implement state editing

This commit is contained in:
2026-02-20 00:58:01 +01:00
parent ca83d5724f
commit f8ac60f6a6
6 changed files with 166 additions and 29 deletions

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@ -20,7 +20,7 @@ constexpr int MENU_COLS = 3;
// Camera Controls // Camera Controls
constexpr float SIM_SPEED = 4.0; constexpr float SIM_SPEED = 4.0;
constexpr float CAMERA_FOV = 120.0; constexpr float CAMERA_FOV = 120.0;
constexpr float CAMERA_DISTANCE = 100.0; constexpr float CAMERA_DISTANCE = 20.0;
constexpr float MIN_CAMERA_DISTANCE = 2.0; constexpr float MIN_CAMERA_DISTANCE = 2.0;
constexpr float MAX_CAMERA_DISTANCE = 2000.0; constexpr float MAX_CAMERA_DISTANCE = 2000.0;
constexpr float ZOOM_SPEED = 2.5; constexpr float ZOOM_SPEED = 2.5;

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@ -252,7 +252,15 @@ public:
public: public:
auto Hash() const -> int; auto Hash() const -> int;
auto AddBlock(Block block) -> bool; auto AddColumn() const -> State;
auto RemoveColumn() const -> State;
auto AddRow() const -> State;
auto RemoveRow() const -> State;
auto AddBlock(const Block &block) -> bool;
auto GetBlock(int x, int y) const -> Block; auto GetBlock(int x, int y) const -> Block;

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@ -92,10 +92,10 @@ public:
const State &current) -> void; const State &current) -> void;
auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x, auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
int sel_y) -> void; int sel_y, int block_add_x, int block_add_y) -> void;
auto DrawMenu(const MassSpringSystem &masssprings, int current_preset) auto DrawMenu(const MassSpringSystem &masssprings, int current_preset,
-> void; const State &current_state) -> void;
auto DrawTextures() -> void; auto DrawTextures() -> void;
}; };

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@ -45,7 +45,47 @@ auto Block::Collides(const Block &other) const -> bool {
auto State::Hash() const -> int { return std::hash<std::string>{}(state); } auto State::Hash() const -> int { return std::hash<std::string>{}(state); }
auto State::AddBlock(Block block) -> bool { auto State::AddColumn() const -> State {
State newstate = State(width + 1, height, restricted);
for (const auto &block : *this) {
newstate.AddBlock(block);
}
return newstate;
}
auto State::RemoveColumn() const -> State {
State newstate = State(width - 1, height, restricted);
for (const auto &block : *this) {
newstate.AddBlock(block);
}
return newstate;
}
auto State::AddRow() const -> State {
State newstate = State(width, height + 1, restricted);
for (const auto &block : *this) {
newstate.AddBlock(block);
}
return newstate;
}
auto State::RemoveRow() const -> State {
State newstate = State(width, height - 1, restricted);
for (const auto &block : *this) {
newstate.AddBlock(block);
}
return newstate;
}
auto State::AddBlock(const Block &block) -> bool {
if (block.x + block.width > width || block.y + block.height > height) { if (block.x + block.width > width || block.y + block.height > height) {
return false; return false;
} }

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@ -25,10 +25,11 @@ auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
return s; return s;
}; };
auto solve_closure(MassSpringSystem &mass_springs, const State board) -> void { auto populate_masssprings(MassSpringSystem &mass_springs,
const State &current_state) -> void {
std::pair<std::unordered_set<std::string>, std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>> std::vector<std::pair<std::string, std::string>>>
closure = board.Closure(); closure = current_state.Closure();
for (const auto &state : closure.first) { for (const auto &state : closure.first) {
Vector3 pos = Vector3 pos =
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0, Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
@ -53,6 +54,14 @@ auto solve_closure(MassSpringSystem &mass_springs, const State board) -> void {
<< " Bytes for springs." << std::endl; << " Bytes for springs." << std::endl;
} }
auto clear_masssprings(MassSpringSystem &masssprings,
const State &current_state) -> std::string {
masssprings.masses.clear();
masssprings.springs.clear();
masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state);
return current_state.state;
}
auto main(int argc, char *argv[]) -> int { auto main(int argc, char *argv[]) -> int {
// if (argc < 2) { // if (argc < 2) {
// std::cout << "Missing .klotski file." << std::endl; // std::cout << "Missing .klotski file." << std::endl;
@ -83,6 +92,9 @@ auto main(int argc, char *argv[]) -> int {
// Game loop // Game loop
float frametime; float frametime;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
int hov_x = 0; int hov_x = 0;
int hov_y = 0; int hov_y = 0;
int sel_x = 0; int sel_x = 0;
@ -95,6 +107,7 @@ auto main(int argc, char *argv[]) -> int {
int time_measure_count = 0; int time_measure_count = 0;
while (!WindowShouldClose()) { while (!WindowShouldClose()) {
frametime = GetFrameTime(); frametime = GetFrameTime();
std::string previous_state = current_state.state;
// Mouse handling // Mouse handling
const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING; const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING;
@ -121,12 +134,58 @@ auto main(int argc, char *argv[]) -> int {
hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING); 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; // If we clicked a block...
sel_y = hov_y; if (current_state.GetBlock(hov_x, hov_y).IsValid()) {
sel_x = hov_x;
sel_y = hov_y;
}
// If we clicked empty space...
else {
// Select a position
if (!has_block_add_xy) {
if (hov_x >= 0 && hov_x < current_state.width && hov_y >= 0 &&
hov_y < current_state.height) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
// If we have already selected a position
else {
int block_add_width = hov_x - block_add_x + 1;
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 (block_add_x >= 0 &&
block_add_x + block_add_width <= current_state.width &&
block_add_y >= 0 &&
block_add_y + block_add_height <= current_state.height) {
bool success = current_state.AddBlock(
Block(block_add_x, block_add_y, block_add_width,
block_add_height, false));
if (success) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
previous_state = clear_masssprings(masssprings, current_state);
}
}
}
}
} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
if (current_state.RemoveBlock(hov_x, hov_y)) {
previous_state = clear_masssprings(masssprings, current_state);
} else if (has_block_add_xy) {
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
} }
// Key handling // Key handling
std::string previous_state = current_state.state;
if (IsKeyPressed(KEY_W)) { if (IsKeyPressed(KEY_W)) {
if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) { if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--; sel_y--;
@ -156,19 +215,34 @@ auto main(int argc, char *argv[]) -> int {
previous_state = current_state.state; previous_state = current_state.state;
} else if (IsKeyPressed(KEY_R)) { } else if (IsKeyPressed(KEY_R)) {
current_state = generators[current_preset](); current_state = generators[current_preset]();
previous_state = current_state.state; previous_state = clear_masssprings(masssprings, current_state);
} else if (IsKeyPressed(KEY_C)) {
solve_closure(masssprings, current_state);
renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
} else if (IsKeyPressed(KEY_G)) { } else if (IsKeyPressed(KEY_G)) {
masssprings.masses.clear(); previous_state = clear_masssprings(masssprings, current_state);
masssprings.springs.clear(); populate_masssprings(masssprings, current_state);
masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state); renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
previous_state = current_state.state; } else if (IsKeyPressed(KEY_C)) {
// We also need to clear the graph, in case the state has been edited.
// Then the graph would contain states that are impossible.
previous_state = clear_masssprings(masssprings, current_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;
} else if (IsKeyPressed(KEY_T)) {
current_state.restricted = !current_state.restricted;
} else if (IsKeyPressed(KEY_LEFT) && current_state.width > 1) {
current_state = current_state.RemoveColumn();
previous_state = clear_masssprings(masssprings, current_state);
} else if (IsKeyPressed(KEY_RIGHT) && current_state.width < 9) {
current_state = current_state.AddColumn();
previous_state = clear_masssprings(masssprings, current_state);
} else if (IsKeyPressed(KEY_UP) && current_state.height > 1) {
current_state = current_state.RemoveRow();
previous_state = clear_masssprings(masssprings, current_state);
} else if (IsKeyPressed(KEY_DOWN) && current_state.height < 9) {
current_state = current_state.AddRow();
previous_state = clear_masssprings(masssprings, current_state);
} }
if (previous_state != current_state.state) { if (previous_state != current_state.state) {
@ -206,8 +280,9 @@ auto main(int argc, char *argv[]) -> int {
renderer.UpdateCamera(masssprings, current_state); renderer.UpdateCamera(masssprings, current_state);
renderer.UpdateTextureSizes(); renderer.UpdateTextureSizes();
renderer.DrawMassSprings(masssprings, current_state); renderer.DrawMassSprings(masssprings, current_state);
renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y); renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y, block_add_x,
renderer.DrawMenu(masssprings, current_preset); block_add_y);
renderer.DrawMenu(masssprings, current_preset, current_state);
renderer.DrawTextures(); renderer.DrawTextures();
std::chrono::high_resolution_clock::time_point re = std::chrono::high_resolution_clock::time_point re =
std::chrono::high_resolution_clock::now(); std::chrono::high_resolution_clock::now();

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@ -176,7 +176,8 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
} }
auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x, auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
int sel_y) -> void { int sel_y, int block_add_x, int block_add_y)
-> void {
BeginTextureMode(klotski_target); BeginTextureMode(klotski_target);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
@ -244,13 +245,22 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
} }
} }
// Draw editing starting position
if (block_add_x >= 0 && block_add_y >= 0) {
DrawCircle(x_offset + BOARD_PADDING + block_add_x * BLOCK_PADDING * 2 +
BLOCK_PADDING + block_add_x * block_size + block_size / 2,
y_offset + BOARD_PADDING + block_add_y * BLOCK_PADDING * 2 +
BLOCK_PADDING + block_add_y * block_size + block_size / 2,
block_size / 10.0, Fade(BLACK, 0.5));
}
DrawLine(GetScreenWidth() / 2 - 1, 0, GetScreenWidth() / 2 - 1, DrawLine(GetScreenWidth() / 2 - 1, 0, GetScreenWidth() / 2 - 1,
GetScreenHeight() - MENU_HEIGHT, BLACK); GetScreenHeight() - MENU_HEIGHT, BLACK);
EndTextureMode(); EndTextureMode();
} }
auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset) auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset,
-> void { const State &current_state) -> void {
BeginTextureMode(menu_target); BeginTextureMode(menu_target);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
@ -264,7 +274,7 @@ auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset)
auto draw_btn = [&](int x, int y, std::string text, Color color) { auto draw_btn = [&](int x, int y, std::string text, Color color) {
int posx = MENU_PAD + x * (MENU_PAD + btn_width); int posx = MENU_PAD + x * (MENU_PAD + btn_width);
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, 0.6));
DrawRectangleLines(posx, posy, btn_width, btn_height, color); DrawRectangleLines(posx, posy, btn_width, btn_height, color);
DrawText(text.data(), posx + BUTTON_PAD, posy + BUTTON_PAD, DrawText(text.data(), posx + BUTTON_PAD, posy + BUTTON_PAD,
btn_height - 2 * BUTTON_PAD, WHITE); btn_height - 2 * BUTTON_PAD, WHITE);
@ -284,16 +294,20 @@ auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset)
std::format("Lock Camera to Current State (L): {}", camera.target_lock), std::format("Lock Camera to Current State (L): {}", camera.target_lock),
DARKGREEN); DARKGREEN);
draw_btn(1, 0, std::format("Reset Board State (R)"), DARKBLUE); draw_btn(1, 0, std::format("Reset State + Graph (R)"), DARKBLUE);
draw_btn(1, 1, std::format("Preset (M/N): {}", current_preset), DARKBLUE); draw_btn(1, 1, std::format("Add/Remove Col/Row (Arrow Keys)"), DARKBLUE);
draw_btn(1, 2, std::format("Print Board State to Console (P)"), DARKBLUE); draw_btn(1, 2, std::format("Print Board State to Console (P)"), DARKBLUE);
draw_btn(2, 0, draw_btn(2, 0,
std::format("Preset (M/N): {}, {} (T)", current_preset,
current_state.restricted ? "Restricted" : "Free"),
DARKPURPLE);
draw_btn(2, 1, std::format("Populate Graph (G), Clear Graph (C)"),
DARKPURPLE);
draw_btn(2, 2,
std::format("Mark (I): {} / Connect (O): {}", mark_solutions, std::format("Mark (I): {} / Connect (O): {}", mark_solutions,
connect_solutions), connect_solutions),
DARKPURPLE); DARKPURPLE);
draw_btn(2, 1, std::format("Solve Board Closure (C)"), DARKPURPLE);
draw_btn(2, 2, std::format("Clear Graph (G)"), DARKPURPLE);
DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK); DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK);
EndTextureMode(); EndTextureMode();