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