chore: clang-format-ted codebase

This commit is contained in:
Sara Gerretsen 2025-10-14 15:05:54 +02:00
parent 697ba9f2f8
commit fc74361bb3
4 changed files with 194 additions and 189 deletions

View file

@ -1,140 +1,140 @@
#pragma once
#include <vector>
#include <random>
#include <cmath>
#include <SFML/Graphics.hpp>
#include <cmath>
#include <cstdlib>
#include <random>
#include <vector>
namespace v1 {
struct Ball {
sf::CircleShape shape;
sf::Vector2f velocity;
sf::CircleShape shape;
sf::Vector2f velocity;
Ball(float x, float y, float radius, sf::Color color, float vx, float vy) {
shape.setRadius(radius);
shape.setPosition(sf::Vector2f(x, y));
shape.setFillColor(color);
shape.setOrigin(sf::Vector2f(radius, radius)); // Center origin
velocity = sf::Vector2f(vx, vy);
}
Ball(float x, float y, float radius, sf::Color color, float vx, float vy) {
shape.setRadius(radius);
shape.setPosition(sf::Vector2f(x, y));
shape.setFillColor(color);
shape.setOrigin(sf::Vector2f(radius, radius)); // Center origin
velocity = sf::Vector2f(vx, vy);
}
};
class BallGame {
private:
// Create balls
std::vector<Ball> balls;
std::random_device rd;
std::mt19937 gen;
std::uniform_real_distribution<float> posDist;
std::uniform_real_distribution<float> velDist;
std::uniform_int_distribution<int> colorDist;
std::uniform_real_distribution<float> radiusDist;
private:
// Create balls
std::vector<Ball> balls;
std::random_device rd;
std::mt19937 gen;
std::uniform_real_distribution<float> posDist;
std::uniform_real_distribution<float> velDist;
std::uniform_int_distribution<int> colorDist;
std::uniform_real_distribution<float> radiusDist;
public:
BallGame::BallGame() {
gen = std::mt19937(rd());
posDist = std::uniform_real_distribution<float>(5.0f, 795.0f);
velDist = std::uniform_real_distribution<float>(-200.0f, 200.0f);
colorDist = std::uniform_int_distribution<int>(0, 255);
radiusDist = std::uniform_real_distribution<float>(2.5f, 2.5f);
public:
BallGame() {
gen = std::mt19937(rd());
posDist = std::uniform_real_distribution<float>(5.0f, 795.0f);
velDist = std::uniform_real_distribution<float>(-200.0f, 200.0f);
colorDist = std::uniform_int_distribution<int>(0, 255);
radiusDist = std::uniform_real_distribution<float>(2.5f, 2.5f);
// Generate random balls
for (int i = 0; i < 2500; ++i) {
sf::Color randomColor(colorDist(gen), colorDist(gen), colorDist(gen));
balls.emplace_back(
posDist(gen), posDist(gen), // position
radiusDist(gen), // radius
randomColor, // color
velDist(gen), velDist(gen) // velocity
);
}
}
// Generate random balls
for (int i = 0; i < 2500; ++i) {
sf::Color randomColor(colorDist(gen), colorDist(gen), colorDist(gen));
balls.emplace_back(
posDist(gen), posDist(gen), // position
radiusDist(gen), // radius
randomColor, // color
velDist(gen), velDist(gen) // velocity
);
}
}
void updateBalls(const sf::Vector2u& windowSize, float deltaTime) {
// Update positions
for (auto& ball : balls) {
ball.shape.move(ball.velocity * deltaTime);
}
void updateBalls(const sf::Vector2u &windowSize, float deltaTime) {
// Update positions
for (auto &ball : balls) {
ball.shape.move(ball.velocity * deltaTime);
}
// Handle ball-to-ball collisions
for (size_t i = 0; i < balls.size(); ++i) {
for (size_t j = i + 1; j < balls.size(); ++j) {
Ball& ball1 = balls[i];
Ball& ball2 = balls[j];
// Handle ball-to-ball collisions
for (size_t i = 0; i < balls.size(); ++i) {
for (size_t j = i + 1; j < balls.size(); ++j) {
Ball &ball1 = balls[i];
Ball &ball2 = balls[j];
sf::Vector2f pos1 = ball1.shape.getPosition();
sf::Vector2f pos2 = ball2.shape.getPosition();
float radius1 = ball1.shape.getRadius();
float radius2 = ball2.shape.getRadius();
sf::Vector2f pos1 = ball1.shape.getPosition();
sf::Vector2f pos2 = ball2.shape.getPosition();
float radius1 = ball1.shape.getRadius();
float radius2 = ball2.shape.getRadius();
// Calculate distance between centers
sf::Vector2f delta = pos2 - pos1;
float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
float minDistance = radius1 + radius2;
// Calculate distance between centers
sf::Vector2f delta = pos2 - pos1;
float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
float minDistance = radius1 + radius2;
if (distance < minDistance && distance > 0) {
// Normalize collision vector
sf::Vector2f normal = delta / distance;
if (distance < minDistance && distance > 0) {
// Normalize collision vector
sf::Vector2f normal = delta / distance;
// Separate balls to prevent overlap
float overlap = minDistance - distance;
sf::Vector2f separation = normal * (overlap * 0.5f);
ball1.shape.setPosition(pos1 - separation);
ball2.shape.setPosition(pos2 + separation);
// Separate balls to prevent overlap
float overlap = minDistance - distance;
sf::Vector2f separation = normal * (overlap * 0.5f);
ball1.shape.setPosition(pos1 - separation);
ball2.shape.setPosition(pos2 + separation);
// Calculate relative velocity
sf::Vector2f relativeVel = ball2.velocity - ball1.velocity;
float velAlongNormal = relativeVel.x * normal.x + relativeVel.y * normal.y;
// Calculate relative velocity
sf::Vector2f relativeVel = ball2.velocity - ball1.velocity;
float velAlongNormal = relativeVel.x * normal.x + relativeVel.y * normal.y;
// Don't resolve if velocities are separating
if (velAlongNormal > 0) continue;
// Don't resolve if velocities are separating
if (velAlongNormal > 0)
continue;
// Apply collision response (elastic collision)
float restitution = 0.0f; // Bounce factor (0 = no bounce, 1 = perfect bounce)
float impulse = -(1 + restitution) * velAlongNormal;
// Apply collision response (elastic collision)
float restitution = 0.0f; // Bounce factor (0 = no bounce, 1 = perfect bounce)
float impulse = -(1 + restitution) * velAlongNormal;
// Assume equal mass for simplicity
sf::Vector2f impulseVector = impulse * normal;
ball1.velocity -= impulseVector;
ball2.velocity += impulseVector;
}
}
}
// Assume equal mass for simplicity
sf::Vector2f impulseVector = impulse * normal;
ball1.velocity -= impulseVector;
ball2.velocity += impulseVector;
}
}
}
// Handle wall collisions
for (auto& ball : balls) {
sf::Vector2f pos = ball.shape.getPosition();
float radius = ball.shape.getRadius();
// Handle wall collisions
for (auto &ball : balls) {
sf::Vector2f pos = ball.shape.getPosition();
float radius = ball.shape.getRadius();
// Bounce off walls
if (pos.x - radius <= 0 || pos.x + radius >= windowSize.x) {
ball.velocity.x = -ball.velocity.x;
// Clamp position to prevent sticking
if (pos.x - radius <= 0) {
ball.shape.setPosition(sf::Vector2f(radius, pos.y));
}
else {
ball.shape.setPosition(sf::Vector2f(windowSize.x - radius, pos.y));
}
}
// Bounce off walls
if (pos.x - radius <= 0 || pos.x + radius >= windowSize.x) {
ball.velocity.x = -ball.velocity.x;
// Clamp position to prevent sticking
if (pos.x - radius <= 0) {
ball.shape.setPosition(sf::Vector2f(radius, pos.y));
} else {
ball.shape.setPosition(sf::Vector2f(windowSize.x - radius, pos.y));
}
}
if (pos.y - radius <= 0 || pos.y + radius >= windowSize.y) {
ball.velocity.y = -ball.velocity.y;
// Clamp position to prevent sticking
if (pos.y - radius <= 0) {
ball.shape.setPosition(sf::Vector2f(pos.x, radius));
}
else {
ball.shape.setPosition(sf::Vector2f(pos.x, windowSize.y - radius));
}
}
}
}
if (pos.y - radius <= 0 || pos.y + radius >= windowSize.y) {
ball.velocity.y = -ball.velocity.y;
// Clamp position to prevent sticking
if (pos.y - radius <= 0) {
ball.shape.setPosition(sf::Vector2f(pos.x, radius));
} else {
ball.shape.setPosition(sf::Vector2f(pos.x, windowSize.y - radius));
}
}
}
}
void drawBalls( sf::RenderWindow& window ) const
{
for (const auto& ball : balls) {
window.draw(ball.shape);
}
}
};
void drawBalls(sf::RenderWindow &window) const {
for (const auto &ball : balls) {
window.draw(ball.shape);
}
}
};
} // namespace v1

View file

@ -9,6 +9,13 @@
#include <imgui.h>
#include <print>
#include "Balls.hpp"
namespace v1 {
static BallGame sim;
}
namespace v2 {
}
void configure(AppConfig &config) {
config.window_title = "CHANGEME";
config.frame_rate_limit = std::nullopt;
@ -18,7 +25,6 @@ void configure(AppConfig &config) {
void setup() {
ImGui::GetIO().ConfigFlags |= (ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_DockingEnable);
sf::View view{get_window().getView()};
view.setCenter({0.f, 0.f});
set_render_view(view);
}
@ -29,18 +35,17 @@ void handle_window_event(sf::Event const &event) {
if (sf::Event::Resized const *resized{event.getIf<sf::Event::Resized>()}) {
sf::View view{get_window().getView()};
view.setSize({static_cast<float>(resized->size.x), static_cast<float>(resized->size.y)});
view.setCenter({view.getSize().x / 2.f, view.getSize().y / 2.f});
set_render_view(view);
}
}
void loop(double delta) {
v1::sim.updateBalls(get_window().getSize(), delta);
}
void draw_scene(sf::RenderTarget &target, sf::RenderStates const &states) {
static sf::RectangleShape rect{{300, 300}};
sf::RenderStates n_states{states};
n_states.transform.translate({-150, -150});
target.draw(rect, n_states);
v1::sim.drawBalls(get_window());
}
void draw_main_menu_bar() {

View file

@ -10,8 +10,8 @@
#include <optional>
struct AppConfig {
sf::String window_title{ "UNNAMED WINDOW" };
sf::VideoMode mode{ { 1280, 720 } };
sf::String window_title{"UNNAMED WINDOW"};
sf::VideoMode mode{{1280, 720}};
sf::RenderStates default_render_states{sf::RenderStates::Default};
bool vsync{false};
std::optional<int> frame_rate_limit{std::nullopt};
@ -19,7 +19,7 @@ struct AppConfig {
extern AppConfig const &get_application_configuration();
extern sf::Time const &get_delta_time();
extern sf::RenderWindow const &get_window();
extern sf::RenderWindow &get_window();
extern void set_render_view(sf::View const &view);
#endif // !LLCS_DEFS_H

View file

@ -13,59 +13,59 @@ static sf::View view{};
extern void configure(AppConfig &config);
void initialize_window() {
cfg = AppConfig();
configure(cfg);
window.create(cfg.mode, cfg.window_title);
if (cfg.frame_rate_limit)
window.setFramerateLimit(cfg.frame_rate_limit.value_or(0));
window.setVerticalSyncEnabled(cfg.vsync);
view = window.getDefaultView();
cfg = AppConfig();
configure(cfg);
window.create(cfg.mode, cfg.window_title);
if (cfg.frame_rate_limit) {
window.setFramerateLimit(cfg.frame_rate_limit.value_or(0));
}
window.setVerticalSyncEnabled(cfg.vsync);
view = window.getDefaultView();
}
void initialize_imgui() {
if (!ImGui::SFML::Init(window))
exit(-1);
if (!ImGui::SFML::Init(window))
exit(-1);
}
extern void handle_input_event(sf::Event const &evt);
extern void handle_window_event(sf::Event const &evt);
void try_handle_input_event(sf::Event const &event) {
bool const is_input_event{
event.is<sf::Event::JoystickButtonPressed>() || event.is<sf::Event::JoystickButtonReleased>() ||
event.is<sf::Event::JoystickMoved>() ||
event.is<sf::Event::JoystickConnected>() || event.is<sf::Event::JoystickDisconnected>() ||
event.is<sf::Event::KeyPressed>() || event.is<sf::Event::KeyReleased>() ||
event.is<sf::Event::TouchBegan>() || event.is<sf::Event::TouchEnded>() ||
event.is<sf::Event::TouchMoved>() ||
event.is<sf::Event::MouseButtonPressed>() || event.is<sf::Event::MouseButtonReleased>() ||
event.is<sf::Event::MouseMoved>() || event.is<sf::Event::MouseMovedRaw>()
};
if (is_input_event) {
handle_input_event(event);
}
bool const is_input_event{
event.is<sf::Event::JoystickButtonPressed>() || event.is<sf::Event::JoystickButtonReleased>() ||
event.is<sf::Event::JoystickMoved>() ||
event.is<sf::Event::JoystickConnected>() || event.is<sf::Event::JoystickDisconnected>() ||
event.is<sf::Event::KeyPressed>() || event.is<sf::Event::KeyReleased>() ||
event.is<sf::Event::TouchBegan>() || event.is<sf::Event::TouchEnded>() ||
event.is<sf::Event::TouchMoved>() ||
event.is<sf::Event::MouseButtonPressed>() || event.is<sf::Event::MouseButtonReleased>() ||
event.is<sf::Event::MouseMoved>() || event.is<sf::Event::MouseMovedRaw>()};
if (is_input_event) {
handle_input_event(event);
}
}
void try_handle_window_event(sf::Event const &event) {
bool const is_window_event{
event.is<sf::Event::FocusGained>() ||
event.is<sf::Event::FocusLost>() ||
event.is<sf::Event::Resized>()
};
if (is_window_event) {
handle_window_event(event);
}
bool const is_window_event{
event.is<sf::Event::FocusGained>() ||
event.is<sf::Event::FocusLost>() ||
event.is<sf::Event::Resized>()};
if (is_window_event) {
handle_window_event(event);
}
}
void poll_events() {
while (std::optional const event{ window.pollEvent() })
{
ImGui::SFML::ProcessEvent(window, *event);
try_handle_input_event(*event);
try_handle_window_event(*event);
while (std::optional const event{window.pollEvent()}) {
ImGui::SFML::ProcessEvent(window, *event);
try_handle_input_event(*event);
try_handle_window_event(*event);
if (event->is<sf::Event::Closed>()) { window.close(); }
}
if (event->is<sf::Event::Closed>()) {
window.close();
}
}
}
extern void setup(void);
@ -76,44 +76,44 @@ extern void draw_gui(void);
extern void shutdown(void);
int main() {
initialize_window();
initialize_imgui();
setup();
while (window.isOpen()) {
// Event Polling
poll_events();
// Update
delta_time = delta_clock.restart();
ImGui::SFML::Update(window, delta_time);
loop(delta_time.asSeconds());
if(ImGui::BeginMainMenuBar()) {
draw_main_menu_bar();
ImGui::EndMainMenuBar();
}
draw_gui();
// Render
window.clear();
draw_scene(window, cfg.default_render_states);
ImGui::SFML::Render(window);
window.display();
}
shutdown();
ImGui::SFML::Shutdown();
return 0;
initialize_window();
initialize_imgui();
setup();
while (window.isOpen()) {
// Event Polling
poll_events();
// Update
delta_time = delta_clock.restart();
ImGui::SFML::Update(window, delta_time);
loop(delta_time.asSeconds());
if (ImGui::BeginMainMenuBar()) {
draw_main_menu_bar();
ImGui::EndMainMenuBar();
}
draw_gui();
// Render
window.clear();
draw_scene(window, cfg.default_render_states);
ImGui::SFML::Render(window);
window.display();
}
shutdown();
ImGui::SFML::Shutdown();
return 0;
}
AppConfig const &get_application_configuration() {
return cfg;
return cfg;
}
sf::Time const &get_delta_time() {
return delta_time;
return delta_time;
}
sf::RenderWindow const &get_window() {
return window;
sf::RenderWindow &get_window() {
return window;
}
void set_render_view(sf::View const &view) {
window.setView(view);
window.setView(view);
}