Added comments and additional keybind functionality (clearing all entities and drawing UI [debug] data)
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@@ -1,14 +1,19 @@
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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 NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
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const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
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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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node_man: NodeManager,
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/// Contains data and functions about roads
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road_man: RoadManager,
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/// Tracks whether to display node snapping radius
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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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pub fn init(allocator: std.mem.Allocator) !Simulator {
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@@ -26,33 +31,63 @@ pub const Simulator = struct {
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self.road_man.deinit(self.allocator);
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}
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/// Input handling function that is exposed to the public
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pub fn handleInput(self: *Simulator) void {
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self.handleKeyboardInput();
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self.handleMouseInput();
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}
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/// Every keyboard event is checked here
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fn handleKeyboardInput(self: *Simulator) void {
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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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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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}
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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)) return;
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if (self.node_man.add(pos)) |node| {
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self.road_man.add(self.allocator, self.node_man.temp_node.?, node) catch |err| {
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std.debug.panic("Error while attempting to add a road:\n{}\n", .{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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self.node_man.temp_node = if (self.auto_continue) node else 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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self.node_man.draw(self.display_details);
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self.drawUI();
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rl.clearBackground(.light_gray);
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}
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fn drawUI(self: *const Simulator) void {
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var buf: [1024]u8 = undefined;
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const entities_list =
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std.fmt.bufPrintZ(
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&buf,
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"Nodes: {d}\nRoads: {d}",
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.{self.node_man.nodes.items.len, self.road_man.roads.items.len}) catch |err| {
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std.debug.panic("Insufficient space for displaying entire entity list: {}\n", .{err});
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};
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rl.drawText(
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entities_list,
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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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}
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};
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