Backward stepping previously only rewound the deterministic sky (day/night, tides, seasons, moons) and held the weather, because the cloud/rain/storm state is integrated forward and not analytically reversible. Now a forward step snapshots the full weather state via new Planet::captureWeather()/restoreWeather() (humidity/cloud/rain/storms + the storm RNG/next-id) into a bounded wxUndo ring, and the backward step restores the previous snapshot -- so '.' then ',' reverses EVERYTHING, including clouds, rain and moving storms. Both steps auto-pause (video frame-step feel). A continuous run (unpause) clears the undo history, after which ',' falls back to the sky-only rewind. Restoring also reseeds the storm RNG so re-stepping forward replays deterministically. test_weather.cpp adds a capture/restore round-trip check; all five suites pass; GUI build clean. Docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
244 lines
14 KiB
C++
244 lines
14 KiB
C++
#include "Viewer.hpp"
|
|
#include "Picking.hpp"
|
|
#include "Map2D.hpp" // wrapPi
|
|
#include "Projection.hpp" // EqualEarth, lonLatToDir
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
|
|
// One frame of input: camera orbit/zoom, hover picking (panel subtile -> 3D ray
|
|
// -> 2D map), click-to-select, and key handling. Writes the per-frame picking
|
|
// members (mp/onPause/hovered/hasHoverSub/hoverSub/hoveredSubIdx) for the render
|
|
// pass, and may step / regenerate / save / load the world.
|
|
void Viewer::handleInput() {
|
|
mp = GetMousePosition();
|
|
bool in3D = (mp.x < view3DW && mp.y < view3DH); // top-left quadrant
|
|
bool inMap = CheckCollisionPointRec(mp, mapRect);
|
|
bool inPanel = (selectedCell >= 0) && CheckCollisionPointRec(mp, panelRect);
|
|
onPause = CheckCollisionPointRec(mp, pauseBtn);
|
|
|
|
// --- Camera input (LMB drag orbits; tracks drag distance for clicks) --
|
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
|
if (phase3Prompt) { // modal: only the two buttons act
|
|
if (CheckCollisionPointRec(mp, p3StartBtn)) {
|
|
phase3 = true; phase3Prompt = false; paused = false;
|
|
phase3PromptAt = elapsedMy; setStatus("Hydrology started");
|
|
refreshView();
|
|
} else if (CheckCollisionPointRec(mp, p3ContinueBtn)) {
|
|
phase3Prompt = false; paused = false;
|
|
phase3PromptAt = elapsedMy + planet.cfg.phase3AfterMy;
|
|
setStatus("Continuing world-building");
|
|
}
|
|
} else {
|
|
dragDist = 0.0f;
|
|
pressInMap = inMap; // drag started on the map -> pan it
|
|
if (onPause) pauseAction(); // clickable pause / re-evolve button
|
|
}
|
|
}
|
|
// Live World: is the camera following a storm? (look up by stable id; release if dissipated)
|
|
const WeatherSystem* followed = nullptr;
|
|
if (liveWorld && followId != 0) {
|
|
for (const auto& ws : planet.storms()) if (ws.id == followId) { followed = &ws; break; }
|
|
if (!followed) followId = 0;
|
|
}
|
|
bool following = (followed != nullptr);
|
|
|
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && !phase3Prompt) {
|
|
Vector2 d = GetMouseDelta();
|
|
dragDist += fabsf(d.x) + fabsf(d.y);
|
|
if (in3D && !onPause && !following) { // orbit (disabled while following a storm)
|
|
camYaw += d.x * 0.005f;
|
|
camPitch += d.y * 0.005f;
|
|
camPitch = std::clamp(camPitch, -1.5f, 1.5f);
|
|
}
|
|
if (pressInMap) { // drag the map: pan when zoomed, else rotate lon
|
|
if (mapZoom > 1.0) {
|
|
double w = mapRect.width * mapZoom, h = mapRect.height * mapZoom;
|
|
mapPanX = std::clamp(mapPanX + d.x, -(w - mapRect.width) * 0.5, (w - mapRect.width) * 0.5);
|
|
mapPanY = std::clamp(mapPanY + d.y, -(h - mapRect.height) * 0.5, (h - mapRect.height) * 0.5);
|
|
} else {
|
|
mapLon = wrapPi(mapLon + d.x * (2.0 * M_PI / mapRect.width));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Wheel: zoom the 2D map toward the cursor when hovering it, else zoom the camera.
|
|
float wheel = GetMouseWheelMove();
|
|
if (inMap && wheel != 0.0f) {
|
|
Rectangle vr = mapViewRect();
|
|
double u = (mp.x - vr.x) / vr.width, v = (mp.y - vr.y) / vr.height; // projection coord under cursor
|
|
double nz = std::clamp(mapZoom * (wheel > 0 ? 1.2 : 1.0 / 1.2), 1.0, 8.0);
|
|
if (nz <= 1.0001) { mapZoom = 1.0; mapPanX = mapPanY = 0.0; } // back to the whole map
|
|
else {
|
|
double w = mapRect.width * nz, h = mapRect.height * nz;
|
|
mapPanX = std::clamp(mp.x - u * w - mapRect.x - (mapRect.width - w) * 0.5, -(w - mapRect.width) * 0.5, (w - mapRect.width) * 0.5);
|
|
mapPanY = std::clamp(mp.y - v * h - mapRect.y - (mapRect.height - h) * 0.5, -(h - mapRect.height) * 0.5, (h - mapRect.height) * 0.5);
|
|
mapZoom = nz;
|
|
}
|
|
} else {
|
|
camDist -= wheel * 0.4f;
|
|
camDist = std::clamp(camDist, 2.6f, 14.0f);
|
|
}
|
|
|
|
if (following) { // point the camera straight at the storm
|
|
Vec3 wd = rotateZ(followed->pos, planet.cfg.axialTilt); // model -> world (axial tilt)
|
|
camPitch = std::clamp((float)std::asin(std::clamp(wd.y, -1.0, 1.0)), -1.5f, 1.5f);
|
|
camYaw = (float)std::atan2(wd.x, wd.z);
|
|
}
|
|
cam.position = { camDist * cosf(camPitch) * sinf(camYaw),
|
|
camDist * sinf(camPitch),
|
|
camDist * cosf(camPitch) * cosf(camYaw) };
|
|
|
|
// --- Hover picking: tile panel subtile, else 3D ray, else 2D map ------
|
|
// The globe is rendered tilted by axialTilt about world Z; the picking sphere is
|
|
// rotation-invariant, so un-rotate the world-space hit direction by -tilt to get
|
|
// the model-space direction used to match cells/subcells (hitModel).
|
|
hovered = -1; hasHoverSub = false; hoveredSubIdx = -1;
|
|
bool have3DHit = false; Vec3 hitUnit, hitModel;
|
|
if (inPanel) {
|
|
if (!subgrids.empty() && CheckCollisionPointRec(mp, gridRect)) {
|
|
const auto& sg = subgrids[0]; int R = sg->res;
|
|
int i = std::clamp((int)((mp.x - gridRect.x) / (gridRect.width / R)), 0, R - 1);
|
|
int j = std::clamp((int)((mp.y - gridRect.y) / (gridRect.height / R)), 0, R - 1);
|
|
hoveredSubIdx = j * R + i;
|
|
hoverSub = sg->sub[hoveredSubIdx]; hasHoverSub = true; // marks it on the globe
|
|
}
|
|
} else if (in3D) {
|
|
Vec3 d = rayDirFromMouse(cam.position, cam.target, cam.fovy,
|
|
mp.x, mp.y, (float)view3DW, (float)view3DH);
|
|
Vec3 o{cam.position.x, cam.position.y, cam.position.z};
|
|
if (raySphere(o, d, visBase, hitUnit)) {
|
|
have3DHit = true;
|
|
hitModel = rotateZ(hitUnit, -planet.cfg.axialTilt); // world -> model (undo tilt)
|
|
hovered = nearestCell(planet, hitModel);
|
|
}
|
|
} else if (inMap) {
|
|
Rectangle vr = mapViewRect(); // account for 2D zoom/pan
|
|
double nx = (mp.x - vr.x) / vr.width, ny = (mp.y - vr.y) / vr.height;
|
|
double X = (nx * 2.0 - 1.0) * EqualEarth::halfWidth();
|
|
double Y = (1.0 - 2.0 * ny) * EqualEarth::halfHeight();
|
|
double lon, lat;
|
|
if (EqualEarth::inverse(X, Y, lon, lat))
|
|
hovered = nearestCell(planet, lonLatToDir(wrapPi(lon - mapLon), lat));
|
|
}
|
|
if (have3DHit && !subgrids.empty()) { // prefer subcell under cursor
|
|
double best = -2.0; const SubCell* bs = nullptr;
|
|
for (auto& sg : subgrids) {
|
|
if (!sg) continue;
|
|
for (auto& s : sg->sub) { double dd = s.unit.dot(hitModel); if (dd > best) { best = dd; bs = &s; } }
|
|
}
|
|
if (bs && angBetween(bs->unit, hitModel) < selectedThresh) { hoverSub = *bs; hasHoverSub = true; }
|
|
}
|
|
|
|
// --- Click = select a tile (ignored over panel/button / while dragging) -
|
|
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT) && dragDist < 6.0f && !inPanel && !onPause && !phase3Prompt && hovered >= 0)
|
|
selectCell(hovered);
|
|
|
|
// --- Keys -------------------------------------------------------------
|
|
if (IsKeyPressed(KEY_SPACE) && !phase3Prompt) pauseAction();
|
|
if (IsKeyPressed(KEY_ONE)) { mode = ColorMode::Elevation; recolor(); }
|
|
if (IsKeyPressed(KEY_TWO)) { mode = ColorMode::Plate; recolor(); }
|
|
if (IsKeyPressed(KEY_THREE)) { mode = ColorMode::Age; recolor(); }
|
|
if (IsKeyPressed(KEY_FOUR)) { mode = ColorMode::Crust; recolor(); }
|
|
if (IsKeyPressed(KEY_FIVE)) { mode = ColorMode::Biome; recolor(); }
|
|
if (IsKeyPressed(KEY_SIX)) { // cycle temperature sub-views: mean->summer->winter->seasonality
|
|
mode = (mode == ColorMode::Temperature) ? ColorMode::TempSummer
|
|
: (mode == ColorMode::TempSummer) ? ColorMode::TempWinter
|
|
: (mode == ColorMode::TempWinter) ? ColorMode::Seasonality
|
|
: ColorMode::Temperature;
|
|
recolor();
|
|
}
|
|
if (IsKeyPressed(KEY_SEVEN)) { mode = ColorMode::Precip; recolor(); }
|
|
if (IsKeyPressed(KEY_EIGHT)) { mode = ColorMode::FloraDensity; recolor(); }
|
|
if (IsKeyPressed(KEY_NINE)) { mode = ColorMode::FaunaDensity; recolor(); }
|
|
if (IsKeyPressed(KEY_ZERO)) { mode = ColorMode::FungaDensity; recolor(); }
|
|
if (IsKeyPressed(KEY_B)) showBorders = !showBorders;
|
|
if (IsKeyPressed(KEY_D)) showDrift = !showDrift;
|
|
if (IsKeyPressed(KEY_G)) showGrat = !showGrat;
|
|
if (IsKeyPressed(KEY_J)) showRivers = !showRivers;
|
|
if (IsKeyPressed(KEY_H) && settled) { // toggle Phase 3 (hydrology)
|
|
bool wasPrompt = phase3Prompt;
|
|
phase3 = !phase3; phase3Prompt = false;
|
|
if (wasPrompt) paused = false; // taking the choice resumes the sim
|
|
if (phase3) { phase3PromptAt = elapsedMy; setStatus("Hydrology ON"); }
|
|
else { phase3PromptAt = elapsedMy + planet.cfg.phase3AfterMy; rivers.clear(); bigRivers.clear(); setStatus("Hydrology OFF"); }
|
|
refreshView();
|
|
}
|
|
if (IsKeyPressed(KEY_L) && settled) { // generate / regenerate biota population
|
|
planet.generateBiota();
|
|
if (mode != ColorMode::FaunaDensity && mode != ColorMode::FungaDensity)
|
|
{ mode = ColorMode::FloraDensity; recolor(); }
|
|
setStatus("Biota generated (flora/fauna/funga)");
|
|
}
|
|
if (IsKeyPressed(KEY_W) && settled) { // enter / leave Live World (slow real-time clock)
|
|
liveWorld = !liveWorld;
|
|
if (liveWorld) {
|
|
phase3Prompt = false; paused = false;
|
|
refreshView(); // fresh base colours; overlay builds in stepSim
|
|
setStatus("Live World started");
|
|
} else {
|
|
paused = true; followId = 0; wxUndo.clear(); refreshView(); // back to World Creation, paused
|
|
setStatus("Live World stopped");
|
|
}
|
|
}
|
|
if (IsKeyPressed(KEY_Y) && liveWorld) { // cycle the 3D camera through active storms
|
|
const auto& st = planet.storms();
|
|
if (st.empty()) { followId = 0; setStatus("No weather systems to follow"); }
|
|
else {
|
|
std::vector<int> idx(st.size()); for (size_t i = 0; i < st.size(); ++i) idx[i] = (int)i;
|
|
std::sort(idx.begin(), idx.end(), [&](int a, int b){ return st[a].strength > st[b].strength; });
|
|
int cur = -1; for (size_t k = 0; k < idx.size(); ++k) if (st[idx[k]].id == followId) { cur = (int)k; break; }
|
|
int next = (cur < 0) ? 0 : cur + 1;
|
|
if (next >= (int)idx.size()) { followId = 0; setStatus("Follow cam off"); }
|
|
else {
|
|
const WeatherSystem& ws = st[idx[next]];
|
|
followId = ws.id;
|
|
bool hur = ws.tropical && ws.strength >= planet.cfg.weatherHurricaneStr;
|
|
setStatus(hur ? "Following tropical cyclone" : "Following weather system");
|
|
}
|
|
}
|
|
}
|
|
if (IsKeyPressed(KEY_N)) dayNightOn = !dayNightOn; // toggle the day/night terminator
|
|
if (IsKeyPressed(KEY_T)) showTides = !showTides; // toggle tide-coloured coastline
|
|
if (IsKeyPressed(KEY_O)) showCurrents = !showCurrents; // toggle ocean current arrows
|
|
if (IsKeyPressed(KEY_K)) showClouds = !showClouds; // toggle weather cloud/rain cover
|
|
if (IsKeyPressed(KEY_C)) { selectedCell = -1; subgrids.clear(); }
|
|
if (IsKeyPressed(KEY_R)) { cfg.seed = (uint32_t)(GetTime() * 100000) | 1; regen(); }
|
|
if (IsKeyPressed(KEY_S)) { // one step
|
|
if (liveWorld) liveStepForward(); // Live World: step the clock forward
|
|
else { stepOnce(); refreshView(); } // forming/drift: one tectonic tick
|
|
}
|
|
// Live World clock stepper: step by one rate-unit (liveRate hours). Forward integrates weather;
|
|
// backward restores the snapshot from the last forward step -> everything (incl. weather +
|
|
// storms) steps back, within the current paused stepping session.
|
|
if (IsKeyPressed(KEY_PERIOD) && liveWorld) { liveStepForward(); setStatus("Step forward"); }
|
|
if (IsKeyPressed(KEY_COMMA) && liveWorld) { liveStepBack(); setStatus(wxUndo.empty() ? "Step back (sky only)" : "Step back"); }
|
|
if (IsKeyPressed(KEY_F)) { // fast-forward to settled
|
|
if (!settled) {
|
|
while (!settled) stepOnce();
|
|
dtMy = planet.cflDtMy(); planet.drifting = true; refreshView();
|
|
}
|
|
}
|
|
if (IsKeyPressed(KEY_EQUAL) && cfg.subdivisions < 7) { cfg.subdivisions++; regen(); }
|
|
if (IsKeyPressed(KEY_MINUS) && cfg.subdivisions > 1) { cfg.subdivisions--; regen(); }
|
|
if (IsKeyPressed(KEY_F2)) {
|
|
if (loadConfig(CONFIG_PATH, cfg)) {
|
|
std::string cerr = validateConfig(cfg);
|
|
if (!cerr.empty()) { cfg = PlanetConfig{}; setStatus("Bad planet.cfg — using defaults"); }
|
|
regen();
|
|
setStatus(cerr.empty() ? "Reloaded planet.cfg" : "Bad planet.cfg — using defaults");
|
|
} else setStatus("No planet.cfg"); }
|
|
if (IsKeyPressed(KEY_F5)) saveGame(SAVE_PATH);
|
|
if (IsKeyPressed(KEY_F9)) loadGame(SAVE_PATH);
|
|
if (IsKeyPressed(KEY_F12)) { TakeScreenshot("screenshot.png"); setStatus("Screenshot saved to screenshot.png"); }
|
|
// Speed control: Live World ramps the live clock (sim hours/s, ~hour -> month);
|
|
// otherwise it sets the drift rate (My simulated per real second).
|
|
if (IsKeyPressed(KEY_RIGHT_BRACKET)) {
|
|
if (liveWorld) liveRate = std::min(liveRate * 1.5, 720.0);
|
|
else driftRate = std::min(driftRate * 1.5, 80.0);
|
|
}
|
|
if (IsKeyPressed(KEY_LEFT_BRACKET)) {
|
|
if (liveWorld) liveRate = std::max(liveRate / 1.5, 0.25);
|
|
else driftRate = std::max(driftRate / 1.5, 0.5);
|
|
}
|
|
}
|