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

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@ -3,13 +3,17 @@
#include <raylib.h> #include <raylib.h>
#define VERLET_UPDATE
// #define WEB
// Window // Window
constexpr int WIDTH = 1300; constexpr int INITIAL_WIDTH = 800;
constexpr int HEIGHT = 1100; constexpr int INITIAL_HEIGHT = 800;
constexpr int MENU_HEIGHT = 200; constexpr int MENU_HEIGHT = 200;
// Menu // Menu
constexpr int MENU_PAD = 10; constexpr int MENU_PAD = 5;
constexpr int BUTTON_PAD = 20;
constexpr int MENU_ROWS = 3; constexpr int MENU_ROWS = 3;
constexpr int MENU_COLS = 3; constexpr int MENU_COLS = 3;

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@ -58,9 +58,11 @@ public:
Renderer() Renderer()
: camera(OrbitCamera3D(Vector3(0, 0, 0), CAMERA_DISTANCE)), : camera(OrbitCamera3D(Vector3(0, 0, 0), CAMERA_DISTANCE)),
mark_solutions(false), connect_solutions(false) { mark_solutions(false), connect_solutions(false) {
render_target = LoadRenderTexture(WIDTH, HEIGHT); render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
klotski_target = LoadRenderTexture(WIDTH, HEIGHT); GetScreenHeight() - MENU_HEIGHT);
menu_target = LoadRenderTexture(WIDTH * 2, MENU_HEIGHT); klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
} }
Renderer(const Renderer &copy) = delete; Renderer(const Renderer &copy) = delete;
@ -84,6 +86,8 @@ public:
auto UpdateCamera(const MassSpringSystem &masssprings, const State &current) auto UpdateCamera(const MassSpringSystem &masssprings, const State &current)
-> void; -> void;
auto UpdateTextureSizes() -> void;
auto DrawMassSprings(const MassSpringSystem &masssprings, auto DrawMassSprings(const MassSpringSystem &masssprings,
const State &current) -> void; const State &current) -> void;

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@ -1,8 +1,5 @@
#define VERLET_UPDATE
#include <chrono> #include <chrono>
#include <iostream> #include <iostream>
#include <omp.h>
#include <ratio> #include <ratio>
#include <raylib.h> #include <raylib.h>
#include <raymath.h> #include <raymath.h>
@ -13,6 +10,9 @@
#include "renderer.hpp" #include "renderer.hpp"
#include "states.hpp" #include "states.hpp"
#ifndef WEB
#include <omp.h>
#endif
auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator) auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
-> State { -> State {
@ -59,16 +59,19 @@ auto main(int argc, char *argv[]) -> int {
// return 1; // return 1;
// } // }
#ifndef WEB
std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl; std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl;
#endif
SetTraceLogLevel(LOG_ERROR); SetTraceLogLevel(LOG_ERROR);
// SetTargetFPS(60); // SetTargetFPS(60);
SetConfigFlags(FLAG_VSYNC_HINT); SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_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 // Rendering configuration
Renderer renderer; Renderer renderer;
@ -76,7 +79,7 @@ auto main(int argc, char *argv[]) -> int {
// Klotski configuration // Klotski configuration
int current_preset = 0; int current_preset = 0;
MassSpringSystem masssprings; MassSpringSystem masssprings;
State board = apply_state(masssprings, generators[current_preset]); State current_state = apply_state(masssprings, generators[current_preset]);
// Game loop // Game loop
float frametime; float frametime;
@ -94,26 +97,28 @@ auto main(int argc, char *argv[]) -> int {
frametime = GetFrameTime(); frametime = GetFrameTime();
// Mouse handling // Mouse handling
float block_size; const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
float x_offset = 0.0; const int board_height =
float y_offset = 0.0; GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
if (board.width > board.height) { int block_size = std::min(board_width / current_state.width,
block_size = static_cast<float>(WIDTH) / board.width; board_height / current_state.height) -
y_offset = (HEIGHT - block_size * board.height) / 2.0; 2 * BLOCK_PADDING;
} else { int x_offset =
block_size = static_cast<float>(HEIGHT) / board.height; (board_width - (block_size + 2 * BLOCK_PADDING) * current_state.width) /
x_offset = (WIDTH - block_size * board.width) / 2.0; 2.0;
} int y_offset = (board_height -
(block_size + 2 * BLOCK_PADDING) * current_state.height) /
2.0;
Vector2 m = GetMousePosition(); Vector2 m = GetMousePosition();
if (m.x < x_offset) { if (m.x < x_offset) {
hov_x = 100; hov_x = 100;
} else { } 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) { if (m.y - MENU_HEIGHT < y_offset) {
hov_y = 100; hov_y = 100;
} else { } 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)) { if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
sel_x = hov_x; sel_x = hov_x;
@ -121,74 +126,76 @@ auto main(int argc, char *argv[]) -> int {
} }
// Key handling // Key handling
std::string previous_state = board.state; std::string previous_state = current_state.state;
if (IsKeyPressed(KEY_W)) { 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--; sel_y--;
} }
} else if (IsKeyPressed(KEY_A)) { } 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--; sel_x--;
} }
} else if (IsKeyPressed(KEY_S)) { } 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++; sel_y++;
} }
} else if (IsKeyPressed(KEY_D)) { } 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++; sel_x++;
} }
} else if (IsKeyPressed(KEY_P)) { } else if (IsKeyPressed(KEY_P)) {
std::cout << board.state << std::endl; std::cout << current_state.state << std::endl;
} else if (IsKeyPressed(KEY_N)) { } else if (IsKeyPressed(KEY_N)) {
current_preset = current_preset =
(generators.size() + current_preset - 1) % generators.size(); (generators.size() + current_preset - 1) % generators.size();
board = apply_state(masssprings, generators[current_preset]); current_state = apply_state(masssprings, generators[current_preset]);
previous_state = board.state; previous_state = current_state.state;
} else if (IsKeyPressed(KEY_M)) { } else if (IsKeyPressed(KEY_M)) {
current_preset = (current_preset + 1) % generators.size(); current_preset = (current_preset + 1) % generators.size();
board = apply_state(masssprings, generators[current_preset]); current_state = apply_state(masssprings, generators[current_preset]);
previous_state = board.state; previous_state = current_state.state;
} else if (IsKeyPressed(KEY_R)) { } else if (IsKeyPressed(KEY_R)) {
board = generators[current_preset](); current_state = generators[current_preset]();
previous_state = board.state; previous_state = current_state.state;
} else if (IsKeyPressed(KEY_C)) { } else if (IsKeyPressed(KEY_C)) {
solve_closure(masssprings, board); solve_closure(masssprings, current_state);
renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]); renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
} else if (IsKeyPressed(KEY_G)) { } else if (IsKeyPressed(KEY_G)) {
masssprings.masses.clear(); masssprings.masses.clear();
masssprings.springs.clear(); masssprings.springs.clear();
masssprings.AddMass(MASS, Vector3Zero(), false, board.state); masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state);
previous_state = board.state; previous_state = current_state.state;
} else if (IsKeyPressed(KEY_I)) { } else if (IsKeyPressed(KEY_I)) {
renderer.mark_solutions = !renderer.mark_solutions; renderer.mark_solutions = !renderer.mark_solutions;
} else if (IsKeyPressed(KEY_O)) { } else if (IsKeyPressed(KEY_O)) {
renderer.connect_solutions = !renderer.connect_solutions; renderer.connect_solutions = !renderer.connect_solutions;
} }
if (previous_state != board.state) { if (previous_state != current_state.state) {
masssprings.AddMass( masssprings.AddMass(
MASS, MASS,
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0, 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,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0), static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, board.state); false, current_state.state);
masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT, masssprings.AddSpring(current_state.state, previous_state,
DAMPENING_CONSTANT, REST_LENGTH); SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH);
renderer.AddWinningState(board, win_conditions[current_preset]); renderer.AddWinningState(current_state, win_conditions[current_preset]);
} }
// Physics update // Physics update
std::chrono::high_resolution_clock::time_point ps = std::chrono::high_resolution_clock::time_point ps =
std::chrono::high_resolution_clock::now(); std::chrono::high_resolution_clock::now();
for (int i = 0; i < UPDATES_PER_FRAME; ++i) {
masssprings.ClearForces(); masssprings.ClearForces();
masssprings.CalculateSpringForces(); masssprings.CalculateSpringForces();
masssprings.CalculateRepulsionForces(); masssprings.CalculateRepulsionForces();
#ifdef VERLET_UPDATE #ifdef VERLET_UPDATE
masssprings.VerletUpdate(frametime * SIM_SPEED); masssprings.VerletUpdate(frametime / UPDATES_PER_FRAME * SIM_SPEED);
#else #else
mass_springs.EulerUpdate(frametime * SIM_SPEED); mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif #endif
}
std::chrono::high_resolution_clock::time_point pe = std::chrono::high_resolution_clock::time_point pe =
std::chrono::high_resolution_clock::now(); std::chrono::high_resolution_clock::now();
physics_time_accumulator += pe - ps; physics_time_accumulator += pe - ps;
@ -196,9 +203,10 @@ auto main(int argc, char *argv[]) -> int {
// Rendering // Rendering
std::chrono::high_resolution_clock::time_point rs = std::chrono::high_resolution_clock::time_point rs =
std::chrono::high_resolution_clock::now(); std::chrono::high_resolution_clock::now();
renderer.UpdateCamera(masssprings, board); renderer.UpdateCamera(masssprings, current_state);
renderer.DrawMassSprings(masssprings, board); renderer.UpdateTextureSizes();
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y); renderer.DrawMassSprings(masssprings, current_state);
renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y);
renderer.DrawMenu(masssprings, current_preset); renderer.DrawMenu(masssprings, current_preset);
renderer.DrawTextures(); renderer.DrawTextures();
std::chrono::high_resolution_clock::time_point re = std::chrono::high_resolution_clock::time_point re =

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@ -10,7 +10,7 @@
auto OrbitCamera3D::Update(const Mass &current_mass) -> void { auto OrbitCamera3D::Update(const Mass &current_mass) -> void {
Vector2 mouse = GetMousePosition(); Vector2 mouse = GetMousePosition();
if (mouse.x >= WIDTH && mouse.y >= MENU_HEIGHT) { if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) { if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
dragging = true; dragging = true;
last_mouse = mouse; last_mouse = mouse;
@ -68,7 +68,7 @@ auto OrbitCamera3D::Update(const Mass &current_mass) -> void {
target = current_mass.position; target = current_mass.position;
} }
if (mouse.x >= WIDTH && mouse.y >= MENU_HEIGHT) { if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
float wheel = GetMouseWheelMove(); float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) { if (IsKeyDown(KEY_LEFT_SHIFT)) {
distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER; distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
@ -114,6 +114,23 @@ auto Renderer::UpdateCamera(const MassSpringSystem &masssprings,
camera.Update(c); camera.Update(c);
} }
auto Renderer::UpdateTextureSizes() -> void {
if (!IsWindowResized()) {
return;
}
UnloadRenderTexture(render_target);
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
int width = GetScreenWidth() / 2.0;
int height = GetScreenHeight() - MENU_HEIGHT;
render_target = LoadRenderTexture(width, height);
klotski_target = LoadRenderTexture(width, height);
menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
}
auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings, auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
const State &current) -> void { const State &current) -> void {
BeginTextureMode(render_target); BeginTextureMode(render_target);
@ -135,6 +152,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE, DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE,
RED); RED);
} else if (winning_states.contains(state)) { } else if (winning_states.contains(state)) {
// TODO: Would be better to store the winning flag in the state itself
if (mark_solutions) { if (mark_solutions) {
DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE, DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE,
4 * VERTEX_SIZE, BLUE); 4 * VERTEX_SIZE, BLUE);
@ -153,8 +171,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
// DrawSphere(camera.target, VERTEX_SIZE, ORANGE); // DrawSphere(camera.target, VERTEX_SIZE, ORANGE);
EndMode3D(); EndMode3D();
DrawLine(0, 0, WIDTH, 0, BLACK); DrawLine(0, 0, 0, GetScreenHeight() - MENU_HEIGHT, BLACK);
DrawLine(0, 0, 0, HEIGHT, BLACK);
EndTextureMode(); EndTextureMode();
} }
@ -164,26 +181,18 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
// Draw Board // Draw Board
const int board_width = WIDTH - 2 * BOARD_PADDING; const int board_width = GetScreenWidth() / 2 - 2 * BOARD_PADDING;
const int board_height = HEIGHT - 2 * BOARD_PADDING; const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
float block_size; int block_size =
float x_offset = 0.0; std::min(board_width / state.width, board_height / state.height) -
float y_offset = 0.0; 2 * BLOCK_PADDING;
if (state.width > state.height) { int x_offset =
block_size = (board_width - (block_size + 2 * BLOCK_PADDING) * state.width) / 2.0;
static_cast<float>(board_width) / state.width - 2 * BLOCK_PADDING; int y_offset =
y_offset = (board_height - block_size * state.height - (board_height - (block_size + 2 * BLOCK_PADDING) * state.height) / 2.0;
BLOCK_PADDING * 2 * state.height) /
2.0;
} else {
block_size =
static_cast<float>(board_height) / state.height - 2 * BLOCK_PADDING;
x_offset = (board_width - block_size * state.width -
BLOCK_PADDING * 2 * state.width) /
2.0;
}
DrawRectangle(0, 0, WIDTH, HEIGHT, RAYWHITE); DrawRectangle(0, 0, GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT,
RAYWHITE);
DrawRectangle(x_offset, y_offset, DrawRectangle(x_offset, y_offset,
board_width - 2 * x_offset + 2 * BOARD_PADDING, board_width - 2 * x_offset + 2 * BOARD_PADDING,
board_height - 2 * y_offset + 2 * BOARD_PADDING, board_height - 2 * y_offset + 2 * BOARD_PADDING,
@ -235,8 +244,8 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
} }
} }
DrawLine(0, 0, WIDTH, 0, BLACK); DrawLine(GetScreenWidth() / 2 - 1, 0, GetScreenWidth() / 2 - 1,
DrawLine(WIDTH - 1, 0, WIDTH - 1, HEIGHT, BLACK); GetScreenHeight() - MENU_HEIGHT, BLACK);
EndTextureMode(); EndTextureMode();
} }
@ -246,7 +255,7 @@ auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
float btn_width = float btn_width =
static_cast<float>(WIDTH * 2 - (MENU_COLS * MENU_PAD + MENU_PAD)) / static_cast<float>(GetScreenWidth() - (MENU_COLS * MENU_PAD + MENU_PAD)) /
MENU_COLS; MENU_COLS;
float btn_height = float btn_height =
static_cast<float>(MENU_HEIGHT - (MENU_ROWS * MENU_PAD + MENU_PAD)) / static_cast<float>(MENU_HEIGHT - (MENU_ROWS * MENU_PAD + MENU_PAD)) /
@ -257,8 +266,8 @@ auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset)
int posy = MENU_PAD + y * (MENU_PAD + btn_height); int posy = MENU_PAD + y * (MENU_PAD + btn_height);
DrawRectangle(posx, posy, btn_width, btn_height, Fade(color, 0.5)); DrawRectangle(posx, posy, btn_width, btn_height, Fade(color, 0.5));
DrawRectangleLines(posx, posy, btn_width, btn_height, color); DrawRectangleLines(posx, posy, btn_width, btn_height, color);
DrawText(text.data(), posx + MENU_PAD, posy + MENU_PAD, DrawText(text.data(), posx + BUTTON_PAD, posy + BUTTON_PAD,
btn_height - 2 * MENU_PAD, WHITE); btn_height - 2 * BUTTON_PAD, WHITE);
}; };
draw_btn(0, 0, draw_btn(0, 0,
@ -286,21 +295,24 @@ auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset)
draw_btn(2, 1, std::format("Solve Board Closure (C)"), DARKPURPLE); draw_btn(2, 1, std::format("Solve Board Closure (C)"), DARKPURPLE);
draw_btn(2, 2, std::format("Clear Graph (G)"), DARKPURPLE); draw_btn(2, 2, std::format("Clear Graph (G)"), DARKPURPLE);
// DrawLine(0, menu_height - 1, width * 2, menu_height - 1, BLACK); DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK);
EndTextureMode(); EndTextureMode();
} }
auto Renderer::DrawTextures() -> void { auto Renderer::DrawTextures() -> void {
BeginDrawing(); BeginDrawing();
DrawTextureRec(menu_target.texture, DrawTextureRec(menu_target.texture,
Rectangle(0, 0, (float)(WIDTH * 2), -(float)MENU_HEIGHT), Rectangle(0, 0, menu_target.texture.width,
-1 * menu_target.texture.height),
Vector2(0, 0), WHITE); Vector2(0, 0), WHITE);
DrawTextureRec(klotski_target.texture, DrawTextureRec(klotski_target.texture,
Rectangle(0, 0, (float)WIDTH, -(float)HEIGHT), Rectangle(0, 0, klotski_target.texture.width,
-1 * klotski_target.texture.height),
Vector2(0, MENU_HEIGHT), WHITE); Vector2(0, MENU_HEIGHT), WHITE);
DrawTextureRec(render_target.texture, DrawTextureRec(render_target.texture,
Rectangle(0, 0, (float)WIDTH, -(float)HEIGHT), Rectangle(0, 0, render_target.texture.width,
Vector2(WIDTH, MENU_HEIGHT), WHITE); -1 * render_target.texture.height),
DrawFPS(WIDTH + 10, MENU_HEIGHT + 10); Vector2(GetScreenWidth() / 2.0, MENU_HEIGHT), WHITE);
DrawFPS(GetScreenWidth() / 2 + 10, MENU_HEIGHT + 10);
EndDrawing(); EndDrawing();
} }