Added comments and additional keybind functionality (clearing all entities and drawing UI [debug] data)
This commit is contained in:
@@ -1,7 +1,16 @@
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/// Screen width
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pub const WIDTH = 1920;
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pub const WIDTH = 1920;
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/// Screen height
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pub const HEIGHT = 1080;
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pub const HEIGHT = 1080;
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/// Default allocation size for entities before resizing is in order
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pub const ALLOC_SIZE = 50;
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pub const ALLOC_SIZE = 50;
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/// Node radius used for display and calculation
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pub const NODE_RADIUS = 20;
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pub const NODE_RADIUS = 20;
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/// Node snapping radius designating the radius upon which new node will not be created
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/// but rather merged with an existing one
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pub const NODE_SNAP_RADIUS = 3;
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pub const NODE_SNAP_RADIUS = 3;
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/// Road size used for display and calculation
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pub const ROAD_SIZE = 20;
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pub const ROAD_SIZE = 20;
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/// Default text size
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pub const TEXT_SIZE = 50;
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@@ -1,16 +1,16 @@
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const std = @import("std");
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const std = @import("std");
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const rl = @import("raylib");
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const s = @import("../structures.zig");
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const c = @import("../constants.zig");
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const c = @import("../constants.zig");
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const Road = @import("road.zig").Road;
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const Road = @import("road.zig").Road;
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pub const Node = struct {
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pub const Node = struct {
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id: usize,
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id: usize,
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pos: s.Vector2,
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pos: rl.Vector2,
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roads: std.ArrayList(*Road),
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roads: std.ArrayList(*Road),
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pub fn init(new_id: usize, new_pos: s.Vector2) Node {
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pub fn init(new_id: usize, new_pos: rl.Vector2) Node {
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return .{
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return .{
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.id = new_id,
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.id = new_id,
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.pos = new_pos,
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.pos = new_pos,
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@@ -22,12 +22,14 @@ pub const Node = struct {
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self.roads.deinit(allocator);
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self.roads.deinit(allocator);
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}
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}
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/// References the passed road with the node
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pub fn referenceRoad(self: *Node, allocator: std.mem.Allocator, road: *Road) !void {
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pub fn referenceRoad(self: *Node, allocator: std.mem.Allocator, road: *Road) !void {
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if (self.roadInList(road)) return;
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if (self.roadInList(road)) return;
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try self.roads.append(allocator, road);
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try self.roads.append(allocator, road);
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}
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}
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/// Returns bool whether the road passed is part of the roads list
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fn roadInList(self: *const Node, road_to_add: *const Road) bool {
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fn roadInList(self: *const Node, road_to_add: *const Road) bool {
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for (self.roads.items) |road| {
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for (self.roads.items) |road| {
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if (road.id == road_to_add.id) return true;
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if (road.id == road_to_add.id) return true;
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@@ -16,9 +16,7 @@ pub const NodeManager = struct {
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}
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}
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pub fn deinit(self: *NodeManager, allocator: std.mem.Allocator) void {
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pub fn deinit(self: *NodeManager, allocator: std.mem.Allocator) void {
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for (self.nodes.items) |*node| {
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self.clear(allocator);
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node.deinit(allocator);
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}
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self.nodes.deinit(allocator);
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self.nodes.deinit(allocator);
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}
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}
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@@ -39,10 +37,12 @@ pub const NodeManager = struct {
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}
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}
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}
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}
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/// Adds a new node to the list, and if the temp_node already has a value it returns the pointer to the 2nd one
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pub fn add(self: *NodeManager, pos: rl.Vector2) ?*Node {
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pub fn add(self: *NodeManager, pos: rl.Vector2) ?*Node {
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const pos_node = self.getSelectedNode(pos);
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const pos_node = self.getSelectedNode(pos);
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if (self.temp_node) |_| {
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if (self.temp_node) |_| {
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// TODO add road length check before creating the second node / returning
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return pos_node;
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return pos_node;
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}
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}
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@@ -50,6 +50,8 @@ pub const NodeManager = struct {
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return null;
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return null;
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}
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}
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/// Returns the pointer to the node that is in the snapping node radius of the pos
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/// or creates a new node and returns pointer to it
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fn getSelectedNode(self: *NodeManager, pos: rl.Vector2) *Node {
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fn getSelectedNode(self: *NodeManager, pos: rl.Vector2) *Node {
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for (self.nodes.items) |*node| {
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for (self.nodes.items) |*node| {
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if (!rl.checkCollisionPointCircle(pos, node.pos, c.NODE_SNAP_RADIUS * c.NODE_RADIUS))
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if (!rl.checkCollisionPointCircle(pos, node.pos, c.NODE_SNAP_RADIUS * c.NODE_RADIUS))
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@@ -62,20 +64,28 @@ pub const NodeManager = struct {
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const node: Node = .init(self.getNewID(), pos);
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const node: Node = .init(self.getNewID(), pos);
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self.nodes.appendBounded(node) catch |err| {
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self.nodes.appendBounded(node) catch |err| {
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std.debug.panic("This is because preallocated size got exceeded, TODO fix:\n{}\n", .{err});
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std.debug.panic("This is because preallocated size got exceeded, TODO fix: {}\n", .{err});
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};
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};
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return self.getLastRef().?;
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return self.getLastRef().?;
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}
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}
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/// Returns the reference to the last element in the list; returns null if there are no elements in the list
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fn getLastRef(self: *const NodeManager) ?*Node {
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const nlen = self.nodes.items.len;
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return if (nlen == 0) null else &self.nodes.items[nlen - 1];
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}
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/// generates finds the last element in the list and returns id + 1 or 0 if there are no elements in the list
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fn getNewID(self: *const NodeManager) usize {
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fn getNewID(self: *const NodeManager) usize {
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const last_ref = self.getLastRef();
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const last_ref = self.getLastRef();
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return if (last_ref) |ref| ref.*.id + 1 else 0;
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return if (last_ref) |ref| ref.*.id + 1 else 0;
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}
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}
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fn getLastRef(self: *const NodeManager) ?*Node {
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pub fn clear(self: *NodeManager, allocator: std.mem.Allocator) void {
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const nlen = self.nodes.items.len;
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for (self.nodes.items) |*node| {
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return if (nlen == 0) null else &self.nodes.items[nlen - 1];
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node.deinit(allocator);
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}
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}
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}
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};
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};
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@@ -24,6 +24,7 @@ pub const RoadManager = struct {
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}
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}
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}
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}
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/// Creates a new road with nodes; Then it references the said road to the nodes themselves
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pub fn add(self: *RoadManager, allocator: std.mem.Allocator, start_node: *Node, end_node: *Node) !void {
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pub fn add(self: *RoadManager, allocator: std.mem.Allocator, start_node: *Node, end_node: *Node) !void {
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const road: Road = .init(self.getNewID(), start_node, end_node);
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const road: Road = .init(self.getNewID(), start_node, end_node);
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@@ -38,12 +39,14 @@ pub const RoadManager = struct {
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try end_node.referenceRoad(allocator, road_ref);
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try end_node.referenceRoad(allocator, road_ref);
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}
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}
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/// Returns the reference to the last element in the list; returns null if there are no elements in the list
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fn getLastRef(self: *const RoadManager) ?*Road {
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fn getLastRef(self: *const RoadManager) ?*Road {
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const rlen = self.roads.items.len;
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const rlen = self.roads.items.len;
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return if (rlen == 0) null else &self.roads.items[rlen - 1];
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return if (rlen == 0) null else &self.roads.items[rlen - 1];
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}
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}
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/// generates finds the last element in the list and returns id + 1 or 0 if there are no elements in the list
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fn getNewID(self: *const RoadManager) usize {
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fn getNewID(self: *const RoadManager) usize {
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const last_ref = self.getLastRef();
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const last_ref = self.getLastRef();
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@@ -5,6 +5,7 @@ const c = @import("constants.zig");
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const Simulator = @import("simulator.zig").Simulator;
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const Simulator = @import("simulator.zig").Simulator;
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pub fn main() !void {
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pub fn main() !void {
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// Allocator
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var gpa: std.heap.DebugAllocator(.{}) = .init;
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var gpa: std.heap.DebugAllocator(.{}) = .init;
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defer {
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defer {
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const result = gpa.deinit();
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const result = gpa.deinit();
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@@ -15,6 +16,8 @@ pub fn main() !void {
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rl.initWindow(c.WIDTH, c.HEIGHT, "Base Road Network");
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rl.initWindow(c.WIDTH, c.HEIGHT, "Base Road Network");
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defer rl.closeWindow();
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defer rl.closeWindow();
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// Used to set to (my) default monitor
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const monitor = 0;
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const monitor = 0;
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rl.setWindowMonitor(monitor);
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rl.setWindowMonitor(monitor);
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rl.setTargetFPS(rl.getMonitorRefreshRate(0));
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rl.setTargetFPS(rl.getMonitorRefreshRate(0));
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@@ -1,14 +1,19 @@
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const std = @import("std");
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const std = @import("std");
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const rl = @import("raylib");
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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 NodeManager = @import("infrastructure/node_manager.zig").NodeManager;
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const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
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const RoadManager = @import("infrastructure/road_manager.zig").RoadManager;
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pub const Simulator = struct {
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pub const Simulator = struct {
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allocator: std.mem.Allocator,
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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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node_man: NodeManager,
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/// Contains data and functions about roads
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road_man: RoadManager,
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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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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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auto_continue: bool,
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pub fn init(allocator: std.mem.Allocator) !Simulator {
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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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self.road_man.deinit(self.allocator);
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}
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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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pub fn handleInput(self: *Simulator) void {
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self.handleKeyboardInput();
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self.handleKeyboardInput();
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self.handleMouseInput();
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self.handleMouseInput();
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}
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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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fn handleKeyboardInput(self: *Simulator) void {
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self.display_details = rl.isKeyDown(.left_alt);
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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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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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}
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/// every mouse event is checked here
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fn handleMouseInput(self: *Simulator) void {
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fn handleMouseInput(self: *Simulator) void {
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const pos = rl.getMousePosition();
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const pos = rl.getMousePosition();
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if (!rl.isMouseButtonReleased(.left)) return;
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if (!rl.isMouseButtonReleased(.left)) return;
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if (self.node_man.add(pos)) |node| {
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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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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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};
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self.node_man.temp_node = if (self.auto_continue) node else null;
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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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}
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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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pub fn draw(self: *const Simulator) void {
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self.road_man.draw();
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self.road_man.draw();
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self.node_man.draw(self.display_details);
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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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rl.clearBackground(.light_gray);
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}
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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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};
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@@ -1 +0,0 @@
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pub const Vector2 = @import("raylib").Vector2;
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Reference in New Issue
Block a user