1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
|
#include <complex.h>
#include <raylib.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#define TILESIZE 50
#define SCREEN_W 800
#define SCREEN_H 600
#define RECT_COUNT (SCREEN_H / TILESIZE) * (SCREEN_W / TILESIZE)
#define GRID_H (int) (SCREEN_W / TILESIZE);
#define GRID_W (int) (SCREEN_H / TILESIZE);
const Rectangle EMPTY_RECT = (Rectangle) {0, 0, 0, 0};
Rectangle rectangles[RECT_COUNT];
void draw_grid() {
// vertical lines
for (int x = 0; x < SCREEN_W; x += TILESIZE) {
DrawLine(x, 0, x, SCREEN_H, DARKGRAY);
}
// vertical lines
for (int y = 0; y < SCREEN_H; y += TILESIZE) {
DrawLine(0, y, SCREEN_W, y, DARKGRAY);
}
}
int rect_valid(Rectangle rect) {
return rect.width || rect.height;
}
int rects_touch_y(Rectangle rect_a, Rectangle rect_b) {
return rect_a.x == rect_b.x && rect_a.width == rect_b.width &&
(rect_a.y == rect_b.y + rect_b.height ||
rect_b.y == rect_a.y + rect_a.height);
}
int rects_touch_x(Rectangle rect_a, Rectangle rect_b) {
return rect_a.y == rect_b.y && rect_a.height == rect_b.height &&
(rect_a.x == rect_b.x + rect_b.width ||
rect_b.x == rect_a.x + rect_a.width);
}
void optimise_rectangles(Rectangle* rectangles, Rectangle *optimised) {
Rectangle rect_a, rect_b;
// copy rectangles to optimised
for (int i = 0; i < RECT_COUNT; i++) {
Rectangle rectangle = rectangles[i];
if (rect_valid(rectangle)) {
optimised[i] = rectangle;
}
}
// merge rectangles in x direction
for (int i = 0; i < RECT_COUNT; i++) {
if (rect_valid(rect_a = optimised[i]))
for (int j = 0; j < RECT_COUNT; j++) {
if (i != j && rect_valid(rect_b = optimised[j])
&& rects_touch_x(rect_a, rect_b)) {
optimised[i].x = rect_a.x < rect_b.x ? rect_a.x : rect_b.x;
optimised[i].width = rect_a.width + rect_b.width;
rect_a = optimised[i];
// delete j
optimised[j].width = 0;
}
}
}
// merge rectangles in y direction
for (int i = 0; i < RECT_COUNT; i++) {
if (rect_valid(rect_a = optimised[i]))
for (int j = 0; j < RECT_COUNT; j++) {
if (i != j && rect_valid(rect_b = optimised[j])
&& rects_touch_y(rect_a, rect_b)) {
optimised[i].y = rect_a.y < rect_b.y ? rect_a.y : rect_b.y;
optimised[i].height = rect_a.height + rect_b.height;
rect_a = optimised[i];
// delete j
optimised[j].width = 0;
}
}
}
}
void draw_rectangles() {
for (int i = 0; i < RECT_COUNT; i++) {
Rectangle rectangle = rectangles[i];
if (rect_valid(rectangle)) {
DrawRectangleRec(rectangle, DARKGRAY);
}
}
}
void draw_optimised_rectangles() {
Rectangle *optimised = malloc(sizeof(Rectangle) * RECT_COUNT);
optimise_rectangles(rectangles, optimised);
Rectangle rectangle;
for (int i = 0; i < RECT_COUNT; i++) {
if (rect_valid(rectangle = optimised[i]))
DrawRectangleLinesEx(rectangle, 2, GREEN);
}
free(optimised);
}
int draw(int *mode) {
BeginDrawing();
ClearBackground(LIGHTGRAY);
draw_grid();
draw_rectangles();
draw_optimised_rectangles();
int gridx = (int) floor(GetMouseX() / TILESIZE);
int gridy = (int) floor(GetMouseY() / TILESIZE);
int rect_index = gridx + gridy*GRID_H;
Rectangle rectangle = (Rectangle){gridx * TILESIZE, gridy * TILESIZE, TILESIZE, TILESIZE};
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
*mode = !rect_valid(rectangles[rect_index]);
}
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
rectangles[rect_index] = *mode ? rectangle : EMPTY_RECT;
}
EndDrawing();
}
int main() {
SetTargetFPS(60);
InitWindow(SCREEN_W, SCREEN_H, "Rectangles");
for (int i = 0; i < RECT_COUNT; i++) {
rectangles[i] = (Rectangle){0, 0, 0, 0};
}
int mode = 0;
while(!WindowShouldClose()) {
draw(&mode);
}
CloseWindow();
return 0;
}
|