Implemented Entity tagged union for highlighted entity (similar to abstract class in some ways)
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@@ -23,3 +23,6 @@ pub const ROAD_SIZE = 20;
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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 TEXT_SIZE = 50;
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pub const TEXT_COLOUR = clr.black;
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7
src/common/structures.zig
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7
src/common/structures.zig
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@@ -0,0 +1,7 @@
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const Road = @import("../infrastructure/road.zig").Road;
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const Node = @import("../infrastructure/node.zig").Node;
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pub const Entity = union(enum) {
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node: *Node,
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road: *Road,
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};
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@@ -1,7 +1,7 @@
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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 c = @import("../common/constants.zig");
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const e = @import("../errors.zig");
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const Road = @import("road.zig").Road;
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@@ -39,11 +39,16 @@ pub const Node = struct {
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rl.drawCircleV(self.pos, c.NODE_RADIUS, colour);
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}
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/// Identifies whether the pos (location) is within the snapping radius of the node
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pub fn posWithinRadius(self: *const Node, pos: rl.Vector2) bool {
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/// Determines whether the pos (location) is within the snapping radius of the node
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pub fn withinSnapRadius(self: *const Node, pos: rl.Vector2) bool {
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return rl.checkCollisionPointCircle(pos, self.pos, c.NODE_SNAP_RADIUS);
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}
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/// Determines whether the pos (location) is within the strict (visual representation) radius of the node
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pub fn withinRadius(self: *const Node, pos: rl.Vector2) bool {
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return rl.checkCollisionPointCircle(pos, self.pos, c.NODE_RADIUS);
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}
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/// Tries to reference the passed road to self
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///
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/// Returns an error if the passed road cannot be appended to the list or if said road is already in the list
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@@ -1,7 +1,7 @@
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const std = @import("std");
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const Vector2 = @import("raylib").Vector2;
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const c = @import("../constants.zig");
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const c = @import("../common/constants.zig");
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const e = @import("../errors.zig");
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const Node = @import("node.zig").Node;
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const Road = @import("road.zig").Road;
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@@ -53,7 +53,7 @@ pub const NodeManager = struct {
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/// otherwise creates a new node and returns its pointer
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pub fn getSelectedNode(self: *NodeManager, allocator: std.mem.Allocator, pos: Vector2) !*Node {
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for (self.nodes.items) |node| {
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if (node.posWithinRadius(pos)) return node;
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if (node.withinSnapRadius(pos)) return node;
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}
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// No node is within that position, so we must create a new one
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@@ -98,6 +98,14 @@ pub const NodeManager = struct {
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return e.Entity.NotFound;
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}
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pub fn getHighlightedNode(self: *const NodeManager, pos: Vector2) ?*Node {
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for (self.nodes.items) |node| {
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if (node.withinRadius(pos)) return node;
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}
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return null;
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}
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};
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const expect = std.testing.expect;
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@@ -1,6 +1,6 @@
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const rl = @import("raylib");
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const c = @import("../constants.zig");
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const c = @import("../common/constants.zig");
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const Node = @import("node.zig").Node;
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pub const Road = struct {
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@@ -7,13 +7,11 @@ const Node = @import("node.zig").Node;
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pub const RoadManager = struct {
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next_id: usize,
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roads: std.ArrayList(*Road),
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highlighted_road: ?*Road,
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pub fn init() RoadManager {
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return .{
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.next_id = 0,
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.roads = .empty,
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.highlighted_road = null,
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};
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}
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@@ -26,9 +24,9 @@ pub const RoadManager = struct {
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}
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/// Draws all the roads in the list, sends the information ahead whether the road drawn should be highlighted
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pub fn draw(self: *const RoadManager, delete_mode: bool) void {
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pub fn draw(self: *const RoadManager, highlighted_road: ?*Road) void {
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for (self.roads.items) |road| {
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const is_highlighted = delete_mode and self.highlighted_road != null and self.highlighted_road.? == road;
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const is_highlighted = if (highlighted_road) |h_road| road == h_road else false;
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road.draw(is_highlighted);
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}
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}
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@@ -85,16 +83,13 @@ pub const RoadManager = struct {
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return e.Entity.NotFound;
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}
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/// Sets the pointer to the road that is intersection with pos coordinate
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pub fn update_highlighted_road(self: *RoadManager, pos: Vector2) void {
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/// Returns if pos is pointing at a road, or null if it isn't at any
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pub fn getHighlightedRoad(self: *const RoadManager, pos: Vector2) ?*Road {
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for (self.roads.items) |road| {
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if (!road.isHighlighted(pos)) continue;
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self.highlighted_road = road;
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return;
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if (road.isHighlighted(pos)) return road;
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}
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self.highlighted_road = null;
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return null;
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}
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};
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@@ -1,7 +1,7 @@
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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 c = @import("common/constants.zig");
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const Simulator = @import("simulator.zig").Simulator;
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pub fn main(init: std.process.Init) !void {
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@@ -1,7 +1,9 @@
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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 c = @import("common/constants.zig");
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const st = @import("common/structures.zig");
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const Road = @import("infrastructure/road.zig").Road;
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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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@@ -18,6 +20,12 @@ pub const Simulator = struct {
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/// Tracks whether the system will delete the road cursor is pointed at
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/// (in such case, the road-to-be-deleted will also be highlighted)
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delete_mode: bool,
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/// Tracks whether highlighting all entities that are connected to hovered entity is enabled
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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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show_connections: bool,
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highlighted_entity: ?st.Entity,
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/// Constructor for convenience
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pub fn init(new_allocator: std.mem.Allocator) Simulator {
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@@ -27,6 +35,8 @@ pub const Simulator = struct {
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.road_man = .init(),
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.auto_continue = false,
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.delete_mode = false,
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.show_connections = false,
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.highlighted_entity = null,
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};
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}
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@@ -40,13 +50,21 @@ pub const Simulator = struct {
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pub fn draw(self: *const Simulator, pos: rl.Vector2) void {
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rl.clearBackground(c.BACKGROUND_COLOR);
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self.road_man.draw(self.delete_mode);
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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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}
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}
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self.road_man.draw(highlighted_road);
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self.node_man.draw(pos);
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}
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/// Update tick
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pub fn update(self: *Simulator, pos: rl.Vector2) void {
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self.road_man.update_highlighted_road(pos);
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self.updateHighlightedEntity(pos);
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}
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/// Exposed input handling function exposed to raylib
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@@ -59,6 +77,7 @@ 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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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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@@ -72,7 +91,7 @@ pub const Simulator = struct {
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/// Function that handles functionality that executes upon left click
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fn leftClickEvent(self: *Simulator, pos: rl.Vector2) void {
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if (self.delete_mode) {
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if (self.delete_mode and self.highlighted_entity != null and self.highlighted_entity.? == .road) {
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self.delete_road() catch |err| {
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std.debug.panic("Failed to delete the road: {}\n", .{err});
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};
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@@ -104,8 +123,9 @@ pub const Simulator = struct {
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/// User initiated road destroying functionality
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fn delete_road(self: *Simulator) !void {
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if (self.road_man.highlighted_road == null) return;
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const h_road = self.road_man.highlighted_road.?;
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// We can trust this because this only gets called if valid and if type is road
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std.debug.assert(self.highlighted_entity != null and self.highlighted_entity.? == .road);
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const h_road = self.highlighted_entity.?.road;
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const start_node = h_road.nodes[0];
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const end_node = h_road.nodes[1];
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@@ -113,7 +133,6 @@ pub const Simulator = struct {
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self.road_man.deleteRoad(self.allocator, h_road) catch |err| {
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std.debug.panic("Road deletion failed: {}\n", .{err});
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};
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self.road_man.highlighted_road = null;
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if (start_node.roads.items.len == 0)
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try self.node_man.deleteNode(self.allocator, start_node);
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@@ -127,4 +146,19 @@ pub const Simulator = struct {
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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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/// Updates the variable that tracks the highlighted entity
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fn updateHighlightedEntity(self: *Simulator, pos: rl.Vector2) void {
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if (self.node_man.getHighlightedNode(pos)) |node| {
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self.highlighted_entity = .{ .node = node };
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return;
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}
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if (self.road_man.getHighlightedRoad(pos)) |road| {
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self.highlighted_entity = .{ .road = road };
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return;
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}
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self.highlighted_entity = null;
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}
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};
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