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desktop_dungeon_generator/src/app.rs
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/*
* Contains the core DungeonApp struct and its eframe::App implementation.
* This file manages the application lifecycle, main state, undo/redo stacks,
* and high-level level management (generation, deletion, and refreshing).
*/
use std::collections::HashSet;
use std::sync::mpsc;
use std::thread;
use crate::exporter;
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use crate::interact::{
AddCorridorDrag, AddDoorDrag, DragState, HoverMarker, ResizeState, draw_grid,
};
use crate::layout::{
self, DoorSettings, DungeonLayout, WindowSettings, populate_random_markers, populate_stairs,
};
use crate::rendering::draw_layout;
use crate::saveandload;
use crate::settings;
use crate::ui::{AddTool, UiSettings, draw_legend_panel, draw_level_tabs, draw_side_panel};
use eframe::egui;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ManualDoorKind {
Archway,
Regular,
Locked,
Secret,
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct AppSnapshot {
pub settings: UiSettings,
pub levels: Vec<DungeonLayout>,
pub suppressed_auto_door_edges: HashSet<((usize, usize), (usize, usize))>,
}
pub struct DungeonApp {
pub settings: UiSettings,
pub levels: Vec<DungeonLayout>,
pub suppressed_auto_door_edges: HashSet<((usize, usize), (usize, usize))>,
pub undo_stack: Vec<AppSnapshot>,
pub redo_stack: Vec<AppSnapshot>,
pub drag_state: Option<DragState>,
pub export_rx: Option<mpsc::Receiver<exporter::ExportEvent>>,
pub export_progress: Option<exporter::ExportProgress>,
pub pending_delete: bool,
pub add_corridor_drag: Option<AddCorridorDrag>,
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pub add_door_drag: Option<AddDoorDrag>,
pub resize_state: Option<ResizeState>,
pub hover_room_idx: Option<usize>,
pub hover_corridor_idx: Option<usize>,
pub hover_door_idx: Option<usize>,
pub hover_text_idx: Option<usize>,
pub hover_marker: Option<HoverMarker>,
pub hover_level_idx: Option<usize>,
pub hover_stair_idx: Option<usize>,
}
impl Default for DungeonApp {
// Provides default settings for this type.
fn default() -> Self {
let settings = settings::load_settings().unwrap_or_default();
let mut app = Self {
settings,
levels: Vec::new(),
suppressed_auto_door_edges: HashSet::new(),
undo_stack: Vec::new(),
redo_stack: Vec::new(),
drag_state: None,
export_rx: None,
export_progress: None,
pending_delete: false,
add_corridor_drag: None,
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add_door_drag: None,
resize_state: None,
hover_room_idx: None,
hover_corridor_idx: None,
hover_door_idx: None,
hover_text_idx: None,
hover_marker: None,
hover_level_idx: None,
hover_stair_idx: None,
};
if app.settings.composition_mode {
app.enter_composition_layout();
} else {
app.levels = generate_all_levels(&app.settings);
app.refresh_stairs();
}
app
}
}
impl Drop for DungeonApp {
// Cleans up background resources when the app is dropped.
fn drop(&mut self) {
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self.settings.overlay_level_index = None;
if let Err(err) = settings::save_settings(&self.settings) {
eprintln!("Failed to save settings: {err}");
}
}
}
impl eframe::App for DungeonApp {
// Runs one UI frame and handles app interaction.
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
let panel_result = draw_side_panel(
ctx,
&mut self.settings,
self.export_progress
.map(|progress| (progress.completed, progress.total)),
self.levels.len(),
);
let undo_requested = ctx.input(|i| i.modifiers.command && i.key_pressed(egui::Key::Z));
let redo_requested = ctx.input(|i| {
(i.modifiers.command && i.key_pressed(egui::Key::Y))
|| (i.modifiers.command && i.modifiers.shift && i.key_pressed(egui::Key::Z))
});
let escape_pressed = ctx.input(|i| i.key_pressed(egui::Key::Escape));
if escape_pressed || panel_result.settings_changed {
self.settings.add_tool = AddTool::None;
}
clamp_dependent_settings(&mut self.settings);
if undo_requested {
self.undo();
} else if redo_requested {
self.redo();
}
if panel_result.clear_clicked {
self.push_undo_snapshot();
self.clear_layout();
} else if panel_result.reset_clicked {
self.push_undo_snapshot();
if self.settings.composition_mode {
self.enter_composition_layout();
} else {
self.regenerate_layout();
}
} else if panel_result.settings_changed && !self.settings.composition_mode {
self.push_undo_snapshot();
self.regenerate_layout();
} else if panel_result.save_clicked {
let mut layouts = Vec::new();
let mut svgs = Vec::new();
for layout in &self.levels {
layouts.push(layout.clone());
svgs.push(exporter::build_svg(layout, &self.settings));
}
if let Err(err) = saveandload::save_dungeon(&self.settings, layouts, svgs) {
eprintln!("{err}");
}
} else if panel_result.load_clicked {
match saveandload::load_dungeon() {
Ok(data) => {
self.push_undo_snapshot();
self.settings = data.settings;
self.levels = data.layouts;
self.settings.active_level_index = 0;
}
Err(err) => {
eprintln!("{err}");
}
}
} else if panel_result.new_level_clicked {
self.push_undo_snapshot();
if self.settings.composition_mode {
self.levels.push(DungeonLayout::empty(
self.settings.pack_rooms_without_corridors,
));
} else {
self.levels
.push(generate_level(&self.settings, self.levels.len()));
self.refresh_stairs();
}
self.settings.active_level_index = self.levels.len() - 1;
}
if ctx.input(|i| i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace)) {
self.pending_delete = true;
}
if panel_result.export_clicked && self.export_rx.is_none() {
let target = match exporter::select_export_target(&self.settings) {
Ok(target) => target,
Err(err) => {
eprintln!("{err}");
return;
}
};
match &target {
exporter::ExportTarget::File(path) => {
if let Some(parent) = path.parent() {
self.settings.last_export_path = Some(parent.to_string_lossy().to_string());
}
}
exporter::ExportTarget::Folder(path) => {
self.settings.last_export_path = Some(path.to_string_lossy().to_string());
}
}
let layouts = self.levels.clone();
let settings = self.settings.clone();
let (tx, rx) = mpsc::channel();
thread::spawn(move || {
let result = exporter::export_to_target(&layouts, &settings, target, &tx);
let _ = tx.send(exporter::ExportEvent::Finished(result));
});
self.export_progress = Some(exporter::ExportProgress {
completed: 0,
total: 1,
});
self.export_rx = Some(rx);
}
let mut export_finished = false;
if let Some(rx) = &self.export_rx {
loop {
match rx.try_recv() {
Ok(exporter::ExportEvent::Progress(progress)) => {
self.export_progress = Some(progress);
ctx.request_repaint();
}
Ok(exporter::ExportEvent::Finished(Ok(_))) => {
export_finished = true;
break;
}
Ok(exporter::ExportEvent::Finished(Err(err))) => {
eprintln!("{err}");
export_finished = true;
break;
}
Err(mpsc::TryRecvError::Empty) => break,
Err(mpsc::TryRecvError::Disconnected) => {
export_finished = true;
break;
}
}
}
}
if export_finished {
self.export_rx = None;
self.export_progress = None;
}
if draw_legend_panel(ctx, &mut self.settings) {
self.push_undo_snapshot();
if self.settings.composition_mode {
self.enter_composition_layout();
} else {
self.regenerate_layout();
}
}
egui::CentralPanel::default().show(ctx, |ui| {
self.hover_level_idx =
draw_level_tabs(ui, self.levels.len(), &mut self.settings.active_level_index);
ui.separator();
let available = ui.available_size_before_wrap();
let (response, painter) = ui.allocate_painter(available, egui::Sense::click_and_drag());
let canvas = response.rect.shrink(12.0);
let geometry = draw_grid(&painter, canvas, self.settings.cols, self.settings.rows);
crate::interact::update_hover_targets(self, ctx, &geometry);
let level_delete_requested = ctx.input(|i| {
(i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace))
&& self.hover_level_idx.is_some()
});
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if level_delete_requested && let Some(level_idx) = self.hover_level_idx {
self.delete_level(level_idx);
}
let resizing = crate::interact::handle_resize(self, ctx, &response, &geometry);
if !resizing {
crate::interact::handle_drag(self, ctx, &response, &geometry);
}
crate::interact::handle_add_tool(self, &response, &geometry);
if self.pending_delete {
if let Some(pointer_pos) = ctx.pointer_interact_pos() {
crate::interact::delete_at_pointer(self, pointer_pos, &geometry);
}
self.pending_delete = false;
}
if self.settings.active_level_index < self.levels.len() {
draw_layout(
&painter,
&geometry,
&self.levels[self.settings.active_level_index],
self.settings.colorblind_mode,
self.hover_text_idx,
self.hover_marker,
self.hover_stair_idx,
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1.0,
);
}
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if let Some(overlay_idx) = self.settings.overlay_level_index {
if overlay_idx < self.levels.len()
&& overlay_idx != self.settings.active_level_index
{
draw_layout(
&painter,
&geometry,
&self.levels[overlay_idx],
self.settings.colorblind_mode,
None,
None,
None,
0.4,
);
}
}
let overlay_btn_rect = egui::Rect::from_min_size(
egui::pos2(canvas.right() - 84.0, canvas.top() + 4.0),
egui::vec2(80.0, 24.0),
);
ui.put(overlay_btn_rect, |ui: &mut egui::Ui| {
let is_overlay =
self.settings.overlay_level_index == Some(self.settings.active_level_index);
let response = ui.selectable_label(is_overlay, "Overlay");
if response.clicked() {
if is_overlay {
self.settings.overlay_level_index = None;
} else {
self.settings.overlay_level_index = Some(self.settings.active_level_index);
}
}
response
});
crate::interact::draw_add_overlay(self, &painter, &geometry);
crate::interact::draw_add_tool_ghost(self, &painter, &geometry);
crate::interact::draw_resize_overlay(self, &painter, &geometry);
crate::interact::draw_corridor_hover_overlay(self, &painter, &geometry);
crate::interact::draw_door_hover_overlay(self, &painter, &geometry);
});
}
}
// Generates all levels.
pub fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
let level_count = if settings.min_levels == settings.max_levels {
settings.min_levels
} else {
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let range_seed = crate::seed::derive_seed(settings.seed, 0x0001_E7E1_u64);
(range_seed as usize % (settings.max_levels - settings.min_levels + 1))
+ settings.min_levels
};
let mut levels = Vec::with_capacity(level_count);
for i in 0..level_count {
levels.push(generate_level(settings, i));
}
levels
}
// Generates a single dungeon level from the UI settings.
pub fn generate_level(settings: &UiSettings, level_index: usize) -> DungeonLayout {
let level_seed = crate::seed::derive_seed(settings.seed, level_index as u64);
let layout = layout::generate_layout(
settings.cols,
settings.rows,
settings.room_count,
level_seed,
settings.min_room_size,
settings.max_room_size,
settings.square_rooms_only,
settings.min_corridor_width,
settings.max_corridor_width,
settings.corridor_randomness,
settings.dead_end_rooms_percent,
settings.pack_rooms_without_corridors,
door_settings_from_ui(settings),
window_settings_from_ui(settings),
);
populate_random_markers(layout, settings)
}
// Clamps dependent settings.
pub fn clamp_dependent_settings(settings: &mut UiSettings) {
if settings.min_room_size > settings.max_room_size {
settings.max_room_size = settings.min_room_size;
}
if settings.min_corridor_width == 0 {
settings.min_corridor_width = 1;
}
if settings.min_corridor_width > settings.max_corridor_width {
settings.max_corridor_width = settings.min_corridor_width;
}
if settings.min_window_width > settings.max_window_width {
settings.max_window_width = settings.min_window_width;
}
if settings.min_start_marker_size > settings.max_start_marker_size {
settings.max_start_marker_size = settings.min_start_marker_size;
}
if settings.min_end_marker_size > settings.max_end_marker_size {
settings.max_end_marker_size = settings.min_end_marker_size;
}
if settings.min_start_marker_count > settings.max_start_marker_count {
settings.max_start_marker_count = settings.min_start_marker_count;
}
if settings.min_end_marker_count > settings.max_end_marker_count {
settings.max_end_marker_count = settings.min_end_marker_count;
}
if settings.min_traps_per_area > settings.max_traps_per_area {
settings.max_traps_per_area = settings.min_traps_per_area;
}
if settings.min_monsters_per_area > settings.max_monsters_per_area {
settings.max_monsters_per_area = settings.min_monsters_per_area;
}
if settings.min_levels == 0 {
settings.min_levels = 1;
}
if settings.min_levels > settings.max_levels {
settings.max_levels = settings.min_levels;
}
}
impl DungeonApp {
// Clears hover targets.
pub fn clear_hover_targets(&mut self) {
self.hover_room_idx = None;
self.hover_corridor_idx = None;
self.hover_door_idx = None;
self.hover_text_idx = None;
self.hover_marker = None;
self.hover_level_idx = None;
self.hover_stair_idx = None;
}
// Resets transient state.
pub fn reset_transient_state(&mut self) {
self.drag_state = None;
self.add_corridor_drag = None;
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self.add_door_drag = None;
self.resize_state = None;
self.clear_hover_targets();
self.pending_delete = false;
}
// Captures the current app state for undo history.
pub fn snapshot(&self) -> AppSnapshot {
AppSnapshot {
settings: self.settings.clone(),
levels: self.levels.clone(),
suppressed_auto_door_edges: self.suppressed_auto_door_edges.clone(),
}
}
// Pushes undo snapshot.
pub fn push_undo_snapshot(&mut self) {
let snapshot = self.snapshot();
if self.undo_stack.last() == Some(&snapshot) {
return;
}
self.undo_stack.push(snapshot);
if self.undo_stack.len() > 100 {
self.undo_stack.remove(0);
}
self.redo_stack.clear();
}
// Restores a saved app state snapshot.
pub fn restore_snapshot(&mut self, snapshot: AppSnapshot) {
self.settings = snapshot.settings;
self.levels = snapshot.levels;
self.suppressed_auto_door_edges = snapshot.suppressed_auto_door_edges;
self.reset_transient_state();
}
// Restores the previous undo snapshot. undo.
pub fn undo(&mut self) {
let Some(snapshot) = self.undo_stack.pop() else {
return;
};
self.redo_stack.push(self.snapshot());
self.restore_snapshot(snapshot);
}
// Restores the next redo snapshot. redo.
pub fn redo(&mut self) {
let Some(snapshot) = self.redo_stack.pop() else {
return;
};
self.undo_stack.push(self.snapshot());
self.restore_snapshot(snapshot);
}
// Clears all generated layout content and resets editing state.
pub fn clear_layout(&mut self) {
if self.settings.active_level_index >= self.levels.len() {
return;
}
self.levels[self.settings.active_level_index] =
DungeonLayout::empty(self.settings.pack_rooms_without_corridors);
self.suppressed_auto_door_edges.clear();
self.reset_transient_state();
}
// Switches to composition layout.
pub fn enter_composition_layout(&mut self) {
self.levels = vec![DungeonLayout::empty(
self.settings.pack_rooms_without_corridors,
)];
self.settings.active_level_index = 0;
self.settings.export_level_index = 0;
self.suppressed_auto_door_edges.clear();
self.reset_transient_state();
}
// Regenerates every level from the current settings.
pub fn regenerate_layout(&mut self) {
self.drag_state = None;
self.suppressed_auto_door_edges.clear();
self.levels = generate_all_levels(&self.settings);
self.refresh_stairs();
if self.settings.active_level_index >= self.levels.len() {
self.settings.active_level_index = 0;
}
}
// Deletes a level and keeps the active level index valid.
pub fn delete_level(&mut self, level_idx: usize) {
if self.levels.len() <= 1 {
return;
}
if level_idx >= self.levels.len() {
return;
}
self.push_undo_snapshot();
self.levels.remove(level_idx);
if self.settings.active_level_index >= self.levels.len() {
self.settings.active_level_index = self.levels.len() - 1;
}
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if let Some(overlay_idx) = self.settings.overlay_level_index {
if overlay_idx == level_idx {
self.settings.overlay_level_index = None;
} else if overlay_idx > level_idx {
self.settings.overlay_level_index = Some(overlay_idx - 1);
}
}
self.reset_transient_state();
}
// Regenerates one level while preserving manual annotations where possible.
pub fn refresh_level(&mut self, level_idx: usize) {
if level_idx >= self.levels.len() {
return;
}
let layout = &mut self.levels[level_idx];
if !layout.packed_rooms {
let rooms = layout.rooms.clone();
for corridor in &mut layout.corridors {
let start = rooms[corridor.start_room_id].center_cell();
let end = rooms[corridor.end_room_id].center_cell();
let blocked = layout::blocked_room_cells(
&rooms,
&[corridor.start_room_id, corridor.end_room_id],
);
if let Some(path) = layout::shortest_path_cells(
start,
end,
self.settings.cols,
self.settings.rows,
&blocked,
) {
corridor.path = path;
}
}
}
let door_settings = door_settings_from_ui(&self.settings);
layout::apply_doors(
layout,
self.settings.seed,
door_settings,
self.settings.cols,
self.settings.rows,
);
layout.doors.retain(|door| {
!crate::interact::door_edges_for(door, self.settings.cols, self.settings.rows)
.iter()
.any(|edge| self.suppressed_auto_door_edges.contains(edge))
});
let window_settings = window_settings_from_ui(&self.settings);
layout::apply_windows(
layout,
self.settings.seed,
window_settings,
self.settings.cols,
self.settings.rows,
);
}
// Recomputes staircase links across the current levels.
pub fn refresh_stairs(&mut self) {
let results = populate_stairs(self.levels.clone(), &self.settings);
self.levels = results.iter().map(|(layout, _)| layout.clone()).collect();
for (level_idx, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(level_idx);
}
}
}
// Recomputes generated doors while keeping manual doors.
pub fn refresh_doors(&mut self) {
if self.settings.active_level_index >= self.levels.len() {
return;
}
let layout = &mut self.levels[self.settings.active_level_index];
layout::apply_doors(
layout,
self.settings.seed,
door_settings_from_ui(&self.settings),
self.settings.cols,
self.settings.rows,
);
layout.doors.retain(|door| {
!crate::interact::door_edges_for(door, self.settings.cols, self.settings.rows)
.iter()
.any(|edge| self.suppressed_auto_door_edges.contains(edge))
});
layout::apply_windows(
layout,
self.settings.seed,
window_settings_from_ui(&self.settings),
self.settings.cols,
self.settings.rows,
);
}
}
// Computes settings from ui.
pub fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings {
DoorSettings {
frequency_percent: settings.door_frequency_percent,
room_hallway_percent: settings.room_hallway_door_percent,
locked_percent: settings.locked_door_percent,
secret_percent: settings.secret_door_percent,
allow_middle_corridor_doors: settings.allow_middle_corridor_doors,
}
}
// Computes settings from ui.
pub fn window_settings_from_ui(settings: &UiSettings) -> WindowSettings {
WindowSettings {
enabled: settings.windows_enabled,
min_width: settings.min_window_width,
max_width: settings.max_window_width,
frequency_percent: settings.window_frequency_percent,
room_hallway_percent: settings.room_hallway_window_percent,
allow_internal_windows: settings.allow_internal_windows,
}
}