add winning conditions and ability to mark them in the graph
This commit is contained in:
80
src/main.cpp
80
src/main.cpp
@ -22,46 +22,59 @@ auto state_simple_1r() -> State {
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return s;
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}
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auto state_simple_1r_wc(const State &state) -> bool { return false; }
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auto state_simple_1f() -> State {
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State s = State(4, 5, false);
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s.AddBlock(Block(0, 0, 1, 2, true));
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s.AddBlock(Block(0, 0, 1, 2, false));
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return s;
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}
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auto state_simple_1f_wc(const State &state) -> bool { return false; }
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auto state_simple_2r() -> State {
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State s = State(4, 5, true);
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s.AddBlock(Block(0, 0, 1, 2, true));
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s.AddBlock(Block(0, 0, 1, 2, false));
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s.AddBlock(Block(1, 0, 1, 2, false));
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return s;
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}
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auto state_simple_2r_wc(const State &state) -> bool { return false; }
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auto state_simple_2f() -> State {
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State s = State(4, 5, false);
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s.AddBlock(Block(0, 0, 1, 2, true));
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s.AddBlock(Block(0, 0, 1, 2, false));
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s.AddBlock(Block(1, 0, 1, 2, false));
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return s;
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}
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auto state_simple_2f_wc(const State &state) -> bool { return false; }
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auto state_simple_3r() -> State {
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State s = State(4, 5, true);
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s.AddBlock(Block(0, 0, 1, 2, true));
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s.AddBlock(Block(0, 0, 1, 2, false));
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s.AddBlock(Block(1, 0, 1, 2, false));
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s.AddBlock(Block(2, 0, 1, 2, false));
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return s;
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}
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auto state_simple_3r_wc(const State &state) -> bool { return false; }
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auto state_simple_3f() -> State {
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State s = State(4, 5, false);
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s.AddBlock(Block(0, 0, 1, 2, true));
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s.AddBlock(Block(0, 0, 1, 2, false));
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s.AddBlock(Block(1, 0, 1, 2, false));
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s.AddBlock(Block(2, 0, 1, 2, false));
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return s;
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}
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auto state_simple_3f_wc(const State &state) -> bool { return false; }
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auto state_complex_1r() -> State {
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State s = State(6, 6, true);
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s.AddBlock(Block(1, 0, 1, 3, false));
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@ -74,6 +87,10 @@ auto state_complex_1r() -> State {
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return s;
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}
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auto state_complex_1r_wc(const State &state) -> bool {
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return state.GetBlockAt(4, 2) == "ba";
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}
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auto state_complex_2r() -> State {
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State s = State(6, 6, true);
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s.AddBlock(Block(2, 0, 1, 3, false));
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@ -86,6 +103,10 @@ auto state_complex_2r() -> State {
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return s;
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}
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auto state_complex_2r_wc(const State &state) -> bool {
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return state.GetBlockAt(4, 2) == "ba";
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}
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auto state_complex_3r() -> State {
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State s = State(6, 6, true);
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s.AddBlock(Block(0, 0, 3, 1, false));
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@ -102,12 +123,16 @@ auto state_complex_3r() -> State {
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return s;
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}
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auto state_complex_3r_wc(const State &state) -> bool {
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return state.GetBlockAt(4, 2) == "ba";
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}
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auto state_complex_4f() -> State {
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State s = State(4, 4, false);
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s.AddBlock(Block(0, 0, 2, 1, false));
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s.AddBlock(Block(3, 0, 1, 1, false));
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s.AddBlock(Block(0, 1, 1, 2, false));
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s.AddBlock(Block(1, 1, 2, 2, true));
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s.AddBlock(Block(1, 1, 2, 2, false));
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s.AddBlock(Block(3, 1, 1, 1, false));
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s.AddBlock(Block(3, 2, 1, 1, false));
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s.AddBlock(Block(0, 3, 1, 1, false));
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@ -116,6 +141,8 @@ auto state_complex_4f() -> State {
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return s;
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}
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auto state_complex_4f_wc(const State &state) -> bool { return false; }
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auto state_klotski() -> State {
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State s = State(4, 5, false);
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s.AddBlock(Block(0, 0, 1, 2, false));
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@ -132,17 +159,26 @@ auto state_klotski() -> State {
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return s;
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}
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auto state_klotski_wc(const State &state) -> bool {
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return state.GetBlockAt(1, 3) == "bb";
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}
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std::array<StateGenerator, 8> generators{
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state_simple_1r, state_simple_2r, state_simple_3r, state_complex_1r,
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state_complex_2r, state_complex_3r, state_complex_4f, state_klotski};
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std::array<WinCondition, 8> win_conditions{
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state_simple_1r_wc, state_simple_2r_wc, state_simple_3r_wc,
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state_complex_1r_wc, state_complex_2r_wc, state_complex_3r_wc,
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state_complex_4f_wc, state_klotski_wc};
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auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
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-> State {
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mass_springs.springs.clear();
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mass_springs.masses.clear();
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State s = generator();
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mass_springs.AddMass(1.0, Vector3Zero(), false, s.state);
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mass_springs.AddMass(MASS, Vector3Zero(), false, s.state);
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return s;
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};
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@ -157,7 +193,7 @@ auto solve_closure(MassSpringSystem &mass_springs, const State board) -> void {
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static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
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static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
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mass_springs.AddMass(1.0, pos, false, state);
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mass_springs.AddMass(MASS, pos, false, state);
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}
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for (const auto &[from, to] : closure.second) {
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mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
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@ -196,9 +232,9 @@ auto main(int argc, char *argv[]) -> int {
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Renderer renderer;
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// Klotski configuration
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int current_generator = 0;
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int current_preset = 0;
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MassSpringSystem masssprings;
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State board = apply_state(masssprings, generators[current_generator]);
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State board = apply_state(masssprings, generators[current_preset]);
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// Game loop
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float frametime;
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@ -263,34 +299,40 @@ auto main(int argc, char *argv[]) -> int {
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} else if (IsKeyPressed(KEY_P)) {
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std::cout << board.state << std::endl;
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} else if (IsKeyPressed(KEY_N)) {
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current_generator =
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(generators.size() + current_generator - 1) % generators.size();
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board = apply_state(masssprings, generators[current_generator]);
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current_preset =
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(generators.size() + current_preset - 1) % generators.size();
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board = apply_state(masssprings, generators[current_preset]);
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previous_state = board.state;
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} else if (IsKeyPressed(KEY_M)) {
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current_generator = (current_generator + 1) % generators.size();
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board = apply_state(masssprings, generators[current_generator]);
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current_preset = (current_preset + 1) % generators.size();
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board = apply_state(masssprings, generators[current_preset]);
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previous_state = board.state;
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} else if (IsKeyPressed(KEY_R)) {
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board = generators[current_generator]();
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board = generators[current_preset]();
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} else if (IsKeyPressed(KEY_C)) {
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solve_closure(masssprings, board);
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renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
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} else if (IsKeyPressed(KEY_G)) {
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masssprings.masses.clear();
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masssprings.springs.clear();
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masssprings.AddMass(1.0, Vector3Zero(), false, board.state);
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masssprings.AddMass(MASS, Vector3Zero(), false, board.state);
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previous_state = board.state;
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} else if (IsKeyPressed(KEY_I)) {
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renderer.mark_solutions = !renderer.mark_solutions;
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} else if (IsKeyPressed(KEY_O)) {
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renderer.connect_solutions = !renderer.connect_solutions;
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}
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if (previous_state != board.state) {
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masssprings.AddMass(
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1.0,
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MASS,
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Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
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false, board.state);
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masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT,
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DAMPENING_CONSTANT, REST_LENGTH);
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renderer.AddWinningState(board, win_conditions[current_preset]);
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}
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// Physics update
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@ -314,7 +356,7 @@ auto main(int argc, char *argv[]) -> int {
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renderer.UpdateCamera(masssprings, board);
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renderer.DrawMassSprings(masssprings, board);
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renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
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renderer.DrawMenu(masssprings);
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renderer.DrawMenu(masssprings, current_preset);
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renderer.DrawTextures();
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std::chrono::high_resolution_clock::time_point re =
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std::chrono::high_resolution_clock::now();
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