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#include "ui.hpp"
#include "ogl.hpp"
#include "sandbox.hpp"
#include <imgui.h>
#include <memory>
static void AddSand(Sandbox& sb) {
for (int y = 80; y <= 90; ++y) {
for (int x = 10; x <= 13; ++x) {
sb.set_sand(x, y, Tile{ .so = Tile::SAND });
}
}
}
struct ImRect {
ImVec2 top_left;
ImVec2 bottom_right;
};
/// Helpers for displaying and coordinate space tracking of the sandbox image display.
struct SandboxDisplay {
float tile_size;
int sandbox_width = 40;
int sandbox_height = 100;
ImVec2 size_screenspace;
ImVec2 origin;
SandboxDisplay(float tile_size, const Sandbox& sb)
: tile_size(tile_size)
, sandbox_width{ sb.width }
, sandbox_height{ sb.height }
, size_screenspace(sandbox_width * tile_size, sandbox_height * tile_size) {}
ImVec2 tr_sandbox2screen(Pt pt) const {
return ImVec2(origin.x + tile_size * pt.x, origin.y - tile_size * pt.y);
}
// Assuming inclusive-inclusive rectangle
ImRect tr_sandbox2screen(Rect r) const {
return {
ImVec2(origin.x + tile_size * r.bl.x, origin.y - tile_size * (r.tr.y + 1)),
ImVec2(origin.x + tile_size * (r.tr.x + 1), origin.y - tile_size * r.bl.y),
};
}
void show_image(ImTextureID texid) {
auto img_topleft = ImGui::GetCursorScreenPos();
ImGui::Image(texid, size_screenspace, ImVec2(0, 1), ImVec2(1, 0));
// bottom-left corner of the sandbox, in screen space
origin = img_topleft;
origin.y += size_screenspace.y;
}
};
void ShowEverything() {
ImGui::Begin("Options");
static float tile_size = 4.0f;
static std::unique_ptr<Sandbox> sandbox = std::make_unique<Sandbox>(40, 100);
static OglImage gl;
ImGui::InputFloat("Tile size", &tile_size);
{
constexpr auto kModify = "Modify sandbox parameters";
static int new_width, new_height;
ImGui::Text("size = (%d, %d)", sandbox->width, sandbox->height);
if (ImGui::Button("Modify")) {
ImGui::OpenPopup(kModify);
new_width = sandbox->width;
new_height = sandbox->height;
}
if (ImGui::BeginPopup(kModify)) {
ImGui::InputInt("Sandbox width", &new_width);
ImGui::InputInt("Sandbox height", &new_height);
if (ImGui::Button("Confirm")) {
sandbox = std::make_unique<Sandbox>(new_width, new_height);
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("Cancel")) {
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
static bool running = false;
ImGui::Checkbox("Run", &running);
static bool show_dirty_rect = true;
ImGui::Checkbox("Show dirty rects", &show_dirty_rect);
ImGui::Text("ncycle = %d", sandbox->ncycle);
ImGui::SameLine();
bool step = ImGui::Button("Step");
if (step || running) {
sandbox->simulate_step();
}
if (ImGui::Button("Add sand")) {
AddSand(*sandbox);
}
ImGui::End();
ImGui::Begin("Sandbox");
// Update texture to the current state of the the sandbox.
// Do this every frame, because it's easier than trying to track when did the sandbox change, which may be caused by:
// - Initialization
// - Simulation step
// - User interaction (painting, save/load, etc.)
gl.upload(reinterpret_cast<const char*>(sandbox->bitmap), sandbox->width, sandbox->height);
SandboxDisplay dis(tile_size, *sandbox);
dis.show_image(gl.as_imgui());
if (show_dirty_rect) {
auto dl = ImGui::GetWindowDrawList();
auto [top_left, bottom_right] = dis.tr_sandbox2screen(sandbox->dirty_writeto);
dl->AddRect(top_left, bottom_right, IM_COL32(255, 0, 0, 255));
}
ImGui::End();
ImGui::ShowDemoWindow();
}
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