osb/source/frontend/StarChatBubbleSeparation.hpp
Kai Blaschke 431a9c00a5
Fixed a huge amount of Clang warnings
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.

99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.

Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.

Most remaining warnings are now unused parameters.
2024-02-19 16:55:19 +01:00

201 lines
6.7 KiB
C++

#ifndef STAR_CHAT_BUBBLE_SEPARATION_HPP
#define STAR_CHAT_BUBBLE_SEPARATION_HPP
#include "StarRect.hpp"
#include "StarList.hpp"
namespace Star {
template <typename T>
struct BubbleState {
T contents;
// The destination is the position the bubble is being pulled towards,
// ignoring the positions of all other bubbles (so it could overlap).
// This is the position of the entity.
Vec2F idealDestination;
// The idealDestination is the position of the entity now, while the
// currentDestination is only updated once the idealDestination passes a
// minimum distance. (So that the algorithm is not re-run for sub-pixel
// position changes.)
Vec2F currentDestination;
// The bound box of the nametag if it was at the destination.
RectF boundBox;
// The separation offset for the bubble chosen by the algorithm (which it may not
// have fully moved to yet).
Vec2F seperatedOffset;
// The bound box of the bubble around the separatedOffset.
RectF separatedBox;
// Where the bubble offset is now, which could be anywhere en route to the
// seperatedOffset.
Vec2F currentOffset;
// The final position.
Vec2F currentPosition;
};
template <typename T>
class BubbleSeparator {
public:
using Bubble = BubbleState<T>;
BubbleSeparator(float tweenFactor = 0.5f, float movementThreshold = 2.0f);
float tweenFactor() const;
void setTweenFactor(float tweenFactor);
float movementThreshold() const;
void setMovementThreshold(float movementThreshold);
void addBubble(Vec2F position, RectF boundBox, T contents, unsigned margin = 0);
void filter(function<bool(Bubble const&, T&)> func);
List<Bubble> filtered(function<bool(Bubble const&, T const&)> func);
void forEach(function<void(Bubble&, T&)> func);
void update(float dt);
void clear();
bool empty() const;
private:
static bool compareBubbleY(Bubble const& a, Bubble const& b);
float m_tweenFactor;
float m_movementThreshold;
List<Bubble> m_bubbles;
List<RectF> m_sortedLeftEdges;
List<RectF> m_sortedRightEdges;
};
bool compareLeft(RectF const& a, RectF const& b);
bool compareRight(RectF const& a, RectF const& b);
bool compareOverlapLeft(RectF const& newBox, RectF const& fixedBox);
bool compareOverlapRight(RectF const& newBox, RectF const& fixedBox);
// Shifts box upwards until it is not overlapping any of the boxes in
// sortedLeftEdges
// and sortedRightEdges.
// The resulting box is returned and inserted into sortedLeftEdges and
// sortedRightEdges.
// The two lists contain all the chat bubbles that have been separated, sorted
// by
// the X positions of their left and right edges respectively.
RectF separateBubble(List<RectF> const& sortedLeftEdges, List<RectF> const& sortedRightEdges, List<RectF>& outLeftEdges, List<RectF>& outRightEdges, RectF box);
template <typename T>
BubbleSeparator<T>::BubbleSeparator(float tweenFactor, float movementThreshold)
: m_tweenFactor(tweenFactor), m_movementThreshold(movementThreshold), m_sortedLeftEdges(), m_sortedRightEdges() {}
template <typename T>
float BubbleSeparator<T>::tweenFactor() const {
return m_tweenFactor;
}
template <typename T>
void BubbleSeparator<T>::setTweenFactor(float tweenFactor) {
m_tweenFactor = tweenFactor;
}
template <typename T>
float BubbleSeparator<T>::movementThreshold() const {
return m_movementThreshold;
}
template <typename T>
void BubbleSeparator<T>::setMovementThreshold(float movementThreshold) {
m_movementThreshold = movementThreshold;
}
template <typename T>
void BubbleSeparator<T>::addBubble(Vec2F position, RectF boundBox, T contents, unsigned margin) {
boundBox.setYMax(boundBox.yMax() + margin);
RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, m_sortedLeftEdges, m_sortedRightEdges, boundBox);
Vec2F separatedOffset = separated.min() - boundBox.min();
Vec2F separatedPosition = position + separatedOffset;
Bubble bubble = Bubble{ contents, position, position, boundBox, separatedOffset, separated, separatedOffset, separatedPosition };
m_bubbles.insertSorted(std::move(bubble), &BubbleSeparator<T>::compareBubbleY);
}
template <typename T>
void BubbleSeparator<T>::filter(function<bool(Bubble const&, T&)> func) {
m_bubbles.filter([this, func](Bubble& bubble) {
if (!func(bubble, bubble.contents)) {
m_sortedLeftEdges.remove(bubble.separatedBox);
m_sortedRightEdges.remove(bubble.separatedBox);
return false;
}
return true;
});
}
template <typename T>
List<BubbleState<T>> BubbleSeparator<T>::filtered(function<bool(Bubble const&, T const&)> func) {
return m_bubbles.filtered([func](Bubble const& bubble) { return func(bubble, bubble.contents); });
}
template <typename T>
void BubbleSeparator<T>::forEach(function<void(Bubble&, T&)> func) {
bool anyMoved = false;
List<Box<float, 2>> leftEdges = std::move(m_sortedLeftEdges);
List<Box<float, 2>> rightEdges = std::move(m_sortedRightEdges);
m_bubbles.exec([this, func, &anyMoved, &leftEdges, &rightEdges](Bubble& bubble) {
RectF oldBoundBox = bubble.boundBox;
func(bubble, bubble.contents);
// Kae: I'm disabling the movement threshold check for now because it also
// stops bubble sorting on bubbles that haven't moved, which causes problems.
Vec2F sizeDelta = bubble.boundBox.size() - oldBoundBox.size();
leftEdges.remove(bubble.separatedBox);
rightEdges.remove(bubble.separatedBox);
RectF boundBox = RectF::withCenter(bubble.idealDestination, bubble.boundBox.size());
RectF separated = separateBubble(leftEdges, rightEdges, m_sortedLeftEdges, m_sortedRightEdges, boundBox);
leftEdges.insertSorted(bubble.separatedBox, compareLeft);
rightEdges.insertSorted(bubble.separatedBox, compareRight);
anyMoved = true;
bubble.currentDestination = bubble.idealDestination;
bubble.boundBox = boundBox;
bubble.seperatedOffset = separated.min() - boundBox.min();
bubble.separatedBox = separated;
});
m_sortedLeftEdges.sort(compareLeft);
m_sortedRightEdges.sort(compareRight);
if (anyMoved)
m_bubbles.sort(&BubbleSeparator<T>::compareBubbleY);
}
template <typename T>
void BubbleSeparator<T>::update(float dt) {
m_bubbles.exec([this](Bubble& bubble) {
Vec2F delta = bubble.seperatedOffset - bubble.currentOffset;
bubble.currentOffset += m_tweenFactor * delta;
bubble.currentPosition = bubble.currentDestination + bubble.currentOffset;
});
}
template <typename T>
void BubbleSeparator<T>::clear() {
m_bubbles.clear();
m_sortedLeftEdges.clear();
m_sortedRightEdges.clear();
}
template <typename T>
bool BubbleSeparator<T>::empty() const {
return m_bubbles.empty();
}
template <typename T>
bool BubbleSeparator<T>::compareBubbleY(Bubble const& a, Bubble const& b) {
return a.currentDestination[1] < b.currentDestination[1];
}
}
#endif