Implemented a few debugging/inspecting tools
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@@ -43,13 +43,7 @@ pub const Node = struct {
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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_check: *const Road) ?usize {
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for (self.roads.items, 0..) |road, i| {
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std.debug.print("Road id = {d}\n", .{road.id});
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std.debug.print("Road to check id = {d}\n", .{road_to_check.id});
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// TODO fix why doesn't 0 == 0 return i
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std.debug.print("{}\n", .{road.id == road_to_check.id});
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const res = road.id == road_to_check.id;
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if (road.id == road_to_check.id) return i;
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if (res) return i;
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}
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return null;
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@@ -7,11 +7,13 @@ const Node = @import("node.zig").Node;
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pub const NodeManager = struct {
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temp_node: ?*Node,
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nodes: std.ArrayList(Node),
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highlighted_node: ?*Node,
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pub fn init(allocator: std.mem.Allocator) !NodeManager {
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return .{
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.temp_node = null,
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.nodes = try .initCapacity(allocator, c.ALLOC_SIZE),
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.highlighted_node = null,
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};
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}
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@@ -91,7 +93,7 @@ pub const NodeManager = struct {
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}
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/// Removes the node from the list with all appropriate checks
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pub fn removeNode(self: *NodeManager, node_to_remove: *Node) !void {
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pub fn remove(self: *NodeManager, node_to_remove: *Node) !void {
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// In case the node has references to the existing roads we can not remove it
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// This also means we don't have to deinit it, since it has no elements
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if (node_to_remove.roads.items.len > 0) return;
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@@ -105,4 +107,6 @@ pub const NodeManager = struct {
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return error.NodeNotExist;
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}
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};
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@@ -21,9 +21,7 @@ pub const RoadManager = struct {
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self.roads.deinit(allocator);
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}
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pub fn draw(self: *RoadManager, display_highlighted_road: bool) void {
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self.highlighted_road = self.getSelectedRoad(rl.getMousePosition());
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pub fn draw(self: *const RoadManager, display_highlighted_road: bool) void {
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for (self.roads.items) |road| {
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var colour: rl.Color = .black;
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if (self.highlighted_road) |hr| {
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@@ -28,6 +28,7 @@ pub fn main() !void {
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rl.beginDrawing();
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defer rl.endDrawing();
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sim.update();
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sim.handleInput();
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sim.draw();
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@@ -66,6 +66,7 @@ pub const Simulator = struct {
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.b => .BUILD,
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else => self.mode,
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};
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if (self.mode != .BUILD) self.cancelBuildingRoad();
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}
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/// every mouse event is checked here
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@@ -76,10 +77,7 @@ pub const Simulator = struct {
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self.leftClickEvent(pos);
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}
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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 proper error handling
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self.node_man.removeNode(node) catch {};
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}
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self.cancelBuildingRoad();
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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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const nodes = self.road_man.highlighted_road.?.nodes;
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@@ -87,9 +85,12 @@ pub const Simulator = struct {
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std.debug.panic("Failed to remove the road: {}\n", .{err});
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};
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// todo proper error handling
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self.node_man.removeNode(nodes[0]) catch {};
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self.node_man.removeNode(nodes[1]) catch {};
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self.node_man.remove(nodes[0]) catch |err| {
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std.debug.panic("Failed to remove the first node of the road to be deleted: {}\n", .{err});
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};
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self.node_man.remove(nodes[1]) catch |err| {
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std.debug.panic("Failed to remove the second node of the road to be deleted: {}\n", .{err});
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};
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}
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}
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@@ -111,8 +112,17 @@ pub const Simulator = struct {
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}
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}
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fn cancelBuildingRoad(self: *Simulator) void {
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if (self.node_man.temp_node == null) return;
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self.node_man.remove(self.node_man.temp_node.?) catch |err| {
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std.debug.panic("Node doesn't exist: {}\n", .{err});
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};
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self.node_man.temp_node = null;
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}
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/// The main drawing function that is exposed upwards
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pub fn draw(self: *Simulator) void {
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pub fn draw(self: *const 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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@@ -147,6 +157,13 @@ pub const Simulator = struct {
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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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// displays id of the element we hover over over
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const entityInfo = self.getHighlightedEntityInfo() catch |err| {
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std.debug.panic("Failed to capture highlighted entity info: {}\n", .{err});
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};
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rl.drawText(entityInfo, c.WIDTH - (c.TEXT_SIZE / 2) * @as(i32, @intCast(entityInfo.len)), 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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@@ -170,4 +187,31 @@ pub const Simulator = struct {
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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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// TODO verify pointers
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// TODO display road/node id
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fn verifyPointerIntegrity() void {
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}
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pub fn update(self: *Simulator) void {
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const pos = rl.getMousePosition();
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self.road_man.highlighted_road = self.road_man.getSelectedRoad(pos);
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self.node_man.highlighted_node = self.node_man.getNodeWithinRadius(pos);
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}
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/// Get ID info of the highlighted info and returns it
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fn getHighlightedEntityInfo(self: *const Simulator) ![:0]u8 {
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var buf: [10 * 1024]u8 = undefined;
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if (self.node_man.highlighted_node) |node|
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return std.fmt.bufPrintZ(&buf, "Node ID: {d}\nRoad refs: {d}", .{node.id, node.roads.items.len});
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if (self.road_man.highlighted_road) |road|
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return std.fmt.bufPrintZ(&buf, "Road ID: {d}", .{road.id});
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return std.fmt.bufPrintZ(&buf, "", .{});
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}
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};
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