Fixed things, added new features and added new bugs
This commit is contained in:
@@ -2,9 +2,13 @@ const std = @import("std");
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const rl = @import("raylib");
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const c = @import("constants.zig");
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const st = @import("structures.zig");
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const NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
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const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
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const Node = @import("infrastructure/node.zig").Node;
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pub const Simulator = struct {
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allocator: std.mem.Allocator,
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/// Contains data and functions about nodes
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@@ -15,6 +19,9 @@ pub const Simulator = struct {
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display_details: bool,
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/// Tracks whether to automatically start build a new road after the creation of previous one is finished
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auto_continue: bool,
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/// Displays intersection data for easier implementation and debugging
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debug_intersection_data: std.ArrayList(st.IntersectionData),
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mode: st.Mode,
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pub fn init(allocator: std.mem.Allocator) !Simulator {
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return .{
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@@ -23,12 +30,15 @@ pub const Simulator = struct {
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.road_man = try .init(allocator),
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.display_details = false,
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.auto_continue = false,
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.debug_intersection_data = .empty,
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.mode = .VISUAL,
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};
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}
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pub fn deinit(self: *Simulator) void {
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self.node_man.deinit(self.allocator);
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self.road_man.deinit(self.allocator);
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self.debug_intersection_data.deinit(self.allocator);
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}
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/// Input handling function that is exposed to the public
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@@ -42,50 +52,72 @@ pub const Simulator = struct {
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self.display_details = rl.isKeyDown(.left_alt);
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self.auto_continue = rl.isKeyDown(.left_control);
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if (rl.isKeyReleased(.c)) {
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if (rl.isKeyReleased(.c) and self.mode == .DELETE) {
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self.debug_intersection_data.clearRetainingCapacity();
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self.node_man.temp_node = null;
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self.road_man.roads.clearRetainingCapacity();
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self.node_man.clear(self.allocator);
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self.node_man.nodes.clearRetainingCapacity();
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}
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self.mode = switch (rl.getKeyPressed()) {
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.v => .VISUAL,
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.d => .DELETE,
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.b => .BUILD,
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else => self.mode,
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};
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}
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/// every mouse event is checked here
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fn handleMouseInput(self: *Simulator) void {
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const pos = rl.getMousePosition();
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if (rl.isMouseButtonReleased(.left)) {
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if (self.mode == .BUILD and rl.isMouseButtonReleased(.left)) {
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self.leftClickEvent(pos);
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}
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else if (rl.isMouseButtonReleased(.right)) self.rightClickEvent();
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else if (self.mode == .BUILD and rl.isMouseButtonReleased(.right)) {
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if (self.node_man.temp_node) |node| {
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// todo
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self.node_man.removeNode(node) catch {};
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}
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}
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else if (self.mode == .DELETE and rl.isMouseButtonReleased(.left) and self.road_man.highlighted_road != null) {
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// todo
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self.road_man.remove(self.road_man.highlighted_road.?) catch |err| {
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std.debug.panic("Failed to remove the road: {}\n", .{err});
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};
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}
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}
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fn leftClickEvent(self: *Simulator, pos: rl.Vector2) void {
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if (self.node_man.add(pos)) |node| {
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if (self.node_man.temp_node.?.id == node.id) return;
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const temp = self.node_man.temp_node.?;
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if (temp.id == node.id) return;
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self.road_man.add(self.allocator, self.node_man.temp_node.?, node) catch |err| {
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self.road_man.add(self.allocator, temp, node) catch |err| {
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std.debug.panic("Error while attempting to add a road: {}\n", .{err});
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};
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// get intersections made
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self.getIntersectingRoads(temp, node) catch |err| {
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std.debug.panic("Failed to save intersection data: {}\n", .{err});
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};
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self.node_man.temp_node = if (self.auto_continue) node else null;
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}
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}
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fn rightClickEvent(self: *Simulator) void {
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if (self.node_man.temp_node) |node| {
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self.node_man.removeNode(node);
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self.node_man.temp_node = null;
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}
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}
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/// The main drawing function that is exposed upwards
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pub fn draw(self: *const Simulator) void {
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self.road_man.draw();
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pub fn draw(self: *Simulator) void {
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self.road_man.draw(self.mode == .DELETE);
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self.node_man.draw(self.display_details);
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self.drawUI();
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// Display intersection 'nodes'
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for (self.debug_intersection_data.items) |intersection| {
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rl.drawCircleV(intersection.point, c.NODE_RADIUS / 2, .red);
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}
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rl.clearBackground(.light_gray);
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}
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@@ -93,6 +125,7 @@ pub const Simulator = struct {
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fn drawUI(self: *const Simulator) void {
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var buf: [1024]u8 = undefined;
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// Displays how many nodes and roads are currently in the lists
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const entities_list =
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std.fmt.bufPrintZ(
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&buf,
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@@ -106,5 +139,31 @@ pub const Simulator = struct {
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c.WIDTH - 13 * @as(i32, @intCast(entities_list.len)),
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c.HEIGHT - 2 * c.TEXT_SIZE,
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c.TEXT_SIZE, .black);
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// Displays the mode the simulation is currently in
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rl.drawText(@tagName(self.mode), 10, c.HEIGHT - c.TEXT_SIZE, c.TEXT_SIZE, .black);
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}
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/// Gets list of pointers of all roads that 'collide' with the road bounded by the nodes we pass into it
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fn getIntersectingRoads(self: *Simulator, start: *const Node, end: *const Node) !void {
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var collision_point: rl.Vector2 = undefined;
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outer: for (self.road_man.roads.items) |*road| {
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if (!rl.checkCollisionLines(start.pos, end.pos, road.nodes[0].pos, road.nodes[1].pos, &collision_point)) continue;
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const intersection = st.IntersectionData {
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.road = road,
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.point = collision_point,
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};
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const node: Node = .init(0, intersection.point);
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// here we need to check if the points captured already are already within the reach
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for (self.debug_intersection_data.items) |collision| {
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if (node.withinSnappingRadius(collision.point))
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continue :outer;
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}
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if (self.node_man.getNodeWithinRadius(intersection.point) == null) try self.debug_intersection_data.append(self.allocator, intersection);
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}
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}
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};
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