reset selection when resetting state
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@ -310,6 +310,8 @@ auto InputHandler::ResetState() -> void {
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}
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state.ResetState();
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sel_x = 0;
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sel_y = 0;
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}
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auto InputHandler::FillGraph() -> void { state.FillGraph(); }
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18
src/main.cpp
18
src/main.cpp
@ -16,7 +16,8 @@
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#endif
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// TODO: Click states in the graph to display them in the board
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// TODO: Add some popups
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// TODO: Add some popups (my split between input.cpp/gui.cpp makes this ugly)
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// - Next move, goto target, goto worst: Notify that the graph needs to be
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// populated
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// - Clear graph: Notify that this will clear the visited states and move
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@ -24,7 +25,20 @@
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// - Reset state: Notify that this will reset the move count
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// Remove the keybindings, as it's simpler to show the popups from the
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// button?
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// TODO: Set selection to 0, 0 when resetting the state
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// TODO: Reduce memory usage
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// - State.cpp stores a lot of duplicates, do I need all of them?
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// - The memory model of the puzzle board is terrible (bitboards?)
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// TODO: Improve solver
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// - Move discovery is terrible
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// - Instead of trying each direction for each block, determine the
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// possible moves more efficiently (requires a different memory model)
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// - Implement state discovery/enumeration
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// - Find all possible initial board states (single one for each
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// possible statespace). Currently wer're just finding all states
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// given the initial state
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// - Would allow to generate random puzzles with a certain move count
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// NOTE: Tracy uses a huge amount of memory. For longer testing disable Tracy.
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