsionForces();
#ifdef VERLET_UPDATE
masssprings.VerletUpdate(frametime * SIM_SPEED);
masssprings.VerletUpdate(frametime / UPDATES_PER_FRAME * SIM_SPEED);
#else
mass_springs.EulerUpdate(frametime * SIM_SPEED);
mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif
}
std::chrono::high_resolution_clock::time_point pe =
std::chrono::high_resolution_clock::now();
physics_time_accumulator += pe - ps;
@ -196,9 +203,10 @@ auto main(int argc, char *argv[]) -> int {
// Rendering
std::chrono::high_resolution_clock::time_point rs =
std::chrono::high_resolution_clock::now();
renderer.UpdateCamera(masssprings, board);
renderer.DrawMassSprings(masssprings, board);
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.UpdateCamera(masssprings, current_state);
renderer.UpdateTextureSizes();
renderer.DrawMassSprings(masssprings, current_state);
renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y);
renderer.DrawMenu(masssprings, current_preset);
renderer.DrawTextures();
std::chrono::high_resolution_clock::time_point re =