package main import rl "vendor:raylib" 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), // Tracks the selected road highlighted_road: Maybe(u32), // Tracks whether the user wishes to see node's snapping radius show_details: bool, // Tracks whether after placing a road new one will start being placed auto_continue: bool, // Tracks whether the delete mode is activated delete_mode: bool, } // Destructor deinit :: proc(self: ^Simulator) { self.temp_node_index = nil delete(self.roads) for &node in self.nodes { inf.node_deinit(&node) } delete(self.nodes) } // Functionality that runs every tick regardless of input 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) } // 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 } // BUILD cur_node_index := get_node_or_new(self, pos) if temp, ok := self.temp_node_index.?; 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 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) } // Returns data about roads that intersect the given 2 nodes (points) @(private="file") get_intersecting_roads :: proc(self: ^Simulator, start: u32, end: u32) -> []common.Intersection_Data { intersections: [dynamic]common.Intersection_Data collision_point: rl.Vector2 outer: for road, index in self.roads { road_start_node := road.nodes[0] road_end_node := road.nodes[1] if !rl.CheckCollisionLines(self.nodes[start].pos, self.nodes[end].pos, self.nodes[road_start_node].pos, self.nodes[road_end_node].pos, &collision_point) do continue // Save the collision info data := common.Intersection_Data { road = u32(index), point = collision_point } node := inf.node_init(data.point) // Here we check if the intersection points that were recorded before, are already within snapping radius of our current intersected point for collision in intersections { if (inf.node_within_snapping_radius(&node, collision.point)) do continue outer } // Here we check if our new intersected point node is too close to already established nodes if _, ok := get_node_index_if_exists(self, data.point); ok do continue append(&intersections, data) } return intersections[:] } // Given intersection data, the function splits all existing roads and adds new nodes on intersections @(private="file") split_roads_by_points :: proc(self: ^Simulator, intersections: []common.Intersection_Data, start: u32, end: u32) { if len(intersections) == 0 { add_road(self, start, end) return } first_intersection_node := get_node_or_new(self, intersections[0].point) add_road(self, start, first_intersection_node) for i in 0.. bool { road := &self.roads[road_to_update] for i in 0.. ([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 }