Implemented relations displaying mode
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@@ -16,10 +16,11 @@ pub const NODE_COLOUR = clr.brown;
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pub const NODE_TEMP_COLOUR = clr.orange;
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/// The colour of the node being at the cursor
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pub const NODE_CURSOR_COLOUR = clr.blue;
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pub const NODE_RELATED_COLOUR = clr.purple;
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/// Road (line) size
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pub const ROAD_SIZE = 20;
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/// Regular road colour
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pub const ROAD_COLOUR = clr.black;
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/// Colour of the road that is highlighted
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pub const ROAD_HIGHLIGHTED_COLOUR = clr.green;
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pub const ROAD_HIGHLIGHTED_COLOUR = clr.green;
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@@ -3,6 +3,7 @@ const rl = @import("raylib");
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const c = @import("../common/constants.zig");
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const e = @import("../errors.zig");
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const st = @import("../common/structures.zig");
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const Road = @import("road.zig").Road;
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pub const Node = struct {
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@@ -26,6 +26,7 @@ pub const NodeManager = struct {
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/// Deinitialises every node (pointer) within the list and then deinits the list containing the nodes itself
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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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node.roads.clearRetainingCapacity();
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try node.deinit(allocator);
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}
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self.nodes.deinit(allocator);
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@@ -1,6 +1,7 @@
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const rl = @import("raylib");
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const c = @import("../common/constants.zig");
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const st = @import("../common/structures.zig");
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const Node = @import("node.zig").Node;
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pub const Road = struct {
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@@ -24,6 +24,8 @@ pub const Simulator = struct {
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///
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/// For example, if I hover over a node it will highlight all roads that are connected to it;
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/// Same goes for hovering over a road or in the future, a car (might show destination and path to it)
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///
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/// Note: It only works outside of the delete mode
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show_connections: bool,
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highlighted_entity: ?st.Entity,
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@@ -51,7 +53,6 @@ pub const Simulator = struct {
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rl.clearBackground(c.BACKGROUND_COLOR);
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var highlighted_road: ?*Road = null;
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if (self.delete_mode) {
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if (self.highlighted_entity) |entity| {
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if (entity == .road) highlighted_road = entity.road;
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@@ -60,6 +61,33 @@ pub const Simulator = struct {
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self.road_man.draw(highlighted_road);
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self.node_man.draw(pos);
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self.drawRelatedSelectedEntities();
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}
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fn drawRelatedSelectedEntities(self: *const Simulator) void {
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if (!self.show_connections or self.highlighted_entity == null) return;
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const h_entity = self.highlighted_entity.?;
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switch (h_entity) {
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.node => {
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const node = h_entity.node;
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for (node.roads.items) |road| {
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road.draw(true);
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}
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node.draw(c.NODE_RELATED_COLOUR);
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},
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.road => {
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const road = h_entity.road;
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road.draw(true);
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road.nodes[0].draw(c.NODE_RELATED_COLOUR);
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road.nodes[1].draw(c.NODE_RELATED_COLOUR);
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},
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}
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}
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/// Update tick
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@@ -77,7 +105,7 @@ pub const Simulator = struct {
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fn handleKeyboardInput(self: *Simulator) void {
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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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self.show_connections = rl.isKeyDown(.left_alt);
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self.show_connections = rl.isKeyDown(.left_alt) and !self.delete_mode;
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if (rl.isKeyReleased(.c)) self.clear() catch |err| {
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std.debug.panic("Failed to clear the entities: {}\n", .{err});
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@@ -102,6 +130,7 @@ pub const Simulator = struct {
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/// User initiated road building functionality
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fn new_road(self: *Simulator, pos: rl.Vector2) void {
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if (self.show_connections) return;
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const cur_node = self.node_man.getSelectedNode(self.allocator, pos) catch |err| {
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std.debug.panic("Failed to append the newly created node at pos ({d}, {d}) to node list: {}\n", .{
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pos.x, pos.y, err
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@@ -143,6 +172,7 @@ pub const Simulator = struct {
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/// Clearing node and road lists without deinitialising them (only the children)
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fn clear(self: *Simulator) !void {
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self.highlighted_entity = null;
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self.road_man.clear(self.allocator);
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try self.node_man.clear(self.allocator);
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}
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