Code restructuring

This commit is contained in:
2026-04-25 23:55:49 +02:00
parent b872af06ff
commit ef0b4b850a
10 changed files with 222 additions and 199 deletions

1
.gitignore vendored
View File

@@ -1,2 +1,3 @@
debug_build
base-road-network
src.bin

46
src/draw.odin Normal file
View File

@@ -0,0 +1,46 @@
package main
import "core:fmt"
import rl "vendor:raylib"
import "common"
// Main drawing function
draw :: proc(self: ^Simulator, pos: rl.Vector2) {
rl.ClearBackground(common.BACKGROUND_COLOUR)
// draw roads
for &road, index in self.roads {
start := road.nodes[0]
end := road.nodes[1]
road_colour: rl.Color
if road, ok := self.highlighted_road.?; ok && road == u32(index) && self.delete_mode {
road_colour = common.ROAD_HIGHLIGHT_COLOUR
} else do road_colour = common.ROAD_COLOUR
rl.DrawLineEx(self.nodes[start].pos, self.nodes[end].pos, common.ROAD_SIZE, road_colour)
}
// draw nodes
for &node in self.nodes {
// draws the snapping radius if key is held down
if self.show_details do rl.DrawCircleV(node.pos, common.NODE_SNAP_RADIUS * common.NODE_RADIUS, common.NODE_SNAP_COLOUR)
// draws the node
rl.DrawCircleV(node.pos, common.NODE_RADIUS, common.NODE_DONE_COLOUR)
}
// draw temp road if exists
if val, ok := self.temp_node.?; ok {
rl.DrawLineEx(self.nodes[val].pos, pos, common.ROAD_SIZE, common.ROAD_COLOUR)
rl.DrawCircleV(pos, common.NODE_RADIUS, common.NODE_BUILD_COLOUR)
}
draw_ui(self)
}
@(private="file")
draw_ui :: proc(self: ^Simulator) {
entity_count := fmt.ctprintf("Nodes: %d\nRoads: %d", len(self.nodes), len(self.roads))
rl.DrawText(entity_count, i32(common.WIDTH - 13 * len(entity_count)), common.HEIGHT - 2 * common.TEXT_SIZE, common.TEXT_SIZE, common.TEXT_COLOUR)
}

View File

@@ -0,0 +1,90 @@
package main
import rl "vendor:raylib"
import "common"
import inf "infrastructure"
// This function only returns the index to the node or if it doesn't exist bool in the tuple is false
@private
get_node_index_if_exists :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
for &node, index in self.nodes {
if inf.node_within_snapping_radius(&node, pos) do return u32(index), true
}
return 0, false
}
// Given position, the function will attempt the return the pointer to the node in near vicinity,
// or if unsuccesful manually creating the node based on the position in the list and then returning the pointer to it
@private
get_node_or_new :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
if node, ok := get_node_index_if_exists(self, pos); ok do return node
node := inf.node_init(pos)
append(&self.nodes, node)
return u32(len(self.nodes) - 1)
}
// Attempts to update node reference to the road;
// Returns false if the old reference doesn't exist
@private
update_node_reference :: proc(self: ^Simulator, road_to_update: u32, old_ref: u32, new_ref: u32) -> bool {
road := &self.roads[road_to_update]
for i in 0..<len(road.nodes) {
if road.nodes[i] != old_ref do continue
road.nodes[i] = new_ref
inf.node_unreference_road(&self.nodes[old_ref], road_to_update)
append(&self.nodes[new_ref].roads, road_to_update)
return true
}
return false
}
// Function that allows deleting of any entity within the entity list (nodes, roads, etc.) while ensuring valid references
// Returns swapped entities if they exist
@private
delete_entity :: proc(self: ^Simulator, entity_index: u32, type: common.Entity) -> ([2]u32, bool) {
mlen: u32
// Stores data about old and new index in case the deleted index is not last, meaning the swap occurs
index_change: [2]u32
// Tracks whether the removal of node/road will cause a swap in the (dynamic) array
// and thus forcing the pre-swapped reference to be updated
swap_made: bool
switch type {
case .Node:
mlen = u32(len(self.nodes))
case .Road:
mlen = u32(len(self.roads))
}
last := mlen - 1
if entity_index != last {
index_change = {last, entity_index}
swap_made = true
}
switch type {
case .Node:
unordered_remove(&self.nodes, entity_index)
if !swap_made do return {}, false
for &road in self.roads do inf.road_update_node_reference(&road, index_change[0], index_change[1])
return index_change, true
case .Road:
unordered_remove(&self.roads, entity_index)
if !swap_made do return {}, false
for &node in self.nodes do inf.node_update_road_reference(&node, index_change[0], index_change[1])
return index_change, true
}
return {}, false
}

58
src/input.odin Normal file
View File

@@ -0,0 +1,58 @@
package main
import rl "vendor:raylib"
import inf "infrastructure"
// Public input function that gets called in graphics library loop
handle_input :: proc(self: ^Simulator, pos: rl.Vector2) {
handle_keyboard_input(self)
handle_mouse_input(self, pos)
}
// General keyboard input event handler
@(private="file")
handle_keyboard_input :: proc(self: ^Simulator) {
self.show_details = rl.IsKeyDown(.LEFT_ALT)
self.auto_continue = rl.IsKeyDown(.LEFT_CONTROL)
self.delete_mode = rl.IsKeyDown(.LEFT_SHIFT)
if (rl.IsKeyReleased(.C)) {
self.temp_node = nil
clear(&self.roads)
clear(&self.nodes)
}
}
// Generally mouse event handler
@(private="file")
handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
if (rl.IsMouseButtonReleased(.LEFT)) {
left_click_event(self, pos)
} else if (rl.IsMouseButtonReleased(.RIGHT)) {
right_click_event(self)
}
}
// Handles left click functionality
@(private="file")
left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
demolish_road(self)
create_road(self, pos)
}
// Handles right click functionality
@(private="file")
right_click_event :: proc(self: ^Simulator) {
if self.temp_node == nil do return
index := self.temp_node.?
temp_node := &self.nodes[index]
self.temp_node = nil
if len(temp_node.roads) > 0 do return
inf.node_deinit(temp_node)
// We can safely call the remove here as the only way it will get deleted is if it's the only node aka it was created during our creation process
// Consequently this means that it will always be on last place and never swapped with anything
unordered_remove(&self.nodes, index)
}

View File

@@ -20,8 +20,9 @@ main :: proc() {
defer rl.EndDrawing()
pos := rl.GetMousePosition()
update(&sim, pos)
handle_input(&sim, pos)
update(&sim, pos)
draw(&sim, pos)
}

View File

@@ -6,16 +6,13 @@ import "common"
import "core:fmt"
import inf "infrastructure"
// PLAN AREA
// TODO implement deleting of roads
Simulator :: struct {
// Stores all nodes
nodes: [dynamic]inf.Node,
// Stores all roads
roads: [dynamic]inf.Road,
// Tracks the temporary node location
temp_node_index: Maybe(u32),
temp_node: Maybe(u32),
// Tracks the selected road
highlighted_road: Maybe(u32),
// Tracks whether the user wishes to see node's snapping radius
@@ -28,7 +25,8 @@ Simulator :: struct {
// Destructor
deinit :: proc(self: ^Simulator) {
self.temp_node_index = nil
self.temp_node = nil
self.highlighted_road = nil
delete(self.roads)
@@ -43,137 +41,29 @@ update :: proc(self: ^Simulator, pos: rl.Vector2) {
update_highlighted_road(self, pos)
}
// Public input function that gets called in graphics library loop
handle_input :: proc(self: ^Simulator, pos: rl.Vector2) {
handle_keyboard_input(self)
handle_mouse_input(self, pos)
@private
demolish_road :: proc(self: ^Simulator) {
if !self.delete_mode do return
if road, ok := self.highlighted_road.?; ok do delete_road(self, road)
}
// General keyboard input event handler
@(private="file")
handle_keyboard_input :: proc(self: ^Simulator) {
self.show_details = rl.IsKeyDown(.LEFT_ALT)
self.auto_continue = rl.IsKeyDown(.LEFT_CONTROL)
self.delete_mode = rl.IsKeyDown(.LEFT_SHIFT)
if (rl.IsKeyReleased(.C)) {
self.temp_node_index = nil
clear(&self.roads)
clear(&self.nodes)
}
}
// Generally mouse event handler
@(private="file")
handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
if (rl.IsMouseButtonReleased(.LEFT)) {
left_click_event(self, pos)
} else if (rl.IsMouseButtonReleased(.RIGHT)) {
right_click_event(self)
}
}
// Handles left click functionality
@(private="file")
left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
// DELETE
if road, ok := self.highlighted_road.?; ok && self.delete_mode {
delete_road(self, road)
return
}
@private
create_road :: proc(self: ^Simulator, pos: rl.Vector2) {
// BUILD
cur_node_index := get_node_or_new(self, pos)
if temp, ok := self.temp_node_index.?; ok {
if temp, ok := self.temp_node.?; ok {
// If both values are identical this means the user has to create a new road using the same nodes
if cur_node_index == temp do return
data := get_intersecting_roads(self, temp, cur_node_index)
split_roads_by_points(self, data, temp, cur_node_index)
self.temp_node_index = self.auto_continue ? cur_node_index : nil
self.temp_node = self.auto_continue ? cur_node_index : nil
return
}
self.temp_node_index = cur_node_index
}
// Handles right click functionality
@(private="file")
right_click_event :: proc(self: ^Simulator) {
if self.temp_node_index == nil do return
index := self.temp_node_index.?
temp_node := &self.nodes[index]
self.temp_node_index = nil
if len(temp_node.roads) > 0 do return
inf.node_deinit(temp_node)
// We can safely call the remove here as the only way it will get deleted is if it's the only node aka it was created during our creation process
// Consequently this means that it will always be on last place and never swapped with anything
unordered_remove(&self.nodes, index)
}
// Main drawing function
draw :: proc(self: ^Simulator, pos: rl.Vector2) {
rl.ClearBackground(common.BACKGROUND_COLOUR)
// draw roads
for &road, index in self.roads {
start := road.nodes[0]
end := road.nodes[1]
road_colour: rl.Color
if road, ok := self.highlighted_road.?; ok && road == u32(index) && self.delete_mode {
road_colour = common.ROAD_HIGHLIGHT_COLOUR
} else do road_colour = common.ROAD_COLOUR
rl.DrawLineEx(self.nodes[start].pos, self.nodes[end].pos, common.ROAD_SIZE, road_colour)
}
// draw nodes
for &node in self.nodes {
// draws the snapping radius if key is held down
if self.show_details do rl.DrawCircleV(node.pos, common.NODE_SNAP_RADIUS * common.NODE_RADIUS, common.NODE_SNAP_COLOUR)
// draws the node
rl.DrawCircleV(node.pos, common.NODE_RADIUS, common.NODE_DONE_COLOUR)
}
// draw temp road if exists
if val, ok := self.temp_node_index.?; ok {
rl.DrawLineEx(self.nodes[val].pos, pos, common.ROAD_SIZE, common.ROAD_COLOUR)
rl.DrawCircleV(pos, common.NODE_RADIUS, common.NODE_BUILD_COLOUR)
}
draw_ui(self)
}
@(private="file")
draw_ui :: proc(self: ^Simulator) {
entity_count := fmt.ctprintf("Nodes: %d\nRoads: %d", len(self.nodes), len(self.roads))
rl.DrawText(entity_count, i32(common.WIDTH - 13 * len(entity_count)), common.HEIGHT - 2 * common.TEXT_SIZE, common.TEXT_SIZE, common.TEXT_COLOUR)
}
// This function only returns the index to the node or if it doesn't exist bool in the tuple is false
@(private="file")
get_node_index_if_exists :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
for &node, index in self.nodes {
if inf.node_within_snapping_radius(&node, pos) do return u32(index), true
}
return 0, false
}
// Given position, the function will attempt the return the pointer to the node in near vicinity,
// or if unsuccesful manually creating the node based on the position in the list and then returning the pointer to it
@(private="file")
get_node_or_new :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
if node, ok := get_node_index_if_exists(self, pos); ok do return node
node := inf.node_init(pos)
append(&self.nodes, node)
return u32(len(self.nodes) - 1)
self.temp_node = cur_node_index
}
// Returns data about roads that intersect the given 2 nodes (points)
@@ -263,41 +153,6 @@ add_road :: proc(self: ^Simulator, start: u32, end: u32) {
append(&self.nodes[end].roads, road_index)
}
// Attempts to update node reference to the road;
// Returns false if the old reference doesn't exist
@(private="file")
update_node_reference :: proc(self: ^Simulator, road_to_update: u32, old_ref: u32, new_ref: u32) -> bool {
road := &self.roads[road_to_update]
for i in 0..<len(road.nodes) {
if road.nodes[i] != old_ref do continue
road.nodes[i] = new_ref
inf.node_unreference_road(&self.nodes[old_ref], road_to_update)
append(&self.nodes[new_ref].roads, road_to_update)
return true
}
return false
}
// Keeps track of the selected/highlighted road
@(private="file")
update_highlighted_road :: proc(self: ^Simulator, pos: rl.Vector2) {
for road, index in self.roads {
start_node := self.nodes[road.nodes[0]]
end_node := self.nodes[road.nodes[1]]
if !rl.CheckCollisionPointLine(pos, start_node.pos, end_node.pos, common.ROAD_SIZE) do continue
self.highlighted_road = u32(index)
return
}
self.highlighted_road = nil
}
@(private="file")
delete_road :: proc(self: ^Simulator, road_to_delete: u32) {
// First we need to unreference this road from surrounding nodes and then delete those nodes IF this was the last road connection
@@ -316,6 +171,7 @@ delete_road :: proc(self: ^Simulator, road_to_delete: u32) {
// After the remove we have to replace references
if len(start_node.roads) == 0 {
// If the id of the next node gets swapped we must update it accordingly
if result, ok := delete_entity(self, road.nodes[0], .Node); ok && result[0] == road.nodes[1] {
road.nodes[1] = result[1]
}
@@ -324,47 +180,18 @@ delete_road :: proc(self: ^Simulator, road_to_delete: u32) {
if len(end_node.roads) == 0 do delete_entity(self, road.nodes[1], .Node)
}
// Function that allows deleting of any entity within the entity list (nodes, roads, etc.) while ensuring valid references
// Returns swapped entities if they exist
delete_entity :: proc(self: ^Simulator, entity_index: u32, type: common.Entity) -> ([2]u32, bool) {
mlen: u32
// Stores data about old and new index in case the deleted index is not last, meaning the swap occurs
index_change: [2]u32
// Tracks whether the removal of node/road will cause a swap in the (dynamic) array
// and thus forcing the pre-swapped reference to be updated
swap_made: bool
// Keeps track of the selected/highlighted road
@(private="file")
update_highlighted_road :: proc(self: ^Simulator, pos: rl.Vector2) {
for road, index in self.roads {
start_node := self.nodes[road.nodes[0]]
end_node := self.nodes[road.nodes[1]]
switch type {
case .Node:
mlen = u32(len(self.nodes))
case .Road:
mlen = u32(len(self.roads))
if !rl.CheckCollisionPointLine(pos, start_node.pos, end_node.pos, common.ROAD_SIZE) do continue
self.highlighted_road = u32(index)
return
}
last := mlen - 1
if entity_index != last {
index_change = {last, entity_index}
swap_made = true
}
switch type {
case .Node:
unordered_remove(&self.nodes, entity_index)
if !swap_made do return {}, false
for &road in self.roads do inf.road_update_node_reference(&road, index_change[0], index_change[1])
return index_change, true
case .Road:
unordered_remove(&self.roads, entity_index)
if !swap_made do return {}, false
for &node in self.nodes do inf.node_update_road_reference(&node, index_change[0], index_change[1])
return index_change, true
}
return {}, false
self.highlighted_road = nil
}