360 lines
12 KiB
Odin
360 lines
12 KiB
Odin
package main
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import rl "vendor:raylib"
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import "common"
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import "core:fmt"
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import inf "infrastructure"
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// PLAN AREA
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// TODO implement deleting of roads
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Simulator :: struct {
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// Stores all nodes
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nodes: [dynamic]inf.Node,
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// Stores all roads
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roads: [dynamic]inf.Road,
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// Tracks the temporary node location
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temp_node_index: Maybe(u32),
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// Tracks the selected road
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highlighted_road: Maybe(u32),
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// Tracks whether the user wishes to see node's snapping radius
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show_details: bool,
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// Tracks whether after placing a road new one will start being placed
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auto_continue: bool,
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// Tracks whether the delete mode is activated
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delete_mode: bool,
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}
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// Destructor
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deinit :: proc(self: ^Simulator) {
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self.temp_node_index = nil
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delete(self.roads)
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for &node in self.nodes {
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inf.node_deinit(&node)
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}
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delete(self.nodes)
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}
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// Functionality that runs every tick regardless of input
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update :: proc(self: ^Simulator, pos: rl.Vector2) {
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update_highlighted_road(self, pos)
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}
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// Public input function that gets called in graphics library loop
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handle_input :: proc(self: ^Simulator, pos: rl.Vector2) {
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handle_keyboard_input(self)
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handle_mouse_input(self, pos)
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}
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// General keyboard input event handler
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@(private="file")
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handle_keyboard_input :: proc(self: ^Simulator) {
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self.show_details = rl.IsKeyDown(.LEFT_ALT)
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self.auto_continue = rl.IsKeyDown(.LEFT_CONTROL)
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self.delete_mode = rl.IsKeyDown(.LEFT_SHIFT)
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if (rl.IsKeyReleased(.C)) {
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self.temp_node_index = nil
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clear(&self.roads)
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clear(&self.nodes)
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}
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}
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// Generally mouse event handler
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@(private="file")
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handle_mouse_input :: proc(self: ^Simulator, pos: rl.Vector2) {
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if (rl.IsMouseButtonReleased(.LEFT)) {
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left_click_event(self, pos)
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} else if (rl.IsMouseButtonReleased(.RIGHT)) {
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right_click_event(self)
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}
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}
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// Handles left click functionality
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@(private="file")
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left_click_event :: proc(self: ^Simulator, pos: rl.Vector2) {
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// DELETE
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if road, ok := self.highlighted_road.?; ok && self.delete_mode do delete_road(self, road)
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// BUILD
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cur_node_index := get_node_or_new(self, pos)
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if temp, ok := self.temp_node_index.?; ok {
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// If both values are identical this means the user has to create a new road using the same nodes
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if cur_node_index == temp do return
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data := get_intersecting_roads(self, temp, cur_node_index)
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split_roads_by_points(self, data, temp, cur_node_index)
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self.temp_node_index = self.auto_continue ? cur_node_index : nil
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return
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}
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self.temp_node_index = cur_node_index
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}
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// Handles right click functionality
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@(private="file")
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right_click_event :: proc(self: ^Simulator) {
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if self.temp_node_index == nil do return
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index := self.temp_node_index.?
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temp_node := &self.nodes[index]
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self.temp_node_index = nil
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if len(temp_node.roads) > 0 do return
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inf.node_deinit(temp_node)
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// 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
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// Consequently this means that it will always be on last place and never swapped with anything
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unordered_remove(&self.nodes, index)
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}
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// Main drawing function
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draw :: proc(self: ^Simulator, pos: rl.Vector2) {
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rl.ClearBackground(common.BACKGROUND_COLOUR)
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// draw roads
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for &road, index in self.roads {
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start := road.nodes[0]
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end := road.nodes[1]
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road_colour: rl.Color
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if road, ok := self.highlighted_road.?; ok && road == u32(index) && self.delete_mode {
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road_colour = common.ROAD_HIGHLIGHT_COLOUR
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} else do road_colour = common.ROAD_COLOUR
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rl.DrawLineEx(self.nodes[start].pos, self.nodes[end].pos, common.ROAD_SIZE, road_colour)
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}
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// draw nodes
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for &node in self.nodes {
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// draws the snapping radius if key is held down
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if self.show_details do rl.DrawCircleV(node.pos, common.NODE_SNAP_RADIUS * common.NODE_RADIUS, common.NODE_SNAP_COLOUR)
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// draws the node
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rl.DrawCircleV(node.pos, common.NODE_RADIUS, common.NODE_DONE_COLOUR)
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}
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// draw temp road if exists
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if val, ok := self.temp_node_index.?; ok {
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rl.DrawLineEx(self.nodes[val].pos, pos, common.ROAD_SIZE, common.ROAD_COLOUR)
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rl.DrawCircleV(pos, common.NODE_RADIUS, common.NODE_BUILD_COLOUR)
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}
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draw_ui(self)
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}
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@(private="file")
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draw_ui :: proc(self: ^Simulator) {
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entity_count := fmt.ctprintf("Nodes: %d\nRoads: %d", len(self.nodes), len(self.roads))
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rl.DrawText(entity_count, i32(common.WIDTH - 13 * len(entity_count)), common.HEIGHT - 2 * common.TEXT_SIZE, common.TEXT_SIZE, common.TEXT_COLOUR)
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}
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// This function only returns the index to the node or if it doesn't exist bool in the tuple is false
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@(private="file")
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get_node_index_if_exists :: proc(self: ^Simulator, pos: rl.Vector2) -> (u32, bool) {
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for &node, index in self.nodes {
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if inf.node_within_snapping_radius(&node, pos) do return u32(index), true
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}
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return 0, false
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}
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// Given position, the function will attempt the return the pointer to the node in near vicinity,
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// or if unsuccesful manually creating the node based on the position in the list and then returning the pointer to it
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@(private="file")
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get_node_or_new :: proc(self: ^Simulator, pos: rl.Vector2) -> u32 {
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if node, ok := get_node_index_if_exists(self, pos); ok do return node
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node := inf.node_init(pos)
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append(&self.nodes, node)
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return u32(len(self.nodes) - 1)
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}
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// Returns data about roads that intersect the given 2 nodes (points)
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@(private="file")
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get_intersecting_roads :: proc(self: ^Simulator, start: u32, end: u32) -> []common.Intersection_Data {
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intersections: [dynamic]common.Intersection_Data
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collision_point: rl.Vector2
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outer: for road, index in self.roads {
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road_start_node := road.nodes[0]
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road_end_node := road.nodes[1]
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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
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// Save the collision info
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data := common.Intersection_Data {
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road = u32(index),
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point = collision_point
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}
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node := inf.node_init(data.point)
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// Here we check if the intersection points that were recorded before, are already within snapping radius of our current intersected point
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for collision in intersections {
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if (inf.node_within_snapping_radius(&node, collision.point)) do continue outer
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}
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// Here we check if our new intersected point node is too close to already established nodes
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if _, ok := get_node_index_if_exists(self, data.point); ok do continue
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append(&intersections, data)
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}
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return intersections[:]
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}
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// Given intersection data, the function splits all existing roads and adds new nodes on intersections
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@(private="file")
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split_roads_by_points :: proc(self: ^Simulator, intersections: []common.Intersection_Data, start: u32, end: u32) {
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if len(intersections) == 0 {
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add_road(self, start, end)
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return
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}
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first_intersection_node := get_node_or_new(self, intersections[0].point)
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add_road(self, start, first_intersection_node)
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for i in 0..<len(intersections) {
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intersection := intersections[i]
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// The node created at the point of intersection
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new_node := get_node_or_new(self, intersection.point)
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// Pointer to the node that borders the road that was intersected
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// This node and the new node will become nodes for the new road being created
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road_old_node := self.roads[intersection.road].nodes[1]
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// The old road that was intersected now borders the new node
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// and the old node is removed from the road's end node reference,
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// as is the end node's road reference
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ok := update_node_reference(self, intersection.road, road_old_node, new_node)
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if !ok do fmt.panicf("Failed to update the node reference to the Road ID=%d, because I couldn't find old reference ID=%d\n",
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intersection.road, road_old_node)
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// This adds the road (to the road manager) and also references the road at both nodes (pointers)
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add_road(self, new_node, road_old_node)
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if (i == len(intersections) - 1) do continue
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node_start := get_node_or_new(self, intersection.point)
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node_end := get_node_or_new(self, intersections[i + 1].point)
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add_road(self, node_start, node_end)
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}
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last_intersection_road := intersections[len(intersections) - 1]
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last_intersection_node := get_node_or_new(self, last_intersection_road.point)
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add_road(self, last_intersection_node, end)
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}
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// Adds a new road into roads array, start and end are indexes of existing nodes
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@(private="file")
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add_road :: proc(self: ^Simulator, start: u32, end: u32) {
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road := inf.road_init(start, end)
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append(&self.roads, road)
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road_index := u32(len(self.roads) - 1)
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append(&self.nodes[start].roads, road_index)
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append(&self.nodes[end].roads, road_index)
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}
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// Attempts to update node reference to the road;
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// Returns false if the old reference doesn't exist
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@(private="file")
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update_node_reference :: proc(self: ^Simulator, road_to_update: u32, old_ref: u32, new_ref: u32) -> bool {
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road := &self.roads[road_to_update]
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for i in 0..<len(road.nodes) {
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if road.nodes[i] != old_ref do continue
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road.nodes[i] = new_ref
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inf.node_unreference_road(&self.nodes[old_ref], road_to_update)
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append(&self.nodes[new_ref].roads, road_to_update)
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return true
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}
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return false
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}
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// Keeps track of the selected/highlighted road
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@(private="file")
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update_highlighted_road :: proc(self: ^Simulator, pos: rl.Vector2) {
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for road, index in self.roads {
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start_node := self.nodes[road.nodes[0]]
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end_node := self.nodes[road.nodes[1]]
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if !rl.CheckCollisionPointLine(pos, start_node.pos, end_node.pos, common.ROAD_SIZE) do continue
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self.highlighted_road = u32(index)
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return
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}
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self.highlighted_road = nil
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}
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@(private="file")
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delete_road :: proc(self: ^Simulator, road_to_delete: u32) {
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// First we need to unreference this road from surrounding nodes and then delete those nodes IF this was the last road connection
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road := self.roads[road_to_delete]
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// Pointers to the nodes bordering the road we wish to delete
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start_node := &self.nodes[road.nodes[0]]
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end_node := &self.nodes[road.nodes[1]]
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// We unreference the road from the nodes bordering the road
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start_unref := inf.node_unreference_road(start_node, road_to_delete)
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end_unref := inf.node_unreference_road(end_node, road_to_delete)
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if !start_unref || !end_unref do fmt.panicf("Failed to unreference one (or both) of the nodes of the Road ID=%d\n", road_to_delete)
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// Now we delete the road
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delete_entity(self, road_to_delete, .Road)
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// After the remove we have to replace references
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// TODO implement in delete_entity to update references if first element is deleted
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if len(start_node.roads) == 0 do delete_entity(self, road.nodes[0], .Node)
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if len(end_node.roads) == 0 do delete_entity(self, road.nodes[1], .Node)
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}
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// Function that allows deleting of any entity within the entity list (nodes, roads, etc.) while ensuring valid references
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delete_entity :: proc(self: ^Simulator, entity_index: u32, type: common.Entity) {
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mlen: u32
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// Stores data about old and new index in case the deleted index is not last, meaning the swap occurs
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index_change: [2]u32
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// Tracks whether the removal of node/road will cause a swap in the (dynamic) array
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// and thus forcing the pre-swapped reference to be updated
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swap_made := false
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switch type {
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case .Node:
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mlen = u32(len(self.nodes))
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case .Road:
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mlen = u32(len(self.roads))
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}
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last := mlen - 1
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if entity_index != last {
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index_change = {last, entity_index}
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swap_made = true
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}
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switch type {
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case .Node:
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unordered_remove(&self.nodes, entity_index)
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if !swap_made do return
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for &road in self.roads {
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ok := inf.road_update_node_reference(&road, index_change[0], index_change[1])
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if !ok do fmt.panicf("Failed to find old reference (%d) for road\n", index_change[0])
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}
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case .Road:
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unordered_remove(&self.roads, entity_index)
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if !swap_made do return
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for &node in self.nodes {
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ok := inf.node_update_road_reference(&node, index_change[0], index_change[1])
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if !ok do fmt.panicf("Failed to find old reference (%d) for road\n", index_change[0])
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}
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}
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} |