Add zoom plans
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54
docs/plans/2025-12-16-zoom-pan-design.md
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docs/plans/2025-12-16-zoom-pan-design.md
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# Zoom/Pan Camera Design
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A viewport camera for zooming into and panning around the simulation without affecting entity behavior.
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## Core Behavior
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### Zoom
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- Scroll wheel zooms toward mouse cursor position
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- Range: 1x (default floor) to 10x (ceiling)
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- Instant response, no animation
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- Esc or Space resets to 1x and clears pan offset
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### Pan
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- Any mouse button (left/middle/right) + drag pans the viewport
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- Only available when zoom > 1x
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- Bounded to simulation area - cannot pan into empty space
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### UI
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- Display current zoom level in existing panel under render info (e.g., `zoom: 2.3x`)
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## Implementation Approach
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### State
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New camera state in `sandbox_main.zig`:
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```zig
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var zoom: f32 = 1.0;
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var pan: @Vector(2, f32) = .{ 0, 0 };
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```
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### Shader Changes
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Modify `entity.vert` to accept `zoom` and `pan` uniforms:
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- Apply pan offset before converting to NDC
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- Scale by zoom factor
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- Scale quad size by zoom so entities appear larger
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### Input Handling
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- `getMouseWheelMove()` adjusts zoom (clamped 1.0–10.0)
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- Zoom-toward-cursor: adjust pan to keep point under cursor stationary
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- Mouse drag (any button) adjusts pan with bounds checking
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- Esc/Space resets zoom to 1.0 and pan to (0, 0)
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### Zoom-Toward-Cursor Math
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When zooming from `oldZoom` to `newZoom` with cursor at `mousePos`:
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```
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worldMousePos = (mousePos / oldZoom) + pan
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newPan = worldMousePos - (mousePos / newZoom)
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```
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### Pan Bounds
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Constrain pan so viewport stays within simulation area:
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```
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maxPan = simulationSize - (screenSize / zoom)
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pan = clamp(pan, 0, maxPan)
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```
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440
docs/plans/2025-12-16-zoom-pan-plan.md
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docs/plans/2025-12-16-zoom-pan-plan.md
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# Zoom/Pan Camera Implementation Plan
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> **For Claude:** REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
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**Goal:** Add viewport zoom (scroll wheel toward cursor) and pan (any mouse drag when zoomed) to observe the simulation up close.
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**Architecture:** Camera state (zoom, pan) lives in sandbox_main.zig. Passed to shader as uniforms. All rendering paths use the same camera state, but only SSBO path gets shader-based zoom (others would need separate work).
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**Tech Stack:** Zig, raylib, GLSL 430
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---
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### Task 1: Add camera state and shader uniforms
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**Files:**
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- Modify: `src/sandbox_main.zig:266` (add state after `var paused`)
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- Modify: `src/ssbo_renderer.zig:20-21` (add uniform locations to struct)
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- Modify: `src/ssbo_renderer.zig:54-62` (get uniform locations in init)
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- Modify: `src/ssbo_renderer.zig:154-156` (pass uniforms in render)
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**Step 1: Add camera state to sandbox_main.zig**
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After line 266 (`var paused = false;`), add:
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```zig
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// camera state for zoom/pan
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var zoom: f32 = 1.0;
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var pan = @Vector(2, f32){ 0, 0 };
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```
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**Step 2: Add uniform locations to SsboRenderer struct**
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In `src/ssbo_renderer.zig`, add to struct fields after line 21 (`circle_texture_loc`):
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```zig
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zoom_loc: i32,
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pan_loc: i32,
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```
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**Step 3: Get uniform locations in init**
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After line 55 (`const circle_texture_loc = ...`), add:
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```zig
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const zoom_loc = rl.gl.rlGetLocationUniform(shader_id, "zoom");
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const pan_loc = rl.gl.rlGetLocationUniform(shader_id, "pan");
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```
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**Step 4: Add fields to return struct**
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In the return statement (around line 112), add:
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```zig
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.zoom_loc = zoom_loc,
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.pan_loc = pan_loc,
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```
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**Step 5: Pass uniforms in render method**
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Change render signature to accept zoom/pan:
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```zig
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pub fn render(self: *SsboRenderer, entities: *const sandbox.Entities, zoom: f32, pan: @Vector(2, f32)) void {
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```
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After line 156 (setting screenSize uniform), add:
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```zig
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// set zoom uniform
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rl.gl.rlSetUniform(self.zoom_loc, &zoom, @intFromEnum(rl.gl.rlShaderUniformDataType.rl_shader_uniform_float), 1);
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// set pan uniform
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const pan_arr = [2]f32{ pan[0], pan[1] };
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rl.gl.rlSetUniform(self.pan_loc, &pan_arr, @intFromEnum(rl.gl.rlShaderUniformDataType.rl_shader_uniform_vec2), 1);
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```
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**Step 6: Update render call in sandbox_main.zig**
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Change line 336 from:
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```zig
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ssbo_renderer.?.render(&entities);
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```
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To:
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```zig
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ssbo_renderer.?.render(&entities, zoom, pan);
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```
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**Step 7: Build and verify compiles**
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Run: `zig build`
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Expected: Compiles with no errors (shader won't use uniforms yet, but that's fine)
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---
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### Task 2: Update vertex shader for zoom/pan
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**Files:**
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- Modify: `src/shaders/entity.vert`
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**Step 1: Add uniforms**
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After line 19 (`uniform vec2 screenSize;`), add:
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```glsl
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uniform float zoom;
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uniform vec2 pan;
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```
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**Step 2: Update NDC calculation**
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Replace lines 29-31:
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```glsl
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// convert entity position to NDC
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// entity coords are in screen pixels, convert to [-1, 1]
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float ndcX = (e.x / screenSize.x) * 2.0 - 1.0;
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float ndcY = (e.y / screenSize.y) * 2.0 - 1.0;
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```
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With:
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```glsl
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// apply pan offset and zoom to convert to NDC
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// pan is in screen pixels, zoom scales the view
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float ndcX = ((e.x - pan.x) * zoom / screenSize.x) * 2.0 - 1.0;
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float ndcY = ((e.y - pan.y) * zoom / screenSize.y) * 2.0 - 1.0;
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```
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**Step 3: Scale quad size by zoom**
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Replace line 34:
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```glsl
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float quadSizeNdc = 16.0 / screenSize.x;
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```
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With:
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```glsl
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float quadSizeNdc = (16.0 * zoom) / screenSize.x;
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```
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**Step 4: Build and test**
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Run: `zig build && ./zig-out/bin/lofivor`
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Expected: Renders exactly as before (zoom=1.0, pan=0,0 should be identical to old behavior)
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---
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### Task 3: Add zoom input handling
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**Files:**
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- Modify: `src/sandbox_main.zig` (handleInput function and main loop)
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**Step 1: Add zoom constants**
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After line 32 (BENCH_EXIT_SUSTAIN), add:
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```zig
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// zoom settings
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const ZOOM_MIN: f32 = 1.0;
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const ZOOM_MAX: f32 = 10.0;
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const ZOOM_SPEED: f32 = 0.1; // multiplier per scroll tick
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```
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**Step 2: Create handleCamera function**
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After the `handleInput` function (around line 458), add:
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```zig
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fn handleCamera(zoom: *f32, pan: *@Vector(2, f32)) void {
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const wheel = rl.getMouseWheelMove();
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if (wheel != 0) {
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const mouse_pos = rl.getMousePosition();
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const old_zoom = zoom.*;
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// calculate new zoom
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const zoom_factor = if (wheel > 0) (1.0 + ZOOM_SPEED) else (1.0 / (1.0 + ZOOM_SPEED));
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var new_zoom = old_zoom * zoom_factor;
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new_zoom = std.math.clamp(new_zoom, ZOOM_MIN, ZOOM_MAX);
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if (new_zoom != old_zoom) {
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// zoom toward mouse cursor:
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// keep the world point under the cursor stationary
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// world_pos = (screen_pos / old_zoom) + old_pan
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// new_pan = world_pos - (screen_pos / new_zoom)
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const world_x = (mouse_pos.x / old_zoom) + pan.*[0];
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const world_y = (mouse_pos.y / old_zoom) + pan.*[1];
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pan.*[0] = world_x - (mouse_pos.x / new_zoom);
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pan.*[1] = world_y - (mouse_pos.y / new_zoom);
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zoom.* = new_zoom;
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// clamp pan to bounds
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clampPan(pan, zoom.*);
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}
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}
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// reset on Esc or Space (Space also toggles pause in handleInput)
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if (rl.isKeyPressed(.escape)) {
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zoom.* = 1.0;
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pan.* = @Vector(2, f32){ 0, 0 };
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}
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}
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fn clampPan(pan: *@Vector(2, f32), zoom: f32) void {
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// when zoomed in, limit pan so viewport stays in simulation bounds
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// visible area = screen_size / zoom
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// max pan = world_size - visible_area
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const screen_w: f32 = @floatFromInt(SCREEN_WIDTH);
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const screen_h: f32 = @floatFromInt(SCREEN_HEIGHT);
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const visible_w = screen_w / zoom;
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const visible_h = screen_h / zoom;
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const max_pan_x = @max(0, screen_w - visible_w);
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const max_pan_y = @max(0, screen_h - visible_h);
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pan.*[0] = std.math.clamp(pan.*[0], 0, max_pan_x);
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pan.*[1] = std.math.clamp(pan.*[1], 0, max_pan_y);
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}
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```
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**Step 3: Call handleCamera in main loop**
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In the main loop, after the `handleInput` call (line 318), add:
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```zig
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handleCamera(&zoom, &pan);
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```
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**Step 4: Also reset zoom when Space is pressed**
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In `handleInput`, modify the space key handler (around line 450):
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```zig
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// pause: space (also resets zoom in handleCamera context)
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if (rl.isKeyPressed(.space)) {
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paused.* = !paused.*;
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}
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```
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Actually, handleInput doesn't have access to zoom/pan. We need to either:
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- Pass zoom/pan to handleInput
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- Handle space reset in handleCamera
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Let's handle it in handleCamera. Add after the escape check:
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```zig
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// Space also resets zoom (pause is handled separately in handleInput)
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if (rl.isKeyPressed(.space)) {
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zoom.* = 1.0;
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pan.* = @Vector(2, f32){ 0, 0 };
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}
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```
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**Step 5: Build and test zoom**
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Run: `zig build && ./zig-out/bin/lofivor`
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Test:
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1. Scroll up - entities should get bigger (zoom in toward cursor)
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2. Scroll down - entities get smaller (but not below 1x)
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3. Press Esc or Space - resets to default view
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---
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### Task 4: Add pan input handling
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**Files:**
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- Modify: `src/sandbox_main.zig` (handleCamera function)
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**Step 1: Add pan logic to handleCamera**
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Add this after the zoom handling, before the reset checks:
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```zig
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// pan with any mouse button drag (only when zoomed in)
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if (zoom.* > 1.0) {
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const any_button = rl.isMouseButtonDown(.left) or
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rl.isMouseButtonDown(.right) or
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rl.isMouseButtonDown(.middle);
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if (any_button) {
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const delta = rl.getMouseDelta();
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// pan in opposite direction of drag (drag right = view moves left = pan increases)
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pan.*[0] -= delta.x / zoom.*;
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pan.*[1] -= delta.y / zoom.*;
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clampPan(pan, zoom.*);
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}
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}
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```
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**Step 2: Build and test pan**
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Run: `zig build && ./zig-out/bin/lofivor`
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Test:
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1. Scroll to zoom in past 1x
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2. Click and drag with any mouse button - viewport should pan
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3. Try to pan past edges - should be bounded
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4. At 1x zoom, dragging should do nothing
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---
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### Task 5: Add zoom display to UI
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**Files:**
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- Modify: `src/ui.zig:34` (drawMetrics signature)
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- Modify: `src/ui.zig:71-72` (add zoom line after render)
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- Modify: `src/sandbox_main.zig:387` (pass zoom to drawMetrics)
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**Step 1: Update drawMetrics signature**
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Change line 34:
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```zig
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pub fn drawMetrics(entities: *const sandbox.Entities, update_us: i64, render_us: i64, paused: bool, font: rl.Font) void {
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```
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To:
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```zig
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pub fn drawMetrics(entities: *const sandbox.Entities, update_us: i64, render_us: i64, paused: bool, zoom: f32, font: rl.Font) void {
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```
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**Step 2: Increase box height for zoom line**
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Change line 50:
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```zig
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const bg_height: i32 = if (paused) 130 else 100;
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```
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To:
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```zig
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const bg_height: i32 = if (paused) 150 else 120;
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```
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**Step 3: Add zoom display after render line**
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After line 72 (render_text draw), add:
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```zig
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y += line_height;
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// zoom level
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const zoom_text = std.fmt.bufPrintZ(&buf, "zoom: {d:.1}x", .{zoom}) catch "?";
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rl.drawTextEx(font, zoom_text, .{ .x = padding, .y = y }, font_size, 0, if (zoom > 1.0) highlight_color else text_color);
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```
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**Step 4: Update call in sandbox_main.zig**
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Change line 387:
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```zig
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ui.drawMetrics(&entities, update_time_us, render_time_us, paused, ui_font);
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```
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To:
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```zig
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ui.drawMetrics(&entities, update_time_us, render_time_us, paused, zoom, ui_font);
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```
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**Step 5: Build and test UI**
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Run: `zig build && ./zig-out/bin/lofivor`
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Test:
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1. UI should show "zoom: 1.0x" in white
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2. Scroll to zoom - should update and turn yellow when > 1x
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3. Reset with Esc - back to white 1.0x
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---
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### Task 6: Update controls legend
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**Files:**
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- Modify: `src/ui.zig:120-139` (drawControls function)
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**Step 1: Update controls list and box height**
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Change line 121:
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```zig
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const ctrl_box_height: i32 = @intFromFloat(small_line_height * 5 + box_padding * 2);
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```
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To:
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```zig
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const ctrl_box_height: i32 = @intFromFloat(small_line_height * 7 + box_padding * 2);
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```
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Change the controls array (lines 127-133):
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```zig
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const controls = [_][]const u8{
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"+/-: 10k entities",
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"shift +/-: 50k",
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"scroll: zoom",
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"drag: pan (zoomed)",
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"space: pause/reset",
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"esc: reset zoom",
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"tab: toggle ui",
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};
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```
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**Step 2: Build and final test**
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Run: `zig build && ./zig-out/bin/lofivor`
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Full test:
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1. Scroll wheel zooms toward cursor (1x-10x)
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2. Any mouse drag pans when zoomed > 1x
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3. Pan is bounded to simulation area
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4. Esc resets zoom/pan
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5. Space toggles pause AND resets zoom/pan
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6. UI shows zoom level (yellow when zoomed)
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7. Controls legend shows new controls
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---
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### Task 7: Commit
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```bash
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git add src/sandbox_main.zig src/ssbo_renderer.zig src/shaders/entity.vert src/ui.zig
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git commit -m "feat: add zoom/pan camera
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- scroll wheel zooms toward cursor (1x-10x range)
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- any mouse button drag pans when zoomed
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- pan bounded to simulation area
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- esc/space resets to default view
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- zoom level shown in metrics panel"
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```
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