Compare commits

...

48 Commits

Author SHA1 Message Date
6248c10a25 update tracy to v0.13.1 2026-03-12 20:18:36 +01:00
3230d806f7 restructure puzzle space generation (for boards up to 5x5)
- uses a huge global seen-states-cache. Not scalable without more
filtering
2026-03-07 23:33:55 +01:00
51723353fd update physics parameters 2026-03-06 22:49:37 +01:00
5289c8407a update screenshot 2026-03-06 22:25:37 +01:00
1b6f597cd5 fix windows build (requires glew built for windows) 2026-03-06 22:03:40 +01:00
e482adbb76 draw graph edges much faster (using raw vertex array) 2026-03-06 21:16:57 +01:00
591f018685 enable asynchronous octree building (somehow this is stable with morton octree) 2026-03-06 20:04:27 +01:00
fe9a54a8da implement graph node mouse collisions (unoptimized iterating over all masses for now) 2026-03-06 13:25:35 +01:00
6bfe217fee update color scheme 2026-03-06 12:52:47 +01:00
836b42f425 color nodes based on target distance 2026-03-06 03:30:31 +01:00
6ab935c9be pre-calculate morton codes in threadpool 2026-03-06 02:51:07 +01:00
c060cfd35d replace recursive octree implementation with morton code version (FML) 2026-03-06 02:20:28 +01:00
9f31d4e6ef add libmorton library dependency 2026-03-05 22:28:09 +01:00
9de0d06806 reformat 2026-03-05 22:00:28 +01:00
c8d6541221 add hashset benchmarks 2026-03-05 20:03:26 +01:00
950da499f0 reorder puzzle functions 2026-03-05 20:03:16 +01:00
025cbfdf3b move bits functions to separate file + fix missing defaults with disabled program_options on windows 2026-03-05 19:13:44 +01:00
d4f83e11db add .desktop icon to package 2026-03-05 02:05:02 +01:00
db588bd57b fix conditional threadpool include 2026-03-05 02:04:48 +01:00
49e5ed6906 fix windows build 2026-03-04 21:39:39 +01:00
08352dd997 don't pass a reference to a temporary to physics_thread 2026-03-04 21:31:01 +01:00
4e5ca6be6c fix nix build error 2026-03-04 20:47:34 +01:00
a9c102298a enable/disable threadpool from cmake 2026-03-04 20:45:25 +01:00
cc2aee3af4 dummy commit 2026-03-04 20:33:29 +01:00
e0f128f693 dummy commit 2026-03-04 20:29:33 +01:00
3b6919944c add some abbrs to flake + wrap package to set the working dir 2026-03-04 20:28:38 +01:00
c9915852db implement very slow puzzle space exploration 2026-03-04 20:23:16 +01:00
2d111f58da add single state space benchmark + some tests 2026-03-04 19:08:00 +01:00
0a2788c1b4 update flake 2026-03-04 19:07:40 +01:00
7a5013295e fix cross compilation for windows (disable boost.stacktrace + use sqrt instead of rsqrt) 2026-03-02 20:09:49 +01:00
9c48954a78 build octree async and reuse tree from last frame (disabled as it breaks physics) 2026-03-02 18:52:06 +01:00
d62d5c78bf fix bug where interactive movement was using the fast move implementation instead of the interactive one 2026-03-02 14:38:03 +01:00
2a5f1b2ffd update default camera settings 2026-03-02 14:37:41 +01:00
2ef2a29601 squash merge efficient-puzzle into main 2026-03-02 14:37:34 +01:00
846ff72d1f fix bug where starting index was set incorrectly when populating graph 2026-02-28 23:16:00 +01:00
9ab96c5903 rename files based on their classes 2026-02-28 22:30:00 +01:00
809fbf1b93 add popups to certain user actions 2026-02-28 21:49:41 +01:00
bc8dd423be fix bug in preset validation and clear_goal (board repr wasn't updated correctly) 2026-02-28 18:58:42 +01:00
ce05dd504a small refactor 2026-02-28 18:37:47 +01:00
3f71603961 improve gui elements styling when disabled 2026-02-27 14:27:33 +01:00
b01cfdecfe implement option to lock camera to graph's center of mass 2026-02-27 14:06:30 +01:00
e8bd90911d reset selection when resetting state 2026-02-27 13:26:14 +01:00
db694838a7 fix compiler warnings 2026-02-27 13:17:18 +01:00
9d8b364330 simplify cmake file 2026-02-27 12:43:19 +01:00
85ed3a758a make windows-compliant
- fix BS_thread_pool include error (pulls in windows.h, symbols were
redefined)
- remove all std::println uses :(, seems like mingw doesn't like those
- allow to disable backward from cmake
2026-02-27 12:31:08 +01:00
16df3b7d51 add windows cross-compile package target to flake 2026-02-27 12:30:13 +01:00
0cc62009c5 fix crash when resetting the state after clearing the graph 2026-02-27 11:35:30 +01:00
f512306109 prevent zooming when in orthographic perspective 2026-02-27 03:35:54 +01:00
60 changed files with 9862 additions and 4332 deletions

56
.clang-format Normal file
View File

@ -0,0 +1,56 @@
---
Language: Cpp
BasedOnStyle: LLVM
AccessModifierOffset: -4
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignOperands: false
AlignTrailingComments: true
AllowShortBlocksOnASingleLine: false
AllowShortFunctionsOnASingleLine: None
AllowShortIfStatementsOnASingleLine: true
AllowShortLoopsOnASingleLine: true
AlwaysBreakAfterDefinitionReturnType: false
AlwaysBreakTemplateDeclarations: Yes
BraceWrapping:
AfterCaseLabel: true
AfterClass: true
AfterControlStatement: false
AfterEnum: true
AfterFunction: true
AfterNamespace: true
AfterStruct: true
AfterUnion: true
AfterExternBlock: false
BeforeCatch: true
BeforeElse: false
BeforeLambdaBody: true
BeforeWhile: false
SplitEmptyFunction: false
SplitEmptyRecord: false
SplitEmptyNamespace: false
BreakBeforeBraces: Custom
ColumnLimit: 100
IncludeCategories:
- Regex: '^<.*'
Priority: 1
- Regex: '^".*'
Priority: 2
- Regex: '.*'
Priority: 3
IncludeIsMainRegex: '([-_](test|unittest))?$'
IndentCaseBlocks: true
IndentGotoLabels: false
IndentPPDirectives: BeforeHash
IndentWidth: 4
InsertNewlineAtEOF: true
MacroBlockBegin: ''
MacroBlockEnd: ''
PointerAlignment: Left
SpaceInEmptyParentheses: false
SpacesInAngles: false
SpacesInConditionalStatement: false
SpacesInCStyleCastParentheses: false
SpacesInParentheses: false
TabWidth: 4
...

145
.clang-tidy Normal file
View File

@ -0,0 +1,145 @@
# Generated from CLion Inspection settings
---
Checks: '-*,
bugprone-argument-comment,
bugprone-assert-side-effect,
bugprone-bad-signal-to-kill-thread,
bugprone-branch-clone,
bugprone-copy-constructor-init,
bugprone-dangling-handle,
bugprone-dynamic-static-initializers,
bugprone-fold-init-type,
bugprone-forward-declaration-namespace,
bugprone-forwarding-reference-overload,
bugprone-inaccurate-erase,
bugprone-incorrect-roundings,
bugprone-integer-division,
bugprone-lambda-function-name,
bugprone-macro-parentheses,
bugprone-macro-repeated-side-effects,
bugprone-misplaced-operator-in-strlen-in-alloc,
bugprone-misplaced-pointer-arithmetic-in-alloc,
bugprone-misplaced-widening-cast,
bugprone-move-forwarding-reference,
bugprone-multiple-statement-macro,
bugprone-no-escape,
bugprone-parent-virtual-call,
bugprone-posix-return,
bugprone-reserved-identifier,
bugprone-sizeof-container,
bugprone-sizeof-expression,
bugprone-spuriously-wake-up-functions,
bugprone-string-constructor,
bugprone-string-integer-assignment,
bugprone-string-literal-with-embedded-nul,
bugprone-suspicious-enum-usage,
bugprone-suspicious-include,
bugprone-suspicious-memset-usage,
bugprone-suspicious-missing-comma,
bugprone-suspicious-semicolon,
bugprone-suspicious-string-compare,
bugprone-suspicious-memory-comparison,
bugprone-suspicious-realloc-usage,
bugprone-swapped-arguments,
bugprone-terminating-continue,
bugprone-throw-keyword-missing,
bugprone-too-small-loop-variable,
bugprone-undefined-memory-manipulation,
bugprone-undelegated-constructor,
bugprone-unhandled-self-assignment,
bugprone-unused-raii,
bugprone-unused-return-value,
bugprone-use-after-move,
bugprone-virtual-near-miss,
cert-dcl21-cpp,
cert-dcl58-cpp,
cert-err34-c,
cert-err52-cpp,
cert-err60-cpp,
cert-flp30-c,
cert-msc50-cpp,
cert-msc51-cpp,
cert-str34-c,
cppcoreguidelines-interfaces-global-init,
cppcoreguidelines-narrowing-conversions,
cppcoreguidelines-pro-type-member-init,
cppcoreguidelines-pro-type-static-cast-downcast,
cppcoreguidelines-slicing,
google-default-arguments,
google-runtime-operator,
hicpp-exception-baseclass,
hicpp-multiway-paths-covered,
misc-misplaced-const,
misc-new-delete-overloads,
misc-non-copyable-objects,
misc-throw-by-value-catch-by-reference,
misc-unconventional-assign-operator,
misc-uniqueptr-reset-release,
modernize-avoid-bind,
modernize-concat-nested-namespaces,
modernize-deprecated-headers,
modernize-deprecated-ios-base-aliases,
modernize-loop-convert,
modernize-make-shared,
modernize-make-unique,
modernize-pass-by-value,
modernize-raw-string-literal,
modernize-redundant-void-arg,
modernize-replace-auto-ptr,
modernize-replace-disallow-copy-and-assign-macro,
modernize-replace-random-shuffle,
modernize-return-braced-init-list,
modernize-shrink-to-fit,
modernize-unary-static-assert,
modernize-use-auto,
modernize-use-bool-literals,
modernize-use-emplace,
modernize-use-equals-default,
modernize-use-equals-delete,
modernize-use-nodiscard,
modernize-use-noexcept,
modernize-use-nullptr,
modernize-use-override,
modernize-use-transparent-functors,
modernize-use-uncaught-exceptions,
mpi-buffer-deref,
mpi-type-mismatch,
openmp-use-default-none,
performance-faster-string-find,
performance-for-range-copy,
performance-implicit-conversion-in-loop,
performance-inefficient-algorithm,
performance-inefficient-string-concatenation,
performance-inefficient-vector-operation,
performance-move-const-arg,
performance-move-constructor-init,
performance-no-automatic-move,
performance-noexcept-move-constructor,
performance-trivially-destructible,
performance-type-promotion-in-math-fn,
performance-unnecessary-copy-initialization,
performance-unnecessary-value-param,
portability-simd-intrinsics,
readability-avoid-const-params-in-decls,
readability-const-return-type,
readability-container-size-empty,
readability-convert-member-functions-to-static,
readability-delete-null-pointer,
readability-deleted-default,
readability-inconsistent-declaration-parameter-name,
readability-make-member-function-const,
readability-misleading-indentation,
readability-misplaced-array-index,
readability-non-const-parameter,
readability-redundant-control-flow,
readability-redundant-declaration,
readability-redundant-function-ptr-dereference,
readability-redundant-smartptr-get,
readability-redundant-string-cstr,
readability-redundant-string-init,
readability-simplify-subscript-expr,
readability-static-accessed-through-instance,
readability-static-definition-in-anonymous-namespace,
readability-string-compare,
readability-uniqueptr-delete-release,
readability-use-anyofallof'

6
.gitignore vendored
View File

@ -5,3 +5,9 @@ cmake-build-release
/result
/.gdb_history
/valgrind.log
.idea
/perf.data
/perf.data.old
/clusters.puzzle
/benchs.json
/benchs.old.json

View File

@ -1,12 +1,85 @@
cmake_minimum_required(VERSION 3.25)
cmake_minimum_required(VERSION 3.28)
project(MassSprings)
set(CMAKE_CXX_STANDARD 26)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wfloat-equal -Wundef -Wshadow -Wpointer-arith -Wcast-align -Wno-unused-parameter -Wunreachable-code")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -O2 -ggdb") # -fsanitize=address already fails on InitWindow(), -fsanitize=undefined, -fsanitize=leak
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Ofast -march=native")
# Disable boost warning because our cmake/boost are recent enough
if(POLICY CMP0167)
cmake_policy(SET CMP0167 NEW)
endif()
option(DISABLE_THREADPOOL "Disable additional physics threads" OFF)
option(DISABLE_BACKWARD "Disable backward stacktrace printer" OFF)
option(DISABLE_TRACY "Disable the Tracy profiler client" OFF)
option(DISABLE_TESTS "Disable building tests" OFF)
option(DISABLE_BENCH "Disable building benchmarks" OFF)
# Headers + Sources (excluding main.cpp)
set(SOURCES
src/backward.cpp
src/bits.cpp
src/cpu_layout_engine.cpp
src/cpu_spring_system.cpp
src/graph_distances.cpp
src/input_handler.cpp
src/load_save.cpp
src/octree.cpp
src/orbit_camera.cpp
src/puzzle.cpp
src/renderer.cpp
src/state_manager.cpp
src/user_interface.cpp
)
# Libraries
include(FetchContent)
find_package(raylib REQUIRED)
find_package(GLEW REQUIRED)
find_package(libmorton REQUIRED)
find_package(Boost COMPONENTS program_options REQUIRED)
set(LIBS raylib GLEW::GLEW Boost::headers Boost::program_options)
set(FLAGS "")
if(WIN32)
list(APPEND LIBS opengl32 gdi32 winmm)
endif()
if(NOT DISABLE_THREADPOOL)
list(APPEND FLAGS THREADPOOL)
endif()
if(NOT DISABLE_BACKWARD)
find_package(Backward REQUIRED)
list(APPEND LIBS Backward::Backward)
list(APPEND FLAGS BACKWARD)
message("-- BACKWARD: Enabled")
endif()
if(NOT DISABLE_TRACY)
FetchContent_Declare(tracy
GIT_REPOSITORY https://github.com/wolfpld/tracy.git
GIT_TAG v0.13.1
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(tracy)
option(TRACY_ENABLE "" ON)
option(TRACY_ON_DEMAND "" ON)
list(APPEND LIBS TracyClient)
list(APPEND FLAGS TRACY)
message("-- TRACY: Enabled")
endif()
# Set this after fetching tracy to hide tracy's warnings.
# We set -Wno-alloc-size-larger-than because it prevents BS::thread_pool from building with current gcc
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wfloat-equal -Wundef -Wshadow -Wpointer-arith -Wcast-align -Wno-unused-parameter -Wunreachable-code -Wno-alloc-size-larger-than")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb -O0")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ggdb -O3 -ffast-math -march=native")
message("-- CMAKE_C_FLAGS: ${CMAKE_C_FLAGS}")
message("-- CMAKE_C_FLAGS_DEBUG: ${CMAKE_C_FLAGS_DEBUG}")
@ -15,59 +88,60 @@ message("-- CMAKE_CXX_FLAGS: ${CMAKE_CXX_FLAGS}")
message("-- CMAKE_CXX_FLAGS_DEBUG: ${CMAKE_CXX_FLAGS_DEBUG}")
message("-- CMAKE_CXX_FLAGS_RELEASE: ${CMAKE_CXX_FLAGS_RELEASE}")
find_package(raylib REQUIRED)
find_package(Backward REQUIRED)
# Headers + Sources
include_directories(include)
set(SOURCES
src/main.cpp
src/camera.cpp
src/renderer.cpp
src/octree.cpp
src/physics.cpp
src/puzzle.cpp
src/state.cpp
src/input.cpp
src/tracy.cpp
src/backward.cpp
src/distance.cpp
src/gui.cpp
)
# Main target
add_executable(masssprings ${SOURCES})
target_include_directories(masssprings PUBLIC ${RAYLIB_CPP_INCLUDE_DIR})
target_link_libraries(masssprings PUBLIC raylib Backward::Backward)
add_executable(masssprings src/main.cpp ${SOURCES})
target_include_directories(masssprings PRIVATE include)
target_link_libraries(masssprings PRIVATE ${LIBS})
target_compile_definitions(masssprings PRIVATE ${FLAGS})
# Tracy target
if(USE_TRACY)
include(FetchContent)
FetchContent_Declare(tracy
GIT_REPOSITORY https://github.com/wolfpld/tracy.git
GIT_TAG v0.11.1
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
# Testing
if(NOT DISABLE_TESTS AND NOT WIN32)
enable_testing()
FetchContent_Declare(Catch2
GIT_REPOSITORY https://github.com/catchorg/Catch2.git
GIT_TAG v3.13.0
)
FetchContent_MakeAvailable(tracy)
option(TRACY_ENABLE "" ON)
option(TRACY_ON_DEMAND "" ON)
FetchContent_MakeAvailable(Catch2)
add_executable(masssprings_tracy ${SOURCES})
target_include_directories(masssprings_tracy PUBLIC ${RAYLIB_CPP_INCLUDE_DIR})
target_compile_definitions(masssprings_tracy PRIVATE TRACY)
target_link_libraries(masssprings_tracy PUBLIC raylib Backward::Backward TracyClient)
set(TEST_SOURCES
test/bits.cpp
test/bitmap.cpp
test/bitmap_find_first_empty.cpp
# test/puzzle.cpp
)
add_executable(tests ${TEST_SOURCES} ${SOURCES})
target_include_directories(tests PRIVATE include)
target_link_libraries(tests Catch2::Catch2WithMain raylib GLEW::GLEW)
include(Catch)
catch_discover_tests(tests)
message("-- TESTS: Enabled")
endif()
# Benchmarking
if(NOT DISABLE_BENCH AND NOT WIN32)
find_package(benchmark REQUIRED)
set(BENCH_SOURCES
benchmark/state_space.cpp
)
add_executable(benchmarks ${BENCH_SOURCES} ${SOURCES})
target_include_directories(benchmarks PRIVATE include)
target_link_libraries(benchmarks benchmark raylib GLEW::GLEW)
message("-- BENCHMARKS: Enabled")
endif()
# LTO
include(CheckIPOSupported)
check_ipo_supported(RESULT supported OUTPUT error)
if(supported)
message(STATUS "IPO / LTO enabled")
message("-- IPO/LTO: Enabled")
set_property(TARGET masssprings PROPERTY INTERPROCEDURAL_OPTIMIZATION TRUE)
if(USE_TRACY)
set_property(TARGET masssprings_tracy PROPERTY INTERPROCEDURAL_OPTIMIZATION TRUE)
endif()
else()
message(STATUS "IPO / LTO not supported: <${error}>")
message("-- IPO/LTO: Disabled")
endif()

16
README.md Normal file
View File

@ -0,0 +1,16 @@
# MassSprings - Puzzle Board State Space Explorer
All combinations of pieces reachable from an initial puzzle are explored, the resulting puzzle state-space is visualized as a force-directed graph.
The graph layout is calculated iteratively using a mass-spring-system with additional pairwise repulsive forces simulated using Barnes-Hut.
![](screenshot.png)
## Running
Requirements:
- Directory `fonts`
- Directory `shader`
- Preset file `default.puzzle` (optional)
Run `nix run git+https://gitea.local.chriphost.de/christoph/cpp-masssprings` from the working directory containing the listed requirements.

212
benchmark/state_space.cpp Normal file
View File

@ -0,0 +1,212 @@
// ReSharper disable CppTooWideScope
// ReSharper disable CppDFAUnreadVariable
#include "puzzle.hpp"
#include <random>
#include <unordered_set>
#include <benchmark/benchmark.h>
#include <boost/unordered/unordered_flat_map.hpp>
static std::vector<std::string> puzzles = {
// 0: RushHour 1
"S:[6x6] G:[4,2] M:[R] B:[{3x1 _ _ _ _ 1x3} {_ _ _ _ _ _} {_ _ 1x2 2X1 _ _} {_ _ _ 1x2 2x1 _} {1x2 _ 1x2 _ 2x1 _} {_ _ _ 3x1 _ _}]",
// 1: RushHour 2
"S:[6x6] G:[4,2] M:[R] B:[{1x2 3x1 _ _ 1x2 1x3} {_ 3x1 _ _ _ _} {2X1 _ 1x2 1x2 1x2 _} {2x1 _ _ _ _ _} {_ _ _ 1x2 2x1 _} {_ _ _ _ 2x1 _}]",
// 2: RushHour 3
"S:[6x6] G:[4,2] M:[R] B:[{3x1 _ _ 1x2 _ _} {1x2 2x1 _ _ _ 1x2} {_ 2X1 _ 1x2 1x2 _} {2x1 _ 1x2 _ _ 1x2} {_ _ _ 2x1 _ _} {_ 2x1 _ 2x1 _ _}]",
// 3: RushHour 4
"S:[6x6] G:[4,2] M:[R] B:[{1x3 2x1 _ _ 1x2 _} {_ 1x2 1x2 _ _ 1x3} {_ _ _ 2X1 _ _} {3x1 _ _ 1x2 _ _} {_ _ 1x2 _ 2x1 _} {2x1 _ _ 2x1 _ _}]",
// 4: RushHour + Walls 1
"S:[6x6] G:[4,2] M:[R] B:[{1x2 2x1 _ 1*1 _ _} {_ _ _ 1x2 2x1 _} {1x2 2X1 _ _ _ _} {_ _ 1x2 2x1 _ 1x3} {2x1 _ _ _ _ _} {2x1 _ 3x1 _ _ _}]",
// 5: RushHour + Walls 2
"S:[6x6] G:[4,2] M:[R] B:[{2x1 _ _ 1x2 1x2 1*1} {3x1 _ _ _ _ _} {1x2 2X1 _ 1x2 _ _} {_ _ 1x2 _ 2x1 _} {_ _ _ 2x1 _ 1x2} {_ _ 2x1 _ 1*1 _}]",
// 6: Dad's Puzzler
"S:[4x5] G:[0,3] M:[F] B:[{2X2 _ 2x1 _} {_ _ 2x1 _} {1x1 1x1 _ _} {1x2 1x2 2x1 _} {_ _ 2x1 _}]",
// 7: Nine Blocks
"S:[4x5] G:[0,3] M:[F] B:[{1x2 1x2 _ _} {_ _ 2x1 _} {1x2 1x2 2x1 _} {_ _ 2X2 _} {1x1 1x1 _ _}]",
// 8: Quzzle
"S:[4x5] G:[2,0] M:[F] B:[{2X2 _ 2x1 _} {_ _ 1x2 1x2} {_ _ _ _} {1x2 2x1 _ 1x1} {_ 2x1 _ 1x1}]",
// 9: Thin Klotski
"S:[4x5] G:[1,4] M:[F] B:[{1x2 _ 2X1 _} {_ 2x2 _ 1x1} {_ _ _ 1x1} {2x2 _ 1x1 1x1} {_ _ 1x1 1x1}]",
// 10: Fat Klotski
"S:[4x5] G:[1,3] M:[F] B:[{_ 2X2 _ 1x1} {1x1 _ _ 1x2} {1x1 2x2 _ _} {1x1 _ _ _} {1x1 1x1 2x1 _}]",
// 11: Klotski
"S:[4x5] G:[1,3] M:[F] B:[{1x2 2X2 _ 1x2} {_ _ _ _} {1x2 2x1 _ 1x2} {_ 1x1 1x1 _} {1x1 _ _ 1x1}]",
// 12: Century
"S:[4x5] G:[1,3] M:[F] B:[{1x1 2X2 _ 1x1} {1x2 _ _ 1x2} {_ 1x2 _ _} {1x1 _ _ 1x1} {2x1 _ 2x1 _}]",
// 13: Super Century
"S:[4x5] G:[1,3] M:[F] B:[{1x2 1x1 1x1 1x1} {_ 1x2 2X2 _} {1x2 _ _ _} {_ 2x1 _ 1x1} {_ 2x1 _ _}]",
// 14: Supercompo
"S:[4x5] G:[1,3] M:[F] B:[{_ 2X2 _ _} {1x1 _ _ 1x1} {1x2 2x1 _ 1x2} {_ 2x1 _ _} {1x1 2x1 _ 1x1}]",
};
template <u8 N>
struct uint_hasher
{
int64_t nums;
auto operator()(const std::array<u64, N>& ints) const noexcept -> size_t
{
size_t h = 0;
for (size_t i = 0; i < N; ++i) {
puzzle::hash_combine(h, ints[i]);
}
return h;
}
};
template <u8 N>
static auto unordered_set_uint64(benchmark::State& state) -> void
{
std::random_device random_device;
std::mt19937 generator(random_device());
std::uniform_int_distribution<u64> distribution(
std::numeric_limits<u64>::min(),
std::numeric_limits<u64>::max()
);
std::unordered_set<std::array<u64, N>, uint_hasher<N>> set;
std::array<u64, N> ints;
for (size_t i = 0; i < N; ++i) {
ints[i] = distribution(generator);
}
for (auto _ : state) {
for (size_t i = 0; i < 100000; ++i) {
set.emplace(ints);
}
benchmark::DoNotOptimize(set);
}
}
template <u8 N>
static auto unordered_flat_set_uint64(benchmark::State& state) -> void
{
std::random_device random_device;
std::mt19937 generator(random_device());
std::uniform_int_distribution<u64> distribution(
std::numeric_limits<u64>::min(),
std::numeric_limits<u64>::max()
);
boost::unordered_flat_set<std::array<u64, N>, uint_hasher<N>> set;
std::array<u64, N> ints;
for (size_t i = 0; i < N; ++i) {
ints[i] = distribution(generator);
}
for (auto _ : state) {
for (size_t i = 0; i < 100000; ++i) {
set.emplace(ints);
}
benchmark::DoNotOptimize(set);
}
}
static auto unordered_flat_set_block_hasher(benchmark::State& state) -> void
{
blockset set;
const block b = block(2, 3, 1, 2, true, false);
for (auto _ : state) {
for (size_t i = 0; i < 100000; ++i) {
set.emplace(b);
}
benchmark::DoNotOptimize(set);
}
}
static auto unordered_flat_set_block_hasher2(benchmark::State& state) -> void
{
blockset2 set;
const block b = block(2, 3, 1, 2, true, false);
for (auto _ : state) {
for (size_t i = 0; i < 100000; ++i) {
set.emplace(b);
}
benchmark::DoNotOptimize(set);
}
}
static auto unordered_flat_set_puzzle_hasher(benchmark::State& state) -> void
{
puzzleset set;
const puzzle p = puzzle(puzzles[0]);
for (auto _ : state) {
for (size_t i = 0; i < 100000; ++i) {
set.emplace(p);
}
benchmark::DoNotOptimize(set);
}
}
static auto explore_state_space(benchmark::State& state) -> void
{
const puzzle p = puzzle(puzzles[state.range(0)]);
for (auto _ : state) {
auto space = p.explore_state_space();
benchmark::DoNotOptimize(space);
}
}
static auto explore_rush_hour_puzzle_space(benchmark::State& state) -> void
{
constexpr u8 max_blocks = 5;
constexpr u8 board_width = 4;
constexpr u8 board_height = 5;
constexpr u8 goal_x = board_width - 1;
constexpr u8 goal_y = 2;
constexpr bool restricted = true;
const blockset2 permitted_blocks = {
block(0, 0, 2, 1, false, false),
block(0, 0, 3, 1, false, false),
block(0, 0, 1, 2, false, false),
block(0, 0, 1, 3, false, false)
};
const block target_block = block(0, 0, 2, 1, true, false);
constexpr std::tuple<u8, u8, u8, u8> target_block_pos_range = {
0,
goal_y,
goal_x,
goal_y
};
const puzzle p = puzzle(board_width, board_height, goal_x, goal_y, restricted, true);
for (auto _ : state) {
puzzleset result = p.explore_puzzle_space(
permitted_blocks,
target_block,
target_block_pos_range,
max_blocks,
0,
std::nullopt);
benchmark::DoNotOptimize(result);
}
}
BENCHMARK(unordered_set_uint64<4>)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_set_uint64<8>)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_set_uint64<16>)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_flat_set_uint64<4>)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_flat_set_uint64<8>)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_flat_set_uint64<16>)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_flat_set_block_hasher)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_flat_set_block_hasher2)->Unit(benchmark::kMicrosecond);
BENCHMARK(unordered_flat_set_puzzle_hasher)->Unit(benchmark::kMicrosecond);
BENCHMARK(explore_state_space)->DenseRange(0, puzzles.size() - 1)->Unit(benchmark::kMicrosecond);
BENCHMARK(explore_rush_hour_puzzle_space)->Unit(benchmark::kSecond);
BENCHMARK_MAIN();

View File

@ -1,44 +1,30 @@
# RushHour 1
R664231........13................12ba..........1221..12..12..21........31....
S:[6x6] G:[4,2] M:[R] B:[{3x1 _ _ _ _ 1x3} {_ _ _ _ _ _} {_ _ 1x2 2X1 _ _} {_ _ _ 1x2 2x1 _} {1x2 _ 1x2 _ 2x1 _} {_ _ _ 3x1 _ _}]
# RushHour 2
R66421231....1213..31........ba..121212..21................1221..........21..
S:[6x6] G:[4,2] M:[R] B:[{1x2 3x1 _ _ 1x2 1x3} {_ 3x1 _ _ _ _} {2X1 _ 1x2 1x2 1x2 _} {2x1 _ _ _ _ _} {_ _ _ 1x2 2x1 _} {_ _ _ _ 2x1 _}]
# RushHour 3
R664231....12....1221......12..ba..1212..21..12....12......21......21..21....
S:[6x6] G:[4,2] M:[R] B:[{3x1 _ _ 1x2 _ _} {1x2 2x1 _ _ _ 1x2} {_ 2X1 _ 1x2 1x2 _} {2x1 _ 1x2 _ _ 1x2} {_ _ _ 2x1 _ _} {_ 2x1 _ 2x1 _ _}]
# RushHour 4
R66421321....12....1212....13......ba....31....12........12..21..21....21....
S:[6x6] G:[4,2] M:[R] B:[{1x3 2x1 _ _ 1x2 _} {_ 1x2 1x2 _ _ 1x3} {_ _ _ 2X1 _ _} {3x1 _ _ 1x2 _ _} {_ _ 1x2 _ 2x1 _} {2x1 _ _ 2x1 _ _}]
# RushHour + Walls 1
R66421221..AA..........1221..12ba............1221..1321..........21..31......
S:[6x6] G:[4,2] M:[R] B:[{1x2 2x1 _ 1*1 _ _} {_ _ _ 1x2 2x1 _} {1x2 2X1 _ _ _ _} {_ _ 1x2 2x1 _ 1x3} {2x1 _ _ _ _ _} {2x1 _ 3x1 _ _ _}]
# RushHour + Walls 2
R664221....1212AA31..........12ba..12........12..21........21..12....21..AA..
S:[6x6] G:[4,2] M:[R] B:[{2x1 _ _ 1x2 1x2 1*1} {3x1 _ _ _ _ _} {1x2 2X1 _ 1x2 _ _} {_ _ 1x2 _ 2x1 _} {_ _ _ 2x1 _ 1x2} {_ _ 2x1 _ 1*1 _}]
# Dad's Puzzler
F4503bb..21......21..1111....121221......21..
# Nine Block (Worse)
F45031212........21..121221......bb..1111....
S:[4x5] G:[0,3] M:[F] B:[{2X2 _ 2x1 _} {_ _ 2x1 _} {1x1 1x1 _ _} {1x2 1x2 2x1 _} {_ _ 2x1 _}]
# Nine Blocks
S:[4x5] G:[0,3] M:[F] B:[{1x2 1x2 _ _} {_ _ 2x1 _} {1x2 1x2 2x1 _} {_ _ 2X2 _} {1x1 1x1 _ _}]
# Quzzle
F4520bb..21......1212........1221..11..21..11
S:[4x5] G:[2,0] M:[F] B:[{2X2 _ 2x1 _} {_ _ 1x2 1x2} {_ _ _ _} {1x2 2x1 _ 1x1} {_ 2x1 _ 1x1}]
# Thin Klotski
F451412..ba....22..11......1122..1111....1111
# Klotski
F451312bb..12........1221..12..1111..11....11
S:[4x5] G:[1,4] M:[F] B:[{1x2 _ 2X1 _} {_ 2x2 _ 1x1} {_ _ _ 1x1} {2x2 _ 1x1 1x1} {_ _ 1x1 1x1}]
# Fat Klotski
F4513..bb..1111....121122....11......111121..
S:[4x5] G:[1,3] M:[F] B:[{_ 2X2 _ 1x1} {1x1 _ _ 1x2} {1x1 2x2 _ _} {1x1 _ _ _} {1x1 1x1 2x1 _}]
# Klotski
S:[4x5] G:[1,3] M:[F] B:[{1x2 2X2 _ 1x2} {_ _ _ _} {1x2 2x1 _ 1x2} {_ 1x1 1x1 _} {1x1 _ _ 1x1}]
# Century
F451311bb..1112....12..12....11....1121..21..
S:[4x5] G:[1,3] M:[F] B:[{1x1 2X2 _ 1x1} {1x2 _ _ 1x2} {_ 1x2 _ _} {1x1 _ _ 1x1} {2x1 _ 2x1 _}]
# Super Century
F451312111111..12bb..12........21..11....21..
S:[4x5] G:[1,3] M:[F] B:[{1x2 1x1 1x1 1x1} {_ 1x2 2X2 _} {1x2 _ _ _} {_ 2x1 _ 1x1} {_ 2x1 _ _}]
# Supercompo
F4513..bb....11....111221..12..21....1121..11
S:[4x5] G:[1,3] M:[F] B:[{_ 2X2 _ _} {1x1 _ _ 1x1} {1x2 2x1 _ 1x2} {_ 2x1 _ _} {1x1 2x1 _ 1x1}]

6
flake.lock generated
View File

@ -20,11 +20,11 @@
},
"nixpkgs": {
"locked": {
"lastModified": 1770843696,
"narHash": "sha256-LovWTGDwXhkfCOmbgLVA10bvsi/P8eDDpRudgk68HA8=",
"lastModified": 1773201692,
"narHash": "sha256-NXrKzNMniu4Oam2kAFvqJ3GB2kAvlAFIriTAheaY8hw=",
"owner": "NixOS",
"repo": "nixpkgs",
"rev": "2343bbb58f99267223bc2aac4fc9ea301a155a16",
"rev": "b6067cc0127d4db9c26c79e4de0513e58d0c40c9",
"type": "github"
},
"original": {

533
flake.nix
View File

@ -14,66 +14,128 @@ rec {
# Create a shell (and possibly package) for each possible system, not only x86_64-linux
flake-utils.lib.eachDefaultSystem (
system: let
# =========================================================================================
# Define pkgs/stdenvs
# =========================================================================================
pkgs = import nixpkgs {
inherit system;
config.allowUnfree = true;
overlays = [];
};
clangPkgs = import nixpkgs {
inherit system;
config.allowUnfree = true;
overlays = [];
# Use this to change the compiler:
# - GCC: pkgs.stdenv
# - Clang: pkgs.clangStdenv
# NixOS packages are built using GCC by default. Using clang requires a full rebuild/redownload.
config.replaceStdenv = {pkgs}: pkgs.clangStdenv;
};
windowsPkgs = import nixpkgs {
inherit system;
config.allowUnfree = true;
overlays = [];
# Use this to cross compile to a different system
crossSystem = {
config = "x86_64-w64-mingw32";
};
};
inherit (pkgs) lib stdenv;
# =========================================================================================
# Define shell environment
# =========================================================================================
# Setup the shell when entering the "nix develop" environment (bash script).
shellHook = let
mkCmakeScript = type: let
typeLower = lib.toLower type;
in
pkgs.writers.writeFish "cmake-${typeLower}.fish" ''
cd $FLAKE_PROJECT_ROOT
echo "Removing build directory ./cmake-build-${typeLower}/"
rm -rf ./cmake-build-${typeLower}
echo "Creating build directory"
mkdir cmake-build-${typeLower}
cd cmake-build-${typeLower}
echo "Running cmake"
cmake -G "Ninja" \
-DCMAKE_BUILD_TYPE="${type}" \
..
echo "Linking compile_commands.json"
cd ..
ln -sf ./cmake-build-${typeLower}/compile_commands.json ./compile_commands.json
'';
cmakeDebug = mkCmakeScript "Debug";
cmakeRelease = mkCmakeScript "Release";
mkBuildScript = type: let
typeLower = lib.toLower type;
in
pkgs.writers.writeFish "cmake-build.fish" ''
cd $FLAKE_PROJECT_ROOT/cmake-build-${typeLower}
echo "Running cmake"
NIX_ENFORCE_NO_NATIVE=0 cmake --build . -j$(nproc)
'';
buildDebug = mkBuildScript "Debug";
buildRelease = mkBuildScript "Release";
# Use this to specify commands that should be ran after entering fish shell
initProjectShell = pkgs.writers.writeFish "init-shell.fish" ''
echo "Entering \"${description}\" environment..."
# Determine the project root, used e.g. in cmake scripts
set -g -x FLAKE_PROJECT_ROOT (git rev-parse --show-toplevel)
# C/C++:
abbr -a cmake-debug "${cmakeDebug}"
abbr -a cmake-release "${cmakeRelease}"
abbr -a build-debug "${buildDebug}"
abbr -a build-release "${buildRelease}"
abbr -a debug-clean "${cmakeDebug} && ${buildDebug} && ./cmake-build-debug/masssprings"
abbr -a release-clean "${cmakeRelease} && ${buildRelease} && ./cmake-build-release/masssprings"
abbr -a debug "${buildDebug} && ./cmake-build-debug/masssprings"
abbr -a release "${buildRelease} && ./cmake-build-release/masssprings"
abbr -a run "${buildRelease} && ./cmake-build-release/masssprings"
abbr -a runclusters "${buildRelease} && ./cmake-build-release/masssprings --output=clusters.puzzle --space=rh --moves=10 --blocks=4"
abbr -a runtests "${buildDebug} && ./cmake-build-debug/tests"
abbr -a runbenchs "mv -f benchs.json benchs.old.json; ${buildRelease} && sudo cpupower frequency-set --governor performance && ./cmake-build-release/benchmarks --benchmark_out=benchs.json --benchmark_out_format=console; sudo cpupower frequency-set --governor powersave"
abbr -a rungdb "${buildDebug} && gdb --tui ./cmake-build-debug/masssprings"
abbr -a runvalgrind "${buildDebug} && valgrind --leak-check=full --show-reachable=no --show-leak-kinds=definite,indirect,possible --track-origins=no --suppressions=valgrind.supp --log-file=valgrind.log ./cmake-build-debug/masssprings && cat valgrind.log"
abbr -a runperf "${buildRelease} && perf record -g ./cmake-build-release/masssprings && hotspot ./perf.data"
abbr -a runperf-graph "${buildRelease} && perf record -g ./cmake-build-release/benchmarks --benchmark_filter='explore_state_space' && hotspot ./perf.data"
abbr -a runperf-space "${buildRelease} && perf record -g ./cmake-build-release/benchmarks --benchmark_filter='explore_rush_hour_puzzle_space' && hotspot ./perf.data"
abbr -a runtracy "tracy -a 127.0.0.1 &; ${buildRelease} && sudo -E ./cmake-build-release/masssprings"
abbr -a runclion "clion ./CMakeLists.txt 2>/dev/null 1>&2 & disown;"
'';
in
builtins.concatStringsSep "\n" [
# Launch into pure fish shell
''
exec "$(type -p fish)" -C "source ${initProjectShell}"
''
];
# ===========================================================================================
# Define custom dependencies
# ===========================================================================================
# raylib-cpp = stdenv.mkDerivation {
# pname = "raylib-cpp";
# version = "5.5.0-unstable-2025-11-12";
#
# src = pkgs.fetchFromGitHub {
# owner = "RobLoach";
# repo = "raylib-cpp";
# rev = "21b0d0f57a09a7f741d20b7157f440ae87f02c76";
# hash = "sha256-P9x6Zc5t648gR7oYXe38PEX/a4oh4PfuVCnjT0vC10k=";
# };
#
# # autoPatchelfHook is needed for appendRunpaths
# nativeBuildInputs = with pkgs; [
# cmake
# # autoPatchelfHook
# ];
#
# buildInputs = with pkgs; [
# raylib
# glfw
# SDL2
# ];
#
# propagatedBuildInputs = with pkgs; [
# libGLU
# libx11
# ];
#
# cmakeFlags = [
# "-DBUILD_RAYLIB_CPP_EXAMPLES=OFF"
# "-DBUILD_TESTING=OFF"
# # Point CMake to the nixpkgs raylib so it doesn't try to fetch its own
# "-Draylib_DIR=${pkgs.raylib}/lib/cmake/raylib"
# ];
# };
# raygui = pkgs.raygui.overrideAttrs (finalAttrs: prevAttrs: {
# version = "4.0-unstable-2026-02-24";
#
# src = pkgs.fetchFromGitHub {
# owner = "raysan5";
# repo = "raygui";
# rev = "5788707b6b7000343c14653b1ad3b971ca0597e4";
# hash = "sha256-wKylPeNw7wO5xuTfnp1OYETQ78EPlr4NU9erbmIFgjE=";
# };
#
# });
raygui = stdenv.mkDerivation (finalAttrs: {
raygui = stdenv.mkDerivation rec {
pname = "raygui";
version = "4.0-unstable-2026-02-24";
@ -101,13 +163,13 @@ rec {
Name: raygui
Description: Simple and easy-to-use immediate-mode gui library
URL: https://github.com/raysan5/raygui
Version: ${finalAttrs.version}
Version: ${version}
Cflags: -I"{includedir}"
EOF
runHook postInstall
'';
});
};
thread-pool = stdenv.mkDerivation {
pname = "thread-pool";
@ -123,8 +185,69 @@ rec {
# Header-only library
dontBuild = true;
installPhase = ''
runHook preInstall
mkdir -p $out
mv ./include $out/include
cp -rv ./include $out/include
runHook postInstall
'';
};
# We can use the pkgs.stdenv for Linux+Windows because it's a header only library.
# The build is required to create the pkg-config/cmake configuration files.
libmorton = stdenv.mkDerivation {
pname = "libmorton";
version = "0.2.12-unstable-2023-05-24";
src = pkgs.fetchFromGitHub {
owner = "Forceflow";
repo = "libmorton";
rev = "7923faa88d7e564020b2d5d408bf8c186ecbe363";
hash = "sha256-5LHiWu2GIuDmfM2gXGbRsFasE7AmVCSRphNdFElbbjk=";
};
nativeBuildInputs = with pkgs; [cmake];
cmakeFlags = [
"-DBUILD_TESTING=OFF"
"-DCMAKE_INSTALL_INCLUDEDIR=include"
"-DCMAKE_INSTALL_DATADIR=share"
];
};
glew-windows = windowsPkgs.stdenv.mkDerivation rec {
pname = "glew-windows";
version = "2.2.0";
src = pkgs.fetchurl {
url = "https://github.com/nigels-com/glew/releases/download/glew-${version}/glew-${version}.tgz";
hash = "sha256-1PyCiTz7ABCVeNChojN/uMozWzzsz5e5flzH8I5DU+E=";
};
nativeBuildInputs = with pkgs; [
cmake
ninja
pkg-config
];
preConfigure = ''
cd build/cmake
'';
cmakeFlags = [
"-DBUILD_UTILS=OFF"
"-DGLEW_OSMESA=OFF"
"-DBUILD_SHARED_LIBS=ON"
"-DCMAKE_POLICY_VERSION_MINIMUM=3.5"
];
installPhase = ''
runHook preInstall
cmake --install . --prefix "$out"
runHook postInstall
'';
};
@ -138,25 +261,20 @@ rec {
# - Those which are needed on $PATH during the build, for example cmake and pkg-config
# - Setup hooks, for example makeWrapper
# - Interpreters needed by patchShebangs for build scripts (with the --build flag), which can be the case for e.g. perl
# NOTE: Do not add compiler here, they are provided by the stdenv
nativeBuildInputs = with pkgs; [
# Languages:
binutils
gcc
# binutils
# C/C++:
cmake
ninja
gdb
valgrind
# gnumake
cmake
# pkg-config
# clang-tools
# compdb
# pprof
# gprof2dot
kdePackages.kcachegrind
perf
hotspot
kdePackages.kcachegrind
gdbgui
# heaptrack
# renderdoc
];
@ -165,23 +283,25 @@ rec {
# - Interpreters needed by patchShebangs for scripts which are installed, which can be the case for e.g. perl
buildInputs = with pkgs; [
# C/C++:
# boost
# sfml
raylib
raygui
# octree # this one doesn't store center of mass per node - which I need :(
tracy-wayland
glew
thread-pool
libmorton
boost
# Debugging/Testing/Profiling
tracy_0_13
backward-cpp
libbfd
# llvmPackages.openmp # not required for compilation but for clangd to find the headers
# raylib-cpp
# tinyobjloader
# gperftools
catch2_3
gbenchmark
];
# ===========================================================================================
# Define buildable + installable packages
# ===========================================================================================
package = stdenv.mkDerivation rec {
inherit buildInputs;
pname = "masssprings";
@ -191,168 +311,161 @@ rec {
nativeBuildInputs = with pkgs; [
gcc
cmake
# Fix the working directory so the auxiliary files are always available
makeWrapper
];
cmakeFlags = [
"-DDISABLE_THREADPOOL=Off"
"-DDISABLE_TRACY=On"
"-DDISABLE_BACKWARD=On"
"-DDISABLE_TESTS=On"
"-DDISABLE_BENCH=On"
];
hardeningDisable = ["all"];
preConfigure = ''
unset NIX_ENFORCE_NO_NATIVE
'';
installPhase = ''
runHook preInstall
mkdir -p $out/lib
cp ./${pname} $out/lib/
cp -rv $src/default.puzzle $out/lib/
cp -rv $src/fonts $out/lib/fonts
cp -rv $src/shader $out/lib/shader
# The wrapper enters the correct working dir, so fonts/shaders/presets are available
mkdir -p $out/bin
makeWrapper $out/lib/${pname} $out/bin/${pname} --chdir "$out/lib"
# Generate a .desktop file
mkdir -p $out/share/applications
cat <<INI > $out/share/applications/${pname}.desktop
[Desktop Entry]
Terminal=true
Name=PuzzleSpaces
Exec=$out/bin/${pname} %f
Type=Application
INI
runHook postInstall
'';
};
windowsPackage = windowsPkgs.stdenv.mkDerivation rec {
pname = "masssprings";
version = "1.0.0";
src = ./.;
# nativeBuildInputs must be from the build-platform (not cross)
# so we use "pkgs" here, not "windowsPkgs"
nativeBuildInputs = with pkgs; [
cmake
];
buildInputs = with windowsPkgs; [
raylib
raygui
glew-windows
thread-pool
libmorton
# Disable stacktrace since that's platform dependant and won't cross compile to windows
# https://github.com/NixOS/nixpkgs/blob/master/pkgs/development/libraries/boost/generic.nix#L43
(boost.override {
enableShared = false;
extraB2Args = [
"--without-stacktrace"
];
})
];
cmakeFlags = [
"-DCMAKE_SYSTEM_NAME=Windows"
"-DDISABLE_THREADPOOL=Off"
"-DDISABLE_TRACY=On"
"-DDISABLE_BACKWARD=On"
"-DDISABLE_TESTS=On"
"-DDISABLE_BENCH=On"
];
installPhase = ''
runHook preInstall
mkdir -p $out/bin
cp ./${pname} $out/bin/
cp $src/default.puzzle $out/bin/
cp -rv ./${pname}.exe $out/bin/
cp -rv $src/default.puzzle $out/bin/
cp -rv $src/fonts $out/bin/fonts
cp -rv $src/shader $out/bin/shader
runHook postInstall
'';
};
in rec {
# Provide package for "nix build"
defaultPackage = package;
defaultApp = flake-utils.lib.mkApp {
drv = defaultPackage;
# Provide packages for "nix build" and "nix run"
packages = {
default = package;
windows = windowsPackage;
};
apps.default = flake-utils.lib.mkApp {drv = package;};
# Provide environment for "nix develop"
devShells = {
default = pkgs.mkShell {
inherit nativeBuildInputs buildInputs;
inherit nativeBuildInputs buildInputs shellHook;
name = description;
# =========================================================================================
# Define environment variables
# =========================================================================================
# Custom dynamic libraries:
# LD_LIBRARY_PATH = builtins.concatStringsSep ":" [
# # Rust Bevy GUI app:
# # "${pkgs.xorg.libX11}/lib"
# # "${pkgs.xorg.libXcursor}/lib"
# # "${pkgs.xorg.libXrandr}/lib"
# # "${pkgs.xorg.libXi}/lib"
# # "${pkgs.libGL}/lib"
#
# # JavaFX app:
# # "${pkgs.libGL}/lib"
# # "${pkgs.gtk3}/lib"
# # "${pkgs.glib.out}/lib"
# # "${pkgs.xorg.libXtst}/lib"
# ];
# Dynamic libraries from buildinputs:
LD_LIBRARY_PATH = nixpkgs.lib.makeLibraryPath buildInputs;
# =========================================================================================
# Define shell environment
# =========================================================================================
# Setup the shell when entering the "nix develop" environment (bash script).
shellHook = let
mkCmakeScript = type: let
typeLower = lib.toLower type;
in
pkgs.writers.writeFish "cmake-${typeLower}.fish" ''
cd $FLAKE_PROJECT_ROOT
# set -g -x CC ${pkgs.clang}/bin/clang
# set -g -x CXX ${pkgs.clang}/bin/clang++
echo "Removing build directory ./cmake-build-${typeLower}/"
rm -rf ./cmake-build-${typeLower}
echo "Creating build directory"
mkdir cmake-build-${typeLower}
cd cmake-build-${typeLower}
echo "Running cmake"
cmake -G "Unix Makefiles" \
-DCMAKE_BUILD_TYPE="${type}" \
-DUSE_TRACY=On \
..
echo "Linking compile_commands.json"
cd ..
ln -sf ./cmake-build-${typeLower}/compile_commands.json ./compile_commands.json
'';
cmakeDebug = mkCmakeScript "Debug";
cmakeRelease = mkCmakeScript "Release";
mkBuildScript = type: let
typeLower = lib.toLower type;
in
pkgs.writers.writeFish "cmake-build.fish" ''
cd $FLAKE_PROJECT_ROOT/cmake-build-${typeLower}
echo "Running cmake"
NIX_ENFORCE_NO_NATIVE=0 cmake --build . -j$(nproc)
'';
buildDebug = mkBuildScript "Debug";
buildRelease = mkBuildScript "Release";
# Use this to specify commands that should be ran after entering fish shell
initProjectShell = pkgs.writers.writeFish "init-shell.fish" ''
echo "Entering \"${description}\" environment..."
# Determine the project root, used e.g. in cmake scripts
set -g -x FLAKE_PROJECT_ROOT (git rev-parse --show-toplevel)
# C/C++:
abbr -a cmake-debug "${cmakeDebug}"
abbr -a cmake-release "${cmakeRelease}"
abbr -a build-debug "${buildDebug}"
abbr -a build-release "${buildRelease}"
abbr -a debug "${buildDebug} && ./cmake-build-debug/masssprings"
abbr -a release "${buildRelease} && ./cmake-build-release/masssprings"
abbr -a rungdb "${buildDebug} && gdb --tui ./cmake-build-debug/masssprings"
abbr -a runtracy "tracy -a 127.0.0.1 &; ${buildRelease} && sudo -E ./cmake-build-release/masssprings_tracy"
abbr -a runvalgrind "${buildDebug} && valgrind --leak-check=full --show-reachable=no --show-leak-kinds=definite,indirect,possible --track-origins=no --suppressions=valgrind.supp --log-file=valgrind.log ./cmake-build-debug/masssprings && cat valgrind.log"
'';
in
builtins.concatStringsSep "\n" [
# Launch into pure fish shell
''
exec "$(type -p fish)" -C "source ${initProjectShell} && abbr -a menu '${pkgs.bat}/bin/bat "${initProjectShell}"'"
''
];
};
# TODO: Doesn't work
# Provide environment with clang stdenv for "nix develop .#clang"
# TODO: Broken. Clang can't find stdlib headers or library headers (raylib, backward, ...).
# Does the clangStdenv not automatically collect the include paths?
clang =
pkgs.mkShell.override {
stdenv = pkgs.clangStdenv;
} {
inherit shellHook;
name = description;
# FHS environment for renderdoc. Access with "nix develop .#renderdoc".
# https://ryantm.github.io/nixpkgs/builders/special/fhs-environments
# renderdoc =
# (pkgs.buildFHSEnv {
# name = "renderdoc-env";
#
# targetPkgs = pkgs:
# with pkgs; [
# # RenderDoc
# renderdoc
#
# # Build tools
# gcc
# cmake
#
# # Raylib
# raylib
# libGL
# mesa
#
# # X11
# libx11
# libxcursor
# libxrandr
# libxinerama
# libxi
# libxext
# libxfixes
#
# # Wayland
# wayland
# wayland-protocols
# libxkbcommon
# ];
#
# runScript = "fish";
#
# profile = ''
# '';
# }).env;
nativeBuildInputs = with pkgs; [
cmake
ninja
];
buildInputs = with pkgs; [
# C/C++:
raylib
raygui
glew
thread-pool
libmorton
boost
# Debugging/Testing/Profiling
backward-cpp
libbfd
catch2_3
gbenchmark
];
# =========================================================================================
# Define environment variables
# =========================================================================================
# Dynamic libraries from buildinputs:
LD_LIBRARY_PATH = nixpkgs.lib.makeLibraryPath buildInputs;
};
};
}
);

69
include/bits.hpp Normal file
View File

@ -0,0 +1,69 @@
#ifndef BITS_HPP_
#define BITS_HPP_
#include "util.hpp"
#include <concepts>
template <class T>
requires std::unsigned_integral<T>
// ReSharper disable once CppRedundantInlineSpecifier
INLINE inline auto create_mask(const u8 first, const u8 last) -> T
{
// If the mask width is equal the type width return all 1s instead of shifting
// as shifting by type-width is undefined behavior.
if (static_cast<size_t>(last - first + 1) >= sizeof(T) * 8) {
return ~T{0};
}
// Example: first=4, last=7, 7-4+1=4
// 1 << 4 = 0b00010000
// 32 - 1 = 0b00001111
// 31 << 4 = 0b11110000
// Subtracting 1 generates a consecutive mask.
return ((T{1} << (last - first + 1)) - 1) << first;
}
template <class T>
requires std::unsigned_integral<T>
// ReSharper disable once CppRedundantInlineSpecifier
INLINE inline auto clear_bits(T& bits, const u8 first, const u8 last) -> void
{
const T mask = create_mask<T>(first, last);
bits = bits & ~mask;
}
template <class T, class U>
requires std::unsigned_integral<T> && std::unsigned_integral<U>
// ReSharper disable once CppRedundantInlineSpecifier
INLINE inline auto set_bits(T& bits, const u8 first, const u8 last, const U value) -> void
{
const T mask = create_mask<T>(first, last);
// Example: first=4, last=6, value=0b1110, bits = 0b 01111110
// mask = 0b 01110000
// bits & ~mask = 0b 00001110
// value << 4 = 0b 11100000
// (value << 4) & mask = 0b 01100000
// (bits & ~mask) | (value << 4) & mask = 0b 01101110
// Insert position: ^^^
// First clear the bits, then | with the value positioned at the insertion point.
// The value may be larger than [first, last], extra bits are ignored.
bits = (bits & ~mask) | ((static_cast<T>(value) << first) & mask);
}
template <class T>
requires std::unsigned_integral<T>
// ReSharper disable once CppRedundantInlineSpecifier
INLINE inline auto get_bits(const T bits, const u8 first, const u8 last) -> T
{
const T mask = create_mask<T>(first, last);
// We can >> without sign extension because T is unsigned_integral
return (bits & mask) >> first;
}
auto print_bitmap(u64 bitmap, u8 w, u8 h, const std::string& title) -> void;
#endif

View File

@ -1,30 +0,0 @@
#ifndef __CAMERA_HPP_
#define __CAMERA_HPP_
#include "config.hpp"
#include <raylib.h>
#include <raymath.h>
class OrbitCamera3D {
public:
Vector3 position = Vector3Zero();
Vector3 target = Vector3Zero();
float distance = CAMERA_DISTANCE;
float fov = CAMERA_FOV;
CameraProjection projection = CAMERA_PERSPECTIVE;
float angle_x = 0.0;
float angle_y = 0.0;
Camera camera = Camera{Vector3(0, 0, -distance), target, Vector3(0, 1.0, 0),
fov, projection};
public:
auto Rotate(Vector2 last_mouse, Vector2 mouse) -> void;
auto Pan(Vector2 last_mouse, Vector2 mouse) -> void;
auto Update(const Vector3 &current_target, bool lock) -> void;
};
#endif

View File

@ -1,34 +1,60 @@
#ifndef __CONFIG_HPP_
#define __CONFIG_HPP_
#ifndef CONFIG_HPP_
#define CONFIG_HPP_
#include <raylib.h>
#define THREADPOOL // Enable physics threadpool
#define BACKWARD // Enable pretty stack traces
// Calculate the octree parallel to the layout calculation.
// Layout uses the octree from last frame.
#define ASYNC_OCTREE
// Gets set by CMake
// #define THREADPOOL // Enable physics threadpool
// #define BACKWARD // Enable pretty stack traces
// #define TRACY // Enable tracy profiling support
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
#if defined(_WIN32)
#define NOGDI // All GDI defines and routines
#define NOUSER // All USER defines and routines
#endif
#define BS_THREAD_POOL_NATIVE_EXTENSIONS
// ReSharper disable once CppUnusedIncludeDirective
#include <BS_thread_pool.hpp>
using threadpool = std::optional<BS::thread_pool<>* const>;
#if defined(_WIN32) // raylib uses these names as function parameters
#undef near
#undef far
#endif
// Window
constexpr int INITIAL_WIDTH = 600;
constexpr int INITIAL_HEIGHT = 600;
constexpr int MENU_HEIGHT = 350;
constexpr int MENU_HEIGHT = 300;
constexpr int POPUP_WIDTH = 450;
constexpr int POPUP_HEIGHT = 150;
// Menu
constexpr int MENU_PAD = 5;
constexpr int BUTTON_PAD = 12;
constexpr int MENU_ROWS = 7;
constexpr int MENU_COLS = 3;
constexpr const char *FONT = "fonts/SpaceMono.ttf";
constexpr const char* FONT = "fonts/SpaceMono.ttf";
constexpr int FONT_SIZE = 26;
// Camera Controls
constexpr float CAMERA_FOV = 120.0;
constexpr float CAMERA_DISTANCE = 20.0;
constexpr float CAMERA_FOV = 90.0;
constexpr float FOV_SPEED = 1.0;
constexpr float FOV_MULTIPLIER = 4.0;
constexpr float MIN_FOV = 10.0;
constexpr float MAX_PERSP_FOV = 120.0;
constexpr float MAX_ORTHO_FOV = 540.0;
constexpr float CAMERA_DISTANCE = 150.0;
constexpr float MIN_CAMERA_DISTANCE = 2.0;
constexpr float MAX_CAMERA_DISTANCE = 2000.0;
constexpr float ZOOM_SPEED = 2.5;
constexpr float FOV_SPEED = 1.0;
constexpr float ZOOM_MULTIPLIER = 4.0;
constexpr float PAN_SPEED = 2.0;
constexpr float PAN_MULTIPLIER = 10.0;
@ -40,19 +66,27 @@ constexpr float TARGET_UPS = 90; // How often to update physics
constexpr float TIMESTEP = 1.0 / TARGET_UPS; // Update interval in seconds
constexpr float SIM_SPEED = 4.0; // How large each update should be
constexpr float MASS = 1.0; // Mass spring system
constexpr float SPRING_CONSTANT = 5.0; // Mass spring system
constexpr float DAMPENING_CONSTANT = 1.0; // Mass spring system
constexpr float REST_LENGTH = 2.0; // Mass spring system
constexpr float VERLET_DAMPENING = 0.05; // [0, 1]
constexpr float BH_FORCE = 2.0; // Barnes-Hut [1.0, 3.0]
constexpr float THETA = 0.9; // Barnes-Hut [0.5, 1.0]
constexpr float SOFTENING = 0.01; // Barnes-Hut [0.01, 1.0]
constexpr float SPRING_K = 4.0; // Mass spring system
constexpr float DAMPENING_K = 1.5; // Mass spring system
constexpr float REST_LENGTH = 3.0; // Mass spring system
constexpr float VERLET_DAMPENING = 0.1; // [0, 1]
constexpr float BH_FORCE = 2.5; // Barnes-Hut [1.0, 3.0]
constexpr float THETA = 1.0; // Barnes-Hut [0.5, 1.0]
constexpr float SOFTENING = 0.05; // Barnes-Hut [0.01, 1.0]
// Graph Drawing
constexpr float VERTEX_SIZE = 0.5;
constexpr Color VERTEX_COLOR = GREEN;
constexpr Color EDGE_COLOR = DARKGREEN;
constexpr int DRAW_VERTICES_LIMIT = 1000000;
static const Color EDGE_COLOR = Fade(BLUE, 0.3);
constexpr int DRAW_EDGES_LIMIT = 5'000'000;
constexpr float VERTEX_SIZE = 0.75;
constexpr int DRAW_VERTICES_LIMIT = 1'000'000;
static const Color VERTEX_COLOR = Fade(BLUE, 0.8);
constexpr Color VERTEX_VISITED_COLOR = ORANGE;
constexpr Color VERTEX_START_COLOR = ORANGE;
constexpr Color VERTEX_CURRENT_COLOR = ORANGE;
constexpr Color VERTEX_PATH_COLOR = GREEN;
constexpr Color VERTEX_TARGET_COLOR = GREEN;
static const Color VERTEX_CLOSEST_COLOR = Fade(PINK, 1.0);
static const Color VERTEX_FARTHEST_COLOR = Fade(DARKBLUE, 0.8);
// Klotski Drawing
constexpr int BOARD_PADDING = 10;
@ -62,6 +96,9 @@ constexpr Color BOARD_COLOR_FREE = RAYWHITE;
constexpr Color BLOCK_COLOR = DARKBLUE;
constexpr Color TARGET_BLOCK_COLOR = RED;
constexpr Color WALL_COLOR = BLACK;
constexpr Color GOAL_COLOR = ORANGE;
#endif
// Threadpool
static constexpr int SMALL_TASK_BLOCK_SIZE = 256; // Weirdly larger blocks decrease performance...
static constexpr int LARGE_TASK_BLOCK_SIZE = 256;
#endif

View File

@ -0,0 +1,100 @@
#ifndef PHYSICS_HPP_
#define PHYSICS_HPP_
#include "config.hpp"
#include "cpu_spring_system.hpp"
#include "util.hpp"
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <queue>
#include <raylib.h>
#include <raymath.h>
#include <thread>
#include <variant>
#include <vector>
class cpu_layout_engine
{
struct add_mass
{};
struct add_spring
{
size_t a;
size_t b;
};
struct clear_graph
{};
using command = std::variant<add_mass, add_spring, clear_graph>;
struct physics_state
{
#ifdef TRACY
TracyLockable(std::mutex, command_mtx);
#else
std::mutex command_mtx;
#endif
std::queue<command> pending_commands;
#ifdef TRACY
TracyLockable(std::mutex, data_mtx);
#else
std::mutex data_mtx;
#endif
std::condition_variable_any data_ready_cnd;
std::condition_variable_any data_consumed_cnd;
Vector3 mass_center = Vector3Zero();
int ups = 0;
size_t mass_count = 0; // For debug
size_t spring_count = 0; // For debug
std::vector<Vector3> masses; // Read by renderer
bool data_ready = false;
bool data_consumed = true;
std::atomic<bool> running{true};
};
private:
threadpool thread_pool;
std::thread physics;
public:
physics_state state;
public:
explicit cpu_layout_engine(
const threadpool _thread_pool = std::nullopt)
: thread_pool(_thread_pool), physics(physics_thread, std::ref(state), std::ref(thread_pool))
{}
NO_COPY_NO_MOVE(cpu_layout_engine);
~cpu_layout_engine()
{
state.running = false;
state.data_ready_cnd.notify_all();
state.data_consumed_cnd.notify_all();
physics.join();
}
private:
#ifdef ASYNC_OCTREE
static auto set_octree_pool_thread_name(size_t idx) -> void;
#endif
static auto physics_thread(physics_state& state,
threadpool thread_pool) -> void;
public:
auto clear_cmd() -> void;
auto add_mass_cmd() -> void;
auto add_spring_cmd(size_t a, size_t b) -> void;
auto add_mass_springs_cmd(size_t num_masses,
const std::vector<spring>& springs) -> void;
};
#endif

View File

@ -0,0 +1,47 @@
#ifndef MASS_SPRING_SYSTEM_HPP_
#define MASS_SPRING_SYSTEM_HPP_
#include "octree.hpp"
#include "config.hpp"
#include <optional>
#include <raylib.h>
using spring = std::pair<size_t, size_t>;
class cpu_spring_system
{
public:
octree tree;
// This is the main ownership of all the states/masses/springs.
std::vector<Vector3> positions;
std::vector<Vector3> previous_positions; // for verlet integration
std::vector<Vector3> velocities;
std::vector<Vector3> forces;
std::vector<spring> springs;
public:
cpu_spring_system() {}
NO_COPY_NO_MOVE(cpu_spring_system);
public:
auto clear() -> void;
auto add_mass() -> void;
auto add_spring(size_t a, size_t b) -> void;
auto clear_forces() -> void;
auto calculate_spring_force(size_t s) -> void;
auto calculate_spring_forces(threadpool thread_pool = std::nullopt) -> void;
auto calculate_repulsion_forces(threadpool thread_pool = std::nullopt) -> void;
auto integrate_velocity(size_t m, float dt) -> void;
auto integrate_position(size_t m, float dt) -> void;
auto verlet_update(size_t m, float dt) -> void;
auto update(float dt, threadpool thread_pool = std::nullopt) -> void;
auto center_masses(threadpool thread_pool = std::nullopt) -> void;
};
#endif

View File

@ -1,32 +0,0 @@
#ifndef __DISTANCE_HPP_
#define __DISTANCE_HPP_
#include "config.hpp"
#include <cstddef>
#include <vector>
struct DistanceResult {
// distances[n] = distance from n to target
std::vector<int> distances;
// parents[n] = next node on the path from n to target
std::vector<std::size_t> parents;
// nearest_target[n] = closest target node to n
std::vector<std::size_t> nearest_targets;
auto Clear() -> void;
auto Empty() -> bool;
};
auto CalculateDistances(
std::size_t node_count,
const std::vector<std::pair<std::size_t, std::size_t>> &edges,
const std::vector<std::size_t> &targets) -> DistanceResult;
auto GetPath(const DistanceResult &result, std::size_t source)
-> std::vector<std::size_t>;
#endif

View File

@ -0,0 +1,26 @@
#ifndef DISTANCE_HPP_
#define DISTANCE_HPP_
#include "cpu_spring_system.hpp"
#include <vector>
class graph_distances
{
public:
std::vector<int> distances; // distances[n] = distance from node n to target
std::vector<size_t> parents; // parents[n] = next node on the path from node n to target
std::vector<size_t> nearest_targets; // nearest_target[n] = closest target node to node n
public:
auto clear() -> void;
[[nodiscard]] auto empty() const -> bool;
auto calculate_distances(size_t node_count,
const std::vector<spring>& edges,
const std::vector<size_t>& targets) -> void;
[[nodiscard]] auto get_shortest_path(size_t source) const -> std::vector<size_t>;
};
#endif

View File

@ -1,190 +0,0 @@
#ifndef __GUI_HPP_
#define __GUI_HPP_
#include "camera.hpp"
#include "config.hpp"
#include "input.hpp"
#include "state.hpp"
#include <raygui.h>
#include <raylib.h>
class Grid {
public:
int x;
int y;
int width;
int height;
int columns;
int rows;
const int padding;
public:
Grid(int _x, int _y, int _width, int _height, int _columns, int _rows,
int _padding)
: x(_x), y(_y), width(_width), height(_height), columns(_columns),
rows(_rows), padding(_padding) {}
public:
auto UpdateBounds(int _x, int _y, int _width, int _height, int _columns,
int _rows) -> void;
auto UpdateBounds(int _x, int _y, int _width, int _height) -> void;
auto UpdateBounds(int _x, int _y) -> void;
auto Bounds() const -> Rectangle;
auto Bounds(int _x, int _y, int _width, int _height) const -> Rectangle;
auto SquareBounds() const -> Rectangle;
auto SquareBounds(int _x, int _y, int _width, int _height) const -> Rectangle;
};
class Gui {
struct Style {
int border_color_normal;
int base_color_normal;
int text_color_normal;
int border_color_focused;
int base_color_focused;
int text_color_focused;
int border_color_pressed;
int base_color_pressed;
int text_color_pressed;
int border_color_disabled;
int base_color_disabled;
int text_color_disabled;
};
struct DefaultStyle : Style {
int background_color;
int line_color;
int text_size;
int text_spacing;
int text_line_spacing;
int text_alignment_vertical;
int text_wrap_mode;
};
struct ComponentStyle : Style {
int border_width;
int text_padding;
int text_alignment;
};
private:
InputHandler &input;
StateManager &state;
const OrbitCamera3D &camera;
Grid menu_grid =
Grid(0, 0, GetScreenWidth(), MENU_HEIGHT, MENU_COLS, MENU_ROWS, MENU_PAD);
Grid board_grid = Grid(
0, MENU_HEIGHT, GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT,
state.current_state.width, state.current_state.height, BOARD_PADDING);
Grid graph_overlay_grid =
Grid(GetScreenWidth() / 2, MENU_HEIGHT, 200, 100, 1, 4, MENU_PAD);
bool save_window = false;
std::array<char, 256> preset_name = {0};
bool help_window = false;
public:
Gui(InputHandler &_input, StateManager &_state, const OrbitCamera3D &_camera)
: input(_input), state(_state), camera(_camera) {
Init();
}
Gui(const Gui &copy) = delete;
Gui &operator=(const Gui &copy) = delete;
Gui(Gui &&move) = delete;
Gui &operator=(Gui &&move) = delete;
private:
auto Init() const -> void;
auto ApplyColor(Style &style, Color color) const -> void;
auto ApplyBlockColor(Style &style, Color color) const -> void;
auto ApplyTextColor(Style &style, Color color) const -> void;
auto GetDefaultStyle() const -> DefaultStyle;
auto SetDefaultStyle(const DefaultStyle &style) const -> void;
auto GetComponentStyle(int component) const -> ComponentStyle;
auto SetComponentStyle(int component, const ComponentStyle &style) const
-> void;
auto DrawButton(Rectangle bounds, const std::string &label, Color color,
bool enabled = true, int font_size = FONT_SIZE) const -> int;
auto DrawMenuButton(int x, int y, int width, int height,
const std::string &label, Color color,
bool enabled = true, int font_size = FONT_SIZE) const
-> int;
auto DrawToggleSlider(Rectangle bounds, const std::string &off_label,
const std::string &on_label, int *active, Color color,
bool enabled = true, int font_size = FONT_SIZE) const
-> int;
auto DrawMenuToggleSlider(int x, int y, int width, int height,
const std::string &off_label,
const std::string &on_label, int *active,
Color color, bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto DrawSpinner(Rectangle bounds, const std::string &label, int *value,
int min, int max, Color color, bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto DrawMenuSpinner(int x, int y, int width, int height,
const std::string &label, int *value, int min, int max,
Color color, bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto DrawLabel(Rectangle bounds, const std::string &text, Color color,
bool enabled = true, int font_size = FONT_SIZE) const -> int;
auto DrawBoardBlock(int x, int y, int width, int height, Color color,
bool enabled = true) const -> bool;
auto WindowOpen() const -> bool;
// Different menu sections
auto DrawMenuHeader(Color color) const -> void;
auto DrawGraphInfo(Color color) const -> void;
auto DrawGraphControls(Color color) const -> void;
auto DrawCameraControls(Color color) const -> void;
auto DrawPuzzleControls(Color color) const -> void;
auto DrawEditControls(Color color) const -> void;
auto DrawMenuFooter(Color color) -> void;
public:
auto GetBackgroundColor() const -> Color;
auto HelpPopup() -> void;
auto DrawSavePresetPopup() -> void;
auto DrawMainMenu() -> void;
auto DrawPuzzleBoard() -> void;
auto DrawGraphOverlay(int fps, int ups) -> void;
auto Update() -> void;
};
#endif

View File

@ -1,156 +0,0 @@
#ifndef __INPUT_HPP_
#define __INPUT_HPP_
#include "camera.hpp"
#include "config.hpp"
#include "state.hpp"
#include <functional>
#include <raylib.h>
#include <raymath.h>
class InputHandler {
struct GenericHandler {
std::function<void(InputHandler &)> handler;
};
struct MouseHandler : GenericHandler {
MouseButton button;
};
struct KeyboardHandler : GenericHandler {
KeyboardKey key;
};
private:
std::vector<GenericHandler> generic_handlers;
std::vector<MouseHandler> mouse_pressed_handlers;
std::vector<MouseHandler> mouse_released_handlers;
std::vector<KeyboardHandler> key_pressed_handlers;
std::vector<KeyboardHandler> key_released_handlers;
public:
StateManager &state;
OrbitCamera3D &camera;
bool disable = false;
// Block selection
int hov_x = -1;
int hov_y = -1;
int sel_x = 0;
int sel_y = 0;
// Editing
bool editing = false;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
// Graph display
bool mark_path = false;
bool mark_solutions = false;
bool connect_solutions = false;
// Camera
bool camera_lock = true;
bool camera_panning = false;
bool camera_rotating = false;
// Mouse dragging
Vector2 mouse = Vector2Zero();
Vector2 last_mouse = Vector2Zero();
public:
InputHandler(StateManager &_state, OrbitCamera3D &_camera)
: state(_state), camera(_camera) {
InitHandlers();
}
InputHandler(const InputHandler &copy) = delete;
InputHandler &operator=(const InputHandler &copy) = delete;
InputHandler(InputHandler &&move) = delete;
InputHandler &operator=(InputHandler &&move) = delete;
~InputHandler() {}
private:
auto InitHandlers() -> void;
public:
// Helpers
auto MouseInMenuPane() -> bool;
auto MouseInBoardPane() -> bool;
auto MouseInGraphPane() -> bool;
// Mouse actions
auto MouseHover() -> void;
auto CameraStartPan() -> void;
auto CameraPan() -> void;
auto CameraStopPan() -> void;
auto CameraStartRotate() -> void;
auto CameraRotate() -> void;
auto CameraStopRotate() -> void;
auto CameraZoom() -> void;
auto CameraFov() -> void;
auto SelectBlock() -> void;
auto StartAddBlock() -> void;
auto ClearAddBlock() -> void;
auto AddBlock() -> void;
auto RemoveBlock() -> void;
auto PlaceGoal() -> void;
// Key actions
auto ToggleCameraLock() -> void;
auto ToggleCameraProjection() -> void;
auto MoveBlockNor() -> void;
auto MoveBlockWes() -> void;
auto MoveBlockSou() -> void;
auto MoveBlockEas() -> void;
auto PrintState() const -> void;
auto PreviousPreset() -> void;
auto NextPreset() -> void;
auto ResetState() -> void;
auto FillGraph() -> void;
auto ClearGraph() -> void;
auto ToggleMarkSolutions() -> void;
auto ToggleConnectSolutions() -> void;
auto ToggleMarkPath() -> void;
auto MakeOptimalMove() -> void;
auto GoToWorstState() -> void;
auto GoToNearestTarget() -> void;
auto UndoLastMove() -> void;
auto ToggleRestrictedMovement() -> void;
auto ToggleTargetBlock() -> void;
auto ToggleWallBlock() -> void;
auto RemoveBoardColumn() -> void;
auto AddBoardColumn() -> void;
auto RemoveBoardRow() -> void;
auto AddBoardRow() -> void;
auto ToggleEditing() -> void;
auto ClearGoal() -> void;
// General
auto RegisterGenericHandler(std::function<void(InputHandler &)> handler)
-> void;
auto RegisterMousePressedHandler(MouseButton button,
std::function<void(InputHandler &)> handler)
-> void;
auto RegisterMouseReleasedHandler(MouseButton button,
std::function<void(InputHandler &)> handler)
-> void;
auto RegisterKeyPressedHandler(KeyboardKey key,
std::function<void(InputHandler &)> handler)
-> void;
auto RegisterKeyReleasedHandler(KeyboardKey key,
std::function<void(InputHandler &)> handler)
-> void;
auto HandleInput() -> void;
};
#endif

176
include/input_handler.hpp Normal file
View File

@ -0,0 +1,176 @@
#ifndef INPUT_HANDLER_HPP_
#define INPUT_HANDLER_HPP_
#include "orbit_camera.hpp"
#include "state_manager.hpp"
#include <functional>
#include <queue>
#include <raylib.h>
#include <raymath.h>
struct show_ok_message
{
std::string title;
std::string message;
};
struct show_yes_no_message
{
std::string title;
std::string message;
std::function<void()> on_yes;
};
struct show_save_preset_window {};
using ui_command = std::variant<show_ok_message, show_yes_no_message, show_save_preset_window>;
class input_handler
{
struct generic_handler
{
std::function<void(input_handler&)> handler;
};
struct mouse_handler : generic_handler
{
MouseButton button;
};
struct keyboard_handler : generic_handler
{
KeyboardKey key;
};
private:
std::vector<generic_handler> generic_handlers;
std::vector<mouse_handler> mouse_pressed_handlers;
std::vector<mouse_handler> mouse_released_handlers;
std::vector<keyboard_handler> key_pressed_handlers;
std::vector<keyboard_handler> key_released_handlers;
public:
state_manager& state;
orbit_camera& camera;
std::queue<ui_command> ui_commands;
bool disable = false;
// Block selection
int hov_x = -1;
int hov_y = -1;
int sel_x = 0;
int sel_y = 0;
// Editing
bool editing = false;
bool has_block_add_xy = false;
int block_add_x = -1;
int block_add_y = -1;
// Graph display
bool mark_path = false;
bool mark_solutions = false;
bool connect_solutions = false;
bool color_by_distance = false;
// Camera
bool camera_lock = true;
bool camera_mass_center_lock = true;
bool camera_panning = false;
bool camera_rotating = false;
// Mouse dragging
Vector2 mouse = Vector2Zero();
Vector2 last_mouse = Vector2Zero();
// State selection from graph
size_t collision_mass = -1;
public:
input_handler(state_manager& _state, orbit_camera& _camera)
: state(_state), camera(_camera)
{
init_handlers();
}
NO_COPY_NO_MOVE(input_handler);
private:
auto init_handlers() -> void;
public:
// Helpers
[[nodiscard]] auto mouse_in_menu_pane() const -> bool;
[[nodiscard]] auto mouse_in_board_pane() const -> bool;
[[nodiscard]] auto mouse_in_graph_pane() const -> bool;
// Mouse actions
auto mouse_hover() -> void;
auto camera_start_pan() -> void;
auto camera_pan() const -> void;
auto camera_stop_pan() -> void;
auto camera_start_rotate() -> void;
auto camera_rotate() const -> void;
auto camera_stop_rotate() -> void;
auto camera_zoom() const -> void;
auto camera_fov() const -> void;
auto select_block() -> void;
auto start_add_block() -> void;
auto clear_add_block() -> void;
auto add_block() -> void;
auto remove_block() -> void;
auto place_goal() const -> void;
auto select_state() const -> void;
// Key actions
auto toggle_camera_lock() -> void;
auto toggle_camera_mass_center_lock() -> void;
auto toggle_camera_projection() const -> void;
auto move_block_nor() -> void;
auto move_block_wes() -> void;
auto move_block_sou() -> void;
auto move_block_eas() -> void;
auto print_state() const -> void;
auto load_previous_preset() -> void;
auto load_next_preset() -> void;
auto goto_starting_state() -> void;
auto populate_graph() const -> void;
auto clear_graph() -> void;
auto toggle_mark_solutions() -> void;
auto toggle_connect_solutions() -> void;
auto toggle_color_by_distance() -> void;
auto toggle_mark_path() -> void;
auto goto_optimal_next_state() const -> void;
auto goto_most_distant_state() const -> void;
auto goto_closest_target_state() const -> void;
auto goto_previous_state() const -> void;
auto toggle_restricted_movement() const -> void;
auto toggle_target_block() const -> void;
auto toggle_wall_block() const -> void;
auto remove_board_column() const -> void;
auto add_board_column() const -> void;
auto remove_board_row() const -> void;
auto add_board_row() const -> void;
auto toggle_editing() -> void;
auto clear_goal() const -> void;
auto save_preset() -> void;
// General
auto register_generic_handler(const std::function<void(input_handler&)>& handler) -> void;
auto register_mouse_pressed_handler(MouseButton button, const std::function<void(input_handler&)>& handler) -> void;
auto register_mouse_released_handler(MouseButton button,
const std::function<void(input_handler&)>& handler) -> void;
auto register_key_pressed_handler(KeyboardKey key, const std::function<void(input_handler&)>& handler) -> void;
auto register_key_released_handler(KeyboardKey key, const std::function<void(input_handler&)>& handler) -> void;
auto handle_input() -> void;
};
#endif

15
include/load_save.hpp Normal file
View File

@ -0,0 +1,15 @@
#ifndef LOAD_SAVE_HPP_
#define LOAD_SAVE_HPP_
#include "puzzle.hpp"
#include <string>
auto parse_preset_file(const std::string& preset_file) -> std::pair<std::vector<puzzle>, std::vector<std::string>>;
auto append_preset_file(const std::string& preset_file, const std::string& preset_name, const puzzle& p) -> bool;
auto append_preset_file_quiet(const std::string& preset_file,
const std::string& preset_name,
const puzzle& p,
bool validate) -> bool;
#endif

View File

@ -1,54 +1,210 @@
#ifndef __OCTREE_HPP_
#define __OCTREE_HPP_
#ifndef OCTREE_HPP_
#define OCTREE_HPP_
#include "util.hpp"
#include "config.hpp"
#include <array>
#include <vector>
#include <raylib.h>
#include <raymath.h>
#include <vector>
#include <libmorton/morton.h>
class OctreeNode {
public:
Vector3 mass_center;
float mass_total;
Vector3 box_min; // area start
Vector3 box_max; // area end
int children[8];
int mass_id;
bool leaf;
class octree
{
class node
{
public:
Vector3 mass_center = Vector3Zero();
float mass_total = 0.0;
u8 depth = 0;
float size = 0.0f; // Because our octree cells are cubic we don't need to store the bounds
std::array<int, 8> children = {-1, -1, -1, -1, -1, -1, -1, -1};
int mass_id = -1;
bool leaf = true;
};
private:
// 21 * 3 = 63, fits in u64 for combined x/y/z morton-code
static constexpr int MAX_DEPTH = 21;
std::vector<node> nodes;
// This approach is actually slower than the array of nodes
// beacuse we access all the attributes in the same function
// std::vector<Vector3> mass_centers;
// std::vector<float> mass_totals;
// std::vector<Vector3> box_mins;
// std::vector<Vector3> box_maxs;
// std::vector<std::array<int, 8>> childrens;
// std::vector<int> mass_ids;
// std::vector<u8> leafs; // bitpacked std::vector<bool> is a lot slower
public:
OctreeNode()
: mass_center(Vector3Zero()), mass_total(0.0),
children(-1, -1, -1, -1, -1, -1, -1, -1), mass_id(-1), leaf(true) {}
octree() = default;
// Required for async octree
// NO_COPY_NO_MOVE(octree);
private:
[[nodiscard]] INLINE static inline auto get_octant(const Vector3& box_min,
const Vector3& box_max,
const Vector3& pos) -> int;
[[nodiscard]] INLINE static inline auto get_child_bounds(const Vector3& box_min,
const Vector3& box_max,
int octant) -> std::pair<Vector3, Vector3>;
// Map a floating point coordinate to a discrete integer (so its morton-code can be computed)
// The "bits" parameter determines the discrete axis resolution
[[nodiscard]] INLINE static inline auto quantize_axis(float coordinate,
float box_min,
float box_max,
int bits) -> u32;
[[nodiscard]] INLINE static inline auto pos_to_morton(const Vector3& p,
const Vector3& root_min,
const Vector3& root_max) -> u64;
[[nodiscard]] INLINE static inline auto jitter_pos(Vector3 p,
u32 seed,
const Vector3& root_min,
const Vector3& root_max,
float root_extent) -> Vector3;
// Use this to obtain an ancestor node of a leaf node (on any level).
// Because the morton codes (interleaved coordinates) encode the octree path, we can take
// the morten code of any leaf and only take the 3*n first interleaved bits to find the
// leaf ancestor on level n.
// Leaf Code: [101 110 100 001] -> Ancestors (from leaf to root):
// - [101 110 100]
// - [101 110]
// - [101] (root)
[[nodiscard]] INLINE static inline auto path_to_ancestor(u64 leaf_code, int leaf_depth, int depth) -> u64;
// Use this to obtain the octant a leaf node is contained in (on any level).
// The 3 interleaved bits in the morten code encode the octant [0, 7].
// Leaf Code: [101 110 100 001] -> Octants:
// - [100] (Level 2)
// - [110] (Level 1)
// - [101] (Level 0)
[[nodiscard]] INLINE static inline auto octant_at_level(u64 leaf_code, int level, int leaf_depth) -> int;
public:
auto ChildCount() const -> int;
auto clear() -> void;
auto reserve(size_t count) -> void;
[[nodiscard]] auto empty() const -> bool;
[[nodiscard]] auto root() const -> const node&;
// Morton/linear octree implementation
static auto build_octree_morton(octree& t,
const std::vector<Vector3>& positions,
const std::optional<BS::thread_pool<>*>& thread_pool) -> void;
[[nodiscard]] auto calculate_force_morton(int node_idx, const Vector3& pos, int self_id) const -> Vector3;
};
class Octree {
public:
std::vector<OctreeNode> nodes;
INLINE inline auto octree::get_octant(const Vector3& box_min, const Vector3& box_max, const Vector3& pos) -> int
{
auto [cx, cy, cz] = (box_min + box_max) / 2.0f;
public:
Octree() {}
// The octant is encoded as a 3-bit integer "zyx". The node area is split
// along all 3 axes, if a position is right of an axis, this bit is set to 1.
// If a position is right of the x-axis and y-axis and left of the z-axis, the
// encoded octant is "011".
return (pos.x >= cx) | ((pos.y >= cy) << 1) | ((pos.z >= cz) << 2);
}
Octree(const Octree &copy) = delete;
Octree &operator=(const Octree &copy) = delete;
Octree(Octree &&move) = delete;
Octree &operator=(Octree &&move) = delete;
INLINE inline auto octree::get_child_bounds(const Vector3& box_min,
const Vector3& box_max,
const int octant) -> std::pair<Vector3, Vector3>
{
auto [cx, cy, cz] = (box_min + box_max) / 2.0f;
public:
auto CreateNode(const Vector3 &box_min, const Vector3 &box_max) -> int;
Vector3 min = Vector3Zero();
Vector3 max = Vector3Zero();
auto GetOctant(int node_idx, const Vector3 &pos) -> int;
// If (octant & 1), the octant is to the right of the node region's x-axis
// (see GetOctant). This means the left bound is the x-axis and the right
// bound the node's region max.
min.x = octant & 1 ? cx : box_min.x;
max.x = octant & 1 ? box_max.x : cx;
min.y = octant & 2 ? cy : box_min.y;
max.y = octant & 2 ? box_max.y : cy;
min.z = octant & 4 ? cz : box_min.z;
max.z = octant & 4 ? box_max.z : cz;
auto GetChildBounds(int node_idx, int octant) -> std::pair<Vector3, Vector3>;
return std::make_pair(min, max);
}
auto Insert(int node_idx, int mass_id, const Vector3 &pos, float mass)
-> void;
INLINE inline auto octree::quantize_axis(const float coordinate,
const float box_min,
const float box_max,
const int bits) -> u32
{
const float extent = box_max - box_min;
if (extent <= 0.0f) {
return 0;
}
auto CalculateForce(int node_idx, const Vector3 &pos) const -> Vector3;
};
float normalized = (coordinate - box_min) / extent; // normalize to [0,1]
normalized = std::max(0.0f, std::min(normalized, std::nextafter(1.0f, 0.0f))); // avoid exactly 1.0
#endif
// bits up to 21 => (1u << bits) safe in 32-bit
const u32 grid_max = (1u << bits) - 1u;
return static_cast<u32>(normalized * static_cast<float>(grid_max));
}
INLINE inline auto octree::pos_to_morton(const Vector3& p, const Vector3& root_min, const Vector3& root_max) -> u64
{
const u32 x = quantize_axis(p.x, root_min.x, root_max.x, MAX_DEPTH);
const u32 y = quantize_axis(p.y, root_min.y, root_max.y, MAX_DEPTH);
const u32 z = quantize_axis(p.z, root_min.z, root_max.z, MAX_DEPTH);
return libmorton::morton3D_64_encode(x, y, z);
}
INLINE inline auto octree::jitter_pos(Vector3 p,
const u32 seed,
const Vector3& root_min,
const Vector3& root_max,
const float root_extent) -> Vector3
{
// Use a hash to calculate a deterministic jitter: The same position should always get the same jitter.
// We want this to get stable physics, particles at the same position shouldn't get different jitters
// across frames...
u32 h = (seed ^ 61u) ^ (seed >> 16);
h *= 9u;
h = h ^ (h >> 4);
h *= 0x27d4eb2du;
h = h ^ (h >> 15);
// finest cell size at depth L
const float finest_cell = root_extent / static_cast<float>(1u << MAX_DEPTH);
const float s = finest_cell * 1e-4f; // small pp
p.x += (h & 1u) ? +s : -s;
p.y += (h & 2u) ? +s : -s;
p.z += (h & 4u) ? +s : -s;
// clamp back into bounds just in case
p.x = std::max(root_min.x, std::min(p.x, root_max.x));
p.y = std::max(root_min.y, std::min(p.y, root_max.y));
p.z = std::max(root_min.z, std::min(p.z, root_max.z));
return p;
}
INLINE inline auto octree::path_to_ancestor(const u64 leaf_code, const int leaf_depth, const int depth) -> u64
{
// keep top 3*depth bits; drop the rest
const int drop = 3 * (leaf_depth - depth);
return (drop > 0) ? (leaf_code >> drop) : leaf_code;
}
INLINE inline auto octree::octant_at_level(const u64 leaf_code, const int level, const int leaf_depth) -> int
{
// level 1 => child of root => topmost 3 bits
const int shift = 3 * (leaf_depth - level);
return static_cast<int>((leaf_code >> shift) & 0x7ull);
}
#endif

30
include/orbit_camera.hpp Normal file
View File

@ -0,0 +1,30 @@
#ifndef CAMERA_HPP_
#define CAMERA_HPP_
#include "config.hpp"
#include <raylib.h>
#include <raymath.h>
class orbit_camera
{
public:
Vector3 position = Vector3Zero();
Vector3 target = Vector3Zero();
float distance = CAMERA_DISTANCE;
float fov = CAMERA_FOV;
CameraProjection projection = CAMERA_PERSPECTIVE;
float angle_x = 0.0;
float angle_y = 0.0;
Camera camera = Camera{Vector3(0, 0, -distance), target, Vector3(0, 1.0, 0), fov, projection};
public:
auto rotate(Vector2 last_mouse, Vector2 mouse) -> void;
auto pan(Vector2 last_mouse, Vector2 mouse) -> void;
auto update(const Vector3& current_target, const Vector3& mass_center, bool lock, bool mass_center_lock) -> void;
};
#endif

View File

@ -1,190 +0,0 @@
#ifndef __PHYSICS_HPP_
#define __PHYSICS_HPP_
#include "config.hpp"
#include "octree.hpp"
#include <atomic>
#include <condition_variable>
#include <cstddef>
#include <mutex>
#include <print>
#include <queue>
#include <raylib.h>
#include <raymath.h>
#include <thread>
#include <variant>
#include <vector>
#ifdef THREADPOOL
#define BS_THREAD_POOL_NATIVE_EXTENSIONS
#include <BS_thread_pool.hpp>
#endif
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
class Mass {
public:
Vector3 position;
Vector3 previous_position; // for verlet integration
Vector3 velocity;
Vector3 force;
public:
Mass(Vector3 _position)
: position(_position), previous_position(_position),
velocity(Vector3Zero()), force(Vector3Zero()) {}
public:
auto ClearForce() -> void;
auto CalculateVelocity(const float delta_time) -> void;
auto CalculatePosition(const float delta_time) -> void;
auto VerletUpdate(const float delta_time) -> void;
};
class Spring {
public:
std::size_t a;
std::size_t b;
public:
Spring(std::size_t _a, std::size_t _b) : a(_a), b(_b) {}
public:
auto CalculateSpringForce(Mass &_a, Mass &_b) const -> void;
};
class MassSpringSystem {
private:
Octree octree;
#ifdef THREADPOOL
BS::thread_pool<BS::tp::none> threads;
#endif
public:
// This is the main ownership of all the states/masses/springs.
std::vector<Mass> masses;
std::vector<Spring> springs;
public:
MassSpringSystem()
#ifdef THREADPOOL
: threads(std::thread::hardware_concurrency() - 1, SetThreadName)
#endif
{
std::println("Using Barnes-Hut + Octree repulsion force calculation.");
#ifdef THREADPOOL
std::println("Thread-pool: {} threads.", threads.get_thread_count());
#endif
};
MassSpringSystem(const MassSpringSystem &copy) = delete;
MassSpringSystem &operator=(const MassSpringSystem &copy) = delete;
MassSpringSystem(MassSpringSystem &move) = delete;
MassSpringSystem &operator=(MassSpringSystem &&move) = delete;
private:
#ifdef THREADPOOL
static auto SetThreadName(std::size_t idx) -> void;
#endif
auto BuildOctree() -> void;
public:
auto AddMass() -> void;
auto AddSpring(int a, int b) -> void;
auto Clear() -> void;
auto ClearForces() -> void;
auto CalculateSpringForces() -> void;
auto CalculateRepulsionForces() -> void;
auto VerletUpdate(float delta_time) -> void;
};
class ThreadedPhysics {
struct AddMass {};
struct AddSpring {
std::size_t a;
std::size_t b;
};
struct ClearGraph {};
using Command = std::variant<AddMass, AddSpring, ClearGraph>;
struct PhysicsState {
#ifdef TRACY
TracyLockable(std::mutex, command_mtx);
#else
std::mutex command_mtx;
#endif
std::queue<Command> pending_commands;
#ifdef TRACY
TracyLockable(std::mutex, data_mtx);
#else
std::mutex data_mtx;
#endif
std::condition_variable_any data_ready_cnd;
std::condition_variable_any data_consumed_cnd;
unsigned int ups = 0;
std::vector<Vector3> masses; // Read by renderer
bool data_ready = false;
bool data_consumed = true;
std::atomic<bool> running{true};
};
private:
std::thread physics;
public:
PhysicsState state;
public:
ThreadedPhysics() : physics(PhysicsThread, std::ref(state)) {}
ThreadedPhysics(const ThreadedPhysics &copy) = delete;
ThreadedPhysics &operator=(const ThreadedPhysics &copy) = delete;
ThreadedPhysics(ThreadedPhysics &&move) = delete;
ThreadedPhysics &operator=(ThreadedPhysics &&move) = delete;
~ThreadedPhysics() {
state.running = false;
state.data_ready_cnd.notify_all();
state.data_consumed_cnd.notify_all();
physics.join();
}
private:
static auto PhysicsThread(PhysicsState &state) -> void;
public:
auto AddMassCmd() -> void;
auto AddSpringCmd(std::size_t a, std::size_t b) -> void;
auto ClearCmd() -> void;
auto AddMassSpringsCmd(
std::size_t num_masses,
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void;
};
// https://en.cppreference.com/w/cpp/utility/variant/visit
template <class... Ts> struct overloads : Ts... {
using Ts::operator()...;
};
#endif

File diff suppressed because it is too large Load Diff

View File

@ -1,80 +1,130 @@
#ifndef __RENDERER_HPP_
#define __RENDERER_HPP_
#ifndef RENDERER_HPP_
#define RENDERER_HPP_
#include "camera.hpp"
#include "config.hpp"
#include "gui.hpp"
#include "input.hpp"
#include "state.hpp"
#include "orbit_camera.hpp"
#include "input_handler.hpp"
#include "state_manager.hpp"
#include "user_interface.hpp"
#include <raylib.h>
#include <raymath.h>
#include <rlgl.h>
class Renderer {
class renderer
{
private:
const StateManager &state;
const InputHandler &input;
Gui &gui;
const state_manager& state;
input_handler& input;
user_interface& gui;
const OrbitCamera3D &camera;
RenderTexture render_target;
RenderTexture klotski_target;
RenderTexture menu_target;
const orbit_camera& camera;
RenderTexture graph_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
// Instancing
Material vertex_mat;
std::size_t transforms_size = 0;
Matrix *transforms = nullptr;
Mesh cube_instance;
Shader instancing_shader;
// TODO: Those should be moved to the user_interface.h
RenderTexture klotski_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
RenderTexture menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
// Edges
unsigned int edge_vao_id = 0;
unsigned int edge_vbo_id = 0;
std::vector<Vector3> edge_vertices;
Shader edge_shader = LoadShader("shader/edge_vertex.glsl", "shader/edge_fragment.glsl");
int edge_color_loc = -1;
std::vector<std::pair<Vector3, Vector3>> connections;
// Vertex instancing
static constexpr int INSTANCE_COLOR_ATTR = 5;
std::vector<Matrix> transforms;
std::vector<Color> colors;
Material vertex_mat = LoadMaterialDefault();
Mesh cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
Shader instancing_shader = LoadShader("shader/instancing_vertex.glsl", "shader/instancing_fragment.glsl");
unsigned int color_vbo_id = 0;
public:
Renderer(const OrbitCamera3D &_camera, const StateManager &_state,
const InputHandler &_input, Gui &_gui)
: state(_state), input(_input), gui(_gui), camera(_camera) {
render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
}
// TODO: I am allocating HUGE vertex buffers instead of resizing dynamically...
// Edges: 5'000'000 * 2 * 12 Byte ~= 115 MB
// Verts: 1'000'000 * 16 Byte ~= 15 MB
// This is also allocated on the CPU by the vectors
renderer(const orbit_camera& _camera, const state_manager& _state, input_handler& _input, user_interface& _gui)
: state(_state), input(_input), gui(_gui), camera(_camera)
{
// Edges
edge_shader.locs[SHADER_LOC_VERTEX_POSITION] = GetShaderLocationAttrib(edge_shader, "vertexPosition");
edge_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(edge_shader, "mvp");
edge_shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(edge_shader, "colDiffuse");
edge_color_loc = GetShaderLocation(edge_shader, "colDiffuse");
Renderer(const Renderer &copy) = delete;
Renderer &operator=(const Renderer &copy) = delete;
Renderer(Renderer &&move) = delete;
Renderer &operator=(Renderer &&move) = delete;
edge_vertices.reserve(DRAW_EDGES_LIMIT * 2);
~Renderer() {
UnloadRenderTexture(render_target);
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
edge_vao_id = rlLoadVertexArray();
edge_vbo_id = rlLoadVertexBuffer(nullptr, DRAW_EDGES_LIMIT * 2 * sizeof(Vector3), true);
// Instancing
if (transforms != nullptr) {
UnloadMaterial(vertex_mat);
MemFree(transforms);
UnloadMesh(cube_instance);
rlEnableVertexArray(edge_vao_id);
rlEnableVertexBuffer(edge_vbo_id);
// I think the shader already gets unloaded with the material?
// UnloadShader(instancing_shader);
rlSetVertexAttribute(0, 3, RL_FLOAT, false, sizeof(Vector3), 0);
rlEnableVertexAttribute(0);
rlDisableVertexBuffer();
rlDisableVertexArray();
// Vertex instancing
instancing_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(instancing_shader, "mvp");
instancing_shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(
instancing_shader,
"instanceTransform");
instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(instancing_shader, "viewPos");
vertex_mat.shader = instancing_shader;
transforms.reserve(DRAW_VERTICES_LIMIT);
colors.reserve(DRAW_VERTICES_LIMIT);
color_vbo_id = rlLoadVertexBuffer(nullptr, DRAW_VERTICES_LIMIT * sizeof(Color), true);
rlEnableVertexArray(cube_instance.vaoId);
rlEnableVertexBuffer(color_vbo_id);
rlSetVertexAttribute(INSTANCE_COLOR_ATTR, 4, RL_UNSIGNED_BYTE, true, 0, 0);
rlEnableVertexAttribute(INSTANCE_COLOR_ATTR);
rlSetVertexAttributeDivisor(INSTANCE_COLOR_ATTR, 1);
rlDisableVertexBuffer();
rlDisableVertexArray();
}
NO_COPY_NO_MOVE(renderer);
~renderer()
{
UnloadRenderTexture(graph_target);
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
// Edges
rlUnloadVertexArray(edge_vao_id);
rlUnloadVertexBuffer(edge_vbo_id);
UnloadShader(edge_shader);
// Instancing
UnloadMaterial(vertex_mat);
UnloadMesh(cube_instance);
// I think the shader already gets unloaded with the material?
// UnloadShader(instancing_shader);
rlUnloadVertexBuffer(color_vbo_id);
}
}
private:
auto AllocateGraphInstancing(std::size_t size) -> void;
auto update_texture_sizes() -> void;
auto ReallocateGraphInstancingIfNecessary(std::size_t size) -> void;
auto draw_mass_springs(const std::vector<Vector3>& masses) -> void;
auto draw_klotski() const -> void;
auto draw_menu() const -> void;
auto draw_textures(int fps, int ups, size_t mass_count, size_t spring_count) const -> void;
public:
auto UpdateTextureSizes() -> void;
auto DrawMassSprings(const std::vector<Vector3> &masses) -> void;
auto DrawKlotski() -> void;
auto DrawMenu(const std::vector<Vector3> &masses) -> void;
auto DrawTextures(int fps, int ups) -> void;
auto render(const std::vector<Vector3>& masses, int fps, int ups, size_t mass_count, size_t spring_count) -> void;
};
#endif
#endif

View File

@ -1,103 +0,0 @@
#ifndef __STATE_HPP_
#define __STATE_HPP_
#include "config.hpp"
#include "distance.hpp"
#include "physics.hpp"
#include "puzzle.hpp"
#include <raymath.h>
#include <stack>
#include <unordered_map>
#include <unordered_set>
class StateManager {
public:
ThreadedPhysics &physics;
std::vector<State> presets = {State()};
std::vector<std::string> comments = {"Empty"};
// Some stuff is faster to map from state to mass (e.g. in the renderer)
std::unordered_map<State, std::size_t> states; // State to mass id
std::unordered_set<State> winning_states;
std::unordered_map<State, int> visited_states; // How often we've been here
std::stack<State> history;
// Other stuff maps from mass to state :/
std::unordered_map<std::size_t, State> masses; // Mass id to state
std::vector<std::size_t> winning_path;
// Fuck it, duplicate the springs too, we don't even need to copy them from
// the physics thread then...
std::vector<std::pair<std::size_t, std::size_t>> springs;
// Distance calculation result can be buffered and reused to calculate a new
// path on the same graph
DistanceResult target_distances;
std::string preset_file;
int total_moves = 0;
int current_preset = 0;
State starting_state;
State current_state;
State previous_state;
bool edited = false;
public:
StateManager(ThreadedPhysics &_physics, const std::string &preset_file)
: physics(_physics) {
ParsePresetFile(preset_file);
current_state = presets.at(current_preset);
ClearGraph();
}
StateManager(const StateManager &copy) = delete;
StateManager &operator=(const StateManager &copy) = delete;
StateManager(StateManager &&move) = delete;
StateManager &operator=(StateManager &&move) = delete;
~StateManager() {}
private:
auto ParsePresetFile(const std::string &_preset_file) -> bool;
public:
auto AppendPresetFile(const std::string preset_name) -> void;
auto LoadPreset(int preset) -> void;
auto ResetState() -> void;
auto PreviousPreset() -> void;
auto NextPreset() -> void;
auto NextPath() -> void;
auto FillGraph() -> void;
auto UpdateGraph() -> void;
auto ClearGraph() -> void;
auto FindWinningStates() -> void;
auto FindTargetDistances() -> void;
auto FindTargetPath() -> void;
auto FindWorstState() -> State;
auto GoToWorst() -> void;
auto GoToNearestTarget() -> void;
auto PopHistory() -> void;
auto CurrentMassIndex() const -> std::size_t;
};
#endif

145
include/state_manager.hpp Normal file
View File

@ -0,0 +1,145 @@
#ifndef STATE_MANAGER_HPP_
#define STATE_MANAGER_HPP_
#include "graph_distances.hpp"
#include "load_save.hpp"
#include "cpu_layout_engine.hpp"
#include "puzzle.hpp"
#include <boost/unordered/unordered_flat_map.hpp>
#include <boost/unordered/unordered_flat_set.hpp>
class state_manager
{
private:
cpu_layout_engine& physics;
std::string preset_file;
size_t current_preset = 0;
std::vector<puzzle> preset_states = {puzzle(4, 5, 0, 0, true, false)};
std::vector<std::string> preset_comments = {"# Empty"};
// State storage (store states twice for bidirectional lookup).
// Everything else should only store indices to state_pool.
std::vector<puzzle> state_pool; // Indices are equal to mass_springs mass indices
puzzlemap<size_t> state_indices; // Maps states to indices
std::vector<spring> links; // Indices are equal to mass_springs springs indices
graph_distances node_target_distances; // Buffered and reused if the graph doesn't change
boost::unordered_flat_set<size_t> winning_indices; // Indices of all states where the board is solved
std::vector<size_t> winning_path; // Ordered list of node indices leading to the nearest solved state
boost::unordered_flat_set<size_t> path_indices; // For faster lookup if a vertex is part of the path in renderer
std::vector<size_t> move_history; // Moves between the starting state and the current state
boost::unordered_flat_map<size_t, int> visit_counts; // How often each state was visited
size_t starting_state_index = 0;
size_t current_state_index = 0;
size_t previous_state_index = 0;
int total_moves = 0;
bool edited = false;
public:
state_manager(cpu_layout_engine& _physics, const std::string& _preset_file)
: physics(_physics), preset_file(_preset_file)
{
reload_preset_file();
}
NO_COPY_NO_MOVE(state_manager);
private:
/**
* Inserts a board state into the state_manager and the physics system.
* States should only be inserted using this function to keep both systems in sync.
* The function checks for duplicates before insertion.
*
* @param state State to insert
* @return Index of insertion (or existing index if duplicate)
*/
auto synced_try_insert_state(const puzzle& state) -> size_t;
/**
* Inserts a state link into the state_manager and the physics system.
* Links should only be inserted using this function to keep both systems in sync.
* The function does not check for duplicates before insertion.
*
* @param first_index Index of the first linked state
* @param second_index Index of the second linked state
*/
auto synced_insert_link(size_t first_index, size_t second_index) -> void;
/**
* Inserts an entire statespace into the state_manager and the physics system.
* If inserting many states and links in bulk, this function should always be used
* to not stress the physics command mutex.
* The function does not check for duplicates before insertion.
*
* @param states List of states to insert
* @param _links List of links to insert
*/
auto synced_insert_statespace(const std::vector<puzzle>& states, const std::vector<spring>& _links) -> void;
/**
* Clears all states and links (and related) from the state_manager and the physics system.
* Note that this leaves any dangling indices (e.g., current_state_index) in an invalid state.
*/
auto synced_clear_statespace() -> void;
public:
// Presets
auto save_current_to_preset_file(const std::string& preset_comment) -> void;
auto reload_preset_file() -> void;
auto load_preset(size_t preset) -> void;
auto load_previous_preset() -> void;
auto load_next_preset() -> void;
// Update current_state
auto update_current_state(const puzzle& p) -> void;
auto edit_starting_state(const puzzle& p) -> void;
auto goto_starting_state() -> void;
auto goto_optimal_next_state() -> void;
auto goto_previous_state() -> void;
auto goto_most_distant_state() -> void;
auto goto_closest_target_state() -> void;
// Update graph
auto populate_graph() -> void;
auto clear_graph_and_add_current(const puzzle& p) -> void;
auto clear_graph_and_add_current() -> void;
auto populate_winning_indices() -> void;
auto populate_node_target_distances() -> void;
auto populate_winning_path() -> void;
// Index mapping
[[nodiscard]] auto get_index(const puzzle& state) const -> size_t;
[[nodiscard]] auto get_current_index() const -> size_t;
[[nodiscard]] auto get_starting_index() const -> size_t;
[[nodiscard]] auto get_state(size_t index) const -> const puzzle&;
[[nodiscard]] auto get_current_state() const -> const puzzle&;
[[nodiscard]] auto get_starting_state() const -> const puzzle&;
// Access
[[nodiscard]] auto get_state_count() const -> size_t;
[[nodiscard]] auto get_target_count() const -> size_t;
[[nodiscard]] auto get_link_count() const -> size_t;
[[nodiscard]] auto get_path_length() const -> size_t;
[[nodiscard]] auto get_links() const -> const std::vector<spring>&;
[[nodiscard]] auto get_winning_indices() const -> const boost::unordered_flat_set<size_t>&;
[[nodiscard]] auto get_visit_counts() const -> const boost::unordered_flat_map<size_t, int>&;
[[nodiscard]] auto get_winning_path() const -> const std::vector<size_t>&;
[[nodiscard]] auto get_path_indices() const -> const boost::unordered_flat_set<size_t>&;
[[nodiscard]] auto get_current_visits() const -> int;
[[nodiscard]] auto get_current_preset() const -> size_t;
[[nodiscard]] auto get_preset_count() const -> size_t;
[[nodiscard]] auto get_current_preset_comment() const -> const std::string&;
[[nodiscard]] auto has_history() const -> bool;
[[nodiscard]] auto has_distances() const -> bool;
[[nodiscard]] auto get_distances() const -> std::vector<int>;
[[nodiscard]] auto get_total_moves() const -> size_t;
[[nodiscard]] auto was_edited() const -> bool;
};
#endif

View File

@ -1,16 +0,0 @@
#ifndef __TRACY_HPP_
#define __TRACY_HPP_
#include "config.hpp"
#ifdef TRACY
#include <cstddef>
void *operator new(std::size_t count);
void operator delete(void *ptr) noexcept;
void operator delete(void *ptr, std::size_t count) noexcept;
#endif
#endif

223
include/user_interface.hpp Normal file
View File

@ -0,0 +1,223 @@
#ifndef USER_INTERFACE_HPP_
#define USER_INTERFACE_HPP_
#include "orbit_camera.hpp"
#include "config.hpp"
#include "input_handler.hpp"
#include "state_manager.hpp"
#include <raylib.h>
class user_interface
{
class grid
{
public:
int x;
int y;
int width;
int height;
int columns;
int rows;
const int padding;
public:
grid(const int _x,
const int _y,
const int _width,
const int _height,
const int _columns,
const int _rows,
const int _padding)
: x(_x), y(_y), width(_width), height(_height), columns(_columns), rows(_rows), padding(_padding) {}
public:
auto update_bounds(int _x, int _y, int _width, int _height, int _columns, int _rows) -> void;
auto update_bounds(int _x, int _y, int _width, int _height) -> void;
auto update_bounds(int _x, int _y) -> void;
[[nodiscard]] auto bounds() const -> Rectangle;
[[nodiscard]] auto bounds(int _x, int _y, int _width, int _height) const -> Rectangle;
[[nodiscard]] auto square_bounds() const -> Rectangle;
[[nodiscard]] auto square_bounds(int _x, int _y, int _width, int _height) const -> Rectangle;
};
struct style
{
int border_color_normal;
int base_color_normal;
int text_color_normal;
int border_color_focused;
int base_color_focused;
int text_color_focused;
int border_color_pressed;
int base_color_pressed;
int text_color_pressed;
int border_color_disabled;
int base_color_disabled;
int text_color_disabled;
};
struct default_style : style
{
int background_color;
int line_color;
int text_size;
int text_spacing;
int text_line_spacing;
int text_alignment_vertical;
int text_wrap_mode;
};
struct component_style : style
{
int border_width;
int text_padding;
int text_alignment;
};
private:
input_handler& input;
state_manager& state;
const orbit_camera& camera;
grid menu_grid = grid(0, 0, GetScreenWidth(), MENU_HEIGHT, MENU_COLS, MENU_ROWS, MENU_PAD);
grid board_grid = grid(0,
MENU_HEIGHT,
GetScreenWidth() / 2,
GetScreenHeight() - MENU_HEIGHT,
state.get_current_state().get_width(),
state.get_current_state().get_height(),
BOARD_PADDING);
grid graph_overlay_grid = grid(GetScreenWidth() / 2, MENU_HEIGHT, 200, 100, 1, 4, MENU_PAD);
grid debug_overlay_grid = grid(GetScreenWidth() / 2, GetScreenHeight() - 75, 200, 75, 1, 3, MENU_PAD);
// Windows
std::string message_title;
std::string message_message;
std::function<void()> yes_no_handler;
bool ok_message = false;
bool yes_no_message = false;
bool save_window = false;
std::array<char, 256> preset_comment = {};
bool help_window = false;
public:
user_interface(input_handler& _input, state_manager& _state, const orbit_camera& _camera)
: input(_input), state(_state), camera(_camera)
{
init();
}
NO_COPY_NO_MOVE(user_interface);
private:
static auto init() -> void;
static auto apply_color(style& style, Color color) -> void;
static auto apply_block_color(style& style, Color color) -> void;
static auto apply_text_color(style& style, Color color) -> void;
static auto get_default_style() -> default_style;
static auto set_default_style(const default_style& style) -> void;
static auto get_component_style(int component) -> component_style;
static auto set_component_style(int component, const component_style& style) -> void;
[[nodiscard]] static auto popup_bounds() -> Rectangle;
auto draw_button(Rectangle bounds,
const std::string& label,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_menu_button(int x,
int y,
int width,
int height,
const std::string& label,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_toggle_slider(Rectangle bounds,
const std::string& off_label,
const std::string& on_label,
int* active,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_menu_toggle_slider(int x,
int y,
int width,
int height,
const std::string& off_label,
const std::string& on_label,
int* active,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_spinner(Rectangle bounds,
const std::string& label,
int* value,
int min,
int max,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_menu_spinner(int x,
int y,
int width,
int height,
const std::string& label,
int* value,
int min,
int max,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_label(Rectangle bounds,
const std::string& text,
Color color,
bool enabled = true,
int font_size = FONT_SIZE) const -> int;
auto draw_board_block(int x, int y, int width, int height, Color color, bool enabled = true) const -> bool;
[[nodiscard]] auto window_open() const -> bool;
// Different menu sections
auto draw_menu_header(Color color) const -> void;
auto draw_graph_info(Color color) const -> void;
auto draw_graph_controls(Color color) const -> void;
auto draw_camera_controls(Color color) const -> void;
auto draw_puzzle_controls(Color color) const -> void;
auto draw_edit_controls(Color color) const -> void;
auto draw_menu_footer(Color color) -> void;
public:
static auto get_background_color() -> Color;
auto help_popup() -> void;
auto draw_save_preset_popup() -> void;
auto draw_ok_message_box() -> void;
auto draw_yes_no_message_box() -> void;
auto draw_main_menu() -> void;
auto draw_puzzle_board() -> void;
auto draw_graph_overlay(int fps, int ups, size_t mass_count, size_t spring_count) -> void;
auto draw(int fps, int ups, size_t mass_count, size_t spring_count) -> void;
};
#endif

View File

@ -1,20 +1,156 @@
#ifndef __UTIL_HPP_
#define __UTIL_HPP_
#include "config.hpp"
#ifndef UTIL_HPP_
#define UTIL_HPP_
#include <vector>
#include <iostream>
#include <raylib.h>
#include <raymath.h>
inline std::ostream &operator<<(std::ostream &os, const Vector2 &v) {
os << "(" << v.x << ", " << v.y << ")";
return os;
#define INLINE __attribute__((always_inline))
#define PACKED __attribute__((packed))
#define STARTTIME const auto start = std::chrono::high_resolution_clock::now()
#define ENDTIME(msg, cast, unit) const auto end = std::chrono::high_resolution_clock::now(); \
infoln("{}. Took {}{}.", msg, std::chrono::duration_cast<cast>(end - start).count(), unit)
#define COMMENT if (false)
#define NO_COPY_NO_MOVE(typename) \
typename(const typename& copy) = delete; \
auto operator=(const typename& copy) -> typename& = delete; \
typename(typename&& move) = delete; \
auto operator=(typename&& move) -> typename& = delete;
using u8 = uint8_t;
using u16 = uint16_t;
using u32 = uint32_t;
using u64 = uint64_t;
using i8 = int8_t;
using i16 = int16_t;
using i32 = int32_t;
using i64 = int64_t;
// https://en.cppreference.com/w/cpp/utility/variant/visit
template <class... Ts>
struct overloads : Ts...
{
using Ts::operator()...;
};
inline auto binom(const int n, const int k) -> int
{
std::vector<int> solutions(k);
solutions[0] = n - k + 1;
for (int i = 1; i < k; ++i) {
solutions[i] = solutions[i - 1] * (n - k + 1 + i) / (i + 1);
}
return solutions[k - 1];
}
inline std::ostream &operator<<(std::ostream &os, const Vector3 &v) {
os << "(" << v.x << ", " << v.y << ", " << v.z << ")";
return os;
// Enums
enum dir : u8
{
nor = 1 << 0,
eas = 1 << 1,
sou = 1 << 2,
wes = 1 << 3,
};
// Ansi
enum class ctrl : u8
{
reset = 0,
bold_bright = 1,
underline = 4,
inverse = 7,
bold_bright_off = 21,
underline_off = 24,
inverse_off = 27
};
enum class fg : u8
{
black = 30,
red = 31,
green = 32,
yellow = 33,
blue = 34,
magenta = 35,
cyan = 36,
white = 37
};
enum class bg : u8
{
black = 40,
red = 41,
green = 42,
yellow = 43,
blue = 44,
magenta = 45,
cyan = 46,
white = 47
};
inline auto ansi_bold_fg(const fg color) -> std::string
{
return std::format("\033[{};{}m", static_cast<int>(ctrl::bold_bright), static_cast<int>(color));
}
#endif
inline auto ansi_reset() -> std::string
{
return std::format("\033[{}m", static_cast<int>(ctrl::reset));
}
// Output
inline auto operator<<(std::ostream& os, const Vector2& v) -> std::ostream&
{
os << "(" << v.x << ", " << v.y << ")";
return os;
}
inline auto operator<<(std::ostream& os, const Vector3& v) -> std::ostream&
{
os << "(" << v.x << ", " << v.y << ", " << v.z << ")";
return os;
}
// std::println doesn't work with mingw
template <typename... Args>
auto traceln(std::format_string<Args...> fmt, Args&&... args) -> void
{
std::cout << std::format("[{}TRACE{}]: ", ansi_bold_fg(fg::cyan), ansi_reset()) << std::format(
fmt,
std::forward<Args>(args)...) << std::endl;
}
template <typename... Args>
auto infoln(std::format_string<Args...> fmt, Args&&... args) -> void
{
std::cout << std::format("[{}INFO{}]: ", ansi_bold_fg(fg::blue), ansi_reset()) << std::format(
fmt,
std::forward<Args>(args)...) << std::endl;
}
template <typename... Args>
auto warnln(std::format_string<Args...> fmt, Args&&... args) -> void
{
std::cout << std::format("[{}WARNING{}]: ", ansi_bold_fg(fg::yellow), ansi_reset()) << std::format(
fmt,
std::forward<Args>(args)...) << std::endl;
}
template <typename... Args>
auto errln(std::format_string<Args...> fmt, Args&&... args) -> void
{
std::cout << std::format("[{}ERROR{}]: ", ansi_bold_fg(fg::red), ansi_reset()) << std::format(
fmt,
std::forward<Args>(args)...) << std::endl;
}
#endif

BIN
screenshot.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 795 KiB

View File

@ -0,0 +1,9 @@
#version 330
uniform vec4 colDiffuse;
out vec4 finalColor;
void main()
{
finalColor = colDiffuse;
}

9
shader/edge_vertex.glsl Normal file
View File

@ -0,0 +1,9 @@
#version 330
in vec3 vertexPosition;
uniform mat4 mvp;
void main()
{
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

View File

@ -1,8 +1,9 @@
#version 330
uniform vec4 colDiffuse;
in vec4 fragColor;
out vec4 finalColor;
void main() {
finalColor = colDiffuse;
}
// Advanced coloring. CG lecture really paying off now
finalColor = fragColor;
}

View File

@ -1,10 +1,14 @@
#version 330
in vec3 vertexPosition;
in mat4 instanceTransform;
layout(location=0) in vec3 vertexPosition;
layout(location=1) in mat4 instanceTransform;
layout(location=5) in vec4 instanceColor;
uniform mat4 mvp;
out vec4 fragColor;
void main() {
fragColor = instanceColor;
gl_Position = mvp * instanceTransform * vec4(vertexPosition, 1.0);
}
}

View File

@ -2,14 +2,14 @@
//
// On GNU/Linux, you have few choices to get the most out of your stack trace.
//
// By default you get:
// - object filename
// - function name
// By default, you get:
// - object filename
// - function name
//
// In order to add:
// - source filename
// - line and column numbers
// - source code snippet (assuming the file is accessible)
// - source filename
// - line and column numbers
// - source code snippet (assuming the file is accessible)
// Install one of the following libraries then uncomment one of the macro (or
// better, add the detection of the lib and the macro definition in your build
@ -33,16 +33,13 @@
// - g++/clang++ -lunwind
// #define BACKWARD_HAS_LIBUNWIND 1
#include "config.hpp"
#ifdef BACKWARD
#include "backward.hpp"
namespace backward {
backward::SignalHandling sh;
#include "backward.hpp"
namespace backward
{
SignalHandling sh;
} // namespace backward
#endif

15
src/bits.cpp Normal file
View File

@ -0,0 +1,15 @@
#include "bits.hpp"
auto print_bitmap(const u64 bitmap, const u8 w, const u8 h, const std::string& title) -> void {
traceln("{}:", title);
traceln("{}", std::string(2 * w - 1, '='));
for (size_t y = 0; y < h; ++y) {
std::cout << " ";
for (size_t x = 0; x < w; ++x) {
std::cout << static_cast<int>(get_bits(bitmap, y * w + x, y * w + x)) << " ";
}
std::cout << "\n";
}
std::cout << std::flush;
traceln("{}", std::string(2 * w - 1, '='));
}

View File

@ -1,69 +0,0 @@
#include "camera.hpp"
#include "config.hpp"
#include <raylib.h>
#include <raymath.h>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto OrbitCamera3D::Rotate(Vector2 last_mouse, Vector2 mouse) -> void {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
angle_x -= dx.x * ROT_SPEED / 200.0;
angle_y += dx.y * ROT_SPEED / 200.0;
angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
}
auto OrbitCamera3D::Pan(Vector2 last_mouse, Vector2 mouse) -> void {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
float speed;
if (IsKeyDown(KEY_LEFT_SHIFT)) {
speed = distance * PAN_SPEED / 1000.0 * PAN_MULTIPLIER;
} else {
speed = distance * PAN_SPEED / 1000.0;
}
// The panning needs to happen in camera coordinates, otherwise rotating the
// camera breaks it
Vector3 forward =
Vector3Normalize(Vector3Subtract(camera.target, camera.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
Vector3 offset = Vector3Add(Vector3Scale(right, -dx.x * speed),
Vector3Scale(up, dx.y * speed));
target = Vector3Add(target, offset);
}
auto OrbitCamera3D::Update(const Vector3 &current_target, bool lock) -> void {
if (lock) {
target = Vector3MoveTowards(
target, current_target,
CAMERA_SMOOTH_SPEED * GetFrameTime() *
Vector3Length(Vector3Subtract(target, current_target)));
}
distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
int actual_distance = distance;
if (projection == CAMERA_ORTHOGRAPHIC) {
actual_distance = MAX_CAMERA_DISTANCE;
}
// Spherical coordinates
float x = cos(angle_y) * sin(angle_x) * actual_distance;
float y = sin(angle_y) * actual_distance;
float z = cos(angle_y) * cos(angle_x) * actual_distance;
fov = Clamp(fov, 25.0, 155.0);
camera.position = Vector3Add(target, Vector3(x, y, z));
camera.target = target;
camera.fovy = fov;
camera.projection = projection;
}

236
src/cpu_layout_engine.cpp Normal file
View File

@ -0,0 +1,236 @@
#include "cpu_layout_engine.hpp"
#include "config.hpp"
#include "cpu_spring_system.hpp"
#include "util.hpp"
#include <chrono>
#include <raylib.h>
#include <raymath.h>
#include <utility>
#include <vector>
#ifdef ASYNC_OCTREE
auto cpu_layout_engine::set_octree_pool_thread_name(size_t idx) -> void
{
BS::this_thread::set_os_thread_name(std::format("octree-{}", idx));
// traceln("Using thread \"{}\"", BS::this_thread::get_os_thread_name().value_or("INVALID NAME"));
}
#endif
auto cpu_layout_engine::physics_thread(physics_state& state, const threadpool thread_pool) -> void
{
cpu_spring_system mass_springs;
#ifdef ASYNC_OCTREE
BS::this_thread::set_os_thread_name("physics");
BS::thread_pool<> octree_thread(1, set_octree_pool_thread_name);
std::future<void> octree_future;
octree tree_buffer;
size_t last_mass_count = 0;
#endif
const auto visitor = overloads{
[&](const struct add_mass&)
{
mass_springs.add_mass();
},
[&](const struct add_spring& as)
{
mass_springs.add_spring(as.a, as.b);
},
[&](const struct clear_graph&)
{
mass_springs.clear();
},
};
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> physics_accumulator(0);
std::chrono::duration<double> ups_accumulator(0);
int loop_iterations = 0;
while (state.running.load()) {
#ifdef TRACY
FrameMarkStart("PhysicsThread");
#endif
// Time tracking
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
const std::chrono::duration<double> deltatime = now - last;
physics_accumulator += deltatime;
ups_accumulator += deltatime;
last = now;
// Handle queued commands
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
while (!state.pending_commands.empty()) {
command& cmd = state.pending_commands.front();
cmd.visit(visitor);
state.pending_commands.pop();
}
}
if (mass_springs.positions.empty()) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
continue;
}
// Physics update
if (physics_accumulator.count() > TIMESTEP) {
#ifdef ASYNC_OCTREE
// Snapshot the positions so mass_springs is not mutating the vector while the octree is building
std::vector<Vector3> positions = mass_springs.positions;
// Start building the octree for the next physics update.
// Move the snapshot into the closure so it doesn't get captured by reference (don't use [&])
octree_future = octree_thread.submit_task([&tree_buffer, &thread_pool, positions = std::move(positions)]()
{
octree::build_octree_morton(tree_buffer, positions, thread_pool);
});
// Rebuild the tree synchronously if we changed the number of masses to not use
// an empty tree from the last frame in the frame where the graph was generated
if (last_mass_count != mass_springs.positions.size()) {
traceln("Rebuilding octree synchronously because graph size changed");
octree::build_octree_morton(mass_springs.tree, mass_springs.positions, thread_pool);
last_mass_count = mass_springs.positions.size();
}
#else
octree::build_octree_morton(mass_springs.tree, mass_springs.positions, thread_pool);
#endif
mass_springs.clear_forces();
mass_springs.calculate_spring_forces(thread_pool);
mass_springs.calculate_repulsion_forces(thread_pool);
mass_springs.update(TIMESTEP * SIM_SPEED, thread_pool);
// This is only helpful if we're drawing a grid at (0, 0, 0). Otherwise, it's just
// expensive and yields no benefit since we can lock the camera to the center of mass
// cheaply.
// mass_springs.center_masses(thread_pool);
++loop_iterations;
physics_accumulator -= std::chrono::duration<double>(TIMESTEP);
}
#ifdef ASYNC_OCTREE
// Wait for the octree to be built
if (octree_future.valid()) {
octree_future.wait();
octree_future = std::future<void>{};
std::swap(mass_springs.tree, tree_buffer);
}
#endif
// Publish the positions for the renderer (copy)
#ifdef TRACY
FrameMarkStart("PhysicsThreadProduceLock");
#endif
{
#ifdef TRACY
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
#else
std::unique_lock<std::mutex> lock(state.data_mtx);
#endif
state.data_consumed_cnd.wait(lock,
[&]
{
return state.data_consumed || !state.running.load();
});
if (!state.running.load()) {
// Running turned false while we were waiting for the condition
break;
}
if (ups_accumulator.count() > 1.0) {
// Update each second
state.ups = loop_iterations;
loop_iterations = 0;
ups_accumulator = std::chrono::duration<double>(0);
}
if (mass_springs.tree.empty()) {
state.mass_center = Vector3Zero();
} else {
state.mass_center = mass_springs.tree.root().mass_center;
}
state.masses.clear();
state.masses.reserve(mass_springs.positions.size());
for (const Vector3& pos : mass_springs.positions) {
state.masses.emplace_back(pos);
}
state.mass_count = mass_springs.positions.size();
state.spring_count = mass_springs.springs.size();
state.data_ready = true;
state.data_consumed = false;
}
// Notify the rendering thread that new data is available
state.data_ready_cnd.notify_all();
#ifdef TRACY
FrameMarkEnd("PhysicsThreadProduceLock");
FrameMarkEnd("PhysicsThread");
#endif
}
}
auto cpu_layout_engine::clear_cmd() -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(clear_graph{});
}
}
auto cpu_layout_engine::add_mass_cmd() -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(add_mass{});
}
}
auto cpu_layout_engine::add_spring_cmd(const size_t a, const size_t b) -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(add_spring{a, b});
}
}
auto cpu_layout_engine::add_mass_springs_cmd(const size_t num_masses, const std::vector<spring>& springs) -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
for (size_t i = 0; i < num_masses; ++i) {
state.pending_commands.emplace(add_mass{});
}
for (const auto& [from, to] : springs) {
state.pending_commands.emplace(add_spring{from, to});
}
}
}

209
src/cpu_spring_system.cpp Normal file
View File

@ -0,0 +1,209 @@
#include "cpu_spring_system.hpp"
#include "config.hpp"
#include <cfloat>
#include <cstring>
auto cpu_spring_system::clear() -> void
{
positions.clear();
previous_positions.clear();
velocities.clear();
forces.clear();
springs.clear();
tree.clear();
}
auto cpu_spring_system::add_mass() -> void
{
// Adding all positions to (0, 0, 0) breaks the octree
// Done when adding springs
// Vector3 position{
// static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100,
// 100)), static_cast<float>(GetRandomValue(-100, 100))
// };
// position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0);
positions.emplace_back(Vector3Zero());
previous_positions.emplace_back(Vector3Zero());
velocities.emplace_back(Vector3Zero());
forces.emplace_back(Vector3Zero());
}
auto cpu_spring_system::add_spring(size_t a, size_t b) -> void
{
// Update masses to be located along a random walk when adding the springs
const Vector3& mass_a = positions[a];
const Vector3& mass_b = positions[b];
Vector3 offset{
static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100))
};
// By spawning the masses close together, we "explode" them naturally, so they cluster faster (also looks cool)
offset = Vector3Normalize(offset) * REST_LENGTH * 0.1;
// If the offset moves the mass closer to the current center of mass, flip it
if (!tree.empty()) {
const Vector3 mass_center_direction = Vector3Subtract(positions[a], tree.root().mass_center);
const float mass_center_distance = Vector3Length(mass_center_direction);
if (mass_center_distance > 0 && Vector3DotProduct(offset, mass_center_direction) < 0.0f) {
offset = Vector3Negate(offset);
}
}
positions[b] = mass_a + offset;
previous_positions[b] = mass_b;
// infoln("Adding spring: ({}, {}, {})->({}, {}, {})", mass_a.position.x, mass_a.position.y,
// mass_a.position.z,
// mass_b.position.x, mass_b.position.y, mass_b.position.z);
springs.emplace_back(a, b);
}
auto cpu_spring_system::clear_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
memset(forces.data(), 0, forces.size() * sizeof(Vector3));
}
auto cpu_spring_system::calculate_spring_force(const size_t s) -> void
{
const spring _s = springs[s];
const Vector3 a_pos = positions[_s.first];
const Vector3 b_pos = positions[_s.second];
const Vector3 a_vel = velocities[_s.first];
const Vector3 b_vel = velocities[_s.second];
const Vector3 delta_pos = a_pos - b_pos;
const Vector3 delta_vel = a_vel - b_vel;
const float sq_len = Vector3DotProduct(delta_pos, delta_pos);
const float inv_len = 1.0f / sqrt(sq_len);
const float len = sq_len * inv_len;
const float hooke = SPRING_K * (len - REST_LENGTH);
const float dampening = DAMPENING_K * Vector3DotProduct(delta_vel, delta_pos) * inv_len;
const Vector3 a_force = Vector3Scale(delta_pos, -(hooke + dampening) * inv_len);
const Vector3 b_force = a_force * -1.0f;
forces[_s.first] += a_force;
forces[_s.second] += b_force;
}
auto cpu_spring_system::calculate_spring_forces(const threadpool thread_pool) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
const auto solve_spring_force = [&](const int i)
{
calculate_spring_force(i);
};
if (thread_pool) {
(*thread_pool)->submit_loop(0, springs.size(), solve_spring_force, SMALL_TASK_BLOCK_SIZE).wait();
} else {
for (size_t i = 0; i < springs.size(); ++i) {
solve_spring_force(i);
}
}
}
auto cpu_spring_system::calculate_repulsion_forces(const threadpool thread_pool) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
const auto solve_octree = [&](const int i)
{
const Vector3 force = tree.calculate_force_morton(0, positions[i], i);
forces[i] += force;
};
// Calculate forces using Barnes-Hut
if (thread_pool) {
(*thread_pool)->submit_loop(0, positions.size(), solve_octree, LARGE_TASK_BLOCK_SIZE).wait();
} else {
for (size_t i = 0; i < positions.size(); ++i) {
solve_octree(i);
}
}
}
auto cpu_spring_system::integrate_velocity(const size_t m, const float dt) -> void
{
const Vector3 acc = forces[m] / MASS;
velocities[m] += acc * dt;
}
auto cpu_spring_system::integrate_position(const size_t m, const float dt) -> void
{
previous_positions[m] = positions[m];
positions[m] += velocities[m] * dt;
}
auto cpu_spring_system::verlet_update(const size_t m, const float dt) -> void
{
const Vector3 acc = (forces[m] / MASS) * dt * dt;
const Vector3 pos = positions[m];
Vector3 delta_pos = pos - previous_positions[m];
delta_pos *= 1.0 - VERLET_DAMPENING; // Minimal dampening
positions[m] += delta_pos + acc;
previous_positions[m] = pos;
}
auto cpu_spring_system::update(const float dt, const threadpool thread_pool) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
const auto update = [&](const int i)
{
verlet_update(i, dt);
};
if (thread_pool) {
(*thread_pool)->submit_loop(0, positions.size(), update, SMALL_TASK_BLOCK_SIZE).wait();
} else {
for (size_t i = 0; i < positions.size(); ++i) {
update(i);
}
}
}
auto cpu_spring_system::center_masses(const threadpool thread_pool) -> void
{
Vector3 mean = Vector3Zero();
for (const Vector3& pos : positions) {
mean += pos;
}
mean /= static_cast<float>(positions.size());
const auto center_mass = [&](const int i)
{
positions[i] -= mean;
};
if (thread_pool) {
(*thread_pool)->submit_loop(0, positions.size(), center_mass, SMALL_TASK_BLOCK_SIZE).wait();
} else {
for (size_t i = 0; i < positions.size(); ++i) {
center_mass(i);
}
}
}

View File

@ -1,78 +0,0 @@
#include "distance.hpp"
#include "config.hpp"
#include <cstddef>
#include <queue>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto DistanceResult::Clear() -> void {
distances.clear();
parents.clear();
nearest_targets.clear();
}
auto DistanceResult::Empty() -> bool {
return distances.empty() || parents.empty() || nearest_targets.empty();
}
auto CalculateDistances(
std::size_t node_count,
const std::vector<std::pair<std::size_t, std::size_t>> &edges,
const std::vector<std::size_t> &targets) -> DistanceResult {
// Build a list of adjacent nodes to speed up BFS
std::vector<std::vector<std::size_t>> adjacency(node_count);
for (const auto &[from, to] : edges) {
adjacency[from].push_back(to);
adjacency[to].push_back(from);
}
std::vector<int> distances(node_count, -1);
std::vector<std::size_t> parents(node_count, -1);
std::vector<std::size_t> nearest_targets(node_count, -1);
std::queue<std::size_t> queue;
for (std::size_t target : targets) {
distances[target] = 0;
nearest_targets[target] = target;
queue.push(target);
}
while (!queue.empty()) {
std::size_t current = queue.front();
queue.pop();
for (std::size_t neighbor : adjacency[current]) {
if (distances[neighbor] == -1) {
// If distance is -1 we haven't visited the node yet
distances[neighbor] = distances[current] + 1;
parents[neighbor] = current;
nearest_targets[neighbor] = nearest_targets[current];
queue.push(neighbor);
}
}
}
return {distances, parents, nearest_targets};
}
auto GetPath(const DistanceResult &result, std::size_t source)
-> std::vector<std::size_t> {
if (result.distances[source] == -1) {
// Unreachable
return {};
}
std::vector<std::size_t> path;
for (std::size_t n = source; n != static_cast<std::size_t>(-1);
n = result.parents[n]) {
path.push_back(n);
}
return path;
}

69
src/graph_distances.cpp Normal file
View File

@ -0,0 +1,69 @@
#include "graph_distances.hpp"
#include <queue>
auto graph_distances::clear() -> void
{
distances.clear();
parents.clear();
nearest_targets.clear();
}
auto graph_distances::empty() const -> bool
{
return distances.empty() || parents.empty() || nearest_targets.empty();
}
auto graph_distances::calculate_distances(const size_t node_count,
const std::vector<spring>& edges,
const std::vector<size_t>& targets) -> void
{
// Build a list of adjacent nodes to speed up BFS
std::vector<std::vector<size_t>> adjacency(node_count);
for (const auto& [from, to] : edges) {
adjacency[from].push_back(to);
adjacency[to].push_back(from);
}
distances = std::vector<int>(node_count, -1);
parents = std::vector<size_t>(node_count, -1);
nearest_targets = std::vector<size_t>(node_count, -1);
std::queue<size_t> queue;
for (size_t target : targets) {
distances[target] = 0;
nearest_targets[target] = target;
queue.push(target);
}
while (!queue.empty()) {
const size_t current = queue.front();
queue.pop();
for (size_t neighbor : adjacency[current]) {
if (distances[neighbor] == -1) {
// If distance is -1 we haven't visited the node yet
distances[neighbor] = distances[current] + 1;
parents[neighbor] = current;
nearest_targets[neighbor] = nearest_targets[current];
queue.push(neighbor);
}
}
}
}
auto graph_distances::get_shortest_path(const size_t source) const -> std::vector<size_t>
{
if (empty() || distances[source] == -1) {
// Unreachable
return {};
}
std::vector<size_t> path;
for (size_t n = source; n != static_cast<size_t>(-1); n = parents[n]) {
path.push_back(n);
}
return path;
}

View File

@ -1,792 +0,0 @@
#include "gui.hpp"
#include "config.hpp"
#include <raylib.h>
#define RAYGUI_IMPLEMENTATION
#include <raygui.h>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto Grid::UpdateBounds(int _x, int _y, int _width, int _height, int _columns,
int _rows) -> void {
x = _x;
y = _y;
width = _width;
height = _height;
columns = _columns;
rows = _rows;
}
auto Grid::UpdateBounds(int _x, int _y, int _width, int _height) -> void {
x = _x;
y = _y;
width = _width;
height = _height;
}
auto Grid::UpdateBounds(int _x, int _y) -> void {
x = _x;
y = _y;
}
auto Grid::Bounds() const -> Rectangle {
Rectangle bounds = Bounds(0, 0, columns, rows);
bounds.x -= padding;
bounds.y -= padding;
bounds.width += 2 * padding;
bounds.height += 2 * padding;
return bounds;
}
auto Grid::Bounds(int _x, int _y, int _width, int _height) const -> Rectangle {
if (_x < 0 || _x + _width > columns || _y < 0 || _y + _height > rows) {
std::println("Grid bounds are outside range.");
exit(1);
}
int cell_width = (width - padding) / columns;
int cell_height = (height - padding) / rows;
return Rectangle(
x + _x * cell_width + padding, y + _y * cell_height + padding,
_width * cell_width - padding, _height * cell_height - padding);
}
auto Grid::SquareBounds() const -> Rectangle {
Rectangle bounds = SquareBounds(0, 0, columns, rows);
bounds.x -= padding;
bounds.y -= padding;
bounds.width += 2 * padding;
bounds.height += 2 * padding;
return bounds;
}
auto Grid::SquareBounds(int _x, int _y, int _width, int _height) const
-> Rectangle {
// Assumes each cell is square, so either width or height are not completely
// filled
if (_x < 0 || _x + _width > columns || _y < 0 || _y + _height > rows) {
std::println("Grid bounds are outside range.");
exit(1);
}
int available_width = width - padding * (columns + 1);
int available_height = height - padding * (rows + 1);
int cell_size = std::min(available_width / columns, available_height / rows);
int grid_width = cell_size * columns + padding * (columns + 1);
int grid_height = cell_size * rows + padding * (rows + 1);
int x_offset = (width - grid_width) / 2;
int y_offset = (height - grid_height) / 2;
return Rectangle(x_offset + _x * (cell_size + padding) + padding,
y_offset + _y * (cell_size + padding) + padding,
_width * cell_size + padding * (_width - 1),
_height * cell_size + padding * (_height - 1));
}
auto Gui::Init() const -> void {
Font font = LoadFontEx(FONT, FONT_SIZE, 0, 0);
SetTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR);
GuiSetFont(font);
DefaultStyle style = GetDefaultStyle();
style.text_size = FONT_SIZE;
ApplyColor(style, GRAY);
SetDefaultStyle(style);
}
auto Gui::ApplyColor(Style &style, Color color) const -> void {
style.base_color_normal = ColorToInt(Fade(color, 0.5));
style.base_color_focused = ColorToInt(Fade(color, 0.3));
style.base_color_pressed = ColorToInt(Fade(color, 0.8));
style.base_color_disabled = style.base_color_normal;
style.border_color_normal = ColorToInt(Fade(color, 1.0));
style.border_color_focused = ColorToInt(Fade(color, 0.7));
style.border_color_pressed = ColorToInt(Fade(color, 1.0));
style.border_color_disabled = style.base_color_normal;
style.text_color_normal = ColorToInt(Fade(BLACK, 0.7));
style.text_color_focused = ColorToInt(Fade(BLACK, 0.7));
style.text_color_pressed = ColorToInt(Fade(BLACK, 0.7));
style.text_color_disabled = style.text_color_normal;
}
auto Gui::ApplyBlockColor(Style &style, Color color) const -> void {
style.base_color_normal = ColorToInt(Fade(color, 0.5));
style.base_color_focused = ColorToInt(Fade(color, 0.3));
style.base_color_pressed = ColorToInt(Fade(color, 0.8));
style.base_color_disabled = style.base_color_normal;
style.border_color_normal = ColorToInt(Fade(color, 1.0));
style.border_color_focused = ColorToInt(Fade(color, 0.7));
style.border_color_pressed = ColorToInt(Fade(color, 1.0));
style.border_color_disabled = style.base_color_normal;
}
auto Gui::ApplyTextColor(Style &style, Color color) const -> void {
style.text_color_normal = ColorToInt(Fade(color, 1.0));
style.text_color_focused = ColorToInt(Fade(color, 1.0));
style.text_color_pressed = ColorToInt(Fade(color, 1.0));
style.text_color_disabled = ColorToInt(Fade(BLACK, 0.7));
}
auto Gui::GetDefaultStyle() const -> DefaultStyle {
// Could've iterated over the values but then it wouldn't be as nice to
// access...
return {GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL),
GuiGetStyle(DEFAULT, BASE_COLOR_NORMAL),
GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL),
GuiGetStyle(DEFAULT, BORDER_COLOR_FOCUSED),
GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED),
GuiGetStyle(DEFAULT, TEXT_COLOR_FOCUSED),
GuiGetStyle(DEFAULT, BORDER_COLOR_PRESSED),
GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED),
GuiGetStyle(DEFAULT, TEXT_COLOR_PRESSED),
GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED),
GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED),
GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED),
GuiGetStyle(DEFAULT, BACKGROUND_COLOR),
GuiGetStyle(DEFAULT, LINE_COLOR),
GuiGetStyle(DEFAULT, TEXT_SIZE),
GuiGetStyle(DEFAULT, TEXT_SPACING),
GuiGetStyle(DEFAULT, TEXT_LINE_SPACING),
GuiGetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL),
GuiGetStyle(DEFAULT, TEXT_WRAP_MODE)};
}
auto Gui::SetDefaultStyle(const DefaultStyle &style) const -> void {
GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, style.border_color_normal);
GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, style.base_color_normal);
GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, style.text_color_normal);
GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, style.border_color_focused);
GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, style.base_color_focused);
GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, style.text_color_focused);
GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, style.border_color_pressed);
GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, style.base_color_pressed);
GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, style.text_color_pressed);
GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, style.border_color_disabled);
GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, style.base_color_disabled);
GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, style.text_color_disabled);
GuiSetStyle(DEFAULT, BACKGROUND_COLOR, style.background_color);
GuiSetStyle(DEFAULT, LINE_COLOR, style.line_color);
GuiSetStyle(DEFAULT, TEXT_SIZE, style.text_size);
GuiSetStyle(DEFAULT, TEXT_SPACING, style.text_spacing);
GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, style.text_line_spacing);
GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, style.text_alignment_vertical);
GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, style.text_wrap_mode);
}
auto Gui::GetComponentStyle(int component) const -> ComponentStyle {
return {GuiGetStyle(component, BORDER_COLOR_NORMAL),
GuiGetStyle(component, BASE_COLOR_NORMAL),
GuiGetStyle(component, TEXT_COLOR_NORMAL),
GuiGetStyle(component, BORDER_COLOR_FOCUSED),
GuiGetStyle(component, BASE_COLOR_FOCUSED),
GuiGetStyle(component, TEXT_COLOR_FOCUSED),
GuiGetStyle(component, BORDER_COLOR_PRESSED),
GuiGetStyle(component, BASE_COLOR_PRESSED),
GuiGetStyle(component, TEXT_COLOR_PRESSED),
GuiGetStyle(component, BORDER_COLOR_DISABLED),
GuiGetStyle(component, BASE_COLOR_DISABLED),
GuiGetStyle(component, TEXT_COLOR_DISABLED),
GuiGetStyle(component, BORDER_WIDTH),
GuiGetStyle(component, TEXT_PADDING),
GuiGetStyle(component, TEXT_ALIGNMENT)};
}
auto Gui::SetComponentStyle(int component, const ComponentStyle &style) const
-> void {
GuiSetStyle(component, BORDER_COLOR_NORMAL, style.border_color_normal);
GuiSetStyle(component, BASE_COLOR_NORMAL, style.base_color_normal);
GuiSetStyle(component, TEXT_COLOR_NORMAL, style.text_color_normal);
GuiSetStyle(component, BORDER_COLOR_FOCUSED, style.border_color_focused);
GuiSetStyle(component, BASE_COLOR_FOCUSED, style.base_color_focused);
GuiSetStyle(component, TEXT_COLOR_FOCUSED, style.text_color_focused);
GuiSetStyle(component, BORDER_COLOR_PRESSED, style.border_color_pressed);
GuiSetStyle(component, BASE_COLOR_PRESSED, style.base_color_pressed);
GuiSetStyle(component, TEXT_COLOR_PRESSED, style.text_color_pressed);
GuiSetStyle(component, BORDER_COLOR_DISABLED, style.border_color_disabled);
GuiSetStyle(component, BASE_COLOR_DISABLED, style.base_color_disabled);
GuiSetStyle(component, TEXT_COLOR_DISABLED, style.text_color_disabled);
GuiSetStyle(component, BORDER_WIDTH, style.border_width);
GuiSetStyle(component, TEXT_PADDING, style.text_padding);
GuiSetStyle(component, TEXT_ALIGNMENT, style.text_alignment);
}
auto Gui::DrawButton(Rectangle bounds, const std::string &label, Color color,
bool enabled, int font_size) const -> int {
// Save original styling
const DefaultStyle original_default = GetDefaultStyle();
const ComponentStyle original_button = GetComponentStyle(BUTTON);
// Change styling
DefaultStyle style_default = original_default;
ComponentStyle style_button = original_button;
style_default.text_size = font_size;
ApplyColor(style_button, color);
SetDefaultStyle(style_default);
SetComponentStyle(BUTTON, style_button);
const int state = GuiGetState();
if (!enabled || WindowOpen()) {
GuiSetState(STATE_DISABLED);
}
int pressed = GuiButton(bounds, label.data());
if (!enabled || WindowOpen()) {
GuiSetState(state);
}
// Restore original styling
SetDefaultStyle(original_default);
SetComponentStyle(BUTTON, original_button);
return pressed;
}
auto Gui::DrawMenuButton(int x, int y, int width, int height,
const std::string &label, Color color, bool enabled,
int font_size) const -> int {
Rectangle bounds = menu_grid.Bounds(x, y, width, height);
return DrawButton(bounds, label, color, enabled, font_size);
}
auto Gui::DrawToggleSlider(Rectangle bounds, const std::string &off_label,
const std::string &on_label, int *active,
Color color, bool enabled, int font_size) const
-> int {
// Save original styling
const DefaultStyle original_default = GetDefaultStyle();
const ComponentStyle original_slider = GetComponentStyle(SLIDER);
const ComponentStyle original_toggle = GetComponentStyle(TOGGLE);
// Change styling
DefaultStyle style_default = original_default;
ComponentStyle style_slider = original_slider;
ComponentStyle style_toggle = original_toggle;
style_default.text_size = font_size;
ApplyColor(style_slider, color);
ApplyColor(style_toggle, color);
SetDefaultStyle(style_default);
SetComponentStyle(SLIDER, style_slider);
SetComponentStyle(TOGGLE, style_toggle);
const int state = GuiGetState();
if (!enabled || WindowOpen()) {
GuiSetState(STATE_DISABLED);
}
int pressed = GuiToggleSlider(
bounds, std::format("{};{}", off_label, on_label).data(), active);
if (!enabled || WindowOpen()) {
GuiSetState(state);
}
// Restore original styling
SetDefaultStyle(original_default);
SetComponentStyle(SLIDER, original_slider);
SetComponentStyle(TOGGLE, original_toggle);
return pressed;
}
auto Gui::DrawMenuToggleSlider(int x, int y, int width, int height,
const std::string &off_label,
const std::string &on_label, int *active,
Color color, bool enabled, int font_size) const
-> int {
Rectangle bounds = menu_grid.Bounds(x, y, width, height);
return DrawToggleSlider(bounds, off_label, on_label, active, color, enabled,
font_size);
};
auto Gui::DrawSpinner(Rectangle bounds, const std::string &label, int *value,
int min, int max, Color color, bool enabled,
int font_size) const -> int {
// Save original styling
const DefaultStyle original_default = GetDefaultStyle();
const ComponentStyle original_valuebox = GetComponentStyle(VALUEBOX);
const ComponentStyle original_button = GetComponentStyle(BUTTON);
// Change styling
DefaultStyle style_default = original_default;
ComponentStyle style_valuebox = original_valuebox;
ComponentStyle style_button = original_button;
style_default.text_size = font_size;
ApplyColor(style_valuebox, color);
ApplyColor(style_button, color);
SetDefaultStyle(style_default);
SetComponentStyle(VALUEBOX, style_valuebox);
SetComponentStyle(BUTTON, style_button);
const int state = GuiGetState();
if (!enabled || WindowOpen()) {
GuiSetState(STATE_DISABLED);
}
int pressed = GuiSpinner(bounds, "", label.data(), value, min, max, false);
if (!enabled || WindowOpen()) {
GuiSetState(state);
}
// Restore original styling
SetDefaultStyle(original_default);
SetComponentStyle(VALUEBOX, original_valuebox);
SetComponentStyle(BUTTON, style_button);
return pressed;
}
auto Gui::DrawMenuSpinner(int x, int y, int width, int height,
const std::string &label, int *value, int min,
int max, Color color, bool enabled,
int font_size) const -> int {
Rectangle bounds = menu_grid.Bounds(x, y, width, height);
return DrawSpinner(bounds, label, value, min, max, color, enabled, font_size);
}
auto Gui::DrawLabel(Rectangle bounds, const std::string &text, Color color,
bool enabled, int font_size) const -> int {
// Save original styling
const DefaultStyle original_default = GetDefaultStyle();
const ComponentStyle original_label = GetComponentStyle(LABEL);
// Change styling
DefaultStyle style_default = original_default;
ComponentStyle style_label = original_label;
style_default.text_size = font_size;
ApplyTextColor(style_label, color);
SetDefaultStyle(style_default);
SetComponentStyle(LABEL, style_label);
const int state = GuiGetState();
if (!enabled || WindowOpen()) {
GuiSetState(STATE_DISABLED);
}
int pressed = GuiLabel(bounds, text.data());
if (!enabled || WindowOpen()) {
GuiSetState(state);
}
// Restore original styling
SetDefaultStyle(original_default);
SetComponentStyle(LABEL, original_label);
return pressed;
}
auto Gui::DrawBoardBlock(int x, int y, int width, int height, Color color,
bool enabled) const -> bool {
ComponentStyle style = GetComponentStyle(BUTTON);
ApplyBlockColor(style, color);
Rectangle bounds = board_grid.SquareBounds(x, y, width, height);
bool focused =
CheckCollisionPointRec(input.mouse - Vector2(0, MENU_HEIGHT), bounds);
bool pressed =
Block(x, y, width, height, false).Covers(input.sel_x, input.sel_y);
// Background to make faded colors work
DrawRectangleRec(bounds, RAYWHITE);
Color base = GetColor(style.base_color_normal);
Color border = GetColor(style.base_color_normal);
if (pressed) {
base = GetColor(style.base_color_pressed);
border = GetColor(style.base_color_pressed);
}
if (focused) {
base = GetColor(style.base_color_focused);
border = GetColor(style.base_color_focused);
}
if (focused && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
base = GetColor(style.base_color_pressed);
border = GetColor(style.base_color_pressed);
}
if (!enabled) {
base = BOARD_COLOR_RESTRICTED;
}
DrawRectangleRec(bounds, base);
if (enabled) {
DrawRectangleLinesEx(bounds, 2.0, border);
}
return focused && enabled;
}
auto Gui::WindowOpen() const -> bool { return save_window || help_window; }
auto Gui::DrawMenuHeader(Color color) const -> void {
int preset = state.current_preset;
DrawMenuSpinner(0, 0, 1, 1, "Preset: ", &preset, -1, state.presets.size(),
color, !input.editing);
if (preset > state.current_preset) {
input.NextPreset();
} else if (preset < state.current_preset) {
input.PreviousPreset();
}
DrawMenuButton(1, 0, 1, 1,
std::format("Puzzle: \"{}\"",
state.comments.at(state.current_preset).substr(2)),
color, false);
int editing = input.editing;
DrawMenuToggleSlider(2, 0, 1, 1, "Puzzle Mode (Tab)", "Edit Mode (Tab)",
&editing, color);
if (editing != input.editing) {
input.ToggleEditing();
}
}
auto Gui::DrawGraphInfo(Color color) const -> void {
DrawMenuButton(0, 1, 1, 1,
std::format("Found {} States ({} Winning)",
state.states.size(), state.winning_states.size()),
color, false);
DrawMenuButton(1, 1, 1, 1,
std::format("Found {} Transitions", state.springs.size()),
color, false);
DrawMenuButton(2, 1, 1, 1,
std::format("{} Moves to Nearest Solution",
state.winning_path.size() > 0
? state.winning_path.size() - 1
: 0),
color, false);
}
auto Gui::DrawGraphControls(Color color) const -> void {
if (DrawMenuButton(1, 2, 1, 1, "Populate Graph (G)", color)) {
input.FillGraph();
}
int mark_path = input.mark_path;
DrawMenuToggleSlider(2, 2, 1, 1, "Path Hidden (U)", "Path Shown (U)",
&mark_path, color);
if (mark_path != input.mark_path) {
input.ToggleMarkPath();
}
if (DrawMenuButton(1, 3, 1, 1, "Clear Graph (C)", color)) {
input.ClearGraph();
}
int mark_solutions = input.mark_solutions;
DrawMenuToggleSlider(2, 3, 1, 1, "Solutions Hidden (I)",
"Solutions Shown (I)", &mark_solutions, color);
if (mark_solutions != input.mark_solutions) {
input.ToggleMarkSolutions();
}
}
auto Gui::DrawCameraControls(Color color) const -> void {
int lock_camera = input.camera_lock;
DrawMenuToggleSlider(0, 2, 1, 1, "Free Camera (L)", "Locked Camera (L)",
&lock_camera, color);
if (lock_camera != input.camera_lock) {
input.ToggleCameraLock();
}
int projection = camera.projection == CAMERA_ORTHOGRAPHIC;
DrawMenuToggleSlider(0, 3, 1, 1, "Perspective (Alt)", "Orthographic (Alt)",
&projection, color);
if (projection != camera.projection == CAMERA_ORTHOGRAPHIC) {
input.ToggleCameraProjection();
}
}
auto Gui::DrawPuzzleControls(Color color) const -> void {
auto nth = [&](int n) {
if (n == 11 || n == 12 || n == 13)
return "th";
if (n % 10 == 1)
return "st";
if (n % 10 == 2)
return "nd";
if (n % 10 == 3)
return "rd";
return "th";
};
int visits = state.visited_states.at(state.current_state);
DrawMenuButton(0, 4, 1, 1,
std::format("{} Moves ({}{} Time at this State)",
state.total_moves, visits, nth(visits)),
color, false);
if (DrawMenuButton(1, 4, 1, 1, "Make Optimal Move (Space)", color)) {
input.MakeOptimalMove();
}
if (DrawMenuButton(2, 4, 1, 1, "Undo Last Move (Backspace)", color)) {
input.UndoLastMove();
}
if (DrawMenuButton(0, 5, 1, 1, "Go to Nearest Solution (B)", color)) {
input.GoToNearestTarget();
}
if (DrawMenuButton(1, 5, 1, 1, "Go to Worst State (V)", color)) {
input.GoToWorstState();
}
if (DrawMenuButton(2, 5, 1, 1, "Go to Starting State (R)", color)) {
input.ResetState();
}
}
auto Gui::DrawEditControls(Color color) const -> void {
// Toggle Target Block
if (DrawMenuButton(0, 4, 1, 1, "Toggle Target Block (T)", color)) {
input.ToggleTargetBlock();
}
// Toggle Wall Block
if (DrawMenuButton(0, 5, 1, 1, "Toggle Wall Block (Y)", color)) {
input.ToggleWallBlock();
}
// Toggle Restricted/Free Block Movement
int free = !state.current_state.restricted;
DrawMenuToggleSlider(1, 4, 1, 1, "Restricted (F)", "Free (F)", &free, color);
if (free != !state.current_state.restricted) {
input.ToggleRestrictedMovement();
}
// Clear Goal
if (DrawMenuButton(1, 5, 1, 1, "Clear Goal (X)", color)) {
}
// Column Count Spinner
int columns = state.current_state.width;
DrawMenuSpinner(2, 4, 1, 1, "Cols: ", &columns, 1, 9, color);
if (columns > state.current_state.width) {
input.AddBoardColumn();
} else if (columns < state.current_state.width) {
input.RemoveBoardColumn();
}
// Row Count Spinner
int rows = state.current_state.height;
DrawMenuSpinner(2, 5, 1, 1, "Rows: ", &rows, 1, 9, color);
if (rows > state.current_state.height) {
input.AddBoardRow();
} else if (rows < state.current_state.height) {
input.RemoveBoardRow();
}
}
auto Gui::DrawMenuFooter(Color color) -> void {
DrawMenuButton(0, 6, 2, 1,
std::format("State: \"{}\"", state.current_state.state), color,
false);
if (DrawMenuButton(2, 6, 1, 1, "Save as Preset", color)) {
save_window = true;
}
}
auto Gui::GetBackgroundColor() const -> Color {
return GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR));
}
auto Gui::HelpPopup() -> void {}
auto Gui::DrawSavePresetPopup() -> void {
if (!save_window) {
return;
}
int width = 450;
int height = 150;
// Returns the pressed button index
int button = GuiTextInputBox(Rectangle((GetScreenWidth() - width) / 2.0,
(GetScreenHeight() - height) / 2.0,
width, height),
"Save as Preset", "Enter Preset Name",
"Ok;Cancel", preset_name.data(), 255, NULL);
if (button == 1) {
state.AppendPresetFile(preset_name.data());
}
if ((button == 0) || (button == 1) || (button == 2)) {
save_window = false;
TextCopy(preset_name.data(), "\0");
}
}
auto Gui::DrawMainMenu() -> void {
menu_grid.UpdateBounds(0, 0, GetScreenWidth(), MENU_HEIGHT);
DrawMenuHeader(GRAY);
DrawGraphInfo(ORANGE);
DrawGraphControls(RED);
DrawCameraControls(DARKGREEN);
if (input.editing) {
DrawEditControls(PURPLE);
} else {
DrawPuzzleControls(BLUE);
}
DrawMenuFooter(GRAY);
}
auto Gui::DrawPuzzleBoard() -> void {
board_grid.UpdateBounds(
0, MENU_HEIGHT, GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT,
state.current_state.width, state.current_state.height);
// Draw outer border
Rectangle bounds = board_grid.SquareBounds();
DrawRectangleRec(bounds, state.current_state.IsWon()
? BOARD_COLOR_WON
: BOARD_COLOR_RESTRICTED);
// Draw inner borders
DrawRectangle(bounds.x + BOARD_PADDING, bounds.y + BOARD_PADDING,
bounds.width - 2 * BOARD_PADDING,
bounds.height - 2 * BOARD_PADDING,
state.current_state.restricted ? BOARD_COLOR_RESTRICTED
: BOARD_COLOR_FREE);
// Draw target opening
if (state.current_state.HasWinCondition()) {
int target_x = state.current_state.target_x;
int target_y = state.current_state.target_y;
Block target_block = state.current_state.GetTargetBlock();
Rectangle target_bounds = board_grid.SquareBounds(
target_x, target_y, target_block.width, target_block.height);
Color opening_color = Fade(
state.current_state.IsWon() ? BOARD_COLOR_WON : BOARD_COLOR_RESTRICTED,
0.3);
if (target_x == 0) {
// Left opening
DrawRectangle(target_bounds.x - BOARD_PADDING, target_bounds.y,
BOARD_PADDING, target_bounds.height, RAYWHITE);
DrawRectangle(target_bounds.x - BOARD_PADDING, target_bounds.y,
BOARD_PADDING, target_bounds.height, opening_color);
}
if (target_x + target_block.width == state.current_state.width) {
// Right opening
DrawRectangle(target_bounds.x + target_bounds.width, target_bounds.y,
BOARD_PADDING, target_bounds.height, RAYWHITE);
DrawRectangle(target_bounds.x + target_bounds.width, target_bounds.y,
BOARD_PADDING, target_bounds.height, opening_color);
}
if (target_y == 0) {
// Top opening
DrawRectangle(target_bounds.x, target_bounds.y - BOARD_PADDING,
target_bounds.width, BOARD_PADDING, RAYWHITE);
DrawRectangle(target_bounds.x, target_bounds.y - BOARD_PADDING,
target_bounds.width, BOARD_PADDING, opening_color);
}
if (target_y + target_block.height == state.current_state.height) {
// Bottom opening
DrawRectangle(target_bounds.x, target_bounds.y + target_bounds.height,
target_bounds.width, BOARD_PADDING, RAYWHITE);
DrawRectangle(target_bounds.x, target_bounds.y + target_bounds.height,
target_bounds.width, BOARD_PADDING, opening_color);
}
}
// Draw empty cells. Also set hovered blocks
input.hov_x = -1;
input.hov_y = -1;
for (int x = 0; x < board_grid.columns; ++x) {
for (int y = 0; y < board_grid.rows; ++y) {
DrawRectangleRec(board_grid.SquareBounds(x, y, 1, 1), RAYWHITE);
Rectangle hov_bounds = board_grid.SquareBounds(x, y, 1, 1);
hov_bounds.x -= BOARD_PADDING;
hov_bounds.y -= BOARD_PADDING;
hov_bounds.width += BOARD_PADDING;
hov_bounds.height += BOARD_PADDING;
if (CheckCollisionPointRec(GetMousePosition() - Vector2(0, MENU_HEIGHT),
hov_bounds)) {
input.hov_x = x;
input.hov_y = y;
}
}
}
// Draw blocks
for (const Block &block : state.current_state) {
Color c = BLOCK_COLOR;
if (block.target) {
c = TARGET_BLOCK_COLOR;
} else if (block.immovable) {
c = WALL_COLOR;
}
DrawBoardBlock(block.x, block.y, block.width, block.height, c,
!block.immovable);
}
// Draw block placing
if (input.editing && input.has_block_add_xy) {
if (input.hov_x >= 0 && input.hov_x < state.current_state.width &&
input.hov_y >= 0 && input.hov_y < state.current_state.height &&
input.hov_x >= input.block_add_x && input.hov_y >= input.block_add_y) {
bool collides = false;
for (const Block &block : state.current_state) {
if (block.Collides(Block(input.block_add_x, input.block_add_y,
input.hov_x - input.block_add_x + 1,
input.hov_y - input.block_add_y + 1, false))) {
collides = true;
break;
}
}
if (!collides) {
DrawBoardBlock(input.block_add_x, input.block_add_y,
input.hov_x - input.block_add_x + 1,
input.hov_y - input.block_add_y + 1, PURPLE, false);
}
}
}
}
auto Gui::DrawGraphOverlay(int fps, int ups) -> void {
graph_overlay_grid.UpdateBounds(GetScreenWidth() / 2, MENU_HEIGHT);
DrawLabel(graph_overlay_grid.Bounds(0, 0, 1, 1),
std::format("Dist: {:0>7.2f}", camera.distance), BLACK);
DrawLabel(graph_overlay_grid.Bounds(0, 1, 1, 1),
std::format("FoV: {:0>6.2f}", camera.fov), BLACK);
DrawLabel(graph_overlay_grid.Bounds(0, 2, 1, 1),
std::format("FPS: {:0>3}", fps), LIME);
DrawLabel(graph_overlay_grid.Bounds(0, 3, 1, 1),
std::format("UPS: {:0>3}", ups), ORANGE);
}
auto Gui::Update() -> void { input.disable = WindowOpen(); }

View File

@ -1,483 +0,0 @@
#include "input.hpp"
#include "config.hpp"
#include <algorithm>
#include <print>
#include <raylib.h>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto InputHandler::InitHandlers() -> void {
// The order matters if multiple handlers are registered to the same key
RegisterGenericHandler(&InputHandler::CameraPan);
RegisterGenericHandler(&InputHandler::CameraRotate);
RegisterGenericHandler(&InputHandler::CameraZoom);
RegisterGenericHandler(&InputHandler::CameraFov);
RegisterGenericHandler(&InputHandler::MouseHover);
RegisterMousePressedHandler(MOUSE_BUTTON_LEFT, &InputHandler::CameraStartPan);
RegisterMousePressedHandler(MOUSE_BUTTON_LEFT, &InputHandler::SelectBlock);
RegisterMousePressedHandler(MOUSE_BUTTON_LEFT, &InputHandler::AddBlock);
RegisterMousePressedHandler(MOUSE_BUTTON_LEFT, &InputHandler::StartAddBlock);
RegisterMousePressedHandler(MOUSE_BUTTON_RIGHT,
&InputHandler::CameraStartRotate);
RegisterMousePressedHandler(MOUSE_BUTTON_RIGHT, &InputHandler::RemoveBlock);
RegisterMousePressedHandler(MOUSE_BUTTON_RIGHT, &InputHandler::ClearAddBlock);
RegisterMousePressedHandler(MOUSE_BUTTON_MIDDLE, &InputHandler::PlaceGoal);
RegisterMouseReleasedHandler(MOUSE_BUTTON_LEFT, &InputHandler::CameraStopPan);
RegisterMouseReleasedHandler(MOUSE_BUTTON_RIGHT,
&InputHandler::CameraStopRotate);
RegisterKeyPressedHandler(KEY_W, &InputHandler::MoveBlockNor);
RegisterKeyPressedHandler(KEY_D, &InputHandler::MoveBlockEas);
RegisterKeyPressedHandler(KEY_S, &InputHandler::MoveBlockSou);
RegisterKeyPressedHandler(KEY_A, &InputHandler::MoveBlockWes);
RegisterKeyPressedHandler(KEY_P, &InputHandler::PrintState);
RegisterKeyPressedHandler(KEY_N, &InputHandler::PreviousPreset);
RegisterKeyPressedHandler(KEY_M, &InputHandler::NextPreset);
RegisterKeyPressedHandler(KEY_R, &InputHandler::ResetState);
RegisterKeyPressedHandler(KEY_G, &InputHandler::FillGraph);
RegisterKeyPressedHandler(KEY_C, &InputHandler::ClearGraph);
RegisterKeyPressedHandler(KEY_I, &InputHandler::ToggleMarkSolutions);
RegisterKeyPressedHandler(KEY_O, &InputHandler::ToggleConnectSolutions);
RegisterKeyPressedHandler(KEY_U, &InputHandler::ToggleMarkPath);
RegisterKeyPressedHandler(KEY_SPACE, &InputHandler::MakeOptimalMove);
RegisterKeyPressedHandler(KEY_V, &InputHandler::GoToWorstState);
RegisterKeyPressedHandler(KEY_B, &InputHandler::GoToNearestTarget);
RegisterKeyPressedHandler(KEY_BACKSPACE, &InputHandler::UndoLastMove);
RegisterKeyPressedHandler(KEY_F, &InputHandler::ToggleRestrictedMovement);
RegisterKeyPressedHandler(KEY_T, &InputHandler::ToggleTargetBlock);
RegisterKeyPressedHandler(KEY_Y, &InputHandler::ToggleWallBlock);
RegisterKeyPressedHandler(KEY_UP, &InputHandler::AddBoardRow);
RegisterKeyPressedHandler(KEY_RIGHT, &InputHandler::AddBoardColumn);
RegisterKeyPressedHandler(KEY_DOWN, &InputHandler::RemoveBoardRow);
RegisterKeyPressedHandler(KEY_LEFT, &InputHandler::RemoveBoardColumn);
RegisterKeyPressedHandler(KEY_TAB, &InputHandler::ToggleEditing);
RegisterKeyPressedHandler(KEY_L, &InputHandler::ToggleCameraLock);
RegisterKeyPressedHandler(KEY_LEFT_ALT,
&InputHandler::ToggleCameraProjection);
RegisterKeyPressedHandler(KEY_X, &InputHandler::ClearGoal);
}
auto InputHandler::MouseInMenuPane() -> bool { return mouse.y < MENU_HEIGHT; }
auto InputHandler::MouseInBoardPane() -> bool {
return mouse.x < GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT;
}
auto InputHandler::MouseInGraphPane() -> bool {
return mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT;
}
auto InputHandler::MouseHover() -> void {
last_mouse = mouse;
mouse = GetMousePosition();
}
auto InputHandler::CameraStartPan() -> void {
if (!MouseInGraphPane()) {
return;
}
camera_panning = true;
// Enable this if the camera should be pannable even when locked (releasing
// the lock in the process):
// camera_lock = false;
}
auto InputHandler::CameraPan() -> void {
if (camera_panning) {
camera.Pan(last_mouse, mouse);
}
}
auto InputHandler::CameraStopPan() -> void { camera_panning = false; }
auto InputHandler::CameraStartRotate() -> void {
if (!MouseInGraphPane()) {
return;
}
camera_rotating = true;
}
auto InputHandler::CameraRotate() -> void {
if (camera_rotating) {
camera.Rotate(last_mouse, mouse);
}
}
auto InputHandler::CameraStopRotate() -> void { camera_rotating = false; }
auto InputHandler::CameraZoom() -> void {
if (!MouseInGraphPane() || IsKeyDown(KEY_LEFT_CONTROL)) {
return;
}
float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
camera.distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
} else {
camera.distance -= wheel * ZOOM_SPEED;
}
}
auto InputHandler::CameraFov() -> void {
if (!MouseInGraphPane() || !IsKeyDown(KEY_LEFT_CONTROL) ||
IsKeyDown(KEY_LEFT_SHIFT)) {
return;
}
float wheel = GetMouseWheelMove();
camera.fov -= wheel * FOV_SPEED;
}
auto InputHandler::ToggleCameraLock() -> void {
if (!camera_lock) {
camera_panning = false;
}
camera_lock = !camera_lock;
}
auto InputHandler::ToggleCameraProjection() -> void {
camera.projection = camera.projection == CAMERA_PERSPECTIVE
? CAMERA_ORTHOGRAPHIC
: CAMERA_PERSPECTIVE;
}
auto InputHandler::SelectBlock() -> void {
if (state.current_state.GetBlock(hov_x, hov_y).IsValid()) {
sel_x = hov_x;
sel_y = hov_y;
}
}
auto InputHandler::StartAddBlock() -> void {
if (!editing || state.current_state.GetBlock(hov_x, hov_y).IsValid() ||
has_block_add_xy) {
return;
}
if (hov_x >= 0 && hov_x < state.current_state.width && hov_y >= 0 &&
hov_y < state.current_state.height) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
auto InputHandler::ClearAddBlock() -> void {
if (!editing || !has_block_add_xy) {
return;
}
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
auto InputHandler::AddBlock() -> void {
if (!editing || state.current_state.GetBlock(hov_x, hov_y).IsValid() ||
!has_block_add_xy) {
return;
}
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 <= state.current_state.width &&
block_add_y >= 0 &&
block_add_y + block_add_height <= state.current_state.height) {
bool success = state.current_state.AddBlock(Block(
block_add_x, block_add_y, block_add_width, block_add_height, false));
if (success) {
sel_x = block_add_x;
sel_y = block_add_y;
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.ClearGraph();
state.edited = true;
}
}
}
auto InputHandler::RemoveBlock() -> void {
Block block = state.current_state.GetBlock(hov_x, hov_y);
if (!editing || has_block_add_xy || !block.IsValid() ||
!state.current_state.RemoveBlock(hov_x, hov_y)) {
return;
}
if (block.Covers(sel_x, sel_y)) {
sel_x = 0;
sel_y = 0;
}
state.ClearGraph();
state.edited = true;
}
auto InputHandler::PlaceGoal() -> void {
if (!editing || hov_x < 0 || hov_x >= state.current_state.width ||
hov_y < 0 || hov_y >= state.current_state.height) {
return;
}
if (state.current_state.SetGoal(hov_x, hov_y)) {
// We can't just call state.FindWinningStates() because the
// state is entirely different if it has a different win condition.
state.ClearGraph();
}
}
auto InputHandler::MoveBlockNor() -> void {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
}
auto InputHandler::MoveBlockEas() -> void {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
}
auto InputHandler::MoveBlockSou() -> void {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
}
auto InputHandler::MoveBlockWes() -> void {
if (state.current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
}
auto InputHandler::PrintState() const -> void {
std::println("State: \"{}\"", state.current_state.state);
Block sel = state.current_state.GetBlock(sel_x, sel_y);
int idx = state.current_state.GetIndex(sel.x, sel.y) - State::prefix;
if (sel.IsValid()) {
std::println("Sel: \"{}{}{}{}\"",
state.current_state.state.substr(0, State::prefix),
std::string(idx, '.'), sel.ToString(),
std::string(state.current_state.state.length() - idx -
State::prefix - 2,
'.'));
}
}
auto InputHandler::PreviousPreset() -> void {
if (editing) {
return;
}
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.PreviousPreset();
}
auto InputHandler::NextPreset() -> void {
if (editing) {
return;
}
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.NextPreset();
}
auto InputHandler::ResetState() -> void {
if (editing) {
return;
}
state.ResetState();
}
auto InputHandler::FillGraph() -> void { state.FillGraph(); }
auto InputHandler::ClearGraph() -> void { state.ClearGraph(); }
auto InputHandler::ToggleMarkSolutions() -> void {
mark_solutions = !mark_solutions;
}
auto InputHandler::ToggleConnectSolutions() -> void {
connect_solutions = !connect_solutions;
}
auto InputHandler::ToggleMarkPath() -> void { mark_path = !mark_path; }
auto InputHandler::MakeOptimalMove() -> void { state.NextPath(); }
auto InputHandler::GoToWorstState() -> void { state.GoToWorst(); }
auto InputHandler::GoToNearestTarget() -> void { state.GoToNearestTarget(); }
auto InputHandler::UndoLastMove() -> void { state.PopHistory(); }
auto InputHandler::ToggleRestrictedMovement() -> void {
if (!editing) {
return;
}
state.current_state.ToggleRestricted();
state.ClearGraph();
state.edited = true;
}
auto InputHandler::ToggleTargetBlock() -> void {
if (!editing) {
return;
}
state.current_state.ToggleTarget(sel_x, sel_y);
state.ClearGraph();
state.edited = true;
}
auto InputHandler::ToggleWallBlock() -> void {
if (!editing) {
return;
}
state.current_state.ToggleWall(sel_x, sel_y);
state.ClearGraph();
state.edited = true;
}
auto InputHandler::RemoveBoardColumn() -> void {
if (!editing || state.current_state.width <= 1) {
return;
}
state.current_state = state.current_state.RemoveColumn();
state.ClearGraph();
state.edited = true;
}
auto InputHandler::AddBoardColumn() -> void {
if (!editing || state.current_state.width >= 9) {
return;
}
state.current_state = state.current_state.AddColumn();
state.ClearGraph();
state.edited = true;
}
auto InputHandler::RemoveBoardRow() -> void {
if (!editing || state.current_state.height <= 1) {
return;
}
state.current_state = state.current_state.RemoveRow();
state.ClearGraph();
state.edited = true;
}
auto InputHandler::AddBoardRow() -> void {
if (!editing || state.current_state.height >= 9) {
return;
}
state.current_state = state.current_state.AddRow();
state.ClearGraph();
state.edited = true;
}
auto InputHandler::ToggleEditing() -> void {
if (editing) {
has_block_add_xy = false;
block_add_x = -1;
block_add_y = -1;
}
editing = !editing;
}
auto InputHandler::ClearGoal() -> void {
if (!editing) {
return;
}
state.current_state.ClearGoal();
state.ClearGraph();
state.edited = true;
}
auto InputHandler::RegisterGenericHandler(
std::function<void(InputHandler &)> handler) -> void {
generic_handlers.push_back({handler});
}
auto InputHandler::RegisterMousePressedHandler(
MouseButton button, std::function<void(InputHandler &)> handler) -> void {
mouse_pressed_handlers.push_back({handler, button});
}
auto InputHandler::RegisterMouseReleasedHandler(
MouseButton button, std::function<void(InputHandler &)> handler) -> void {
mouse_released_handlers.push_back({handler, button});
}
auto InputHandler::RegisterKeyPressedHandler(
KeyboardKey key, std::function<void(InputHandler &)> handler) -> void {
key_pressed_handlers.push_back({handler, key});
}
auto InputHandler::RegisterKeyReleasedHandler(
KeyboardKey key, std::function<void(InputHandler &)> handler) -> void {
key_released_handlers.push_back({handler, key});
}
auto InputHandler::HandleInput() -> void {
if (disable) {
return;
}
for (const GenericHandler &handler : generic_handlers) {
handler.handler(*this);
}
for (const MouseHandler &handler : mouse_pressed_handlers) {
if (IsMouseButtonPressed(handler.button)) {
handler.handler(*this);
}
}
for (const MouseHandler &handler : mouse_released_handlers) {
if (IsMouseButtonReleased(handler.button)) {
handler.handler(*this);
}
}
for (const KeyboardHandler &handler : key_pressed_handlers) {
if (IsKeyPressed(handler.key)) {
handler.handler(*this);
}
}
for (const KeyboardHandler &handler : key_released_handlers) {
if (IsKeyReleased(handler.key)) {
handler.handler(*this);
}
}
}

639
src/input_handler.cpp Normal file
View File

@ -0,0 +1,639 @@
#include "input_handler.hpp"
#include "config.hpp"
#include <raylib.h>
auto input_handler::init_handlers() -> void
{
// The order matters if multiple handlers are registered to the same key
register_generic_handler(&input_handler::camera_pan);
register_generic_handler(&input_handler::camera_rotate);
register_generic_handler(&input_handler::camera_zoom);
register_generic_handler(&input_handler::camera_fov);
register_generic_handler(&input_handler::mouse_hover);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::camera_start_pan);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::select_block);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::add_block);
register_mouse_pressed_handler(MOUSE_BUTTON_LEFT, &input_handler::start_add_block);
register_mouse_pressed_handler(MOUSE_BUTTON_MIDDLE, &input_handler::place_goal);
register_mouse_pressed_handler(MOUSE_BUTTON_MIDDLE, &input_handler::select_state);
register_mouse_pressed_handler(MOUSE_BUTTON_RIGHT, &input_handler::camera_start_rotate);
register_mouse_pressed_handler(MOUSE_BUTTON_RIGHT, &input_handler::remove_block);
register_mouse_pressed_handler(MOUSE_BUTTON_RIGHT, &input_handler::clear_add_block);
register_mouse_released_handler(MOUSE_BUTTON_LEFT, &input_handler::camera_stop_pan);
register_mouse_released_handler(MOUSE_BUTTON_RIGHT, &input_handler::camera_stop_rotate);
register_key_pressed_handler(KEY_W, &input_handler::move_block_nor);
register_key_pressed_handler(KEY_D, &input_handler::move_block_eas);
register_key_pressed_handler(KEY_S, &input_handler::move_block_sou);
register_key_pressed_handler(KEY_A, &input_handler::move_block_wes);
register_key_pressed_handler(KEY_N, &input_handler::load_previous_preset);
register_key_pressed_handler(KEY_M, &input_handler::load_next_preset);
register_key_pressed_handler(KEY_R, &input_handler::goto_starting_state);
register_key_pressed_handler(KEY_V, &input_handler::goto_most_distant_state);
register_key_pressed_handler(KEY_B, &input_handler::goto_closest_target_state);
register_key_pressed_handler(KEY_SPACE, &input_handler::goto_optimal_next_state);
register_key_pressed_handler(KEY_BACKSPACE, &input_handler::goto_previous_state);
register_key_pressed_handler(KEY_G, &input_handler::populate_graph);
register_key_pressed_handler(KEY_C, &input_handler::clear_graph);
register_key_pressed_handler(KEY_I, &input_handler::toggle_mark_solutions);
register_key_pressed_handler(KEY_O, &input_handler::toggle_connect_solutions);
register_key_pressed_handler(KEY_Z, &input_handler::toggle_color_by_distance);
register_key_pressed_handler(KEY_TAB, &input_handler::toggle_editing);
register_key_pressed_handler(KEY_F, &input_handler::toggle_restricted_movement);
register_key_pressed_handler(KEY_T, &input_handler::toggle_target_block);
register_key_pressed_handler(KEY_Y, &input_handler::toggle_wall_block);
register_key_pressed_handler(KEY_UP, &input_handler::add_board_row);
register_key_pressed_handler(KEY_RIGHT, &input_handler::add_board_column);
register_key_pressed_handler(KEY_DOWN, &input_handler::remove_board_row);
register_key_pressed_handler(KEY_LEFT, &input_handler::remove_board_column);
register_key_pressed_handler(KEY_X, &input_handler::clear_goal);
register_key_pressed_handler(KEY_P, &input_handler::print_state);
register_key_pressed_handler(KEY_S, &input_handler::save_preset); // + CTRL
register_key_pressed_handler(KEY_L, &input_handler::toggle_camera_lock);
register_key_pressed_handler(KEY_LEFT_ALT, &input_handler::toggle_camera_projection);
register_key_pressed_handler(KEY_U, &input_handler::toggle_camera_mass_center_lock);
}
auto input_handler::mouse_in_menu_pane() const -> bool
{
return mouse.y < MENU_HEIGHT;
}
auto input_handler::mouse_in_board_pane() const -> bool
{
return mouse.x < GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT;
}
auto input_handler::mouse_in_graph_pane() const -> bool
{
return mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT;
}
auto input_handler::mouse_hover() -> void
{
last_mouse = mouse;
mouse = GetMousePosition();
}
auto input_handler::camera_start_pan() -> void
{
if (!mouse_in_graph_pane()) {
return;
}
camera_panning = true;
// Enable this if the camera should be pannable even when locked (releasing the lock in the
// process): camera_lock = false;
}
auto input_handler::camera_pan() const -> void
{
if (camera_panning) {
camera.pan(last_mouse, mouse);
}
}
auto input_handler::camera_stop_pan() -> void
{
camera_panning = false;
}
auto input_handler::camera_start_rotate() -> void
{
if (!mouse_in_graph_pane()) {
return;
}
camera_rotating = true;
}
auto input_handler::camera_rotate() const -> void
{
if (camera_rotating) {
camera.rotate(last_mouse, mouse);
}
}
auto input_handler::camera_stop_rotate() -> void
{
camera_rotating = false;
}
auto input_handler::camera_zoom() const -> void
{
if (!mouse_in_graph_pane() || IsKeyDown(KEY_LEFT_CONTROL) || camera.projection == CAMERA_ORTHOGRAPHIC) {
return;
}
const float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
camera.distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
} else {
camera.distance -= wheel * ZOOM_SPEED;
}
}
auto input_handler::camera_fov() const -> void
{
if (!mouse_in_graph_pane() || !IsKeyDown(KEY_LEFT_CONTROL)) {
return;
}
const float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
camera.fov -= wheel * FOV_SPEED * FOV_MULTIPLIER;
} else {
camera.fov -= wheel * FOV_SPEED;
}
}
auto input_handler::select_block() -> void
{
const puzzle& current = state.get_current_state();
if (current.try_get_block(hov_x, hov_y)) {
sel_x = hov_x;
sel_y = hov_y;
}
}
auto input_handler::start_add_block() -> void
{
const puzzle& current = state.get_current_state();
if (!editing || current.try_get_block(hov_x, hov_y) || has_block_add_xy || current.block_count() >=
puzzle::MAX_BLOCKS) {
return;
}
if (hov_x >= 0 && hov_x < current.get_width() && hov_y >= 0 && hov_y < current.get_height()) {
block_add_x = hov_x;
block_add_y = hov_y;
has_block_add_xy = true;
}
}
auto input_handler::clear_add_block() -> void
{
if (!editing || !has_block_add_xy) {
return;
}
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
}
auto input_handler::add_block() -> void
{
const puzzle& current = state.get_current_state();
if (!editing || current.try_get_block(hov_x, hov_y) || !has_block_add_xy || current.block_count() >=
puzzle::MAX_BLOCKS) {
return;
}
const int block_add_width = hov_x - block_add_x + 1;
const 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 (current.covers(block_add_x, block_add_y, block_add_width, block_add_height)) {
const std::optional<puzzle>& next = current.try_add_block(
block(block_add_x, block_add_y, block_add_width, block_add_height, false));
if (next) {
sel_x = block_add_x;
sel_y = block_add_y;
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.edit_starting_state(*next);
}
}
}
auto input_handler::remove_block() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<block>& b = current.try_get_block(hov_x, hov_y);
if (!editing || has_block_add_xy || !b) {
return;
}
const std::optional<puzzle>& next = current.try_remove_block(hov_x, hov_y);
if (!next) {
return;
}
// Reset selection if we removed the selected block
if (b->covers(sel_x, sel_y)) {
sel_x = 0;
sel_y = 0;
}
state.edit_starting_state(*next);
}
auto input_handler::place_goal() const -> void
{
const puzzle& current = state.get_current_state();
if (!editing || !mouse_in_board_pane() || !current.covers(hov_x, hov_y)) {
return;
}
const std::optional<puzzle>& next = current.try_set_goal(hov_x, hov_y);
if (!next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::select_state() const -> void
{
if (!mouse_in_graph_pane() || collision_mass == static_cast<size_t>(-1)) {
return;
}
const puzzle& selected = state.get_state(collision_mass);
state.update_current_state(selected);
}
auto input_handler::toggle_camera_lock() -> void
{
if (!camera_lock) {
camera_panning = false;
}
camera_lock = !camera_lock;
}
auto input_handler::toggle_camera_mass_center_lock() -> void
{
if (!camera_mass_center_lock) {
camera_lock = true;
camera_panning = false;
}
camera_mass_center_lock = !camera_mass_center_lock;
}
auto input_handler::toggle_camera_projection() const -> void
{
camera.projection = camera.projection == CAMERA_PERSPECTIVE ? CAMERA_ORTHOGRAPHIC : CAMERA_PERSPECTIVE;
}
auto input_handler::move_block_nor() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, nor);
if (!next) {
return;
}
sel_y--;
state.update_current_state(*next);
}
auto input_handler::move_block_wes() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, wes);
if (!next) {
return;
}
sel_x--;
state.update_current_state(*next);
}
auto input_handler::move_block_sou() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, sou);
if (!next) {
return;
}
sel_y++;
state.update_current_state(*next);
}
auto input_handler::move_block_eas() -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_move_block_at(sel_x, sel_y, eas);
if (!next) {
return;
}
sel_x++;
state.update_current_state(*next);
}
auto input_handler::print_state() const -> void
{
infoln("State: \"{}\"", state.get_current_state().string_repr());
}
auto input_handler::load_previous_preset() -> void
{
if (editing) {
return;
}
const auto handler = [&]
{
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.load_previous_preset();
};
if (state.was_edited()) {
ui_commands.emplace(show_yes_no_message{"Switch Preset?", "Edits Will Be Lost.", handler});
} else {
handler();
}
}
auto input_handler::load_next_preset() -> void
{
if (editing) {
return;
}
const auto handler = [&]
{
block_add_x = -1;
block_add_y = -1;
has_block_add_xy = false;
state.load_next_preset();
};
if (state.was_edited()) {
ui_commands.emplace(show_yes_no_message{"Switch Preset?", "Edits Will Be Lost.", handler});
} else {
handler();
}
}
auto input_handler::goto_starting_state() -> void
{
const auto handler = [&]
{
state.goto_starting_state();
sel_x = 0;
sel_y = 0;
};
ui_commands.emplace(show_yes_no_message{"Reset Board?", "This Clears the Move History.", handler});
}
auto input_handler::populate_graph() const -> void
{
state.populate_graph();
}
auto input_handler::clear_graph() -> void
{
const auto handler = [&]
{
state.clear_graph_and_add_current();
};
ui_commands.emplace(show_yes_no_message{"Clear Graph?", "This Clears the Move History.", handler});
}
auto input_handler::toggle_mark_solutions() -> void
{
mark_solutions = !mark_solutions;
}
auto input_handler::toggle_connect_solutions() -> void
{
connect_solutions = !connect_solutions;
}
auto input_handler::toggle_color_by_distance() -> void
{
color_by_distance = !color_by_distance;
}
auto input_handler::toggle_mark_path() -> void
{
mark_path = !mark_path;
}
auto input_handler::goto_optimal_next_state() const -> void
{
state.goto_optimal_next_state();
}
auto input_handler::goto_most_distant_state() const -> void
{
state.goto_most_distant_state();
}
auto input_handler::goto_closest_target_state() const -> void
{
state.goto_closest_target_state();
}
auto input_handler::goto_previous_state() const -> void
{
state.goto_previous_state();
}
auto input_handler::toggle_restricted_movement() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.toggle_restricted();
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_target_block() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_toggle_target(sel_x, sel_y);
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_wall_block() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_toggle_wall(sel_x, sel_y);
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::remove_board_column() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_remove_column();
if (!editing || current.get_width() <= puzzle::MIN_WIDTH || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::add_board_column() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_add_column();
if (!editing || current.get_width() >= puzzle::MAX_WIDTH || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::remove_board_row() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_remove_row();
if (!editing || current.get_height() <= puzzle::MIN_HEIGHT || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::add_board_row() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.try_add_row();
if (!editing || current.get_height() >= puzzle::MAX_HEIGHT || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::toggle_editing() -> void
{
if (editing) {
has_block_add_xy = false;
block_add_x = -1;
block_add_y = -1;
}
editing = !editing;
}
auto input_handler::clear_goal() const -> void
{
const puzzle& current = state.get_current_state();
const std::optional<puzzle>& next = current.clear_goal();
if (!editing || !next) {
return;
}
state.edit_starting_state(*next);
}
auto input_handler::save_preset() -> void
{
if (!IsKeyDown(KEY_LEFT_CONTROL)) {
return;
}
if (const std::optional<std::string>& reason = state.get_current_state().try_get_invalid_reason()) {
ui_commands.emplace(show_ok_message{"Can't Save Preset", std::format("Invalid Board: {}.", *reason)});
} else {
ui_commands.emplace(show_save_preset_window{});
}
}
auto input_handler::register_generic_handler(const std::function<void(input_handler&)>& handler) -> void
{
generic_handlers.push_back({handler});
}
auto input_handler::register_mouse_pressed_handler(const MouseButton button,
const std::function<void(input_handler&)>& handler) -> void
{
mouse_pressed_handlers.push_back({{handler}, button});
}
auto input_handler::register_mouse_released_handler(const MouseButton button,
const std::function<void(input_handler&)>& handler) -> void
{
mouse_released_handlers.push_back({{handler}, button});
}
auto input_handler::register_key_pressed_handler(const KeyboardKey key,
const std::function<void(input_handler&)>& handler) -> void
{
key_pressed_handlers.push_back({{handler}, key});
}
auto input_handler::register_key_released_handler(const KeyboardKey key,
const std::function<void(input_handler&)>& handler) -> void
{
key_released_handlers.push_back({{handler}, key});
}
auto input_handler::handle_input() -> void
{
if (disable) {
return;
}
for (const auto& [handler] : generic_handlers) {
handler(*this);
}
for (const mouse_handler& handler : mouse_pressed_handlers) {
if (IsMouseButtonPressed(handler.button)) {
handler.handler(*this);
}
}
for (const mouse_handler& handler : mouse_released_handlers) {
if (IsMouseButtonReleased(handler.button)) {
handler.handler(*this);
}
}
for (const keyboard_handler& handler : key_pressed_handlers) {
if (IsKeyPressed(handler.key)) {
handler.handler(*this);
}
}
for (const keyboard_handler& handler : key_released_handlers) {
if (IsKeyReleased(handler.key)) {
handler.handler(*this);
}
}
}

82
src/load_save.cpp Normal file
View File

@ -0,0 +1,82 @@
#include "load_save.hpp"
#include <fstream>
auto parse_preset_file(const std::string& preset_file) -> std::pair<std::vector<puzzle>, std::vector<std::string>>
{
std::fstream file(preset_file, std::ios::in);
if (!file) {
infoln("Preset file \"{}\" couldn't be opened.", preset_file);
return {};
}
std::string line;
std::vector<std::string> comment_lines;
std::vector<std::string> preset_lines;
while (std::getline(file, line)) {
if (line.starts_with("S")) {
preset_lines.push_back(line);
} else if (line.starts_with("#")) {
comment_lines.push_back(line);
}
}
if (preset_lines.empty() || comment_lines.size() != preset_lines.size()) {
infoln("Preset file \"{}\" couldn't be opened.", preset_file);
return {};
}
std::vector<puzzle> preset_states;
for (const auto& preset : preset_lines) {
// Each char is a bit
const puzzle& p = puzzle(preset);
if (const std::optional<std::string>& reason = p.try_get_invalid_reason()) {
infoln("Preset file \"{}\" contained invalid presets: {}", preset_file, *reason);
return {};
}
preset_states.emplace_back(p);
}
infoln("Loaded {} presets from \"{}\".", preset_lines.size(), preset_file);
return {preset_states, comment_lines};
}
auto append_preset_file(const std::string& preset_file, const std::string& preset_name, const puzzle& p) -> bool
{
infoln(R"(Saving preset "{}" to "{}")", preset_name, preset_file);
if (p.try_get_invalid_reason()) {
return false;
}
std::fstream file(preset_file, std::ios_base::app | std::ios_base::out);
if (!file) {
infoln("Preset file \"{}\" couldn't be opened.", preset_file);
return false;
}
file << "\n# " << preset_name << "\n" << p.string_repr() << std::flush;
return true;
}
auto append_preset_file_quiet(const std::string& preset_file,
const std::string& preset_name,
const puzzle& p,
const bool validate) -> bool
{
if (validate && p.try_get_invalid_reason()) {
return false;
}
std::fstream file(preset_file, std::ios_base::app | std::ios_base::out);
if (!file) {
return false;
}
file << "\n# " << preset_name << "\n" << p.string_repr() << std::flush;
return true;
}

View File

@ -1,130 +1,406 @@
#include "config.hpp"
#include "input_handler.hpp"
#include "cpu_layout_engine.hpp"
#include "renderer.hpp"
#include "state_manager.hpp"
#include "user_interface.hpp"
#include <chrono>
#include <mutex>
#include <GL/glew.h>
#include <raylib.h>
#include <raymath.h>
#include <filesystem>
#include "config.hpp"
#include "gui.hpp"
#include "input.hpp"
#include "physics.hpp"
#include "renderer.hpp"
#include "state.hpp"
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#if not defined(_WIN32)
#include <boost/program_options.hpp>
namespace po = boost::program_options;
#endif
// TODO: Click states in the graph to display them in the board
// NOTE: Tracy uses a huge amount of memory. For longer testing disable Tracy.
auto main(int argc, char *argv[]) -> int {
std::string preset_file;
if (argc != 2) {
preset_file = "default.puzzle";
} else {
preset_file = argv[1];
}
// RayLib window setup
SetTraceLogLevel(LOG_ERROR);
SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// Game setup
ThreadedPhysics physics;
StateManager state(physics, preset_file);
OrbitCamera3D camera;
InputHandler input(state, camera);
Gui gui(input, state, camera);
Renderer renderer(camera, state, input, gui);
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> fps_accumulator(0);
unsigned int loop_iterations = 0;
unsigned int fps = 0;
unsigned int ups = 0; // Read from physics
std::vector<Vector3> masses; // Read from physics
// Game loop
while (!WindowShouldClose()) {
#ifdef TRACY
FrameMarkStart("MainThread");
#endif
// Time tracking
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> deltatime = now - last;
fps_accumulator += deltatime;
last = now;
// Input update
input.HandleInput();
state.UpdateGraph(); // Add state added after user input
// Read positions from physics thread
#ifdef TRACY
FrameMarkStart("MainThreadConsumeLock");
#endif
{
#ifdef TRACY
std::unique_lock<LockableBase(std::mutex)> lock(physics.state.data_mtx);
#else
std::unique_lock<std::mutex> lock(physics.state.data_mtx);
#endif
ups = physics.state.ups;
// Only copy data if any has been produced
if (physics.state.data_ready) {
masses = physics.state.masses;
physics.state.data_ready = false;
physics.state.data_consumed = true;
lock.unlock();
// Notify the physics thread that data has been consumed
physics.state.data_consumed_cnd.notify_all();
}
}
#ifdef TRACY
FrameMarkEnd("MainThreadConsumeLock");
#endif
// Update the camera after the physics, so target lock is smooth
std::size_t current_index = state.CurrentMassIndex();
if (masses.size() > current_index) {
const Mass &current_mass = masses.at(current_index);
camera.Update(current_mass.position, input.camera_lock);
}
// Rendering
renderer.UpdateTextureSizes();
renderer.DrawMassSprings(masses);
renderer.DrawKlotski();
renderer.DrawMenu(masses);
renderer.DrawTextures(fps, ups);
if (fps_accumulator.count() > 1.0) {
// Update each second
fps = loop_iterations;
loop_iterations = 0;
fps_accumulator = std::chrono::duration<double>(0);
}
++loop_iterations;
#ifdef TRACY
FrameMark;
FrameMarkEnd("MainThread");
#endif
}
CloseWindow();
return 0;
// Threadpool setup
#ifdef THREADPOOL
auto set_pool_thread_name(size_t idx) -> void
{
BS::this_thread::set_os_thread_name(std::format("worker-{}", idx));
}
BS::thread_pool<> threads(std::thread::hardware_concurrency() - 2, set_pool_thread_name);
constexpr threadpool thread_pool = &threads;
#else
constexpr threadpool thread_pool = std::nullopt;
#endif
// Argparse defaults
std::string preset_file = "default.puzzle";
std::string output_file = "clusters.puzzle";
int max_blocks = 5;
int min_moves = 10;
// Puzzle space setup
int board_width;
int board_height;
int goal_x;
int goal_y;
bool restricted;
blockset2 permitted_blocks;
block target_block;
std::tuple<u8, u8, u8, u8> target_block_pos_range;
// TODO: Export cluster to graphviz
// TODO: Fix naming:
// - Target: The block that has to leave the board to win
// - Goal: The opening in the board for the target
// - Puzzle (not board or state): A puzzle configuration (width, height, goal_x, goal_y, restricted, goal)
// - Block: A puzzle block (x, y, width, height, target, immovable)
// - Puzzle State: A specific puzzle state (width, height, goal_x, goal_y, restricted, goal, blocks)
// - Cluster: A graph of puzzle states connected by moves, generated from a specific Puzzle State
// - Puzzle Space: A number of Clusters generated from a generic Puzzle
// TODO: Add state space generation time to debug overlay
// TODO: Move selection accordingly when undoing moves (need to diff two states and get the moved blocks)
auto ui_mode() -> int
{
// RayLib window setup
SetTraceLogLevel(LOG_ERROR);
SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// GLEW setup
glewExperimental = GL_TRUE;
const GLenum glew_err = glewInit();
if (glew_err != GLEW_OK) {
TraceLog(LOG_FATAL, "Failed to initialize GLEW: %s", glewGetErrorString(glew_err));
}
// Game setup
cpu_layout_engine physics(thread_pool);
state_manager state(physics, preset_file);
orbit_camera camera;
input_handler input(state, camera);
user_interface gui(input, state, camera);
renderer renderer(camera, state, input, gui);
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> fps_accumulator(0);
int loop_iterations = 0;
int fps = 0;
int ups = 0; // Read from physics
Vector3 mass_center; // Read from physics
std::vector<Vector3> masses; // Read from physics
size_t mass_count = 0;
size_t spring_count = 0;
// Game loop
while (!WindowShouldClose()) {
#ifdef TRACY
FrameMarkStart("MainThread");
#endif
// Time tracking
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> delta_time = now - last;
fps_accumulator += delta_time;
last = now;
// Input update
input.handle_input();
// Read positions from physics thread
#ifdef TRACY
FrameMarkStart("MainThreadConsumeLock");
#endif
{
#ifdef TRACY
std::unique_lock<LockableBase(std::mutex)> lock(physics.state.data_mtx);
#else
std::unique_lock<std::mutex> lock(physics.state.data_mtx);
#endif
ups = physics.state.ups;
mass_center = physics.state.mass_center;
mass_count = physics.state.mass_count;
spring_count = physics.state.spring_count;
// Only copy data if any has been produced
if (physics.state.data_ready) {
masses = physics.state.masses;
physics.state.data_ready = false;
physics.state.data_consumed = true;
lock.unlock();
// Notify the physics thread that data has been consumed
physics.state.data_consumed_cnd.notify_all();
}
}
#ifdef TRACY
FrameMarkEnd("MainThreadConsumeLock");
#endif
// Update the camera after the physics, so target lock is smooth
size_t current_index = state.get_current_index();
if (masses.size() > current_index) {
const Vector3& current_mass = masses[current_index];
camera.update(current_mass, mass_center, input.camera_lock, input.camera_mass_center_lock);
}
// Rendering
renderer.render(masses, fps, ups, mass_count, spring_count);
if (fps_accumulator.count() > 1.0) {
// Update each second
fps = loop_iterations;
loop_iterations = 0;
fps_accumulator = std::chrono::duration<double>(0);
}
++loop_iterations;
#ifdef TRACY
FrameMark;
FrameMarkEnd("MainThread");
#endif
}
CloseWindow();
return 0;
}
auto rush_hour_puzzle_space() -> void
{
board_width = 6;
board_height = 6;
goal_x = 4;
goal_y = 2;
restricted = true;
permitted_blocks = {
block(0, 0, 2, 1, false, false),
block(0, 0, 3, 1, false, false),
block(0, 0, 1, 2, false, false),
block(0, 0, 1, 3, false, false)
};
target_block = block(0, 0, 2, 1, true, false);
target_block_pos_range = {0, goal_y, board_width - target_block.get_width(), goal_y};
}
auto klotski_puzzle_space() -> void
{
board_width = 4;
board_height = 5;
goal_x = 1;
goal_y = 3;
restricted = false;
permitted_blocks = {
block(0, 0, 1, 1, false, false),
block(0, 0, 1, 2, false, false),
block(0, 0, 2, 1, false, false),
};
target_block = block(0, 0, 2, 2, true, false);
target_block_pos_range = {
0,
0,
board_width - target_block.get_width(),
board_height - target_block.get_height(),
};
}
auto puzzle_space() -> int
{
// We don't only pick max_blocks out of n (with duplicates), but also 1 out of n, 2, 3, ... max_blocks-1 out of n
int upper_set_count = 0;
for (int i = 1; i <= max_blocks; ++i) {
upper_set_count += binom(permitted_blocks.size() + i - 1, i);
}
infoln("Exploring puzzle space:");
infoln("- Size: {}x{}", board_width, board_height);
infoln("- Goal: {},{}", goal_x, goal_y);
infoln("- Restricted: {}", restricted);
infoln("- Max Blocks: {}", max_blocks);
infoln("- Min Moves: {}", min_moves);
infoln("- Target: {}x{}", target_block.get_width(), target_block.get_height());
infoln("- Max Sets: {}", upper_set_count);
infoln("- Permitted block sizes:");
std::cout << " ";
for (const block b : permitted_blocks) {
std::cout << std::format(" {}x{},", b.get_width(), b.get_height());
}
std::cout << std::endl;
const puzzle p = puzzle(board_width, board_height, goal_x, goal_y, restricted, true);
STARTTIME;
const puzzleset result = p.explore_puzzle_space(
permitted_blocks,
target_block,
target_block_pos_range,
max_blocks,
min_moves,
thread_pool);
ENDTIME(std::format("Found {} different clusters", result.size()), std::chrono::seconds, "s");
// TODO: The exported clusters are the numerically smallest state of the cluster.
// Not the state with the longest path.
infoln("Sorting clusters...");
std::vector<puzzle> result_sorted{result.begin(), result.end()};
std::ranges::sort(result_sorted, std::ranges::greater{});
infoln("Saving clusters...");
size_t i = 0;
size_t success = 0;
std::filesystem::remove(output_file);
for (const puzzle& _p : result_sorted) {
if (append_preset_file_quiet(output_file, std::format("Cluster {}", i), _p, true)) {
++success;
}
++i;
}
if (success != result_sorted.size()) {
warnln("Saved {} of {} clusters", success, result_sorted.size());
} else {
infoln("Saved {} of {} clusters", success, result_sorted.size());
}
return 0;
}
enum class runmode
{
USER_INTERFACE,
RUSH_HOUR_PUZZLE_SPACE,
KLOTSKI_PUZZLE_SPACE,
EXIT,
};
auto argparse(const int argc, char* argv[]) -> runmode
{
#if not defined(_WIN32)
po::options_description desc("Allowed options");
desc.add_options() //
("help", "produce help message") //
("presets", po::value<std::string>()->default_value(preset_file), "load presets from file") //
("output", po::value<std::string>()->default_value(output_file), "output file for generated clusters") //
("space", po::value<std::string>()->value_name("rh|klotski"), "generate puzzle space with ruleset") //
// ("w", po::value<int>()->default_value(board_width)->value_name("[3, 8]"), "board width") //
// ("h", po::value<int>()->default_value(board_height)->value_name("[3, 8"), "board height") //
// ("gx", po::value<int>()->default_value(goal_x)->value_name("[0, w-1]"), "board goal horizontal position") //
// ("gy", po::value<int>()->default_value(goal_y)->value_name("[0, h-1]"), "board goal vertical position") //
// ("free", "allow free block movement") //
("blocks",
po::value<int>()->default_value(max_blocks)->value_name("[1, 15]"),
"block limit for puzzle space generation") //
("moves",
po::value<int>()->default_value(min_moves),
"only save puzzles with at least this many required moves") //
;
po::positional_options_description positional;
positional.add("presets", -1);
po::variables_map vm;
po::store(po::command_line_parser(argc, argv).options(desc).positional(positional).run(), vm);
po::notify(vm);
if (vm.contains("help")) {
std::cout << desc << std::endl;
return runmode::EXIT;
}
if (vm.contains("output")) {
output_file = vm["output"].as<std::string>();
}
// if (vm.contains("w")) {
// board_width = vm["w"].as<int>();
// board_width = std::max(static_cast<int>(puzzle::MIN_WIDTH),
// std::min(board_width, static_cast<int>(puzzle::MAX_WIDTH)));
// }
// if (vm.contains("h")) {
// board_height = vm["h"].as<int>();
// board_height = std::max(static_cast<int>(puzzle::MIN_HEIGHT),
// std::min(board_height, static_cast<int>(puzzle::MAX_HEIGHT)));
// }
// if (vm.contains("gx")) {
// goal_x = vm["gx"].as<int>();
// goal_x = std::max(0, std::min(goal_x, static_cast<int>(puzzle::MAX_WIDTH) - 1));
// }
// if (vm.contains("gy")) {
// goal_y = vm["gy"].as<int>();
// goal_y = std::max(0, std::min(goal_y, static_cast<int>(puzzle::MAX_HEIGHT) - 1));
// }
// if (vm.contains("free")) {
// restricted = false;
// }
if (vm.contains("blocks")) {
max_blocks = vm["blocks"].as<int>();
max_blocks = std::max(1, std::min(max_blocks, static_cast<int>(puzzle::MAX_BLOCKS)));
}
if (vm.contains("moves")) {
min_moves = vm["moves"].as<int>();
min_moves = std::max(0, min_moves);
}
if (vm.contains("space")) {
const std::string ruleset = vm["space"].as<std::string>();
if (ruleset == "rh") {
return runmode::RUSH_HOUR_PUZZLE_SPACE;
}
if (ruleset == "klotski") {
return runmode::KLOTSKI_PUZZLE_SPACE;
}
}
if (vm.contains("presets")) {
preset_file = vm["presets"].as<std::string>();
}
#endif
return runmode::USER_INTERFACE;
}
auto main(const int argc, char* argv[]) -> int
{
#ifdef BACKWARD
infoln("Backward stack-traces enabled.");
#else
infoln("Backward stack-traces disabled.");
#endif
#ifdef TRACY
infoln("Tracy adapter enabled.");
#else
infoln("Tracy adapter disabled.");
#endif
infoln("Using background thread for physics.");
infoln("Using linear octree + Barnes-Hut for graph layout.");
#ifdef ASYNC_OCTREE
infoln("Using asynchronous octree build.");
#else
infoln("Using synchronous octree build.");
#endif
#ifdef THREADPOOL
infoln("Additional thread-pool enabled ({} threads).", threads.get_thread_count());
#else
infoln("Additional thread-pool disabled.");
#endif
switch (argparse(argc, argv)) {
case runmode::USER_INTERFACE:
return ui_mode();
case runmode::RUSH_HOUR_PUZZLE_SPACE:
rush_hour_puzzle_space();
return puzzle_space();
case runmode::KLOTSKI_PUZZLE_SPACE:
klotski_puzzle_space();
return puzzle_space();
case runmode::EXIT:
return 0;
};
return 1;
}

View File

@ -1,168 +1,335 @@
#include "octree.hpp"
#include "config.hpp"
#include <cfloat>
#include <raymath.h>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto octree::clear() -> void
{
nodes.clear();
}
auto OctreeNode::ChildCount() const -> int {
int child_count = 0;
for (int child : children) {
if (child != -1) {
++child_count;
auto octree::reserve(const size_t count) -> void
{
nodes.reserve(count);
}
auto octree::empty() const -> bool
{
return nodes.empty();
}
auto octree::root() const -> const node&
{
return nodes[0];
}
// Replaced the 50 line recursive octree insertion with this morton bitch to gain 5 UPS, FML
auto octree::build_octree_morton(octree& t,
const std::vector<Vector3>& positions,
const std::optional<BS::thread_pool<>*>& thread_pool) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
t.clear();
if (positions.empty()) {
return;
}
}
return child_count;
}
auto Octree::CreateNode(const Vector3 &box_min, const Vector3 &box_max) -> int {
OctreeNode node;
node.box_min = box_min;
node.box_max = box_max;
nodes.push_back(node);
return nodes.size() - 1;
}
auto Octree::GetOctant(int node_idx, const Vector3 &pos) -> int {
OctreeNode &node = nodes[node_idx];
Vector3 center = Vector3((node.box_min.x + node.box_max.x) / 2.0,
(node.box_min.y + node.box_max.y) / 2.0,
(node.box_min.z + node.box_max.z) / 2.0);
// The octant is encoded as a 3-bit integer "zyx". The node area is split
// along all 3 axes, if a position is right of an axis, this bit is set to 1.
// If a position is right of the x-axis and y-axis and left of the z-axis, the
// encoded octant is "011".
int octant = 0;
if (pos.x >= center.x) {
octant |= 1;
}
if (pos.y >= center.y) {
octant |= 2;
}
if (pos.z >= center.z) {
octant |= 4;
}
return octant;
}
auto Octree::GetChildBounds(int node_idx, int octant)
-> std::pair<Vector3, Vector3> {
OctreeNode &node = nodes[node_idx];
Vector3 center = Vector3((node.box_min.x + node.box_max.x) / 2.0,
(node.box_min.y + node.box_max.y) / 2.0,
(node.box_min.z + node.box_max.z) / 2.0);
Vector3 min = Vector3Zero();
Vector3 max = Vector3Zero();
// If (octant & 1), the octant is to the right of the node region's x-axis
// (see GetOctant). This means the left bound is the x-axis and the right
// bound the node's region max.
min.x = (octant & 1) ? center.x : node.box_min.x;
max.x = (octant & 1) ? node.box_max.x : center.x;
min.y = (octant & 2) ? center.y : node.box_min.y;
max.y = (octant & 2) ? node.box_max.y : center.y;
min.z = (octant & 4) ? center.z : node.box_min.z;
max.z = (octant & 4) ? node.box_max.z : center.z;
return std::make_pair(min, max);
}
auto Octree::Insert(int node_idx, int mass_id, const Vector3 &pos, float mass)
-> void {
// NOTE: Do not store a nodes[node_idx] reference beforehand as the nodes
// vector might reallocate during this function
if (nodes[node_idx].leaf && nodes[node_idx].mass_id == -1) {
// We can place the particle in the empty leaf
nodes[node_idx].mass_id = mass_id;
nodes[node_idx].mass_center = pos;
nodes[node_idx].mass_total = mass;
return;
}
if (nodes[node_idx].leaf) {
// The leaf is occupied, we need to subdivide
int existing_id = nodes[node_idx].mass_id;
Vector3 existing_pos = nodes[node_idx].mass_center;
float existing_mass = nodes[node_idx].mass_total;
nodes[node_idx].mass_id = -1;
nodes[node_idx].leaf = false;
nodes[node_idx].mass_total = 0.0;
// Re-insert the existing mass into a new empty leaf (see above)
int oct = GetOctant(node_idx, existing_pos);
if (nodes[node_idx].children[oct] == -1) {
auto [min, max] = GetChildBounds(node_idx, oct);
nodes[node_idx].children[oct] = CreateNode(min, max);
// Compute bounding box around all masses
Vector3 root_min{FLT_MAX, FLT_MAX, FLT_MAX};
Vector3 root_max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (const auto& [x, y, z] : positions) {
root_min.x = std::min(root_min.x, x);
root_max.x = std::max(root_max.x, x);
root_min.y = std::min(root_min.y, y);
root_max.y = std::max(root_max.y, y);
root_min.z = std::min(root_min.z, z);
root_max.z = std::max(root_max.z, z);
}
Insert(nodes[node_idx].children[oct], existing_id, existing_pos,
existing_mass);
}
// Insert the new mass
int oct = GetOctant(node_idx, pos);
if (nodes[node_idx].children[oct] == -1) {
auto [min, max] = GetChildBounds(node_idx, oct);
nodes[node_idx].children[oct] = CreateNode(min, max);
}
Insert(nodes[node_idx].children[oct], mass_id, pos, mass);
constexpr float pad = 1.0f;
root_min = Vector3Subtract(root_min, Vector3Scale(Vector3One(), pad));
root_max = Vector3Add(root_max, Vector3Scale(Vector3One(), pad));
// Update the center of mass
float new_mass = nodes[node_idx].mass_total + mass;
nodes[node_idx].mass_center.x =
(nodes[node_idx].mass_center.x * nodes[node_idx].mass_total + pos.x) /
new_mass;
nodes[node_idx].mass_center.y =
(nodes[node_idx].mass_center.y * nodes[node_idx].mass_total + pos.y) /
new_mass;
nodes[node_idx].mass_center.z =
(nodes[node_idx].mass_center.z * nodes[node_idx].mass_total + pos.z) /
new_mass;
nodes[node_idx].mass_total = new_mass;
}
const float max_extent = std::max({root_max.x - root_min.x, root_max.y - root_min.y, root_max.z - root_min.z});
root_max = Vector3Add(root_min, Vector3Scale(Vector3One(), max_extent));
auto Octree::CalculateForce(int node_idx, const Vector3 &pos) const -> Vector3 {
if (node_idx < 0) {
return Vector3Zero();
}
const float root_extent = root_max.x - root_min.x; // cubic
const OctreeNode &node = nodes[node_idx];
if (std::abs(node.mass_total) <= 0.001f) {
return Vector3Zero();
}
// Container for building the particle list before sorting by morton code
struct sort_node
{
u64 code;
u32 id;
Vector3 pos;
};
Vector3 diff = Vector3Subtract(pos, node.mass_center);
float dist_sq = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
// Calculate morton code for each node
std::vector<sort_node> sort_container;
sort_container.resize(positions.size());
// Softening
dist_sq += SOFTENING;
const auto calculate_morton = [&](const u32 i)
{
sort_container[i] = {pos_to_morton(positions[i], root_min, root_max), i, positions[i]};
};
float size = node.box_max.x - node.box_min.x;
// Barnes-Hut
if (node.leaf || (size * size / dist_sq) < (THETA * THETA)) {
float dist = std::sqrt(dist_sq);
float force_mag = BH_FORCE * node.mass_total / dist_sq;
return Vector3Scale(diff, force_mag / dist);
}
// Collect child forces
Vector3 force = Vector3Zero();
for (int i = 0; i < 8; ++i) {
if (node.children[i] >= 0) {
Vector3 child_force = CalculateForce(node.children[i], pos);
force = Vector3Add(force, child_force);
if (thread_pool) {
(*thread_pool)->submit_loop(0, positions.size(), calculate_morton, SMALL_TASK_BLOCK_SIZE).wait();
} else {
for (u32 i = 0; i < positions.size(); ++i) {
calculate_morton(i);
}
}
}
return force;
// Sort the list by morton codes. Because positions close to each other have similar morten codes,
// this provides us with "spatial locality" in the datastructure.
auto sort_by_code = [&]()
{
std::ranges::sort(sort_container,
[](const sort_node& a, const sort_node& b)
{
if (a.code != b.code) {
return a.code < b.code;
}
return a.id < b.id;
});
};
sort_by_code();
// Resolve duplicates by jittering the later one deterministically and re-encoding.
for (int seed = 0; seed < 8; ++seed) {
bool had_dupes = false;
for (size_t i = 1; i < sort_container.size(); ++i) {
// Because elements are spatially ordered after sorting, we can scan for duplicates in O(n)
if (sort_container[i].code == sort_container[i - 1].code) {
had_dupes = true;
sort_container[i].pos = jitter_pos(sort_container[i].pos,
sort_container[i].id + seed * 0x9e3779b9u,
root_min,
root_max,
root_extent);
sort_container[i].code = pos_to_morton(sort_container[i].pos, root_min, root_max);
}
}
if (!had_dupes) {
break;
}
sort_by_code();
}
// Sanity check
for (size_t i = 1; i < sort_container.size(); ++i) {
if (sort_container[i].code == sort_container[i - 1].code) {
throw std::runtime_error("Duplicates remain after jittering");
}
}
std::vector<std::vector<node>> tree_levels;
tree_levels.assign(MAX_DEPTH + 1, {});
// Leaves at MAX_DEPTH: 1 particle per leaf in morton order (close particles close together)
auto& leafs = tree_levels[MAX_DEPTH];
leafs.reserve(sort_container.size());
const float leaf_size = root_extent / static_cast<float>(1u << MAX_DEPTH);
for (const auto& [code, id, pos] : sort_container) {
node leaf;
leaf.leaf = true;
leaf.mass_id = static_cast<int>(id);
leaf.depth = MAX_DEPTH;
leaf.size = leaf_size;
leaf.mass_total = MASS;
leaf.mass_center = pos; // force uses mass_center instead of jittered position
leaf.children.fill(-1);
leafs.push_back(leaf);
}
// We now have to group the particles (currently we have only sorted the leaves),
// but upwards subdivisions have to be created.
// For grouping, store a nodes local index in its level.
struct leaf
{
u64 leaf_code;
int depth;
int level_index;
};
std::vector<leaf> leaves;
leaves.reserve(tree_levels[MAX_DEPTH].size());
for (int i = 0; i < static_cast<int>(tree_levels[MAX_DEPTH].size()); ++i) {
leaves.emplace_back(sort_container[static_cast<size_t>(i)].code, MAX_DEPTH, i);
}
// Build internal levels from MAX_DEPTH-1 to 0
for (int current_depth = MAX_DEPTH - 1; current_depth >= 0; --current_depth) {
auto& current_level = tree_levels[current_depth];
current_level.clear();
std::vector<leaf> next_refs;
next_refs.reserve(leaves.size());
const float parent_size = root_extent / static_cast<float>(1u << current_depth);
size_t i = 0;
while (i < leaves.size()) {
const u64 key = path_to_ancestor(leaves[i].leaf_code, MAX_DEPTH, current_depth);
size_t j = i + 1;
while (j < leaves.size() && path_to_ancestor(leaves[j].leaf_code, MAX_DEPTH, current_depth) == key) {
++j;
}
const size_t group_size = j - i;
// Unary compression: just carry the child ref upward unchanged.
if (group_size == 1) {
next_refs.push_back(leaves[i]);
i = j;
continue;
}
node parent;
parent.leaf = false;
parent.mass_id = -1;
parent.depth = current_depth;
parent.size = parent_size;
parent.children.fill(-1);
float mass_total = 0.0f;
Vector3 mass_center_acc = Vector3Zero();
for (size_t k = i; k < j; ++k) {
const int child_depth = leaves[k].depth;
const int child_local = leaves[k].level_index;
// Read the child from its actual stored level.
const node& child = tree_levels[child_depth][child_local];
// Which octant of this parent does it belong to?
// Octant comes from the NEXT level after current_depth,
// but the child might skip levels due to compression.
// We must use the child's first level under the parent (current_depth+1).
const int oct = octant_at_level(leaves[k].leaf_code, current_depth + 1, MAX_DEPTH);
// Store global child reference: we only have an int slot, so we need a single index space.
parent.children[oct] = (child_depth << 24) | (child_local & 0x00FFFFFF);
mass_total += child.mass_total;
mass_center_acc = Vector3Add(mass_center_acc, Vector3Scale(child.mass_center, child.mass_total));
}
parent.mass_total = mass_total;
parent.mass_center = (mass_total > 0.0f) ? Vector3Scale(mass_center_acc, 1.0f / mass_total) : Vector3Zero();
const int parent_local = static_cast<int>(current_level.size());
current_level.push_back(parent);
next_refs.push_back({leaves[i].leaf_code, current_depth, parent_local});
i = j;
}
leaves.swap(next_refs);
}
// Flatten levels and fix child indices from local->global.
// All depth 0 nodes come first, then depth 1, last depth MAX_DEPTH.
std::vector<int> offsets(tree_levels.size(), 0);
int total = 0;
for (int d = 0; d <= MAX_DEPTH; ++d) {
offsets[d] = total;
total += static_cast<int>(tree_levels[d].size());
}
t.nodes.clear();
t.nodes.reserve(total);
for (int d = 0; d <= MAX_DEPTH; ++d) {
t.nodes.insert(t.nodes.end(), tree_levels[d].begin(), tree_levels[d].end());
}
// Fix child indices: convert local index in levels[d+1] to global index in t.nodes
for (int d = 0; d <= MAX_DEPTH; ++d) {
const int base = offsets[d];
for (int i2 = 0; i2 < static_cast<int>(tree_levels[d].size()); ++i2) {
node& n = t.nodes[base + i2];
if (!n.leaf) {
for (int c = 0; c < 8; ++c) {
int packed = n.children[c];
if (packed >= 0) {
const int child_depth = (packed >> 24) & 0xFF;
const int child_local = packed & 0x00FFFFFF;
n.children[c] = offsets[child_depth] + child_local;
}
}
}
}
}
// const size_t _leaves = tree_levels[MAX_DEPTH].size();
// const size_t _total = t.nodes.size();
// const size_t _internal = _total - _leaves;
// traceln("Morton octree nodes: {}, leaves: {}, ratio: {:.3} children per internal node.",
// _total,
// _leaves,
// static_cast<float>(_total - 1) / _internal);
}
auto octree::calculate_force_morton(const int node_idx, const Vector3& pos, const int self_id) const -> Vector3
{
if (node_idx < 0) {
return Vector3Zero();
}
// Force accumulator
float fx = 0.0f;
float fy = 0.0f;
float fz = 0.0f;
std::vector<int> stack;
stack.reserve(512);
stack.push_back(node_idx);
constexpr float theta2 = THETA * THETA;
while (!stack.empty()) {
const int idx = stack.back();
stack.pop_back();
const node& n = nodes[idx];
// No self-force for single-particle leafs
if (n.leaf && n.mass_id == self_id) {
continue;
}
const float dx = pos.x - n.mass_center.x;
const float dy = pos.y - n.mass_center.y;
const float dz = pos.z - n.mass_center.z;
const float dist_sq = dx * dx + dy * dy + dz * dz + SOFTENING;
// BarnesHut criterion
if (n.leaf || ((n.size * n.size) / dist_sq) < theta2) {
const float inv_dist = 1.0f / std::sqrt(dist_sq);
const float force_mag = (BH_FORCE * n.mass_total) / dist_sq; // ~ 1/r^2
const float s = force_mag * inv_dist; // scale by 1/r to get vector
fx += dx * s;
fy += dy * s;
fz += dz * s;
continue;
}
for (int c = 0; c < 8; ++c) {
const int child = n.children[c];
if (child >= 0) {
stack.push_back(child);
}
}
}
return Vector3{fx, fy, fz};
}

79
src/orbit_camera.cpp Normal file
View File

@ -0,0 +1,79 @@
#include "orbit_camera.hpp"
#include "config.hpp"
#include <raylib.h>
#include <raymath.h>
auto orbit_camera::rotate(const Vector2 last_mouse, const Vector2 mouse) -> void
{
const auto [dx, dy] = Vector2Subtract(mouse, last_mouse);
angle_x -= dx * ROT_SPEED / 200.0f;
angle_y += dy * ROT_SPEED / 200.0f;
angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
}
auto orbit_camera::pan(const Vector2 last_mouse, const Vector2 mouse) -> void
{
const auto [dx, dy] = Vector2Subtract(mouse, last_mouse);
float speed;
if (IsKeyDown(KEY_LEFT_SHIFT)) {
speed = distance * PAN_SPEED / 1000.0f * PAN_MULTIPLIER;
} else {
speed = distance * PAN_SPEED / 1000.0f;
}
// The panning needs to happen in camera coordinates, otherwise rotating the
// camera breaks it
const Vector3 forward = Vector3Normalize(Vector3Subtract(camera.target, camera.position));
const Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
const Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
const Vector3 offset = Vector3Add(Vector3Scale(right, -dx * speed), Vector3Scale(up, dy * speed));
target = Vector3Add(target, offset);
}
auto orbit_camera::update(const Vector3& current_target,
const Vector3& mass_center,
const bool lock,
const bool mass_center_lock) -> void
{
if (lock) {
if (mass_center_lock) {
target = Vector3MoveTowards(target,
mass_center,
CAMERA_SMOOTH_SPEED * GetFrameTime() * Vector3Length(
Vector3Subtract(target, mass_center)));
} else {
target = Vector3MoveTowards(target,
current_target,
CAMERA_SMOOTH_SPEED * GetFrameTime() * Vector3Length(
Vector3Subtract(target, current_target)));
}
}
distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
float actual_distance = distance;
if (projection == CAMERA_ORTHOGRAPHIC) {
actual_distance = MAX_CAMERA_DISTANCE;
}
// Spherical coordinates
const float x = cos(angle_y) * sin(angle_x) * actual_distance;
const float y = sin(angle_y) * actual_distance;
const float z = cos(angle_y) * cos(angle_x) * actual_distance;
if (projection == CAMERA_ORTHOGRAPHIC) {
fov = Clamp(fov, MIN_FOV, MAX_ORTHO_FOV);
} else {
fov = Clamp(fov, MIN_FOV, MAX_PERSP_FOV);
}
camera.position = Vector3Add(target, Vector3(x, y, z));
camera.target = target;
camera.fovy = fov;
camera.projection = projection;
}

View File

@ -1,353 +0,0 @@
#include "physics.hpp"
#include "config.hpp"
#include <algorithm>
#include <cfloat>
#include <chrono>
#include <cstddef>
#include <raylib.h>
#include <raymath.h>
#include <utility>
#include <vector>
#ifdef THREADPOOL
#define BS_THREAD_POOL_NATIVE_EXTENSIONS
#include <BS_thread_pool.hpp>
#endif
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto Mass::ClearForce() -> void { force = Vector3Zero(); }
auto Mass::CalculateVelocity(const float delta_time) -> void {
Vector3 acceleration;
Vector3 temp;
acceleration = Vector3Scale(force, 1.0 / MASS);
temp = Vector3Scale(acceleration, delta_time);
velocity = Vector3Add(velocity, temp);
}
auto Mass::CalculatePosition(const float delta_time) -> void {
previous_position = position;
Vector3 temp;
temp = Vector3Scale(velocity, delta_time);
position = Vector3Add(position, temp);
}
auto Mass::VerletUpdate(const float delta_time) -> void {
Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
Vector3 temp_position = position;
Vector3 displacement = Vector3Subtract(position, previous_position);
Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
// Minimal dampening
displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position;
}
auto Spring::CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void {
Vector3 delta_position = Vector3Subtract(_mass_a.position, _mass_b.position);
float current_length = Vector3Length(delta_position);
float inv_current_length = 1.0 / current_length;
Vector3 delta_velocity = Vector3Subtract(_mass_a.velocity, _mass_b.velocity);
float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
float dampening = DAMPENING_CONSTANT *
Vector3DotProduct(delta_velocity, delta_position) *
inv_current_length;
Vector3 force_a =
Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length);
Vector3 force_b = Vector3Scale(force_a, -1.0);
_mass_a.force = Vector3Add(_mass_a.force, force_a);
_mass_b.force = Vector3Add(_mass_b.force, force_b);
}
auto MassSpringSystem::AddMass() -> void { masses.emplace_back(Vector3Zero()); }
auto MassSpringSystem::AddSpring(int a, int b) -> void {
Mass &mass_a = masses.at(a);
Mass &mass_b = masses.at(b);
Vector3 position = mass_a.position;
Vector3 offset = Vector3(static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100)));
offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH);
if (mass_b.position == Vector3Zero()) {
mass_b.position = Vector3Add(position, offset);
}
springs.emplace_back(a, b);
}
auto MassSpringSystem::Clear() -> void {
masses.clear();
springs.clear();
octree.nodes.clear();
}
auto MassSpringSystem::ClearForces() -> void {
#ifdef TRACY
ZoneScoped;
#endif
for (auto &mass : masses) {
mass.ClearForce();
}
}
auto MassSpringSystem::CalculateSpringForces() -> void {
#ifdef TRACY
ZoneScoped;
#endif
for (const auto spring : springs) {
Mass &a = masses.at(spring.a);
Mass &b = masses.at(spring.b);
spring.CalculateSpringForce(a, b);
}
}
#ifdef THREADPOOL
auto MassSpringSystem::SetThreadName(std::size_t idx) -> void {
BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
}
#endif
auto MassSpringSystem::BuildOctree() -> void {
#ifdef TRACY
ZoneScoped;
#endif
octree.nodes.clear();
octree.nodes.reserve(masses.size() * 2);
// Compute bounding box around all masses
Vector3 min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
Vector3 max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
for (const auto &mass : masses) {
min.x = std::min(min.x, mass.position.x);
max.x = std::max(max.x, mass.position.x);
min.y = std::min(min.y, mass.position.y);
max.y = std::max(max.y, mass.position.y);
min.z = std::min(min.z, mass.position.z);
max.z = std::max(max.z, mass.position.z);
}
// Pad the bounding box
float pad = 1.0;
min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
// Make it cubic (so subdivisions are balanced)
float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
// Root node spans the entire area
int root = octree.CreateNode(min, max);
for (std::size_t i = 0; i < masses.size(); ++i) {
octree.Insert(root, i, masses[i].position, MASS);
}
}
auto MassSpringSystem::CalculateRepulsionForces() -> void {
#ifdef TRACY
ZoneScoped;
#endif
BuildOctree();
auto solve_octree = [&](int i) {
Vector3 force = octree.CalculateForce(0, masses[i].position);
masses[i].force = Vector3Add(masses[i].force, force);
};
// Calculate forces using Barnes-Hut
#ifdef THREADPOOL
BS::multi_future<void> loop_future =
threads.submit_loop(0, masses.size(), solve_octree, 256);
loop_future.wait();
#else
for (std::size_t i = 0; i < masses.size(); ++i) {
solve_octree(i);
}
#endif
}
auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
#ifdef TRACY
ZoneScoped;
#endif
for (auto &mass : masses) {
mass.VerletUpdate(delta_time);
}
}
auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
-> void {
#ifdef THREADPOOL
BS::this_thread::set_os_thread_name("physics");
#endif
MassSpringSystem mass_springs;
const auto visitor = overloads{
[&](const struct AddMass &am) { mass_springs.AddMass(); },
[&](const struct AddSpring &as) { mass_springs.AddSpring(as.a, as.b); },
[&](const struct ClearGraph &cg) { mass_springs.Clear(); },
};
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> physics_accumulator(0);
std::chrono::duration<double> ups_accumulator(0);
unsigned int loop_iterations = 0;
while (state.running.load()) {
#ifdef TRACY
FrameMarkStart("PhysicsThread");
#endif
// Time tracking
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> deltatime = now - last;
physics_accumulator += deltatime;
ups_accumulator += deltatime;
last = now;
// Handle queued commands
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
while (!state.pending_commands.empty()) {
Command &cmd = state.pending_commands.front();
cmd.visit(visitor);
state.pending_commands.pop();
}
}
if (mass_springs.masses.empty()) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
continue;
}
// Physics update
if (physics_accumulator.count() > TIMESTEP) {
mass_springs.ClearForces();
mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
++loop_iterations;
physics_accumulator -= std::chrono::duration<double>(TIMESTEP);
}
// Publish the positions for the renderer (copy)
#ifdef TRACY
FrameMarkStart("PhysicsThreadProduceLock");
#endif
{
#ifdef TRACY
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
#else
std::unique_lock<std::mutex> lock(state.data_mtx);
#endif
state.data_consumed_cnd.wait(
lock, [&] { return state.data_consumed || !state.running.load(); });
if (!state.running.load()) {
// Running turned false while we were waiting for the condition
break;
}
if (ups_accumulator.count() > 1.0) {
// Update each second
state.ups = loop_iterations;
loop_iterations = 0;
ups_accumulator = std::chrono::duration<double>(0);
}
state.masses.clear();
state.masses.reserve(mass_springs.masses.size());
for (const auto &mass : mass_springs.masses) {
state.masses.emplace_back(mass.position);
}
state.data_ready = true;
state.data_consumed = false;
}
// Notify the rendering thread that new data is available
state.data_ready_cnd.notify_all();
#ifdef TRACY
FrameMarkEnd("PhysicsThreadProduceLock");
FrameMarkEnd("PhysicsThread");
#endif
}
}
auto ThreadedPhysics::AddMassCmd() -> void {
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.push(AddMass{});
}
}
auto ThreadedPhysics::AddSpringCmd(std::size_t a, std::size_t b) -> void {
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.push(AddSpring{a, b});
}
}
auto ThreadedPhysics::ClearCmd() -> void {
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.push(ClearGraph{});
}
}
auto ThreadedPhysics::AddMassSpringsCmd(
std::size_t num_masses,
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
for (std::size_t i = 0; i < num_masses; ++i) {
state.pending_commands.push(AddMass{});
}
for (const auto &[from, to] : springs) {
state.pending_commands.push(AddSpring{from, to});
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,244 +1,343 @@
#include "renderer.hpp"
#include "config.hpp"
#include "puzzle.hpp"
#include <algorithm>
#include <raylib.h>
#include <raymath.h>
#include <rlgl.h>
#include <GL/glew.h>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
#ifdef BATCHING
#include <cstring>
#endif
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::AllocateGraphInstancing(std::size_t size) -> void {
cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
instancing_shader = LoadShader("shader/instancing_vertex.glsl",
"shader/instancing_fragment.glsl");
instancing_shader.locs[SHADER_LOC_MATRIX_MVP] =
GetShaderLocation(instancing_shader, "mvp");
instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
GetShaderLocation(instancing_shader, "viewPos");
vertex_mat = LoadMaterialDefault();
vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
vertex_mat.shader = instancing_shader;
transforms = (Matrix *)MemAlloc(size * sizeof(Matrix));
transforms_size = size;
}
auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
if (transforms_size != size) {
transforms = (Matrix *)MemRealloc(transforms, size * sizeof(Matrix));
transforms_size = size;
}
}
auto Renderer::DrawMassSprings(const std::vector<Vector3> &masses) -> void {
#ifdef TRACY
ZoneScoped;
#endif
// Prepare cube instancing
{
#ifdef TRACY
ZoneNamedN(prepare_masses, "PrepareMasses", true);
#endif
if (masses.size() < DRAW_VERTICES_LIMIT) {
if (transforms == nullptr) {
AllocateGraphInstancing(masses.size());
}
ReallocateGraphInstancingIfNecessary(masses.size());
int i = 0;
for (const Vector3 &mass : masses) {
transforms[i] = MatrixTranslate(mass.x, mass.y, mass.z);
++i;
}
auto renderer::update_texture_sizes() -> void
{
if (!IsWindowResized()) {
return;
}
}
BeginTextureMode(render_target);
ClearBackground(RAYWHITE);
UnloadRenderTexture(graph_target);
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
BeginMode3D(camera.camera);
const int width = GetScreenWidth() / 2;
const int height = GetScreenHeight() - MENU_HEIGHT;
// Draw springs (batched)
{
#ifdef TRACY
ZoneNamedN(draw_springs, "DrawSprings", true);
#endif
graph_target = LoadRenderTexture(width, height);
klotski_target = LoadRenderTexture(width, height);
menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
}
auto renderer::draw_mass_springs(const std::vector<Vector3>& masses) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
if (masses.size() != state.get_state_count()) {
// Because the physics run in a different thread, it might need time to catch up
return;
}
// Prepare edge buffer
{
#ifdef TRACY
ZoneNamedN(prepare_edge_buffers, "PrepareEdgeBuffers", true);
#endif
edge_vertices.clear();
for (const auto& [from, to] : state.get_links()) {
edge_vertices.push_back(masses[from]);
edge_vertices.push_back(masses[to]);
}
rlUpdateVertexBuffer(edge_vbo_id, edge_vertices.data(), edge_vertices.size() * sizeof(Vector3), 0);
}
// Prepare connection drawing
{
#ifdef TRACY
ZoneNamedN(prepare_connections, "PrepareConnectionsDrawing", true);
#endif
connections.clear();
connections.reserve(state.get_target_count());
if (input.connect_solutions) {
for (const size_t& _state : state.get_winning_indices()) {
const Vector3& current_mass = masses[state.get_current_index()];
const Vector3& winning_mass = masses[_state];
connections.emplace_back(current_mass, winning_mass);
}
}
}
// Prepare cube instancing
{
#ifdef TRACY
ZoneNamedN(prepare_masses, "PrepareMassInstancing", true);
#endif
if (masses.size() < DRAW_VERTICES_LIMIT) {
// Don't have to reserve, capacity is already set to DRAW_VERTICES_LIMIT in constructor
transforms.clear();
colors.clear();
// Collisions
// TODO: This would benefit greatly from a spatial data structure.
// Would it be worth to copy the octree from the physics thread?
input.collision_mass = -1;
if (input.mouse_in_graph_pane() && IsKeyDown(KEY_Q)) {
#ifdef TRACY
ZoneNamedN(mass_collisions, "MassCollisions", true);
#endif
const Ray ray = GetScreenToWorldRayEx(
GetMousePosition() - Vector2(GetScreenWidth() / 2.0f, MENU_HEIGHT),
camera.camera,
graph_target.texture.width,
graph_target.texture.height);
// Ray collision hit info
size_t mass = 0;
for (const auto& [x, y, z] : masses) {
const RayCollision collision = GetRayCollisionBox(ray,
BoundingBox{
{
x - VERTEX_SIZE / 2.0f,
y - VERTEX_SIZE / 2.0f,
z - VERTEX_SIZE / 2.0f
},
{
x + VERTEX_SIZE / 2.0f,
y + VERTEX_SIZE / 2.0f,
z + VERTEX_SIZE / 2.0f
}
});
if (collision.hit) {
input.collision_mass = mass;
break;
}
++mass;
}
}
// Find max distance to interpolate colors in the given [0, max] range
int max_distance = 0;
for (const int distance : state.get_distances()) {
if (distance > max_distance) {
max_distance = distance;
}
}
const auto lerp_color = [&](const Color from, const Color to, const int distance)
{
const float weight = 1.0 - static_cast<float>(distance) / max_distance;
Color result;
result.r = static_cast<u8>((1 - weight) * from.r + weight * to.r);
result.g = static_cast<u8>((1 - weight) * from.g + weight * to.g);
result.b = static_cast<u8>((1 - weight) * from.b + weight * to.b);
result.a = static_cast<u8>((1 - weight) * from.a + weight * to.a);
return result;
};
const std::vector<int>& distances = state.get_distances();
size_t mass = 0;
for (const auto& [x, y, z] : masses) {
transforms.emplace_back(MatrixTranslate(x, y, z));
// Normal vertex
Color c = VERTEX_COLOR;
if ((input.mark_solutions || input.mark_path) && state.get_winning_indices().contains(mass)) {
// Winning vertex
c = VERTEX_TARGET_COLOR;
} else if ((input.mark_solutions || input.mark_path) && state.get_path_indices().contains(mass)) {
// Path vertex
c = VERTEX_PATH_COLOR;
} else if (mass == state.get_starting_index()) {
// Starting vertex
c = VERTEX_START_COLOR;
} else if (state.get_visit_counts().at(mass) > 0) {
// Visited vertex
c = VERTEX_VISITED_COLOR;
} else if (input.color_by_distance && distances.size() == masses.size()) {
c = lerp_color(VERTEX_FARTHEST_COLOR, VERTEX_CLOSEST_COLOR, static_cast<float>(distances[mass]));
}
if (mass == input.collision_mass) {
c = RED;
}
// Current vertex is drawn as individual cube to increase its size
colors.emplace_back(c);
++mass;
}
}
rlUpdateVertexBuffer(color_vbo_id, colors.data(), colors.size() * sizeof(Color), 0);
}
BeginTextureMode(graph_target);
ClearBackground(RAYWHITE);
BeginMode3D(camera.camera);
rlDrawRenderBatchActive();
// Draw edges
{
#ifdef TRACY
ZoneNamedN(draw_springs, "DrawSprings", true);
#endif
rlEnableShader(edge_shader.id);
Matrix modelview = rlGetMatrixModelview();
Matrix projection = rlGetMatrixProjection();
Matrix mvp = MatrixMultiply(modelview, projection);
rlSetUniformMatrix(edge_shader.locs[SHADER_LOC_MATRIX_MVP], mvp);
const std::array<float, 4> edge_color = {
EDGE_COLOR.r / 255.0f,
EDGE_COLOR.g / 255.0f,
EDGE_COLOR.b / 255.0f,
EDGE_COLOR.a / 255.0f
};
rlSetUniform(edge_color_loc, edge_color.data(), SHADER_UNIFORM_VEC4, 1);
glBindVertexArray(edge_vao_id);
glDrawArrays(GL_LINES, 0, edge_vertices.size());
glBindVertexArray(0);
rlDisableShader();
// This draws triangles:
// rlEnableVertexArray(edge_vao_id);
// rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
// rlDrawVertexArray(0, edge_vertices.size());
// rlDisableVertexArray();
// This is fucking slow:
// rlBegin(RL_LINES);
// for (const auto& [from, to] : state.get_links()) {
// if (masses.size() > from && masses.size() > to) {
// const auto& [ax, ay, az] = masses[from];
// const auto& [bx, by, bz] = masses[to];
// rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
// rlVertex3f(ax, ay, az);
// rlVertex3f(bx, by, bz);
// }
// }
// rlEnd();
}
// Draw masses (instanced)
{
#ifdef TRACY
ZoneNamedN(draw_masses, "DrawMasses", true);
#endif
if (masses.size() < DRAW_VERTICES_LIMIT) {
// NOTE: I don't know if drawing all this inside a shader would make it
// much faster... The amount of data sent to the GPU would be
// reduced (just positions instead of matrices), but is this
// noticable for < 100000 cubes?
DrawMeshInstanced(cube_instance, vertex_mat, transforms.data(), masses.size()); // NOLINT(*-narrowing-conversions)
}
}
// Connect current to winning states (batched)
const auto [r, g, b, a] = Fade(VERTEX_CURRENT_COLOR, 0.3);
rlBegin(RL_LINES);
for (const auto &[from, to] : state.springs) {
if (masses.size() > from && masses.size() > to) {
const Vector3 &a = masses.at(from);
const Vector3 &b = masses.at(to);
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
rlVertex3f(a.x, a.y, a.z);
rlVertex3f(b.x, b.y, b.z);
}
for (const auto& [from, to] : connections) {
const auto& [ax, ay, az] = from;
const auto& [bx, by, bz] = to;
rlColor4ub(r, g, b, a);
rlVertex3f(ax, ay, az);
rlVertex3f(bx, by, bz);
}
rlEnd();
}
// Draw masses (instanced)
{
#ifdef TRACY
ZoneNamedN(draw_masses, "DrawMasses", true);
#endif
if (masses.size() < DRAW_VERTICES_LIMIT) {
// NOTE: I don't know if drawing all this inside a shader would make it
// much faster... The amount of data sent to the GPU would be
// reduced (just positions instead of matrices), but is this
// noticable for < 100000 cubes?
DrawMeshInstanced(cube_instance, vertex_mat, transforms, masses.size());
// Mark current state
const size_t current_index = state.get_current_index();
if (masses.size() > current_index) {
const Vector3& current_mass = masses[current_index];
DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_CURRENT_COLOR);
}
}
// Mark winning states
if (input.mark_solutions || input.connect_solutions) {
for (const State &_state : state.winning_states) {
std::size_t winning_index = state.states.at(_state);
if (masses.size() > winning_index) {
const Vector3 &winning_mass = masses.at(winning_index);
if (input.mark_solutions) {
DrawCube(winning_mass, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
2 * VERTEX_SIZE, TARGET_BLOCK_COLOR);
}
std::size_t current_index = state.CurrentMassIndex();
if (input.connect_solutions && masses.size() > current_index) {
const Vector3 &current_mass = masses.at(current_index);
DrawLine3D(winning_mass, current_mass, ORANGE);
}
}
}
}
// Mark visited states
for (const auto &[_state, visits] : state.visited_states) {
std::size_t visited_index = state.states.at(_state);
if (masses.size() > visited_index) {
const Vector3 &visited_mass = masses.at(visited_index);
DrawCube(visited_mass, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
VERTEX_SIZE * 1.5, PURPLE);
}
}
// Mark winning path
if (input.mark_path) {
for (const std::size_t &_state : state.winning_path) {
if (masses.size() > _state) {
const Vector3 &path_mass = masses.at(_state);
DrawCube(path_mass, VERTEX_SIZE * 1.75, VERTEX_SIZE * 1.75,
VERTEX_SIZE * 1.75, YELLOW);
}
}
}
// Mark starting state
std::size_t starting_index = state.states.at(state.starting_state);
if (masses.size() > starting_index) {
const Vector3 &starting_mass = masses.at(starting_index);
DrawCube(starting_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
ORANGE);
}
// Mark current state
std::size_t current_index = state.states.at(state.current_state);
if (masses.size() > current_index) {
const Vector3 &current_mass = masses.at(current_index);
DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
BLUE);
}
EndMode3D();
EndTextureMode();
EndMode3D();
EndTextureMode();
}
auto Renderer::DrawKlotski() -> void {
#ifdef TRACY
ZoneScoped;
#endif
auto renderer::draw_klotski() const -> void
{
#ifdef TRACY
ZoneScoped;
#endif
BeginTextureMode(klotski_target);
ClearBackground(RAYWHITE);
BeginTextureMode(klotski_target);
ClearBackground(RAYWHITE);
gui.DrawPuzzleBoard();
gui.draw_puzzle_board();
EndTextureMode();
EndTextureMode();
}
auto Renderer::DrawMenu(const std::vector<Vector3> &masses) -> void {
#ifdef TRACY
ZoneScoped;
#endif
auto renderer::draw_menu() const -> void
{
#ifdef TRACY
ZoneScoped;
#endif
BeginTextureMode(menu_target);
ClearBackground(RAYWHITE);
BeginTextureMode(menu_target);
ClearBackground(RAYWHITE);
gui.DrawMainMenu();
gui.draw_main_menu();
EndTextureMode();
EndTextureMode();
}
auto Renderer::DrawTextures(int fps, int ups) -> void {
BeginDrawing();
auto renderer::draw_textures(const int fps,
const int ups,
const size_t mass_count,
const size_t spring_count) const -> void
{
BeginDrawing();
DrawTextureRec(menu_target.texture,
Rectangle(0, 0, menu_target.texture.width,
-1 * menu_target.texture.height),
Vector2(0, 0), WHITE);
DrawTextureRec(klotski_target.texture,
Rectangle(0, 0, klotski_target.texture.width,
-1 * klotski_target.texture.height),
Vector2(0, MENU_HEIGHT), WHITE);
DrawTextureRec(render_target.texture,
Rectangle(0, 0, render_target.texture.width,
-1 * render_target.texture.height),
Vector2(GetScreenWidth() / 2.0, MENU_HEIGHT), WHITE);
DrawTextureRec(menu_target.texture,
Rectangle(0, 0, menu_target.texture.width, -menu_target.texture.height),
Vector2(0, 0),
WHITE);
DrawTextureRec(klotski_target.texture,
Rectangle(0, 0, klotski_target.texture.width, -klotski_target.texture.height),
Vector2(0, MENU_HEIGHT),
WHITE);
DrawTextureRec(graph_target.texture,
Rectangle(0, 0, graph_target.texture.width, -graph_target.texture.height),
Vector2(GetScreenWidth() / 2.0f, MENU_HEIGHT),
WHITE);
// Draw borders
DrawRectangleLinesEx(Rectangle(0, 0, GetScreenWidth(), MENU_HEIGHT), 1.0,
BLACK);
DrawRectangleLinesEx(Rectangle(0, MENU_HEIGHT, GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT),
1.0, BLACK);
DrawRectangleLinesEx(Rectangle(GetScreenWidth() / 2.0, MENU_HEIGHT,
GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT),
1.0, BLACK);
// Draw borders
DrawRectangleLinesEx(Rectangle(0, 0, GetScreenWidth(), MENU_HEIGHT), 1.0f, BLACK);
DrawRectangleLinesEx(Rectangle(0, MENU_HEIGHT, GetScreenWidth() / 2.0f, GetScreenHeight() - MENU_HEIGHT),
1.0f,
BLACK);
DrawRectangleLinesEx(Rectangle(GetScreenWidth() / 2.0f,
MENU_HEIGHT,
GetScreenWidth() / 2.0f,
GetScreenHeight() - MENU_HEIGHT),
1.0f,
BLACK);
gui.DrawGraphOverlay(fps, ups);
gui.DrawSavePresetPopup();
gui.Update();
gui.draw(fps, ups, mass_count, spring_count);
EndDrawing();
EndDrawing();
}
auto renderer::render(const std::vector<Vector3>& masses,
const int fps,
const int ups,
const size_t mass_count,
const size_t spring_count) -> void
{
update_texture_sizes();
draw_mass_springs(masses);
draw_klotski();
draw_menu();
draw_textures(fps, ups, mass_count, spring_count);
}

View File

@ -1,281 +0,0 @@
#include "state.hpp"
#include "config.hpp"
#include "distance.hpp"
#include <fstream>
#include <ios>
#include <print>
#include <raymath.h>
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
#endif
auto StateManager::ParsePresetFile(const std::string &_preset_file) -> bool {
preset_file = _preset_file;
std::ifstream file(preset_file);
if (!file) {
std::println("Preset file \"{}\" couldn't be loaded.", preset_file);
return false;
}
std::string line;
std::vector<std::string> comment_lines;
std::vector<std::string> preset_lines;
while (std::getline(file, line)) {
if (line.starts_with("F") || line.starts_with("R")) {
preset_lines.push_back(line);
} else if (line.starts_with("#")) {
comment_lines.push_back(line);
}
}
if (preset_lines.size() == 0 || comment_lines.size() != preset_lines.size()) {
std::println("Preset file \"{}\" couldn't be loaded.", preset_file);
return false;
}
presets.clear();
for (const auto &preset : preset_lines) {
presets.emplace_back(preset);
}
comments = comment_lines;
std::println("Loaded {} presets from \"{}\".", preset_lines.size(),
preset_file);
return true;
}
auto StateManager::AppendPresetFile(const std::string preset_name) -> void {
std::println("Saving preset \"{}\" to \"{}\"", preset_name, preset_file);
std::ofstream file(preset_file, std::ios_base::app | std::ios_base::out);
if (!file) {
std::println("Preset file \"{}\" couldn't be loaded.", preset_file);
return;
}
file << "\n# " << preset_name << "\n" << current_state.state << std::flush;
std::println("Refreshing presets...");
if (ParsePresetFile(preset_file)) {
LoadPreset(presets.size() - 1);
}
}
auto StateManager::LoadPreset(int preset) -> void {
current_preset = preset;
current_state = presets.at(current_preset);
ClearGraph();
edited = false;
}
auto StateManager::ResetState() -> void {
current_state = presets.at(current_preset);
previous_state = current_state;
for (auto &[state, visits] : visited_states) {
visits = 0;
}
visited_states[current_state]++;
total_moves = 0;
if (edited) {
// We also need to clear the graph in case the state has been edited
// because the graph could contain states that are impossible to reach
// now.
ClearGraph();
edited = false;
}
}
auto StateManager::PreviousPreset() -> void {
LoadPreset((presets.size() + current_preset - 1) % presets.size());
}
auto StateManager::NextPreset() -> void {
LoadPreset((current_preset + 1) % presets.size());
}
auto StateManager::NextPath() -> void {
if (target_distances.Empty()) {
return;
}
// Already there
if (target_distances.distances[CurrentMassIndex()] == 0) {
return;
}
std::size_t parent = target_distances.parents[CurrentMassIndex()];
current_state = masses.at(parent);
FindTargetPath();
}
auto StateManager::FillGraph() -> void {
#ifdef TRACY
ZoneScoped;
#endif
ClearGraph();
std::pair<std::vector<State>,
std::vector<std::pair<std::size_t, std::size_t>>>
closure = current_state.Closure();
physics.ClearCmd();
physics.AddMassSpringsCmd(closure.first.size(), closure.second);
for (const State &state : closure.first) {
states.insert(std::make_pair(state, states.size()));
masses.insert(std::make_pair(states.size() - 1, state));
}
for (const auto &[from, to] : closure.second) {
springs.emplace_back(from, to);
}
FindWinningStates();
FindTargetDistances();
FindTargetPath();
// Sanity check. Both values need to be equal
// for (const auto &[mass, state] : masses) {
// std::println("Masses: {}, States: {}", mass, states.at(state));
// }
}
auto StateManager::UpdateGraph() -> void {
if (previous_state == current_state) {
return;
}
if (!states.contains(current_state)) {
states.insert(std::make_pair(current_state, states.size()));
masses.insert(std::make_pair(states.size() - 1, current_state));
springs.emplace_back(states.at(current_state), states.at(previous_state));
physics.AddMassCmd();
physics.AddSpringCmd(states.at(current_state), states.at(previous_state));
if (current_state.IsWon()) {
winning_states.insert(current_state);
}
FindTargetDistances();
}
// Adds the element with 0 if it doesn't exist
visited_states[current_state]++;
total_moves++;
if (history.size() > 0 && history.top() == current_state) {
// We don't pop the stack when moving backwards to indicate if we need to
// push or pop here
history.pop();
} else {
history.push(previous_state);
}
FindTargetPath();
previous_state = current_state;
}
auto StateManager::ClearGraph() -> void {
states.clear();
winning_states.clear();
visited_states.clear();
masses.clear();
winning_path.clear();
springs.clear();
history = std::stack<State>();
target_distances.Clear();
physics.ClearCmd();
// Re-add the default stuff to the graph
states.insert(std::make_pair(current_state, states.size()));
masses.insert(std::make_pair(states.size() - 1, current_state));
visited_states.insert(std::make_pair(current_state, 1));
physics.AddMassCmd();
// These states are no longer in the graph
previous_state = current_state;
starting_state = current_state;
}
auto StateManager::FindWinningStates() -> void {
winning_states.clear();
for (const auto &[state, mass] : states) {
if (state.IsWon()) {
winning_states.insert(state);
}
}
}
auto StateManager::FindTargetDistances() -> void {
#ifdef TRACY
ZoneScoped;
#endif
if (springs.size() == 0 || winning_states.size() == 0) {
return;
}
// Find target indices
std::vector<std::size_t> targets;
targets.reserve(winning_states.size());
for (const auto &_state : winning_states) {
targets.push_back(states.at(_state));
}
target_distances = CalculateDistances(states.size(), springs, targets);
// std::println("Calculated {} distances to {} targets.",
// target_distances.distances.size(), targets.size());
}
auto StateManager::FindTargetPath() -> void {
if (target_distances.Empty()) {
return;
}
winning_path = GetPath(target_distances, CurrentMassIndex());
// std::println("Nearest target is {} moves away.", winning_path.size());
}
auto StateManager::FindWorstState() -> State {
if (target_distances.Empty()) {
return current_state;
}
int max = 0;
int index = 0;
for (std::size_t i = 0; i < target_distances.distances.size(); ++i) {
if (target_distances.distances.at(i) > max) {
max = target_distances.distances.at(i);
index = i;
}
}
return masses.at(index);
}
auto StateManager::GoToWorst() -> void { current_state = FindWorstState(); }
auto StateManager::GoToNearestTarget() -> void {
if (target_distances.Empty()) {
return;
}
current_state =
masses.at(target_distances.nearest_targets.at(CurrentMassIndex()));
}
auto StateManager::PopHistory() -> void {
if (history.size() == 0) {
return;
}
current_state = history.top();
// history.pop(); // Done in UpdateGraph();
}
auto StateManager::CurrentMassIndex() const -> std::size_t {
return states.at(current_state);
}

445
src/state_manager.cpp Normal file
View File

@ -0,0 +1,445 @@
#include "state_manager.hpp"
#include "graph_distances.hpp"
#include "util.hpp"
auto state_manager::synced_try_insert_state(const puzzle& state) -> size_t
{
if (state_indices.contains(state)) {
return state_indices[state];
}
const size_t index = state_pool.size();
state_pool.emplace_back(state);
state_indices.emplace(state, index);
visit_counts[index] = 0;
// Queue an update to the physics engine state to keep in sync
physics.add_mass_cmd();
return index;
}
auto state_manager::synced_insert_link(size_t first_index, size_t second_index) -> void
{
links.emplace_back(first_index, second_index);
// Queue an update to the physics engine state to keep in sync
physics.add_spring_cmd(first_index, second_index);
}
auto state_manager::synced_insert_statespace(const std::vector<puzzle>& states,
const std::vector<spring>& _links) -> void
{
if (!state_pool.empty() || !state_indices.empty() || !links.empty()) {
warnln("Inserting statespace but collections haven't been cleared");
}
for (const puzzle& state : states) {
const size_t index = state_pool.size();
state_pool.emplace_back(state);
state_indices.emplace(state, index);
visit_counts[index] = 0;
}
for (const auto& [from, to] : _links) {
links.emplace_back(from, to);
}
// Queue an update to the physics engine state to keep in sync
physics.add_mass_springs_cmd(state_pool.size(), links);
}
auto state_manager::synced_clear_statespace() -> void
{
// Those are invalid without any states
current_state_index = -1;
previous_state_index = -1;
starting_state_index = -1;
state_pool.clear();
state_indices.clear();
links.clear();
node_target_distances.clear();
winning_indices.clear();
winning_path.clear();
path_indices.clear();
move_history.clear();
visit_counts.clear();
// Queue an update to the physics engine state to keep in sync
physics.clear_cmd();
}
auto state_manager::save_current_to_preset_file(const std::string& preset_comment) -> void
{
if (append_preset_file(preset_file, preset_comment, get_current_state())) {
current_preset = preset_states.size();
reload_preset_file();
}
}
auto state_manager::reload_preset_file() -> void
{
const auto [presets, comments] = parse_preset_file(preset_file);
if (!presets.empty()) {
preset_states = presets;
preset_comments = comments;
}
load_preset(current_preset);
}
auto state_manager::load_preset(const size_t preset) -> void
{
clear_graph_and_add_current(preset_states[preset]);
current_preset = preset;
edited = false;
}
auto state_manager::load_previous_preset() -> void
{
load_preset((preset_states.size() + current_preset - 1) % preset_states.size());
}
auto state_manager::load_next_preset() -> void
{
load_preset((current_preset + 1) % preset_states.size());
}
auto state_manager::update_current_state(const puzzle& p) -> void
{
if (!p.valid()) {
return;
}
const size_t size_before = state_pool.size();
// If state is a duplicate, index will be the existing index,
// if state is new, index will be state_pool.size() - 1
const size_t index = synced_try_insert_state(p);
// Because synced_insert_link does not check for duplicates we do it here,
// if the size grows, it was not a duplicate, and we can add the spring
if (state_pool.size() > size_before) {
// The order is important, as the position of the second mass will be updated depending on
// the first
synced_insert_link(current_state_index, index);
}
previous_state_index = current_state_index;
current_state_index = index;
if (current_state_index != previous_state_index) {
move_history.emplace_back(previous_state_index);
}
if (p.goal_reached()) {
winning_indices.insert(current_state_index);
}
// Adds the element with 0 if it doesn't exist
visit_counts[current_state_index]++;
total_moves++;
// Recalculate distances only if the graph changed
if (state_pool.size() > size_before) {
populate_node_target_distances();
}
populate_winning_path();
}
auto state_manager::edit_starting_state(const puzzle& p) -> void
{
clear_graph_and_add_current(p);
move_history.clear();
total_moves = 0;
for (int& visits : visit_counts | std::views::values) {
visits = 0;
}
visit_counts[current_state_index]++;
edited = true;
}
auto state_manager::goto_starting_state() -> void
{
update_current_state(get_state(starting_state_index));
// Reset previous movement data since we're starting over (because we're fucking stupid)
previous_state_index = current_state_index;
for (int& visits : visit_counts | std::views::values) {
visits = 0;
}
visit_counts[current_state_index]++;
move_history.clear();
total_moves = 0;
}
auto state_manager::goto_optimal_next_state() -> void
{
if (node_target_distances.empty()) {
return;
}
// Already there
if (node_target_distances.distances[current_state_index] == 0) {
return;
}
const size_t parent_index = node_target_distances.parents[current_state_index];
update_current_state(get_state(parent_index));
}
auto state_manager::goto_previous_state() -> void
{
if (move_history.empty()) {
return;
}
update_current_state(get_state(move_history.back()));
// Pop twice because update_current_state adds the state again...
move_history.pop_back();
move_history.pop_back();
}
auto state_manager::goto_most_distant_state() -> void
{
if (node_target_distances.empty()) {
return;
}
int max_distance = 0;
size_t max_distance_index = 0;
for (size_t i = 0; i < node_target_distances.distances.size(); ++i) {
if (node_target_distances.distances[i] > max_distance) {
max_distance = node_target_distances.distances[i];
max_distance_index = i;
}
}
update_current_state(get_state(max_distance_index));
}
auto state_manager::goto_closest_target_state() -> void
{
if (node_target_distances.empty()) {
return;
}
update_current_state(get_state(node_target_distances.nearest_targets[current_state_index]));
}
auto state_manager::populate_graph() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
// Need to make a copy before clearing the state_pool
const puzzle s = get_starting_state();
const puzzle p = get_current_state();
// Clear the graph first so we don't add duplicates somehow
synced_clear_statespace();
// Explore the entire statespace starting from the current state
const std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
const auto& [states, _links] = s.explore_state_space();
synced_insert_statespace(states, _links);
const std::chrono::high_resolution_clock::time_point end = std::chrono::high_resolution_clock::now();
infoln("Explored puzzle. Took {}ms.", std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count());
infoln("State space has size {} with {} transitions.", state_pool.size(), links.size());
current_state_index = state_indices[p];
previous_state_index = current_state_index;
starting_state_index = state_indices[s];
// Search for cool stuff
populate_winning_indices();
populate_node_target_distances();
populate_winning_path();
}
auto state_manager::clear_graph_and_add_current(const puzzle& p) -> void
{
// We need to make a copy before clearing the state_pool
const puzzle _p = p; // NOLINT(*-unnecessary-copy-initialization)
synced_clear_statespace();
// Re-add the current state
current_state_index = synced_try_insert_state(_p);
// These states are no longer in the graph
previous_state_index = current_state_index;
starting_state_index = current_state_index;
visit_counts[current_state_index]++;
}
auto state_manager::clear_graph_and_add_current() -> void
{
clear_graph_and_add_current(get_current_state());
}
auto state_manager::populate_winning_indices() -> void
{
winning_indices.clear();
for (const auto& [state, index] : state_indices) {
if (state.goal_reached()) {
winning_indices.insert(index);
}
}
}
auto state_manager::populate_node_target_distances() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
if (links.empty() || winning_indices.empty()) {
return;
}
const std::vector<size_t> targets(winning_indices.begin(), winning_indices.end());
node_target_distances.calculate_distances(state_pool.size(), links, targets);
}
auto state_manager::populate_winning_path() -> void
{
if (node_target_distances.empty()) {
return;
}
winning_path = node_target_distances.get_shortest_path(current_state_index);
path_indices.clear();
for (const size_t index : winning_path) {
path_indices.insert(index);
}
}
auto state_manager::get_index(const puzzle& state) const -> size_t
{
return state_indices.at(state);
}
auto state_manager::get_current_index() const -> size_t
{
return current_state_index;
}
auto state_manager::get_starting_index() const -> size_t
{
return starting_state_index;
}
auto state_manager::get_state(const size_t index) const -> const puzzle&
{
return state_pool[index];
}
auto state_manager::get_current_state() const -> const puzzle&
{
return get_state(current_state_index);
}
auto state_manager::get_starting_state() const -> const puzzle&
{
return get_state(starting_state_index);
}
auto state_manager::get_state_count() const -> size_t
{
return state_pool.size();
}
auto state_manager::get_target_count() const -> size_t
{
return winning_indices.size();
}
auto state_manager::get_link_count() const -> size_t
{
return links.size();
}
auto state_manager::get_path_length() const -> size_t
{
return winning_path.size();
}
auto state_manager::get_links() const -> const std::vector<spring>&
{
return links;
}
auto state_manager::get_winning_indices() const -> const boost::unordered_flat_set<size_t>&
{
return winning_indices;
}
auto state_manager::get_visit_counts() const -> const boost::unordered_flat_map<size_t, int>&
{
return visit_counts;
}
auto state_manager::get_winning_path() const -> const std::vector<size_t>&
{
return winning_path;
}
auto state_manager::get_path_indices() const -> const boost::unordered_flat_set<size_t>&
{
return path_indices;
}
auto state_manager::get_current_visits() const -> int
{
return visit_counts.at(current_state_index);
}
auto state_manager::get_current_preset() const -> size_t
{
return current_preset;
}
auto state_manager::get_preset_count() const -> size_t
{
return preset_states.size();
}
auto state_manager::get_current_preset_comment() const -> const std::string&
{
return preset_comments[current_preset];
}
auto state_manager::has_history() const -> bool
{
return !move_history.empty();
}
auto state_manager::has_distances() const -> bool
{
return !node_target_distances.empty();
}
auto state_manager::get_distances() const -> std::vector<int>
{
return node_target_distances.distances;
}
auto state_manager::get_total_moves() const -> size_t
{
return total_moves;
}
auto state_manager::was_edited() const -> bool
{
return edited;
}

View File

@ -1,22 +0,0 @@
#include "config.hpp"
#ifdef TRACY
#include "tracy.hpp"
#include <tracy/Tracy.hpp>
void *operator new(std::size_t count) {
auto ptr = malloc(count);
TracyAllocS(ptr, count, 20);
return ptr;
}
void operator delete(void *ptr) noexcept {
TracyFreeS(ptr, 20);
free(ptr);
}
void operator delete(void *ptr, std::size_t count) noexcept {
TracyFreeS(ptr, 20);
free(ptr);
}
#endif

991
src/user_interface.cpp Normal file
View File

@ -0,0 +1,991 @@
#include "user_interface.hpp"
#include "config.hpp"
#include "input_handler.hpp"
#include <raylib.h>
#define RAYGUI_IMPLEMENTATION
#include <raygui.h>
auto user_interface::grid::update_bounds(const int _x,
const int _y,
const int _width,
const int _height,
const int _columns,
const int _rows) -> void
{
x = _x;
y = _y;
width = _width;
height = _height;
columns = _columns;
rows = _rows;
}
auto user_interface::grid::update_bounds(const int _x, const int _y, const int _width, const int _height) -> void
{
x = _x;
y = _y;
width = _width;
height = _height;
}
auto user_interface::grid::update_bounds(const int _x, const int _y) -> void
{
x = _x;
y = _y;
}
auto user_interface::grid::bounds() const -> Rectangle
{
Rectangle bounds{0, 0, static_cast<float>(columns), static_cast<float>(rows)};
bounds.x -= padding;
bounds.y -= padding;
bounds.width += 2 * padding;
bounds.height += 2 * padding;
return bounds;
}
auto user_interface::grid::bounds(const int _x, const int _y, const int _width, const int _height) const -> Rectangle
{
if (_x < 0 || _x + _width > columns || _y < 0 || _y + _height > rows) {
throw std::invalid_argument("Grid bounds out of range");
}
const int cell_width = (width - padding) / columns;
const int cell_height = (height - padding) / rows;
return Rectangle(x + _x * cell_width + padding,
y + _y * cell_height + padding,
_width * cell_width - padding,
_height * cell_height - padding);
}
auto user_interface::grid::square_bounds() const -> Rectangle
{
Rectangle bounds = square_bounds(0, 0, columns, rows);
bounds.x -= padding;
bounds.y -= padding;
bounds.width += 2 * padding;
bounds.height += 2 * padding;
return bounds;
}
auto user_interface::grid::square_bounds(const int _x,
const int _y,
const int _width,
const int _height) const -> Rectangle
{
// Assumes each cell is square, so either width or height are not completely
// filled
if (_x < 0 || _x + _width > columns || _y < 0 || _y + _height > rows) {
throw std::invalid_argument("Grid bounds out of range");
}
const int available_width = width - padding * (columns + 1);
const int available_height = height - padding * (rows + 1);
const int cell_size = std::min(available_width / columns, available_height / rows);
const int grid_width = cell_size * columns + padding * (columns + 1);
const int grid_height = cell_size * rows + padding * (rows + 1);
const int x_offset = (width - grid_width) / 2;
const int y_offset = (height - grid_height) / 2;
return Rectangle(x_offset + _x * (cell_size + padding) + padding,
y_offset + _y * (cell_size + padding) + padding,
_width * cell_size + padding * (_width - 1),
_height * cell_size + padding * (_height - 1));
}
auto user_interface::init() -> void
{
const Font font = LoadFontEx(FONT, FONT_SIZE, nullptr, 0);
SetTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR);
GuiSetFont(font);
default_style style = get_default_style();
style.text_size = FONT_SIZE;
apply_color(style, GRAY);
set_default_style(style);
}
auto user_interface::apply_color(style& style, const Color color) -> void
{
style.base_color_normal = ColorToInt(Fade(color, 0.8));
style.base_color_focused = ColorToInt(Fade(color, 0.3));
style.base_color_pressed = ColorToInt(Fade(color, 0.8));
style.base_color_disabled = ColorToInt(Fade(color, 0.5));
style.border_color_normal = ColorToInt(Fade(color, 1.0));
style.border_color_focused = ColorToInt(Fade(color, 0.7));
style.border_color_pressed = ColorToInt(Fade(color, 1.0));
style.border_color_disabled = ColorToInt(Fade(GRAY, 0.5));
style.text_color_normal = ColorToInt(Fade(BLACK, 1.0));
style.text_color_focused = ColorToInt(Fade(BLACK, 1.0));
style.text_color_pressed = ColorToInt(Fade(BLACK, 1.0));
style.text_color_disabled = ColorToInt(Fade(BLACK, 0.5));
}
auto user_interface::apply_block_color(style& style, const Color color) -> void
{
style.base_color_normal = ColorToInt(Fade(color, 0.5));
style.base_color_focused = ColorToInt(Fade(color, 0.3));
style.base_color_pressed = ColorToInt(Fade(color, 0.8));
style.base_color_disabled = ColorToInt(Fade(color, 0.5));
style.border_color_normal = ColorToInt(Fade(color, 1.0));
style.border_color_focused = ColorToInt(Fade(color, 0.7));
style.border_color_pressed = ColorToInt(Fade(color, 1.0));
style.border_color_disabled = ColorToInt(Fade(GRAY, 0.5));
}
auto user_interface::apply_text_color(style& style, const Color color) -> void
{
style.text_color_normal = ColorToInt(Fade(color, 1.0));
style.text_color_focused = ColorToInt(Fade(color, 1.0));
style.text_color_pressed = ColorToInt(Fade(color, 1.0));
style.text_color_disabled = ColorToInt(Fade(BLACK, 0.5));
}
auto user_interface::get_default_style() -> default_style
{
// Could've iterated over the values, but then it wouldn't be as nice to
// access...
return {
{
GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL),
GuiGetStyle(DEFAULT, BASE_COLOR_NORMAL),
GuiGetStyle(DEFAULT, TEXT_COLOR_NORMAL),
GuiGetStyle(DEFAULT, BORDER_COLOR_FOCUSED),
GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED),
GuiGetStyle(DEFAULT, TEXT_COLOR_FOCUSED),
GuiGetStyle(DEFAULT, BORDER_COLOR_PRESSED),
GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED),
GuiGetStyle(DEFAULT, TEXT_COLOR_PRESSED),
GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED),
GuiGetStyle(DEFAULT, BASE_COLOR_DISABLED),
GuiGetStyle(DEFAULT, TEXT_COLOR_DISABLED)
},
GuiGetStyle(DEFAULT, BACKGROUND_COLOR),
GuiGetStyle(DEFAULT, LINE_COLOR),
GuiGetStyle(DEFAULT, TEXT_SIZE),
GuiGetStyle(DEFAULT, TEXT_SPACING),
GuiGetStyle(DEFAULT, TEXT_LINE_SPACING),
GuiGetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL),
GuiGetStyle(DEFAULT, TEXT_WRAP_MODE)
};
}
auto user_interface::set_default_style(const default_style& style) -> void
{
GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, style.border_color_normal);
GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, style.base_color_normal);
GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, style.text_color_normal);
GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, style.border_color_focused);
GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, style.base_color_focused);
GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, style.text_color_focused);
GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, style.border_color_pressed);
GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, style.base_color_pressed);
GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, style.text_color_pressed);
GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, style.border_color_disabled);
GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, style.base_color_disabled);
GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, style.text_color_disabled);
GuiSetStyle(DEFAULT, BACKGROUND_COLOR, style.background_color);
GuiSetStyle(DEFAULT, LINE_COLOR, style.line_color);
GuiSetStyle(DEFAULT, TEXT_SIZE, style.text_size);
GuiSetStyle(DEFAULT, TEXT_SPACING, style.text_spacing);
GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, style.text_line_spacing);
GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, style.text_alignment_vertical);
GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, style.text_wrap_mode);
}
auto user_interface::get_component_style(const int component) -> component_style
{
return {
{
GuiGetStyle(component, BORDER_COLOR_NORMAL),
GuiGetStyle(component, BASE_COLOR_NORMAL),
GuiGetStyle(component, TEXT_COLOR_NORMAL),
GuiGetStyle(component, BORDER_COLOR_FOCUSED),
GuiGetStyle(component, BASE_COLOR_FOCUSED),
GuiGetStyle(component, TEXT_COLOR_FOCUSED),
GuiGetStyle(component, BORDER_COLOR_PRESSED),
GuiGetStyle(component, BASE_COLOR_PRESSED),
GuiGetStyle(component, TEXT_COLOR_PRESSED),
GuiGetStyle(component, BORDER_COLOR_DISABLED),
GuiGetStyle(component, BASE_COLOR_DISABLED),
GuiGetStyle(component, TEXT_COLOR_DISABLED)
},
GuiGetStyle(component, BORDER_WIDTH),
GuiGetStyle(component, TEXT_PADDING),
GuiGetStyle(component, TEXT_ALIGNMENT)
};
}
auto user_interface::set_component_style(const int component, const component_style& style) -> void
{
GuiSetStyle(component, BORDER_COLOR_NORMAL, style.border_color_normal);
GuiSetStyle(component, BASE_COLOR_NORMAL, style.base_color_normal);
GuiSetStyle(component, TEXT_COLOR_NORMAL, style.text_color_normal);
GuiSetStyle(component, BORDER_COLOR_FOCUSED, style.border_color_focused);
GuiSetStyle(component, BASE_COLOR_FOCUSED, style.base_color_focused);
GuiSetStyle(component, TEXT_COLOR_FOCUSED, style.text_color_focused);
GuiSetStyle(component, BORDER_COLOR_PRESSED, style.border_color_pressed);
GuiSetStyle(component, BASE_COLOR_PRESSED, style.base_color_pressed);
GuiSetStyle(component, TEXT_COLOR_PRESSED, style.text_color_pressed);
GuiSetStyle(component, BORDER_COLOR_DISABLED, style.border_color_disabled);
GuiSetStyle(component, BASE_COLOR_DISABLED, style.base_color_disabled);
GuiSetStyle(component, TEXT_COLOR_DISABLED, style.text_color_disabled);
GuiSetStyle(component, BORDER_WIDTH, style.border_width);
GuiSetStyle(component, TEXT_PADDING, style.text_padding);
GuiSetStyle(component, TEXT_ALIGNMENT, style.text_alignment);
}
auto user_interface::popup_bounds() -> Rectangle
{
return Rectangle(static_cast<float>(GetScreenWidth()) / 2.0f - POPUP_WIDTH / 2.0f,
static_cast<float>(GetScreenHeight()) / 2.0f - POPUP_HEIGHT / 2.0f,
POPUP_WIDTH,
POPUP_HEIGHT);
}
auto user_interface::draw_button(const Rectangle bounds,
const std::string& label,
const Color color,
const bool enabled,
const int font_size) const -> int
{
// Save original styling
const default_style original_default = get_default_style();
const component_style original_button = get_component_style(BUTTON);
// Change styling
default_style style_default = original_default;
component_style style_button = original_button;
style_default.text_size = font_size;
apply_color(style_button, color);
set_default_style(style_default);
set_component_style(BUTTON, style_button);
const int _state = GuiGetState();
if (!enabled || window_open()) {
GuiSetState(STATE_DISABLED);
}
const int pressed = GuiButton(bounds, label.data());
if (!enabled || window_open()) {
GuiSetState(_state);
}
// Restore original styling
set_default_style(original_default);
set_component_style(BUTTON, original_button);
return pressed;
}
auto user_interface::draw_menu_button(const int x,
const int y,
const int width,
const int height,
const std::string& label,
const Color color,
const bool enabled,
const int font_size) const -> int
{
const Rectangle bounds = menu_grid.bounds(x, y, width, height);
return draw_button(bounds, label, color, enabled, font_size);
}
auto user_interface::draw_toggle_slider(const Rectangle bounds,
const std::string& off_label,
const std::string& on_label,
int* active,
Color color,
bool enabled,
int font_size) const -> int
{
// Save original styling
const default_style original_default = get_default_style();
const component_style original_slider = get_component_style(SLIDER);
const component_style original_toggle = get_component_style(TOGGLE);
// Change styling
default_style style_default = original_default;
component_style style_slider = original_slider;
component_style style_toggle = original_toggle;
style_default.text_size = font_size;
apply_color(style_slider, color);
apply_color(style_toggle, color);
set_default_style(style_default);
set_component_style(SLIDER, style_slider);
set_component_style(TOGGLE, style_toggle);
const int _state = GuiGetState();
if (!enabled || window_open()) {
GuiSetState(STATE_DISABLED);
}
int pressed = GuiToggleSlider(bounds, std::format("{};{}", off_label, on_label).data(), active);
if (!enabled || window_open()) {
GuiSetState(_state);
}
// Restore original styling
set_default_style(original_default);
set_component_style(SLIDER, original_slider);
set_component_style(TOGGLE, original_toggle);
return pressed;
}
auto user_interface::draw_menu_toggle_slider(const int x,
const int y,
const int width,
const int height,
const std::string& off_label,
const std::string& on_label,
int* active,
const Color color,
const bool enabled,
const int font_size) const -> int
{
const Rectangle bounds = menu_grid.bounds(x, y, width, height);
return draw_toggle_slider(bounds, off_label, on_label, active, color, enabled, font_size);
}
auto user_interface::draw_spinner(Rectangle bounds,
const std::string& label,
int* value,
int min,
int max,
Color color,
bool enabled,
int font_size) const -> int
{
// Save original styling
const default_style original_default = get_default_style();
const component_style original_valuebox = get_component_style(VALUEBOX);
const component_style original_button = get_component_style(BUTTON);
// Change styling
default_style style_default = original_default;
component_style style_valuebox = original_valuebox;
component_style style_button = original_button;
style_default.text_size = font_size;
apply_color(style_valuebox, color);
apply_color(style_button, color);
set_default_style(style_default);
set_component_style(VALUEBOX, style_valuebox);
set_component_style(BUTTON, style_button);
const int _state = GuiGetState();
if (!enabled || window_open()) {
GuiSetState(STATE_DISABLED);
}
int pressed = GuiSpinner(bounds, "", label.data(), value, min, max, false);
if (!enabled || window_open()) {
GuiSetState(_state);
}
// Restore original styling
set_default_style(original_default);
set_component_style(VALUEBOX, original_valuebox);
set_component_style(BUTTON, style_button);
return pressed;
}
auto user_interface::draw_menu_spinner(const int x,
const int y,
const int width,
const int height,
const std::string& label,
int* value,
const int min,
const int max,
const Color color,
const bool enabled,
const int font_size) const -> int
{
const Rectangle bounds = menu_grid.bounds(x, y, width, height);
return draw_spinner(bounds, label, value, min, max, color, enabled, font_size);
}
auto user_interface::draw_label(const Rectangle bounds,
const std::string& text,
const Color color,
const bool enabled,
const int font_size) const -> int
{
// Save original styling
const default_style original_default = get_default_style();
const component_style original_label = get_component_style(LABEL);
// Change styling
default_style style_default = original_default;
component_style style_label = original_label;
style_default.text_size = font_size;
apply_text_color(style_label, color);
set_default_style(style_default);
set_component_style(LABEL, style_label);
const int _state = GuiGetState();
if (!enabled || window_open()) {
GuiSetState(STATE_DISABLED);
}
const int pressed = GuiLabel(bounds, text.data());
if (!enabled || window_open()) {
GuiSetState(_state);
}
// Restore original styling
set_default_style(original_default);
set_component_style(LABEL, original_label);
return pressed;
}
auto user_interface::draw_board_block(const int x,
const int y,
const int width,
const int height,
const Color color,
const bool enabled) const -> bool
{
component_style s = get_component_style(BUTTON);
apply_block_color(s, color);
const Rectangle bounds = board_grid.square_bounds(x, y, width, height);
const bool focused = CheckCollisionPointRec(input.mouse - Vector2(0, MENU_HEIGHT), bounds);
const bool pressed = block(x, y, width, height, false).covers(input.sel_x, input.sel_y);
// Background to make faded colors work
DrawRectangleRec(bounds, RAYWHITE);
Color base = GetColor(s.base_color_normal);
Color border = GetColor(s.base_color_normal);
if (pressed) {
base = GetColor(s.base_color_pressed);
border = GetColor(s.base_color_pressed);
}
if (focused) {
base = GetColor(s.base_color_focused);
border = GetColor(s.base_color_focused);
}
if (focused && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
base = GetColor(s.base_color_pressed);
border = GetColor(s.base_color_pressed);
}
if (!enabled) {
base = BOARD_COLOR_RESTRICTED;
}
DrawRectangleRec(bounds, base);
if (enabled) {
DrawRectangleLinesEx(bounds, 2.0, border);
}
return focused && enabled;
}
auto user_interface::window_open() const -> bool
{
return save_window || help_window || ok_message || yes_no_message;
}
auto user_interface::draw_menu_header(const Color color) const -> void
{
int preset = static_cast<int>(state.get_current_preset());
draw_menu_spinner(0,
0,
1,
1,
"Preset: ",
&preset,
-1,
static_cast<int>(state.get_preset_count()),
color,
!input.editing);
if (preset > static_cast<int>(state.get_current_preset())) {
input.load_next_preset();
} else if (preset < static_cast<int>(state.get_current_preset())) {
input.load_previous_preset();
}
draw_menu_button(1,
0,
1,
1,
std::format("{}: {}/{} Blocks",
state.was_edited()
? "Modified"
: std::format("\"{}\"", state.get_current_preset_comment().substr(2)),
state.get_current_state().block_count(),
puzzle::MAX_BLOCKS),
color);
int editing = input.editing;
draw_menu_toggle_slider(2, 0, 1, 1, "Puzzle Mode (Tab)", "Edit Mode (Tab)", &editing, color);
if (editing != input.editing) {
input.toggle_editing();
}
}
auto user_interface::draw_graph_info(const Color color) const -> void
{
draw_menu_button(0,
1,
1,
1,
std::format("Found {} States ({} Winning)", state.get_state_count(), state.get_target_count()),
color);
draw_menu_button(1, 1, 1, 1, std::format("Found {} Transitions", state.get_link_count()), color);
draw_menu_button(2,
1,
1,
1,
std::format("{} Moves to Nearest Solution",
state.get_path_length() > 0 ? state.get_path_length() - 1 : 0),
color);
}
auto user_interface::draw_graph_controls(const Color color) const -> void
{
if (draw_menu_button(0, 2, 1, 1, "Populate Graph (G)", color)) {
input.populate_graph();
}
// int mark_path = input.mark_path;
// DrawMenuToggleSlider(2, 2, 1, 1, "Path Hidden (U)", "Path Shown (U)",
// &mark_path, color);
// if (mark_path != input.mark_path) {
// input.ToggleMarkPath();
// }
if (draw_menu_button(1, 2, 1, 1, "Clear Graph (C)", color)) {
input.clear_graph();
}
int mark_solutions = input.mark_solutions;
draw_menu_toggle_slider(2, 2, 1, 1, "Solution Hidden (I)", "Solution Shown (I)", &mark_solutions, color);
if (mark_solutions != input.mark_solutions) {
input.toggle_mark_solutions();
}
input.mark_path = input.mark_solutions;
}
auto user_interface::draw_camera_controls(const Color color) const -> void
{
int lock_camera = input.camera_lock;
draw_menu_toggle_slider(0, 3, 1, 1, "Free Camera (L)", "Locked Camera (L)", &lock_camera, color);
if (lock_camera != input.camera_lock) {
input.toggle_camera_lock();
}
int lock_camera_mass_center = input.camera_mass_center_lock;
draw_menu_toggle_slider(1,
3,
1,
1,
"Current Block (U)",
"Graph Center (U)",
&lock_camera_mass_center,
color,
input.camera_lock);
if (lock_camera_mass_center != input.camera_mass_center_lock) {
input.toggle_camera_mass_center_lock();
}
int projection = camera.projection == CAMERA_ORTHOGRAPHIC;
draw_menu_toggle_slider(2, 3, 1, 1, "Perspective (Alt)", "Orthographic (Alt)", &projection, color);
if (projection != (camera.projection == CAMERA_ORTHOGRAPHIC)) {
input.toggle_camera_projection();
}
}
auto user_interface::draw_puzzle_controls(const Color color) const -> void
{
auto nth = [&](const int n)
{
if (n == 11 || n == 12 || n == 13) {
return "th";
}
if (n % 10 == 1) {
return "st";
}
if (n % 10 == 2) {
return "nd";
}
if (n % 10 == 3) {
return "rd";
}
return "th";
};
const int visits = state.get_current_visits();
draw_menu_button(0,
4,
1,
1,
std::format("{} Moves ({}{} Time at this State)", state.get_total_moves(), visits, nth(visits)),
color);
if (draw_menu_button(1, 4, 1, 1, "Make Optimal Move (Space)", color, state.has_distances())) {
input.goto_optimal_next_state();
}
if (draw_menu_button(2, 4, 1, 1, "Undo Last Move (Backspace)", color, state.has_history())) {
input.goto_previous_state();
}
if (draw_menu_button(0, 5, 1, 1, "Go to Nearest Solution (B)", color, state.has_distances())) {
input.goto_closest_target_state();
}
if (draw_menu_button(1, 5, 1, 1, "Go to Worst State (V)", color, state.has_distances())) {
input.goto_most_distant_state();
}
if (draw_menu_button(2,
5,
1,
1,
"Go to Starting State (R)",
color,
state.get_current_index() != state.get_starting_index())) {
input.goto_starting_state();
}
}
auto user_interface::draw_edit_controls(const Color color) const -> void
{
const puzzle& current = state.get_current_state();
// Toggle Target Block
if (draw_menu_button(0, 4, 1, 1, "Toggle Target Block (T)", color)) {
input.toggle_target_block();
}
// Toggle Wall Block
if (draw_menu_button(0, 5, 1, 1, "Toggle Wall Block (Y)", color)) {
input.toggle_wall_block();
}
// Toggle Restricted/Free Block Movement
int free = !current.get_restricted();
draw_menu_toggle_slider(1, 4, 1, 1, "Restricted (F)", "Free (F)", &free, color);
if (free != !current.get_restricted()) {
input.toggle_restricted_movement();
}
// Clear Goal
if (draw_menu_button(1, 5, 1, 1, "Clear Goal (X)", color)) {}
// Column Count Spinner
int columns = current.get_width();
draw_menu_spinner(2, 4, 1, 1, "Cols: ", &columns, puzzle::MIN_WIDTH, puzzle::MAX_WIDTH, color);
if (columns > current.get_width()) {
input.add_board_column();
} else if (columns < current.get_width()) {
input.remove_board_column();
}
// Row Count Spinner
int rows = current.get_height();
draw_menu_spinner(2, 5, 1, 1, "Rows: ", &rows, puzzle::MIN_WIDTH, puzzle::MAX_WIDTH, color);
if (rows > current.get_height()) {
input.add_board_row();
} else if (rows < current.get_height()) {
input.remove_board_row();
}
}
auto user_interface::draw_menu_footer(const Color color) -> void
{
draw_menu_button(0, 6, 2, 1, state.get_current_state().string_repr().data(), color);
if (draw_menu_button(2, 6, 1, 1, "Save as Preset", color)) {
if (const std::optional<std::string>& reason = state.get_current_state().try_get_invalid_reason()) {
message_title = "Can't Save Preset";
message_message = std::format("Invalid Board: {}.", *reason);
ok_message = true;
} else {
save_window = true;
}
}
}
auto user_interface::get_background_color() -> Color
{
return GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR));
}
auto user_interface::help_popup() -> void {}
auto user_interface::draw_save_preset_popup() -> void
{
if (!save_window) {
return;
}
// Returns the pressed button index
const int button = GuiTextInputBox(popup_bounds(),
"Save as Preset",
"Enter Preset Name",
"Ok;Cancel",
preset_comment.data(),
255,
nullptr);
if (button == 1) {
state.save_current_to_preset_file(preset_comment.data());
}
if (button == 0 || button == 1 || button == 2) {
save_window = false;
TextCopy(preset_comment.data(), "\0");
}
}
auto user_interface::draw_ok_message_box() -> void
{
if (!ok_message) {
return;
}
const int button = GuiMessageBox(popup_bounds(), message_title.data(), message_message.data(), "Ok");
if (button == 0 || button == 1) {
message_title = "";
message_message = "";
ok_message = false;
}
}
auto user_interface::draw_yes_no_message_box() -> void
{
if (!yes_no_message) {
return;
}
const int button = GuiMessageBox(popup_bounds(), message_title.data(), message_message.data(), "Yes;No");
if (button == 1) {
yes_no_handler();
}
if (button == 0 || button == 1 || button == 2) {
message_title = "";
message_message = "";
yes_no_message = false;
}
}
auto user_interface::draw_main_menu() -> void
{
menu_grid.update_bounds(0, 0, GetScreenWidth(), MENU_HEIGHT);
draw_menu_header(GRAY);
draw_graph_info(ORANGE);
draw_graph_controls(RED);
draw_camera_controls(DARKGREEN);
if (input.editing) {
draw_edit_controls(PURPLE);
} else {
draw_puzzle_controls(BLUE);
}
draw_menu_footer(GRAY);
}
auto user_interface::draw_puzzle_board() -> void
{
const puzzle& current = state.get_current_state();
board_grid.update_bounds(0,
MENU_HEIGHT,
GetScreenWidth() / 2,
GetScreenHeight() - MENU_HEIGHT,
current.get_width(),
current.get_height());
// Draw outer border
const Rectangle bounds = board_grid.square_bounds();
DrawRectangleRec(bounds, current.goal_reached() ? BOARD_COLOR_WON : BOARD_COLOR_RESTRICTED);
// Draw inner borders
DrawRectangle(bounds.x + BOARD_PADDING,
bounds.y + BOARD_PADDING,
bounds.width - 2 * BOARD_PADDING,
bounds.height - 2 * BOARD_PADDING,
current.get_restricted() ? BOARD_COLOR_RESTRICTED : BOARD_COLOR_FREE);
// Draw target opening
// TODO: Only draw single direction (in corner) if restricted (use target block principal
// direction)
const std::optional<block> target_block = current.try_get_target_block();
const int target_x = current.get_goal_x();
const int target_y = current.get_goal_y();
if (current.get_goal() && target_block) {
auto [x, y, width, height] = board_grid.square_bounds(target_x,
target_y,
target_block->get_width(),
target_block->get_height());
const Color opening_color = Fade(current.goal_reached() ? BOARD_COLOR_WON : BOARD_COLOR_RESTRICTED, 0.3);
if (target_x == 0) {
// Left opening
DrawRectangle(x - BOARD_PADDING, y, BOARD_PADDING, height, RAYWHITE);
DrawRectangle(x - BOARD_PADDING, y, BOARD_PADDING, height, opening_color);
}
if (target_x + target_block->get_width() == current.get_width()) {
// Right opening
DrawRectangle(x + width, y, BOARD_PADDING, height, RAYWHITE);
DrawRectangle(x + width, y, BOARD_PADDING, height, opening_color);
}
if (target_y == 0) {
// Top opening
DrawRectangle(x, y - BOARD_PADDING, width, BOARD_PADDING, RAYWHITE);
DrawRectangle(x, y - BOARD_PADDING, width, BOARD_PADDING, opening_color);
}
if (target_y + target_block->get_height() == current.get_height()) {
// Bottom opening
DrawRectangle(x, y + height, width, BOARD_PADDING, RAYWHITE);
DrawRectangle(x, y + height, width, BOARD_PADDING, opening_color);
}
}
// Draw empty cells. Also set hovered blocks
input.hov_x = -1;
input.hov_y = -1;
for (int x = 0; x < board_grid.columns; ++x) {
for (int y = 0; y < board_grid.rows; ++y) {
DrawRectangleRec(board_grid.square_bounds(x, y, 1, 1), RAYWHITE);
Rectangle hov_bounds = board_grid.square_bounds(x, y, 1, 1);
hov_bounds.x -= BOARD_PADDING;
hov_bounds.y -= BOARD_PADDING;
hov_bounds.width += BOARD_PADDING;
hov_bounds.height += BOARD_PADDING;
if (CheckCollisionPointRec(GetMousePosition() - Vector2(0, MENU_HEIGHT), hov_bounds)) {
input.hov_x = x;
input.hov_y = y;
}
}
}
// Draw blocks
for (const block b : current.block_view()) {
Color c = BLOCK_COLOR;
if (b.get_target()) {
c = TARGET_BLOCK_COLOR;
} else if (b.get_immovable()) {
c = WALL_COLOR;
}
const auto [x, y, w, h, t, i] = b.unpack_repr();
draw_board_block(x, y, w, h, c, !i);
}
// Draw block placing
if (input.editing && input.has_block_add_xy) {
if (current.covers(input.block_add_x, input.block_add_y) && input.hov_x >= input.block_add_x && input.hov_y >=
input.block_add_y) {
bool collides = false;
for (const block b : current.block_view()) {
if (b.collides(block(input.block_add_x,
input.block_add_y,
input.hov_x - input.block_add_x + 1,
input.hov_y - input.block_add_y + 1,
false))) {
collides = true;
break;
}
}
if (!collides) {
draw_board_block(input.block_add_x,
input.block_add_y,
input.hov_x - input.block_add_x + 1,
input.hov_y - input.block_add_y + 1,
PURPLE);
}
}
}
// TODO: In edit mode
// - Clear Goal button doesn't work
// - Toggle Target Block button throws "Grid bounds out of range"
// - Clicking the goal to remove it throws "Grid bounds out of range"
// Draw goal boundaries when editing
if (input.editing && current.get_goal() && target_block) {
DrawRectangleLinesEx(
board_grid.square_bounds(target_x, target_y, target_block->get_width(), target_block->get_height()),
2.0,
TARGET_BLOCK_COLOR);
}
}
auto user_interface::draw_graph_overlay(int fps, int ups, size_t mass_count, size_t spring_count) -> void
{
graph_overlay_grid.update_bounds(GetScreenWidth() / 2, MENU_HEIGHT);
debug_overlay_grid.update_bounds(GetScreenWidth() / 2, GetScreenHeight() - 75);
draw_label(graph_overlay_grid.bounds(0, 0, 1, 1), std::format("Dist: {:0>7.2f}", camera.distance), BLACK);
draw_label(graph_overlay_grid.bounds(0, 1, 1, 1), std::format("FoV: {:0>6.2f}", camera.fov), BLACK);
draw_label(graph_overlay_grid.bounds(0, 2, 1, 1), std::format("FPS: {:0>3}", fps), LIME);
draw_label(graph_overlay_grid.bounds(0, 3, 1, 1), std::format("UPS: {:0>3}", ups), ORANGE);
// Debug
draw_label(debug_overlay_grid.bounds(0, 0, 1, 1), std::format("Physics Debug:"), BLACK);
draw_label(debug_overlay_grid.bounds(0, 1, 1, 1), std::format("Masses: {}", mass_count), BLACK);
draw_label(debug_overlay_grid.bounds(0, 2, 1, 1), std::format("Springs: {}", spring_count), BLACK);
}
auto user_interface::draw(const int fps, const int ups, const size_t mass_count, const size_t spring_count) -> void
{
const auto visitor = overloads{
[&](const show_ok_message& msg)
{
message_title = msg.title;
message_message = msg.message;
ok_message = true;
},
[&](const show_yes_no_message& msg)
{
message_title = msg.title;
message_message = msg.message;
yes_no_handler = msg.on_yes;
yes_no_message = true;
},
[&](const show_save_preset_window& msg)
{
save_window = true;
}
};
while (!input.ui_commands.empty()) {
const ui_command& cmd = input.ui_commands.front();
cmd.visit(visitor);
input.ui_commands.pop();
}
input.disable = window_open();
draw_graph_overlay(fps, ups, mass_count, spring_count);
draw_save_preset_popup();
draw_ok_message_box();
draw_yes_no_message_box();
}

74
test/bitmap.cpp Normal file
View File

@ -0,0 +1,74 @@
// ReSharper disable CppLocalVariableMayBeConst
#include "puzzle.hpp"
#include <random>
#include <catch2/catch_test_macros.hpp>
TEST_CASE("bitmap_is_full all bits set", "[puzzle][board]")
{
puzzle p1(5, 5);
puzzle p2(3, 4);
puzzle p3(5, 4);
puzzle p4(3, 7);
u64 bitmap = -1;
REQUIRE(p1.bitmap_is_full(bitmap));
REQUIRE(p2.bitmap_is_full(bitmap));
REQUIRE(p3.bitmap_is_full(bitmap));
REQUIRE(p4.bitmap_is_full(bitmap));
}
TEST_CASE("bitmap_is_full no bits set", "[puzzle][board]")
{
puzzle p1(5, 5);
puzzle p2(3, 4);
puzzle p3(5, 4);
puzzle p4(3, 7);
u64 bitmap = 0;
REQUIRE_FALSE(p1.bitmap_is_full(bitmap));
REQUIRE_FALSE(p2.bitmap_is_full(bitmap));
REQUIRE_FALSE(p3.bitmap_is_full(bitmap));
REQUIRE_FALSE(p4.bitmap_is_full(bitmap));
}
TEST_CASE("bitmap_is_full necessary bits set", "[puzzle][board]")
{
puzzle p1(5, 5);
puzzle p2(3, 4);
puzzle p3(5, 4);
puzzle p4(3, 7);
u64 bitmap1 = (1ull << 25) - 1; // 5 * 5
u64 bitmap2 = (1ull << 12) - 1; // 3 * 4
u64 bitmap3 = (1ull << 20) - 1; // 5 * 4
u64 bitmap4 = (1ull << 21) - 1; // 3 * 7
REQUIRE(p1.bitmap_is_full(bitmap1));
REQUIRE(p2.bitmap_is_full(bitmap2));
REQUIRE(p3.bitmap_is_full(bitmap3));
REQUIRE(p4.bitmap_is_full(bitmap4));
}
TEST_CASE("bitmap_is_full necessary bits not set", "[puzzle][board]")
{
puzzle p1(5, 5);
puzzle p2(3, 4);
puzzle p3(5, 4);
puzzle p4(3, 7);
u64 bitmap1 = (1ull << 25) - 1; // 5 * 5
u64 bitmap2 = (1ull << 12) - 1; // 3 * 4
u64 bitmap3 = (1ull << 20) - 1; // 5 * 4
u64 bitmap4 = (1ull << 21) - 1; // 3 * 7
bitmap1 &= ~(1ull << 12);
bitmap2 &= ~(1ull << 6);
bitmap3 &= ~(1ull << 8);
bitmap4 &= ~(1ull << 18);
REQUIRE_FALSE(p1.bitmap_is_full(bitmap1));
REQUIRE_FALSE(p2.bitmap_is_full(bitmap2));
REQUIRE_FALSE(p3.bitmap_is_full(bitmap3));
REQUIRE_FALSE(p4.bitmap_is_full(bitmap4));
}

View File

@ -0,0 +1,266 @@
// ReSharper disable CppLocalVariableMayBeConst
#include "puzzle.hpp"
#include <random>
#include <catch2/catch_test_macros.hpp>
#include <catch2/generators/catch_generators.hpp>
static auto board_mask(const int w, const int h) -> u64
{
const int cells = w * h;
if (cells == 64) {
return ~0ULL;
}
return (1ULL << cells) - 1ULL;
}
TEST_CASE("Empty board returns (0,0)", "[puzzle][board]")
{
puzzle p(5, 5);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(0ULL, x, y));
REQUIRE(x == 0);
REQUIRE(y == 0);
}
TEST_CASE("Full board detection respects width*height only", "[puzzle][board]")
{
auto [w, h] = GENERATE(std::tuple{3, 3}, std::tuple{4, 4}, std::tuple{5, 6}, std::tuple{8, 8});
puzzle p(w, h);
u64 mask = board_mask(w, h);
int x = -1, y = -1;
REQUIRE_FALSE(p.bitmap_find_first_empty(mask, x, y));
// Bits outside board should not affect fullness
REQUIRE_FALSE(p.bitmap_find_first_empty(mask | (~mask), x, y));
}
TEST_CASE("Single empty cell at various positions", "[puzzle][board]")
{
auto [w, h] = GENERATE(std::tuple{3, 3}, std::tuple{4, 4}, std::tuple{5, 5}, std::tuple{8, 8});
puzzle p(w, h);
int cells = w * h;
auto empty_index = GENERATE_COPY(values<int>({ 0, cells / 2, cells - 1}));
u64 bitmap = board_mask(w, h);
bitmap &= ~(1ULL << empty_index);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == empty_index % w);
REQUIRE(y == empty_index / w);
}
TEST_CASE("Bits outside board are ignored", "[puzzle][board]")
{
puzzle p(3, 3); // 9 cells
u64 mask = board_mask(3, 3);
// Board is full
u64 bitmap = mask;
// Set extra bits outside 9 cells
bitmap |= (1ULL << 20);
bitmap |= (1ULL << 63);
int x = -1, y = -1;
REQUIRE_FALSE(p.bitmap_find_first_empty(bitmap, x, y));
}
TEST_CASE("First empty found in forward search branch", "[puzzle][branch]")
{
puzzle p(4, 4); // 16 cells
// Only MSB (within board) set
u64 bitmap = (1ULL << 15);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == 0);
REQUIRE(y == 0);
}
TEST_CASE("Backward search branch finds gap before MSB cluster", "[puzzle][branch]")
{
puzzle p(4, 4); // 16 cells
// Set bits 15,14,13 but leave 12 empty
u64 bitmap = (1ULL << 15) | (1ULL << 14) | (1ULL << 13);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == 0);
REQUIRE(y == 0);
}
TEST_CASE("Rectangular board coordinate mapping", "[puzzle][rect]")
{
puzzle p(5, 3); // 15 cells
int empty_index = 11;
u64 bitmap = board_mask(5, 3);
bitmap &= ~(1ULL << empty_index);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == empty_index % 5);
REQUIRE(y == empty_index / 5);
}
TEST_CASE("Non-64-sized board near limit", "[puzzle][limit]")
{
puzzle p(7, 8); // 56 cells
u64 mask = board_mask(7, 8);
// Full board should return false
int x = -1, y = -1;
REQUIRE_FALSE(p.bitmap_find_first_empty(mask, x, y));
// Clear highest valid cell
int empty_index = 55;
mask &= ~(1ULL << empty_index);
REQUIRE(p.bitmap_find_first_empty(mask, x, y));
REQUIRE(x == empty_index % 7);
REQUIRE(y == empty_index / 7);
}
// --- Oracle: find first zero bit inside board ---
static auto oracle_find_first_empty(u64 bitmap, int w, int h, int& x, int& y) -> bool
{
int cells = w * h;
for (int i = 0; i < cells; ++i) {
if ((bitmap & (1ULL << i)) == 0) {
x = i % w;
y = i / w;
return true;
}
}
return false;
}
TEST_CASE("Oracle validation across board sizes 3x3 to 8x8", "[puzzle][oracle]")
{
auto [w, h] = GENERATE(std::tuple{3, 3}, std::tuple{4, 4}, std::tuple{5, 5}, std::tuple{6, 6}, std::tuple{7, 7},
std::tuple{8, 8}, std::tuple{3, 5}, std::tuple{5, 3}, std::tuple{7, 8}, std::tuple{8, 7});
puzzle p(w, h);
u64 mask = board_mask(w, h);
std::mt19937_64 rng(12345);
std::uniform_int_distribution<u64> dist(0, UINT64_MAX);
for (int iteration = 0; iteration < 200; ++iteration) {
u64 bitmap = dist(rng);
int ox = -1, oy = -1;
bool oracle_result = oracle_find_first_empty(bitmap, w, h, ox, oy);
int x = -1, y = -1;
bool result = p.bitmap_find_first_empty(bitmap, x, y);
REQUIRE(result == oracle_result);
if (result) {
REQUIRE(x == ox);
REQUIRE(y == oy);
}
}
}
TEST_CASE("Bits set outside board only behaves as empty board", "[puzzle][outside]")
{
puzzle p(3, 3); // 9 cells
u64 bitmap = (1ULL << 40) | (1ULL << 63);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == 0);
REQUIRE(y == 0);
}
TEST_CASE("Last valid cell empty stresses upper bound", "[puzzle][boundary]")
{
auto [w, h] = GENERATE(std::tuple{4, 4}, std::tuple{5, 6}, std::tuple{7, 8}, std::tuple{8, 8});
puzzle p(w, h);
int cells = w * h;
u64 bitmap = board_mask(w, h);
// Clear last valid bit
bitmap &= ~(1ULL << (cells - 1));
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == (cells - 1) % w);
REQUIRE(y == (cells - 1) / w);
}
TEST_CASE("Board sizes between 33 and 63 cells", "[puzzle][midrange]")
{
auto [w, h] = GENERATE(std::tuple{6, 6}, // 36
std::tuple{7, 6}, // 42
std::tuple{7, 7}, // 49
std::tuple{8, 7}, // 56
std::tuple{7, 8} // 56
);
puzzle p(w, h);
int cells = w * h;
for (int index : {31, 32, cells - 2}) {
if (index >= cells) continue;
u64 bitmap = board_mask(w, h);
bitmap &= ~(1ULL << index);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
REQUIRE(x == index % w);
REQUIRE(y == index / w);
}
}
TEST_CASE("Multiple holes choose lowest index", "[puzzle][multiple]")
{
puzzle p(5, 5);
u64 bitmap = board_mask(5, 5);
// Clear several positions
bitmap &= ~(1ULL << 3);
bitmap &= ~(1ULL << 7);
bitmap &= ~(1ULL << 12);
int x = -1, y = -1;
REQUIRE(p.bitmap_find_first_empty(bitmap, x, y));
// Oracle expectation: index 3
REQUIRE(x == 3 % 5);
REQUIRE(y == 3 / 5);
}

267
test/bits.cpp Normal file
View File

@ -0,0 +1,267 @@
#include <catch2/catch_test_macros.hpp>
#include <catch2/catch_template_test_macros.hpp>
#include <cstdint>
#include "bits.hpp"
// =============================================================================
// Catch2
// =============================================================================
//
// 1. TEST_CASE(name, tags)
// The basic unit of testing in Catch2. Each TEST_CASE is an independent test
// function. The first argument is a descriptive name (must be unique), and
// the second is a string of tags in square brackets (e.g. "[set_bits]")
// used to filter and group tests when running.
//
// 2. SECTION(name)
// Sections allow multiple subtests within a single TEST_CASE. Each SECTION
// runs the TEST_CASE from the top, so any setup code before the SECTION is
// re-executed fresh for every section. This gives each section an isolated
// starting state without needing separate TEST_CASEs or explicit teardown.
// Sections can also be nested.
//
// 3. REQUIRE(expression)
// The primary assertion macro. If the expression evaluates to false, the
// test fails immediately and Catch2 reports the actual values of both sides
// of the comparison (e.g. "0xF5 == 0xF0" on failure). There is also
// CHECK(), which records a failure but continues executing the rest of the
// test; REQUIRE() aborts the current test on failure.
//
// 4. TEMPLATE_TEST_CASE(name, tags, Type1, Type2, ...)
// A parameterised test that is instantiated once for each type listed.
// Inside the test body, the alias `TestType` refers to the current type.
// This avoids duplicating identical logic for u8, u16, u32,
// and u64. Catch2 automatically appends the type name to the test name
// in the output so you can see which instantiation failed.
//
// 5. Tags (e.g. "[create_mask]", "[round-trip]")
// Tags let you selectively run subsets of tests from the command line.
// For example:
// ./tests "[set_bits]" -- runs only tests tagged [set_bits]
// ./tests "~[round-trip]" -- runs everything except [round-trip]
// ./tests "[get_bits],[set_bits]" -- runs tests matching either tag
//
// =============================================================================
// ---------------------------------------------------------------------------
// create_mask
// ---------------------------------------------------------------------------
TEMPLATE_TEST_CASE("create_mask produces correct masks", "[create_mask]",
u8, u16, u32, u64)
{
SECTION("single bit mask at bit 0") {
auto m = create_mask<TestType>(0, 0);
REQUIRE(m == TestType{0b1});
}
SECTION("single bit mask at bit 3") {
auto m = create_mask<TestType>(3, 3);
REQUIRE(m == TestType{0b1000});
}
SECTION("mask spanning bits 0..7 gives 0xFF") {
auto m = create_mask<TestType>(0, 7);
REQUIRE(m == TestType{0xFF});
}
SECTION("mask spanning bits 4..7") {
auto m = create_mask<TestType>(4, 7);
REQUIRE(m == TestType{0xF0});
}
SECTION("full-width mask returns all ones") {
constexpr u8 last = sizeof(TestType) * 8 - 1;
auto m = create_mask<TestType>(0, last);
REQUIRE(m == static_cast<TestType>(~TestType{0}));
}
}
TEST_CASE("create_mask 32-bit specific cases", "[create_mask]") {
REQUIRE(create_mask<u32>(0, 15) == 0x0000FFFF);
REQUIRE(create_mask<u32>(0, 31) == 0xFFFFFFFF);
REQUIRE(create_mask<u32>(16, 31) == 0xFFFF0000);
}
// ---------------------------------------------------------------------------
// clear_bits
// ---------------------------------------------------------------------------
TEMPLATE_TEST_CASE("clear_bits zeroes the specified range", "[clear_bits]",
u8, u16, u32, u64)
{
SECTION("clear all bits") {
TestType val = static_cast<TestType>(~TestType{0});
constexpr u8 last = sizeof(TestType) * 8 - 1;
clear_bits(val, 0, last);
REQUIRE(val == TestType{0});
}
SECTION("clear lower nibble") {
TestType val = static_cast<TestType>(0xFF);
clear_bits(val, 0, 3);
REQUIRE(val == static_cast<TestType>(0xF0));
}
SECTION("clear upper nibble") {
TestType val = static_cast<TestType>(0xFF);
clear_bits(val, 4, 7);
REQUIRE(val == static_cast<TestType>(0x0F));
}
SECTION("clear single bit") {
TestType val = static_cast<TestType>(0xFF);
clear_bits(val, 0, 0);
REQUIRE(val == static_cast<TestType>(0xFE));
}
SECTION("clearing already-zero bits is a no-op") {
TestType val = TestType{0};
clear_bits(val, 0, 3);
REQUIRE(val == TestType{0});
}
}
// ---------------------------------------------------------------------------
// set_bits
// ---------------------------------------------------------------------------
TEMPLATE_TEST_CASE("set_bits writes value into the specified range", "[set_bits]",
u8, u16, u32, u64)
{
SECTION("set lower nibble on zero") {
TestType val = TestType{0};
set_bits(val, u8{0}, u8{3}, static_cast<TestType>(0xA));
REQUIRE(val == static_cast<TestType>(0x0A));
}
SECTION("set upper nibble on zero") {
TestType val = TestType{0};
set_bits(val, u8{4}, u8{7}, static_cast<TestType>(0xB));
REQUIRE(val == static_cast<TestType>(0xB0));
}
SECTION("set_bits replaces existing bits") {
TestType val = static_cast<TestType>(0xFF);
set_bits(val, u8{0}, u8{3}, static_cast<TestType>(0x5));
REQUIRE(val == static_cast<TestType>(0xF5));
}
SECTION("set single bit to 1") {
TestType val = TestType{0};
set_bits(val, u8{3}, u8{3}, static_cast<TestType>(1));
REQUIRE(val == static_cast<TestType>(0x08));
}
SECTION("set single bit to 0") {
TestType val = static_cast<TestType>(0xFF);
set_bits(val, u8{3}, u8{3}, static_cast<TestType>(0));
REQUIRE(val == static_cast<TestType>(0xF7));
}
SECTION("setting value 0 clears the range") {
TestType val = static_cast<TestType>(0xFF);
set_bits(val, u8{0}, u8{7}, static_cast<TestType>(0));
REQUIRE(val == TestType{0});
}
}
TEST_CASE("set_bits with different value type (U != T)", "[set_bits]") {
u32 val = 0;
constexpr u8 small_val = 0x3F;
set_bits(val, u8{8}, u8{13}, small_val);
REQUIRE(val == (u32{0x3F} << 8));
}
TEST_CASE("set_bits preserves surrounding bits in 32-bit", "[set_bits]") {
u32 val = 0xDEADBEEF;
set_bits(val, u8{8}, u8{15}, u32{0x42});
REQUIRE(val == 0xDEAD42EF);
}
// ---------------------------------------------------------------------------
// get_bits
// ---------------------------------------------------------------------------
TEMPLATE_TEST_CASE("get_bits extracts the specified range", "[get_bits]",
u8, u16, u32, u64)
{
SECTION("get lower nibble") {
TestType val = static_cast<TestType>(0xAB);
auto result = get_bits(val, u8{0}, u8{3});
REQUIRE(result == TestType{0xB});
}
SECTION("get upper nibble") {
TestType val = static_cast<TestType>(0xAB);
auto result = get_bits(val, u8{4}, u8{7});
REQUIRE(result == TestType{0xA});
}
SECTION("get single bit that is set") {
TestType val = static_cast<TestType>(0x08);
auto result = get_bits(val, u8{3}, u8{3});
REQUIRE(result == TestType{1});
}
SECTION("get single bit that is clear") {
TestType val = static_cast<TestType>(0xF7);
auto result = get_bits(val, u8{3}, u8{3});
REQUIRE(result == TestType{0});
}
SECTION("get all bits") {
TestType val = static_cast<TestType>(~TestType{0});
constexpr u8 last = sizeof(TestType) * 8 - 1;
auto result = get_bits(val, u8{0}, last);
REQUIRE(result == val);
}
SECTION("get from zero returns zero") {
TestType val = TestType{0};
auto result = get_bits(val, u8{0}, u8{7});
REQUIRE(result == TestType{0});
}
}
TEST_CASE("get_bits 32-bit specific extractions", "[get_bits]") {
constexpr u32 val = 0xDEADBEEF;
REQUIRE(get_bits(val, u8{0}, u8{7}) == 0xEF);
REQUIRE(get_bits(val, u8{8}, u8{15}) == 0xBE);
REQUIRE(get_bits(val, u8{16}, u8{23}) == 0xAD);
REQUIRE(get_bits(val, u8{24}, u8{31}) == 0xDE);
}
// ---------------------------------------------------------------------------
// Round-trip: set then get
// ---------------------------------------------------------------------------
TEST_CASE("set_bits then get_bits round-trips correctly", "[round-trip]") {
u32 reg = 0;
set_bits(reg, u8{4}, u8{11}, u32{0xAB});
REQUIRE(get_bits(reg, u8{4}, u8{11}) == 0xAB);
REQUIRE(get_bits(reg, u8{0}, u8{3}) == 0x0);
REQUIRE(get_bits(reg, u8{12}, u8{31}) == 0x0);
}
TEST_CASE("multiple set_bits on different ranges", "[round-trip]") {
u32 reg = 0;
set_bits(reg, u8{0}, u8{7}, u32{0x01});
set_bits(reg, u8{8}, u8{15}, u32{0x02});
set_bits(reg, u8{16}, u8{23}, u32{0x03});
set_bits(reg, u8{24}, u8{31}, u32{0x04});
REQUIRE(reg == 0x04030201);
}
TEST_CASE("64-bit round-trip", "[round-trip]") {
u64 reg = 0;
set_bits(reg, u8{32}, u8{63}, u64{0xCAFEBABE});
REQUIRE(get_bits(reg, u8{32}, u8{63}) == u64{0xCAFEBABE});
REQUIRE(get_bits(reg, u8{0}, u8{31}) == u64{0});
}

1092
test/puzzle.cpp Normal file

File diff suppressed because it is too large Load Diff