void main() { int ch; clrscr(); while(1) { printf("1.Enter values\n 2.Display values\n"); printf("3.Enter a value after\n 4.Enter a value before\n"); printf("5.Delete after\n 6.Delete before\n"); scanf("%d",&ch); switch(ch) { case 1: create(); break; case 2: disp(); break; case 3: insa(); break; case 4: insb(); break; case 5: dela(); break; case 6: delb(); break; case 7: return; } } }
pair< vector<pair<int, Vec2>>, vector<pair<int, int>> > random_graph(int pick_count, float distrib_radius) { vector<pair<int, Vec2>> points; vector<pair<int, int>> graph; //float distrib_radius;// = cfg.getvar<float>("distrib_radius"); paused_distr paus_distr(distrib_radius, 5, 321); //int winheight = cfg.getvar<Vec2i>("windowsize").y; //scaler scl(winheight*0.9f, { 0,0 }); DelaunayTriangulation dela(1, 1); //int pick_count = cfg.getvar<int>("pick_count"); for (int i = 0; i < pick_count; ++i) { Vec2 cand; int retcode = -1; do { retcode = paus_distr.pick5(cand); } while (retcode == 2); if (retcode != -1 && retcode != 0) { dela.AddPoint(Point(cand.x, cand.y)); //glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f)); //glob_pts.push_back(mkcircle(scl(cand), Color::White, 3.f)); } } //msg(glob_pts.size()); for (auto&triangle : dela.triangles) { int a = triangle.get()->v[0], b = triangle.get()->v[1], c = triangle.get()->v[2]; Point A = dela.points[a], B = dela.points[b], C = dela.points[c]; if ( A.x == 0 || A.x == 1 || A.y == 0 || A.y == 1 || B.x == 0 || B.x == 1 || B.y == 0 || B.y == 1 || C.x == 0 || C.x == 1 || C.y == 0 || C.y == 1 ) { continue; } points.push_back({ a,{ float(dela.points[a].x),float(dela.points[a].y) } }); points.push_back({ b,{ float(dela.points[b].x),float(dela.points[b].y) } }); points.push_back({ c,{ float(dela.points[c].x),float(dela.points[c].y) } }); graph.push_back({ a,b }); graph.push_back({ b,c }); graph.push_back({ a,c }); // those are the ones! //segment(scl(Vec2(A.x, A.y)), scl(Vec2(B.x, B.y))); //segment(scl(Vec2(C.x, C.y)), scl(Vec2(B.x, B.y))); //segment(scl(Vec2(A.x, A.y)), scl(Vec2(C.x, C.y))); //segment(Vec2(A.x, A.y), Vec2(B.x, B.y)); //segment(Vec2(C.x, C.y), Vec2(B.x, B.y)); //segment(Vec2(A.x, A.y), Vec2(C.x, C.y)); //segment(pts[a], pts[b]); //segment(pts[a], pts[c]); //segment(pts[c], pts[b]); } return make_pair(points, graph); }
function<void()> ////////////////////////// TYPE APP NAME ON LINE BELOW ////////////////////////// delaun_distr (RenderWindow&window, ui &UI) { return [&window, &UI]() { #ifndef COMMON_INITS //void smoothmouse(RenderWindow&window, ui &UI){ // tidy code organization, here we predeclare methods just like a header would, it's redundant but necessary function<void()> draw, loop, init, update; function<void(Vec2 pos)> mousemoved; function<void(sf::Mouse::Button button)> mouseclick, mouserelease; function<void(Event&e)> treatotherevent; function<void(Keyboard::Key k)> treatkeyevent; // we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway. Texture cursor_tx; Sprite cursor; configfile cfg; cfg.init("bedlab.cfg"); Color background = cfg.getvar<Color>("background"); if (!cursor_tx.loadFromFile(cfg.getstr("cursor"))) cout << "did not load cursor" << endl; cursor.setTexture(cursor_tx); cursor.setOrigin(3, 3); window.setMouseCursorVisible(false); Vec2 mpos; bool leftclicked = false, rightclicked = false; // view and zoom View view, ui_view; ui_view = view = window.getDefaultView(); float zoomlevel = 1; Vec2 mpos_abs; #endif // COMMON_INITS // ************************ CODE BEGIN ************************ auto random_graph = [](int pick_count, float distrib_radius) { vector<pair<int,Vec2>> points; vector<pair<int, int>> graph; //float distrib_radius;// = cfg.getvar<float>("distrib_radius"); paused_distr paus_distr(distrib_radius, 5, 321); //int winheight = cfg.getvar<Vec2i>("windowsize").y; //scaler scl(winheight*0.9f, { 0,0 }); DelaunayTriangulation dela(1, 1); //int pick_count = cfg.getvar<int>("pick_count"); for (int i = 0; i < pick_count; ++i) { Vec2 cand; int retcode = -1; do { retcode = paus_distr.pick5(cand); } while (retcode == 2); if (retcode != -1 && retcode != 0) { dela.AddPoint(Point(cand.x, cand.y)); //glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f)); //glob_pts.push_back(mkcircle(scl(cand), Color::White, 3.f)); points.push_back({ points.size(),cand }); } } //msg(glob_pts.size()); for (auto&triangle : dela.triangles) { int a = triangle.get()->v[0], b = triangle.get()->v[1], c = triangle.get()->v[2]; Point A = dela.points[a], B = dela.points[b], C = dela.points[c]; if ( A.x == 0 || A.x == 1 || A.y == 0 || A.y == 1 || B.x == 0 || B.x == 1 || B.y == 0 || B.y == 1 || C.x == 0 || C.x == 1 || C.y == 0 || C.y == 1 ) { continue; } graph.push_back({a,b}); graph.push_back({b,c}); graph.push_back({a,c}); // those are the ones! //segment(scl(Vec2(A.x, A.y)), scl(Vec2(B.x, B.y))); //segment(scl(Vec2(C.x, C.y)), scl(Vec2(B.x, B.y))); //segment(scl(Vec2(A.x, A.y)), scl(Vec2(C.x, C.y))); //segment(Vec2(A.x, A.y), Vec2(B.x, B.y)); //segment(Vec2(C.x, C.y), Vec2(B.x, B.y)); //segment(Vec2(A.x, A.y), Vec2(C.x, C.y)); //segment(pts[a], pts[b]); //segment(pts[a], pts[c]); //segment(pts[c], pts[b]); } return make_pair(points, graph); }; float distrib_radius = cfg.getvar<float>("distrib_radius"); paused_distr paus_distr(distrib_radius, 5, 321); int winheight = cfg.getvar<Vec2i>("windowsize").y; scaler scl(winheight*0.9f, { 0,0 }); DelaunayTriangulation dela(1, 1); int pick_count = cfg.getvar<int>("pick_count"); for(int i = 0; i < pick_count; ++i) { Vec2 cand; int retcode = -1; do { retcode = paus_distr.pick5(cand); } while (retcode == 2); if (retcode != -1 && retcode != 0) { dela.AddPoint(Point(cand.x, cand.y)); //glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f)); glob_pts.push_back(mkcircle(scl(cand), Color::White, 3.f)); } } msg(glob_pts.size()); for (auto&triangle : dela.triangles) { int a = triangle.get()->v[0], b = triangle.get()->v[1], c = triangle.get()->v[2]; Point A = dela.points[a], B = dela.points[b], C = dela.points[c]; if ( A.x == 0 || A.x == 1 || A.y == 0 || A.y == 1 || B.x == 0 || B.x == 1 || B.y == 0 || B.y == 1 || C.x == 0 || C.x == 1 || C.y == 0 || C.y == 1 ) { continue; } segment(scl(Vec2(A.x, A.y)), scl(Vec2(B.x, B.y))); segment(scl(Vec2(C.x, C.y)), scl(Vec2(B.x, B.y))); segment(scl(Vec2(A.x, A.y)), scl(Vec2(C.x, C.y))); //segment(Vec2(A.x, A.y), Vec2(B.x, B.y)); //segment(Vec2(C.x, C.y), Vec2(B.x, B.y)); //segment(Vec2(A.x, A.y), Vec2(C.x, C.y)); //segment(pts[a], pts[b]); //segment(pts[a], pts[c]); //segment(pts[c], pts[b]); } barstack bst(FONT, FONTSIZE); slider_finder sl; size_t edit_mode = 1; // ************************ INITS END ************************ //then we actually define the functions, note how all function captures the local context by reference #ifndef LOOP_LAMBDAS draw = [&]() { window.setView(view); // object draw, AFTER normal view //Vec2 cand; //int retcode = -1; //do //{ // retcode = paus_distr.pick4(cand); //} while (retcode == 2); //if (retcode != -1 && retcode != 0) //{ // //glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f)); // glob_pts.push_back(mkcircle(scl(cand), Color::White, .5f)); //} //////////////// obj draw START //////////////// for (auto&a : glob_pts)window.draw(a); for (auto&a : glob_rects)window.draw(a); for (auto&a : glob_vert)window.draw(a); for (auto&a : glob_texts)window.draw(a); //window.draw(nearest_pt); //////////////// obj draw END //////////////// // UI draw, AFTER ui view and BEFORE other draw window.setView(ui_view); bst.draw(window); // nothing after here please UI.draw(window); window.draw(cursor); }; update = [&]() { }; treatkeyevent = [&](Keyboard::Key k) { switch (k) { case Keyboard::BackSpace: glob_pts.clear(); glob_texts.clear(); glob_rects.clear(); glob_vert.clear(); break; case Keyboard::Space: break; case Keyboard::Q: break; } }; mousemoved = [&](Vec2 pos) { cursor.setPosition(pos); if (leftclicked) sl.mouse_callback(pos); }; mouseclick = [&](sf::Mouse::Button button) { if (button == Mouse::Button::Left) leftclicked = true; if (button == Mouse::Button::Right) rightclicked = true; }; mouserelease = [&](sf::Mouse::Button button) { if (button == Mouse::Button::Left) leftclicked = false; if (button == Mouse::Button::Right) rightclicked = false; sl.release(); }; loop = [&]() { while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { switch (event.type) { case sf::Event::KeyPressed: if (event.key.code == sf::Keyboard::Escape) window.close(); treatkeyevent(event.key.code); break; case sf::Event::Closed: window.close(); break; case sf::Event::MouseButtonPressed: mouseclick(event.mouseButton.button); break; case sf::Event::MouseButtonReleased: mouserelease(event.mouseButton.button); break; case sf::Event::MouseMoved: mpos = Vec2(event.mouseMove.x, event.mouseMove.y); mousemoved(mpos); break; default: treatotherevent(event); break; } } window.clear(background); update(); draw(); window.display(); } }; treatotherevent = [&](Event&e) { if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta) { mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view); //view = window.getView(); if (e.mouseWheel.delta < 0) { zoomlevel *= 2.f; view.setSize(view.getSize()*2.f); view.setCenter(interp(mpos_abs, view.getCenter(), 2.f)); //view.setCenter(interp(mpos_abs, view.getCenter(), 2.f)); } if (e.mouseWheel.delta > 0) { zoomlevel *= 0.5; view.setSize(view.getSize()*.5f); view.setCenter(.5f*(view.getCenter() + mpos_abs)); //view.setCenter(.5f*(view.getCenter() + mpos_abs)); } window.setView(view); } }; loop(); #endif // LOOP_LAMBDAS }; }