Files
desktop_dungeon_generator/src/main.rs
T

2079 lines
71 KiB
Rust
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mod exporter;
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mod layout;
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mod seed;
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mod settings;
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mod ui;
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use std::collections::HashSet;
use std::sync::mpsc;
use std::thread;
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use eframe::egui;
use egui::{Color32, Stroke};
use layout::{
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DoorSettings, DungeonLayout, WindowSettings, blocked_room_cells, corridor_cells,
shortest_path_cells,
};
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use ui::{AddTool, UiSettings, draw_side_panel};
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// Boot the native app and start the egui event loop.
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fn main() -> eframe::Result<()> {
let options = eframe::NativeOptions::default();
eframe::run_native(
"Desktop Dungeon Generator",
options,
Box::new(|_cc| Ok(Box::new(DungeonApp::default()))),
)
}
struct DungeonApp {
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settings: UiSettings,
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layout: DungeonLayout,
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drag_state: Option<DragState>,
export_rx: Option<mpsc::Receiver<Result<std::path::PathBuf, String>>>,
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pending_delete: bool,
add_corridor_drag: Option<AddCorridorDrag>,
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resize_state: Option<RoomResizeState>,
hover_room_idx: Option<usize>,
hover_corridor_idx: Option<usize>,
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hover_door_idx: Option<usize>,
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}
impl Default for DungeonApp {
// Build the app with persisted settings and a generated layout.
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fn default() -> Self {
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let settings = settings::load_settings().unwrap_or_default();
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let layout = layout::generate_layout(
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settings.cols,
settings.rows,
settings.room_count,
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settings.seed,
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settings.min_room_size,
settings.max_room_size,
settings.square_rooms_only,
settings.min_corridor_width,
settings.max_corridor_width,
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settings.corridor_randomness,
settings.dead_end_rooms_percent,
settings.pack_rooms_without_corridors,
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door_settings_from_ui(&settings),
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window_settings_from_ui(&settings),
);
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Self {
settings,
layout,
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drag_state: None,
export_rx: None,
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pending_delete: false,
add_corridor_drag: None,
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resize_state: None,
hover_room_idx: None,
hover_corridor_idx: None,
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hover_door_idx: None,
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}
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}
}
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impl Drop for DungeonApp {
// Persist settings when the app is being dropped.
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fn drop(&mut self) {
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if let Err(err) = settings::save_settings(&self.settings) {
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eprintln!("Failed to save settings: {err}");
}
}
}
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impl eframe::App for DungeonApp {
// Render UI, handle input, and update app state each frame.
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
let panel_result = draw_side_panel(ctx, &mut self.settings, self.export_rx.is_some());
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if self.settings.min_room_size > self.settings.max_room_size {
self.settings.max_room_size = self.settings.min_room_size;
}
if self.settings.min_corridor_width == 0 {
self.settings.min_corridor_width = 1;
}
if self.settings.min_corridor_width > self.settings.max_corridor_width {
self.settings.max_corridor_width = self.settings.min_corridor_width;
}
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if self.settings.min_window_width > self.settings.max_window_width {
self.settings.max_window_width = self.settings.min_window_width;
}
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if panel_result.clear_clicked {
self.clear_layout();
} else if panel_result.reset_clicked || panel_result.settings_changed {
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self.regenerate_layout();
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}
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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;
}
};
let layout = self.layout.clone();
let settings = self.settings.clone();
let (tx, rx) = mpsc::channel();
thread::spawn(move || {
let result = exporter::export_to_target(&layout, &settings, target);
let _ = tx.send(result);
});
self.export_rx = Some(rx);
}
if let Some(rx) = &self.export_rx {
match rx.try_recv() {
Ok(Ok(_)) => {
self.export_rx = None;
}
Ok(Err(err)) => {
eprintln!("{err}");
self.export_rx = None;
}
Err(mpsc::TryRecvError::Empty) => {}
Err(mpsc::TryRecvError::Disconnected) => {
self.export_rx = None;
}
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}
}
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egui::SidePanel::right("legend_panel")
.resizable(false)
.min_width(180.0)
.default_width(200.0)
.show_separator_line(true)
.show(ctx, |ui| {
ui.heading("Accessibility");
ui.add_space(6.0);
ui.checkbox(&mut self.settings.colorblind_mode, "Colorblind Mode");
ui.add_space(10.0);
ui.separator();
ui.add_space(8.0);
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ui.heading("Legend");
ui.add_space(8.0);
if self.settings.colorblind_mode {
draw_legend_entry_colorblind(ui, "Rooms", LegendStyle::Crosshatch);
draw_legend_entry_colorblind(ui, "Corridors", LegendStyle::Dots);
draw_legend_entry_colorblind(ui, "Walls", LegendStyle::SolidLine);
draw_legend_entry_colorblind(ui, "Doors", LegendStyle::LongDash);
draw_legend_entry_colorblind(ui, "Locked Doors", LegendStyle::ShortDash);
draw_legend_entry_colorblind(ui, "Archways", LegendStyle::DottedLine);
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draw_legend_entry_colorblind(ui, "Windows", LegendStyle::DashDotLine);
} else {
draw_legend_entry(ui, Color32::from_rgb(70, 120, 160), "Rooms");
draw_legend_entry(ui, Color32::from_rgb(210, 190, 120), "Corridors");
draw_legend_entry(ui, Color32::BLACK, "Walls");
draw_legend_entry(ui, Color32::from_rgb(80, 200, 120), "Doors");
draw_legend_entry(ui, Color32::from_rgb(220, 70, 70), "Locked Doors");
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draw_legend_entry(ui, Color32::from_rgb(230, 140, 60), "Archways");
draw_legend_entry(ui, Color32::from_rgb(70, 130, 220), "Windows");
}
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ui.add_space(10.0);
ui.separator();
ui.add_space(8.0);
ui.heading("Keybinds");
ui.add_space(6.0);
ui.label("Delete / Backspace: Remove hovered room or corridor");
ui.label("Right click: Cancel add tool");
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ui.label("Right click + drag: Resize hovered room");
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});
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egui::CentralPanel::default().show(ctx, |ui| {
let available = ui.available_size_before_wrap();
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let (response, painter) = ui.allocate_painter(available, egui::Sense::click_and_drag());
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let canvas = response.rect.shrink(12.0);
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let geometry = draw_grid(&painter, canvas, self.settings.cols, self.settings.rows);
self.update_hover_targets(ctx, &geometry);
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let resizing = self.handle_resize(ctx, &response, &geometry);
if !resizing {
self.handle_drag(ctx, &response, &geometry);
}
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self.handle_add_tool(&response, &geometry);
if self.pending_delete {
if let Some(pointer_pos) = ctx.pointer_interact_pos() {
self.delete_at_pointer(pointer_pos, &geometry);
}
self.pending_delete = false;
}
draw_layout(
&painter,
&geometry,
&self.layout,
self.settings.colorblind_mode,
);
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self.draw_add_overlay(&painter, &geometry);
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self.draw_resize_overlay(&painter, &geometry);
self.draw_corridor_hover_overlay(&painter, &geometry);
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self.draw_door_hover_overlay(&painter, &geometry);
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});
}
}
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impl DungeonApp {
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// Clear the current layout and reset transient interaction state.
fn clear_layout(&mut self) {
self.layout = DungeonLayout {
packed_rooms: self.settings.pack_rooms_without_corridors,
..DungeonLayout::default()
};
self.drag_state = None;
self.add_corridor_drag = None;
self.resize_state = None;
self.hover_room_idx = None;
self.hover_corridor_idx = None;
self.hover_door_idx = None;
self.pending_delete = false;
}
// Regenerate the dungeon layout from current settings and reset drag state.
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fn regenerate_layout(&mut self) {
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self.drag_state = None;
self.layout = layout::generate_layout(
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self.settings.cols,
self.settings.rows,
self.settings.room_count,
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self.settings.seed,
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self.settings.min_room_size,
self.settings.max_room_size,
self.settings.square_rooms_only,
self.settings.min_corridor_width,
self.settings.max_corridor_width,
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self.settings.corridor_randomness,
self.settings.dead_end_rooms_percent,
self.settings.pack_rooms_without_corridors,
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door_settings_from_ui(&self.settings),
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window_settings_from_ui(&self.settings),
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);
}
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// Handle dragging rooms or corridors with the primary mouse button.
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fn handle_drag(
&mut self,
ctx: &egui::Context,
response: &egui::Response,
geometry: &GridGeometry,
) {
if !ctx.input(|i| i.pointer.primary_down()) && !response.drag_started() {
return;
}
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if self.settings.add_tool != AddTool::None {
return;
}
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if response.drag_started()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some((room_idx, offset_x, offset_y)) =
self.room_at_pointer(pointer_pos, geometry)
{
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self.drag_state = Some(DragState::Room(RoomDragState {
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room_idx,
offset_x,
offset_y,
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}));
} else if response.drag_started()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry)
{
self.drag_state = Some(DragState::Corridor(corridor_drag));
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}
if response.dragged()
&& let Some(pointer_pos) = response.interact_pointer_pos()
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&& let Some(drag_state) = self.drag_state.clone()
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{
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match drag_state {
DragState::Room(drag) => self.drag_room_to_pointer(drag, pointer_pos, geometry),
DragState::Corridor(drag) => {
self.drag_corridor_to_pointer(drag, pointer_pos, geometry)
}
}
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}
if response.drag_stopped() || !response.ctx.input(|i| i.pointer.primary_down()) {
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self.drag_state = None;
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}
}
// Resolve the top-most room under the pointer and return its index and offset.
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fn room_at_pointer(
&self,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) -> Option<(usize, f32, f32)> {
let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?;
for (room_idx, room) in self.layout.rooms.iter().enumerate().rev() {
let room_x = room.x as f32;
let room_y = room.y as f32;
let room_right = room_x + room.width as f32;
let room_bottom = room_y + room.height as f32;
if grid_x >= room_x && grid_x < room_right && grid_y >= room_y && grid_y < room_bottom {
return Some((room_idx, grid_x - room_x, grid_y - room_y));
}
}
None
}
// Move a room to follow the pointer and reroute its corridors.
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fn drag_room_to_pointer(
&mut self,
drag: RoomDragState,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) {
let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) else {
return;
};
if drag.room_idx >= self.layout.rooms.len() {
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self.drag_state = None;
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return;
}
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let (width, height, old_x, old_y) = {
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let room = &self.layout.rooms[drag.room_idx];
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(room.width, room.height, room.x, room.y)
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};
let max_x = self.settings.cols.saturating_sub(width);
let max_y = self.settings.rows.saturating_sub(height);
let target_x = (grid_x - drag.offset_x).floor().max(0.0) as usize;
let target_y = (grid_y - drag.offset_y).floor().max(0.0) as usize;
let new_x = target_x.min(max_x);
let new_y = target_y.min(max_y);
if new_x == old_x && new_y == old_y {
return;
}
self.layout.rooms[drag.room_idx].x = new_x;
self.layout.rooms[drag.room_idx].y = new_y;
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self.reroute_corridors_for_room(drag.room_idx);
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self.refresh_doors();
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}
// Recalculate corridor paths connected to a moved room.
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fn reroute_corridors_for_room(&mut self, room_idx: usize) {
if self.layout.packed_rooms {
return;
}
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for corridor in &mut self.layout.corridors {
if corridor.start_room_id != room_idx && corridor.end_room_id != room_idx {
continue;
}
let start = self.layout.rooms[corridor.start_room_id].center_cell();
let end = self.layout.rooms[corridor.end_room_id].center_cell();
let blocked = blocked_room_cells(
&self.layout.rooms,
&[corridor.start_room_id, corridor.end_room_id],
);
if let Some(path) =
shortest_path_cells(start, end, self.settings.cols, self.settings.rows, &blocked)
{
corridor.path = path;
}
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}
}
// Capture corridor drag state when the pointer is over a corridor cell.
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fn corridor_drag_at_pointer(
&self,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) -> Option<CorridorDragState> {
let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?;
let clicked = (grid_x.floor() as usize, grid_y.floor() as usize);
let corridor_index = self
.layout
.corridors
.iter()
.position(|corridor| corridor.path.contains(&clicked))?;
Some(CorridorDragState {
corridor_index,
original_path: self.layout.corridors[corridor_index].path.clone(),
original_cell: clicked,
})
}
// Reroute a corridor path through the current pointer cell.
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fn drag_corridor_to_pointer(
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&mut self,
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drag: CorridorDragState,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
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) {
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let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) else {
return;
};
if drag.corridor_index >= self.layout.corridors.len() {
self.drag_state = None;
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return;
}
let corridor = &self.layout.corridors[drag.corridor_index];
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let target = (
(grid_x.floor().max(0.0) as usize).min(self.settings.cols.saturating_sub(1)),
(grid_y.floor().max(0.0) as usize).min(self.settings.rows.saturating_sub(1)),
);
let Some(new_path) = reroute_path_through_cell(
&drag.original_path,
drag.original_cell,
target,
self.settings.cols,
self.settings.rows,
&blocked_room_cells(
&self.layout.rooms,
&[corridor.start_room_id, corridor.end_room_id],
),
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) else {
return;
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};
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self.layout.corridors[drag.corridor_index].path = new_path;
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self.refresh_doors();
}
// Rebuild doors based on the current layout and settings.
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fn refresh_doors(&mut self) {
layout::apply_doors(
&mut self.layout,
self.settings.seed,
door_settings_from_ui(&self.settings),
self.settings.cols,
self.settings.rows,
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);
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layout::apply_windows(
&mut self.layout,
self.settings.seed,
window_settings_from_ui(&self.settings),
self.settings.cols,
self.settings.rows,
);
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}
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// Handle add-tool interactions for rooms, corridors, and doors.
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fn handle_add_tool(&mut self, response: &egui::Response, geometry: &GridGeometry) {
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if self.settings.add_tool != AddTool::None && response.secondary_clicked() {
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self.settings.add_tool = AddTool::None;
self.add_corridor_drag = None;
return;
}
match self.settings.add_tool {
AddTool::Room => {
self.add_corridor_drag = None;
if response.clicked()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry)
{
let cell = (grid_x.floor() as usize, grid_y.floor() as usize);
self.add_room_at_cell(cell);
self.settings.add_tool = AddTool::None;
}
}
AddTool::Corridor => {
if response.drag_started()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry)
{
let cell = (grid_x.floor() as usize, grid_y.floor() as usize);
self.add_corridor_drag = Some(AddCorridorDrag {
start_cell: cell,
current_cell: cell,
});
}
if response.dragged()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry)
&& let Some(drag) = &mut self.add_corridor_drag
{
drag.current_cell = (grid_x.floor() as usize, grid_y.floor() as usize);
}
if response.drag_stopped() {
if let Some(drag) = self.add_corridor_drag.take() {
self.add_corridor_between(drag.start_cell, drag.current_cell);
}
self.settings.add_tool = AddTool::None;
}
}
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AddTool::Door | AddTool::LockedDoor => {
self.add_corridor_drag = None;
if response.clicked()
&& let Some(pointer_pos) = response.interact_pointer_pos()
{
let locked = self.settings.add_tool == AddTool::LockedDoor;
self.add_door_at_pointer(pointer_pos, geometry, locked);
self.settings.add_tool = AddTool::None;
}
}
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AddTool::None => {
self.add_corridor_drag = None;
}
}
}
// Draw the overlay showing the corridor add drag preview.
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fn draw_add_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
if self.settings.add_tool != AddTool::Corridor {
return;
}
let Some(drag) = &self.add_corridor_drag else {
return;
};
let start = cell_center(geometry, drag.start_cell.0, drag.start_cell.1);
let end = cell_center(geometry, drag.current_cell.0, drag.current_cell.1);
let stroke = Stroke::new(2.0, Color32::WHITE);
painter.circle_filled(start, 3.0, Color32::WHITE);
draw_dashed_line(painter, start, end, stroke, 8.0, 6.0);
}
// Add a room anchored to the given grid cell if space allows.
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fn add_room_at_cell(&mut self, cell: (usize, usize)) {
let width = self.settings.min_room_size.max(1);
let height = self.settings.min_room_size.max(1);
if cell.0 >= self.settings.cols || cell.1 >= self.settings.rows {
return;
}
let max_w = self.settings.cols.saturating_sub(cell.0);
let max_h = self.settings.rows.saturating_sub(cell.1);
let width = width.min(max_w);
let height = height.min(max_h);
if width == 0 || height == 0 {
return;
}
let new_room = layout::Room {
x: cell.0,
y: cell.1,
width,
height,
};
if self
.layout
.rooms
.iter()
.any(|room| rooms_overlap(&new_room, room))
{
return;
}
self.layout.rooms.push(new_room);
self.refresh_doors();
}
// Add a corridor between two room cells using a shortest path.
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fn add_corridor_between(&mut self, start: (usize, usize), end: (usize, usize)) {
if start == end {
return;
}
let start_room = room_index_at_cell(&self.layout.rooms, start);
let end_room = room_index_at_cell(&self.layout.rooms, end);
let (Some(start_room), Some(end_room)) = (start_room, end_room) else {
return;
};
let blocked = blocked_room_cells(&self.layout.rooms, &[start_room, end_room]);
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let Some(path) =
shortest_path_cells(start, end, self.settings.cols, self.settings.rows, &blocked)
else {
return;
};
let next_id = self
.layout
.corridors
.iter()
.map(|c| c.id)
.max()
.unwrap_or(0)
.wrapping_add(1);
let width = self.settings.min_corridor_width.max(1);
self.layout.corridors.push(layout::Corridor {
id: next_id,
start_room_id: start_room,
end_room_id: end_room,
path,
width,
});
self.refresh_doors();
}
// Update which room/corridor/door is currently hovered.
fn update_hover_targets(&mut self, ctx: &egui::Context, geometry: &GridGeometry) {
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let Some(pointer_pos) = ctx.pointer_hover_pos() else {
self.hover_room_idx = None;
self.hover_corridor_idx = None;
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self.hover_door_idx = None;
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return;
};
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if let Some(edge) = self.door_edge_at_pointer(pointer_pos, geometry) {
let target = normalized_edge(edge.0, edge.1);
self.hover_door_idx = self.layout.doors.iter().position(|d| {
door_edges_for(d, self.settings.cols, self.settings.rows)
.iter()
.any(|e| normalized_edge(e.0, e.1) == target)
});
if self.hover_door_idx.is_some() {
self.hover_room_idx = None;
self.hover_corridor_idx = None;
return;
}
}
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if let Some((room_idx, _, _)) = self.room_at_pointer(pointer_pos, geometry) {
self.hover_room_idx = Some(room_idx);
self.hover_corridor_idx = None;
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self.hover_door_idx = None;
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} else {
self.hover_room_idx = None;
if let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry) {
self.hover_corridor_idx = Some(corridor_drag.corridor_index);
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self.hover_door_idx = None;
} else {
self.hover_corridor_idx = None;
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self.hover_door_idx = None;
}
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}
}
// Handle right-click resizing of rooms and return whether resizing is active.
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fn handle_resize(
&mut self,
ctx: &egui::Context,
response: &egui::Response,
geometry: &GridGeometry,
) -> bool {
if self.settings.add_tool != AddTool::None {
return false;
}
if response.secondary_clicked() && self.resize_state.is_none() {
if let Some(pointer_pos) = response.interact_pointer_pos() {
if let Some((room_idx, _, _)) = self.room_at_pointer(pointer_pos, geometry) {
if let Some(state) = self.start_resize(room_idx, pointer_pos, geometry) {
self.resize_state = Some(state);
return true;
}
}
}
}
if let Some(state) = self.resize_state.clone() {
if let Some(pointer_pos) = response.interact_pointer_pos() {
if let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) {
let cell = (grid_x.floor() as usize, grid_y.floor() as usize);
self.resize_room(&state, cell);
}
}
if ctx.input(|i| i.pointer.button_released(egui::PointerButton::Secondary)) {
self.resize_state = None;
}
return true;
}
false
}
// Choose the nearest room corner and initialize resize state.
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fn start_resize(
&self,
room_idx: usize,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) -> Option<RoomResizeState> {
let room = self.layout.rooms.get(room_idx)?;
let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?;
let px = grid_x.floor().max(0.0) as isize;
let py = grid_y.floor().max(0.0) as isize;
let corners = [
(ResizeCorner::TopLeft, (room.x as isize, room.y as isize)),
(
ResizeCorner::TopRight,
((room.x + room.width - 1) as isize, room.y as isize),
),
(
ResizeCorner::BottomLeft,
(room.x as isize, (room.y + room.height - 1) as isize),
),
(
ResizeCorner::BottomRight,
(
(room.x + room.width - 1) as isize,
(room.y + room.height - 1) as isize,
),
),
];
let mut best = corners[0];
let mut best_dist = isize::MAX;
for corner in corners {
let dx = corner.1.0 - px;
let dy = corner.1.1 - py;
let dist = dx * dx + dy * dy;
if dist < best_dist {
best = corner;
best_dist = dist;
}
}
let anchor_cell = match best.0 {
ResizeCorner::TopLeft => (room.x + room.width - 1, room.y + room.height - 1),
ResizeCorner::TopRight => (room.x, room.y + room.height - 1),
ResizeCorner::BottomLeft => (room.x + room.width - 1, room.y),
ResizeCorner::BottomRight => (room.x, room.y),
};
Some(RoomResizeState {
room_idx,
anchor_cell,
})
}
// Resize a room toward a target cell while honoring constraints.
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fn resize_room(&mut self, state: &RoomResizeState, target_cell: (usize, usize)) {
let cols = self.settings.cols.max(1);
let rows = self.settings.rows.max(1);
let min_size = self.settings.min_room_size.max(1);
let ax = state.anchor_cell.0 as isize;
let ay = state.anchor_cell.1 as isize;
let tx = target_cell.0.min(cols - 1) as isize;
let ty = target_cell.1.min(rows - 1) as isize;
let x0 = ax.min(tx);
let x1 = ax.max(tx);
let y0 = ay.min(ty);
let y1 = ay.max(ty);
let new_room = layout::Room {
x: x0 as usize,
y: y0 as usize,
width: (x1 - x0 + 1) as usize,
height: (y1 - y0 + 1) as usize,
};
if new_room.width < min_size || new_room.height < min_size {
return;
}
if new_room.x + new_room.width > cols || new_room.y + new_room.height > rows {
return;
}
if self
.layout
.rooms
.iter()
.enumerate()
.any(|(idx, room)| idx != state.room_idx && rooms_overlap(&new_room, room))
{
return;
}
if let Some(room) = self.layout.rooms.get_mut(state.room_idx) {
room.x = new_room.x;
room.y = new_room.y;
room.width = new_room.width;
room.height = new_room.height;
self.reroute_corridors_for_room(state.room_idx);
self.refresh_doors();
}
}
// Draw dashed overlays for room resizing interactions.
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fn draw_resize_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
let room_idx = self
.resize_state
.as_ref()
.map(|s| s.room_idx)
.or(self.hover_room_idx);
let Some(room_idx) = room_idx else {
return;
};
let Some(room) = self.layout.rooms.get(room_idx) else {
return;
};
let color = Color32::from_gray(170);
let stroke = Stroke::new(1.5, color);
let left = geometry.rect.left() + room.x as f32 * geometry.cell_size;
let top = geometry.rect.top() + room.y as f32 * geometry.cell_size;
let right = left + room.width as f32 * geometry.cell_size;
let bottom = top + room.height as f32 * geometry.cell_size;
let tl = egui::pos2(left, top);
let tr = egui::pos2(right, top);
let br = egui::pos2(right, bottom);
let bl = egui::pos2(left, bottom);
draw_dashed_line(painter, tl, tr, stroke, 6.0, 6.0);
draw_dashed_line(painter, tr, br, stroke, 6.0, 6.0);
draw_dashed_line(painter, br, bl, stroke, 6.0, 6.0);
draw_dashed_line(painter, bl, tl, stroke, 6.0, 6.0);
let font = egui::FontId::proportional(12.0);
let center_top = egui::pos2((left + right) * 0.5, top - 10.0);
let center_left = egui::pos2(left - 12.0, (top + bottom) * 0.5);
painter.text(
center_top,
egui::Align2::CENTER_CENTER,
"<->",
font.clone(),
color,
);
painter.text(center_left, egui::Align2::CENTER_CENTER, "^v", font, color);
if self.resize_state.is_some() {
draw_resize_handle(painter, tl, ResizeCorner::TopLeft, color);
draw_resize_handle(painter, tr, ResizeCorner::TopRight, color);
draw_resize_handle(painter, br, ResizeCorner::BottomRight, color);
draw_resize_handle(painter, bl, ResizeCorner::BottomLeft, color);
}
}
// Draw a dashed overlay along the hovered corridor path.
fn draw_corridor_hover_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
let Some(idx) = self.hover_corridor_idx else {
return;
};
let Some(corridor) = self.layout.corridors.get(idx) else {
return;
};
let color = Color32::from_gray(170);
let stroke = Stroke::new(2.0, color);
for pair in corridor.path.windows(2) {
let a = cell_center(geometry, pair[0].0, pair[0].1);
let b = cell_center(geometry, pair[1].0, pair[1].1);
draw_dashed_line(painter, a, b, stroke, 6.0, 6.0);
}
}
// Draw a dashed overlay along the hovered door.
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fn draw_door_hover_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
let Some(idx) = self.hover_door_idx else {
return;
};
let Some(door) = self.layout.doors.get(idx) else {
return;
};
let color = Color32::from_gray(200);
let stroke = Stroke::new(2.0, color);
draw_door_line(
painter,
geometry,
door.from,
door.to,
door_render_width(door),
stroke,
DoorLineStyle::LongDash,
);
}
// Delete the door, room, or corridor at the pointer position.
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fn delete_at_pointer(&mut self, pointer_pos: egui::Pos2, geometry: &GridGeometry) {
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if let Some(edge) = self.door_edge_at_pointer(pointer_pos, geometry) {
let target = normalized_edge(edge.0, edge.1);
if let Some(idx) = self.layout.doors.iter().position(|d| {
door_edges_for(d, self.settings.cols, self.settings.rows)
.iter()
.any(|e| normalized_edge(e.0, e.1) == target)
}) {
let edges = door_edges_for(
&self.layout.doors[idx],
self.settings.cols,
self.settings.rows,
);
let mut spawned = Vec::new();
for edge in edges {
if normalized_edge(edge.0, edge.1) == target {
continue;
}
if self
.layout
.doors
.iter()
.any(|d| normalized_edge(d.from, d.to) == normalized_edge(edge.0, edge.1))
{
continue;
}
spawned.push(layout::Door {
from: edge.0,
to: edge.1,
width: 1,
span_width: false,
locked: false,
archway: true,
});
}
let door = &mut self.layout.doors[idx];
door.locked = false;
door.archway = true;
door.width = 1;
door.span_width = false;
self.layout.doors.extend(spawned);
return;
}
}
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if let Some((room_idx, _, _)) = self.room_at_pointer(pointer_pos, geometry) {
self.delete_room(room_idx);
return;
}
if let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry) {
if corridor_drag.corridor_index < self.layout.corridors.len() {
self.layout.corridors.remove(corridor_drag.corridor_index);
self.drag_state = None;
self.refresh_doors();
}
}
}
// Remove a room and update corridors/doors to match.
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fn delete_room(&mut self, room_idx: usize) {
if room_idx >= self.layout.rooms.len() {
return;
}
self.layout.rooms.remove(room_idx);
self.layout
.corridors
.retain(|c| c.start_room_id != room_idx && c.end_room_id != room_idx);
for corridor in &mut self.layout.corridors {
if corridor.start_room_id > room_idx {
corridor.start_room_id -= 1;
}
if corridor.end_room_id > room_idx {
corridor.end_room_id -= 1;
}
}
self.drag_state = None;
self.refresh_doors();
}
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// Add or update a door at the pointer edge.
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fn add_door_at_pointer(
&mut self,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
locked: bool,
) {
let Some(edge) = self.door_edge_at_pointer(pointer_pos, geometry) else {
return;
};
let target = normalized_edge(edge.0, edge.1);
if let Some(idx) = self.layout.doors.iter().position(|d| {
door_edges_for(d, self.settings.cols, self.settings.rows)
.iter()
.any(|e| normalized_edge(e.0, e.1) == target)
}) {
let edges = door_edges_for(
&self.layout.doors[idx],
self.settings.cols,
self.settings.rows,
);
let mut spawned = Vec::new();
for edge in edges {
if normalized_edge(edge.0, edge.1) == target {
continue;
}
if self
.layout
.doors
.iter()
.any(|d| normalized_edge(d.from, d.to) == normalized_edge(edge.0, edge.1))
{
continue;
}
spawned.push(layout::Door {
from: edge.0,
to: edge.1,
width: 1,
span_width: false,
locked: false,
archway: true,
});
}
let door = &mut self.layout.doors[idx];
door.locked = locked;
door.archway = false;
door.width = 1;
door.span_width = false;
self.layout.doors.extend(spawned);
return;
}
let corridor_cells = corridor_cells(&self.layout, self.settings.cols, self.settings.rows);
let a_in_room = room_index_at_cell(&self.layout.rooms, edge.0).is_some();
let b_in_room = room_index_at_cell(&self.layout.rooms, edge.1).is_some();
let a_in_corridor = corridor_cells.contains(&edge.0);
let b_in_corridor = corridor_cells.contains(&edge.1);
if !(a_in_room ^ b_in_room) {
return;
}
if !(a_in_corridor ^ b_in_corridor) {
return;
}
self.layout.doors.push(layout::Door {
from: edge.0,
to: edge.1,
width: 1,
span_width: false,
locked,
archway: false,
});
}
// Find the nearest cell edge under the pointer for door placement.
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fn door_edge_at_pointer(
&self,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) -> Option<((usize, usize), (usize, usize))> {
let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?;
let cell_x = grid_x.floor() as isize;
let cell_y = grid_y.floor() as isize;
if cell_x < 0
|| cell_y < 0
|| cell_x >= self.settings.cols as isize
|| cell_y >= self.settings.rows as isize
{
return None;
}
let fx = grid_x - grid_x.floor();
let fy = grid_y - grid_y.floor();
let left = fx;
let right = 1.0 - fx;
let top = fy;
let bottom = 1.0 - fy;
let mut candidates = [
(left, (cell_x - 1, cell_y), (cell_x, cell_y)),
(right, (cell_x + 1, cell_y), (cell_x, cell_y)),
(top, (cell_x, cell_y - 1), (cell_x, cell_y)),
(bottom, (cell_x, cell_y + 1), (cell_x, cell_y)),
];
candidates.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
let (dist, a, b) = candidates[0];
if dist > 0.2 {
return None;
}
let (ax, ay) = a;
let (bx, by) = b;
if ax < 0
|| ay < 0
|| bx < 0
|| by < 0
|| ax >= self.settings.cols as isize
|| bx >= self.settings.cols as isize
|| ay >= self.settings.rows as isize
|| by >= self.settings.rows as isize
{
return None;
}
Some(((ax as usize, ay as usize), (bx as usize, by as usize)))
}
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}
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#[derive(Debug, Clone)]
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struct RoomDragState {
room_idx: usize,
offset_x: f32,
offset_y: f32,
}
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#[derive(Debug, Clone)]
struct CorridorDragState {
corridor_index: usize,
original_path: Vec<(usize, usize)>,
original_cell: (usize, usize),
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}
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#[derive(Debug, Clone)]
struct AddCorridorDrag {
start_cell: (usize, usize),
current_cell: (usize, usize),
}
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#[derive(Debug, Clone, Copy)]
enum ResizeCorner {
TopLeft,
TopRight,
BottomLeft,
BottomRight,
}
#[derive(Debug, Clone)]
struct RoomResizeState {
room_idx: usize,
anchor_cell: (usize, usize),
}
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#[derive(Debug, Clone)]
enum DragState {
Room(RoomDragState),
Corridor(CorridorDragState),
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}
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struct GridGeometry {
rect: egui::Rect,
cell_size: f32,
cols: usize,
rows: usize,
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}
// Draw the grid and return geometry metrics for hit testing.
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fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
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let cols = cols.max(1);
let rows = rows.max(1);
let cell_size = (area.width() / cols as f32).min(area.height() / rows as f32);
let grid_width = cell_size * cols as f32;
let grid_height = cell_size * rows as f32;
let grid_rect = egui::Rect::from_min_size(
egui::pos2(
area.center().x - (grid_width * 0.5),
area.center().y - (grid_height * 0.5),
),
egui::vec2(grid_width, grid_height),
);
let stroke = Stroke::new(1.0, Color32::from_gray(160));
painter.rect_stroke(grid_rect, 0.0, stroke, egui::StrokeKind::Middle);
for col in 1..cols {
let x = grid_rect.left() + (col as f32 * cell_size);
painter.line_segment(
[
egui::pos2(x, grid_rect.top()),
egui::pos2(x, grid_rect.bottom()),
],
stroke,
);
}
for row in 1..rows {
let y = grid_rect.top() + (row as f32 * cell_size);
painter.line_segment(
[
egui::pos2(grid_rect.left(), y),
egui::pos2(grid_rect.right(), y),
],
stroke,
);
}
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GridGeometry {
rect: grid_rect,
cell_size,
cols,
rows,
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}
}
// Render rooms, corridors, walls, and doors in the main canvas.
fn draw_layout(
painter: &egui::Painter,
geometry: &GridGeometry,
layout: &DungeonLayout,
colorblind_mode: bool,
) {
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let wall_width_px = (geometry.cell_size / 5.0).max(1.0);
let door_width_px = (geometry.cell_size / 10.0).max(1.0);
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let room_fill = Color32::from_rgb(70, 120, 160);
let corridor_fill = Color32::from_rgb(210, 190, 120);
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let wall_color = Color32::BLACK;
let corridor_cells_set = corridor_cells(layout, geometry.cols, geometry.rows);
let corridor_edges_set = corridor_edges_from_cells(&corridor_cells_set);
let mut room_cells_set = HashSet::new();
let room_edges_set = room_edges_from_rooms(&layout.rooms);
let mut door_edges_set = HashSet::new();
for door in &layout.doors {
for edge in door_edges_for(door, geometry.cols, geometry.rows) {
door_edges_set.insert(edge);
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}
}
for &(col, row) in &corridor_cells_set {
painter.rect_filled(cell_rect(geometry, col, row), 0.0, corridor_fill);
if colorblind_mode {
painter.circle_filled(
cell_center(geometry, col, row),
geometry.cell_size * 0.14,
Color32::BLACK,
);
}
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}
for &(col, row) in &corridor_cells_set {
let rect = cell_rect(geometry, col, row);
let right = (col + 1, row);
let bottom = (col, row + 1);
let left = col.checked_sub(1).map(|x| (x, row));
let top = row.checked_sub(1).map(|y| (col, y));
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if col == 0
|| (!corridor_cells_set.contains(&(col - 1, row))
&& left
.map(|n| !door_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
{
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draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.top()),
egui::pos2(rect.left(), rect.bottom()),
wall_width_px,
wall_color,
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);
}
if (!corridor_cells_set.contains(&right)
|| !corridor_edges_set.contains(&normalized_edge((col, row), right)))
&& !door_edges_set.contains(&normalized_edge((col, row), right))
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{
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draw_wall_segment(
painter,
egui::pos2(rect.right(), rect.top()),
egui::pos2(rect.right(), rect.bottom()),
wall_width_px,
wall_color,
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);
}
if row == 0
|| (!corridor_cells_set.contains(&(col, row - 1))
&& top
.map(|n| !door_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
{
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draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.top()),
egui::pos2(rect.right(), rect.top()),
wall_width_px,
wall_color,
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);
}
if (!corridor_cells_set.contains(&bottom)
|| !corridor_edges_set.contains(&normalized_edge((col, row), bottom)))
&& !door_edges_set.contains(&normalized_edge((col, row), bottom))
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{
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draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.bottom()),
egui::pos2(rect.right(), rect.bottom()),
wall_width_px,
wall_color,
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);
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}
}
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
room_cells_set.insert((x, y));
}
}
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let left = geometry.rect.left() + room.x as f32 * geometry.cell_size;
let top = geometry.rect.top() + room.y as f32 * geometry.cell_size;
let right = left + room.width as f32 * geometry.cell_size;
let bottom = top + room.height as f32 * geometry.cell_size;
let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
painter.rect_filled(room_rect, 0.0, room_fill);
if colorblind_mode {
draw_room_crosshatch(painter, geometry, room, Stroke::new(1.5, Color32::BLACK));
}
}
for &(col, row) in &room_cells_set {
let rect = cell_rect(geometry, col, row);
let right = (col + 1, row);
let bottom = (col, row + 1);
let left = col.checked_sub(1).map(|x| (x, row));
let top = row.checked_sub(1).map(|y| (col, y));
let left_edge = col == 0
|| (!room_cells_set.contains(&(col - 1, row))
|| left
.map(|n| !room_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
&& left
.map(|n| !door_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true);
if left_edge {
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draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.top()),
egui::pos2(rect.left(), rect.bottom()),
wall_width_px,
wall_color,
);
}
if (!room_cells_set.contains(&right)
|| !room_edges_set.contains(&normalized_edge((col, row), right)))
&& !door_edges_set.contains(&normalized_edge((col, row), right))
{
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draw_wall_segment(
painter,
egui::pos2(rect.right(), rect.top()),
egui::pos2(rect.right(), rect.bottom()),
wall_width_px,
wall_color,
);
}
let top_edge = row == 0
|| (!room_cells_set.contains(&(col, row - 1))
|| top
.map(|n| !room_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
&& top
.map(|n| !door_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true);
if top_edge {
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draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.top()),
egui::pos2(rect.right(), rect.top()),
wall_width_px,
wall_color,
);
}
if (!room_cells_set.contains(&bottom)
|| !room_edges_set.contains(&normalized_edge((col, row), bottom)))
&& !door_edges_set.contains(&normalized_edge((col, row), bottom))
{
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draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.bottom()),
egui::pos2(rect.right(), rect.bottom()),
wall_width_px,
wall_color,
);
}
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}
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for door in &layout.doors {
let color = if colorblind_mode {
Color32::BLACK
} else if door.archway {
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Color32::from_rgb(230, 140, 60)
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} else if door.locked {
Color32::from_rgb(220, 70, 70)
} else {
Color32::from_rgb(80, 200, 120)
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};
let style = if colorblind_mode {
if door.archway {
DoorLineStyle::Dotted
} else if door.locked {
DoorLineStyle::ShortDash
} else {
DoorLineStyle::LongDash
}
} else {
DoorLineStyle::Solid
};
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draw_door_line(
painter,
geometry,
door.from,
door.to,
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door_render_width(door),
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Stroke::new(door_width_px, color),
style,
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);
}
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for window in &layout.windows {
let style = if colorblind_mode {
DoorLineStyle::DashDot
} else {
DoorLineStyle::Solid
};
draw_window_line(
painter,
geometry,
window,
Stroke::new(door_width_px, Color32::from_rgb(70, 130, 220)),
style,
);
}
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}
// Compute the rectangle for a given grid cell.
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fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
let left = geometry.rect.left() + col as f32 * geometry.cell_size;
let top = geometry.rect.top() + row as f32 * geometry.cell_size;
egui::Rect::from_min_size(
egui::pos2(left, top),
egui::vec2(geometry.cell_size, geometry.cell_size),
)
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}
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// Draw a rectangular wall segment between two points.
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fn draw_wall_segment(
painter: &egui::Painter,
from: egui::Pos2,
to: egui::Pos2,
width: f32,
color: Color32,
) {
let half = width * 0.5;
if (from.x - to.x).abs() <= f32::EPSILON {
let x = from.x.min(to.x);
let y0 = from.y.min(to.y);
let y1 = from.y.max(to.y);
let rect = egui::Rect::from_min_max(
egui::pos2(x - half, y0 - half),
egui::pos2(x + half, y1 + half),
);
painter.rect_filled(rect, 0.0, color);
} else {
let y = from.y.min(to.y);
let x0 = from.x.min(to.x);
let x1 = from.x.max(to.x);
let rect = egui::Rect::from_min_max(
egui::pos2(x0 - half, y - half),
egui::pos2(x1 + half, y + half),
);
painter.rect_filled(rect, 0.0, color);
}
}
// Normalize an edge tuple to a stable ordering.
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fn normalized_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
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// Build a set of corridor-adjacent edges from corridor cells.
fn corridor_edges_from_cells(
corridor_cells: &HashSet<(usize, usize)>,
) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for &(col, row) in corridor_cells {
let right = (col + 1, row);
let bottom = (col, row + 1);
if corridor_cells.contains(&right) {
edges.insert(normalized_edge((col, row), right));
}
if corridor_cells.contains(&bottom) {
edges.insert(normalized_edge((col, row), bottom));
}
}
edges
}
// Build a set of internal room edges from room rectangles.
fn room_edges_from_rooms(rooms: &[layout::Room]) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for room in rooms {
let x_end = room.x + room.width;
let y_end = room.y + room.height;
for x in room.x..x_end {
for y in room.y..y_end {
if x + 1 < x_end {
edges.insert(normalized_edge((x, y), (x + 1, y)));
}
if y + 1 < y_end {
edges.insert(normalized_edge((x, y), (x, y + 1)));
}
}
}
}
edges
}
// Find the index of the room containing a specific cell.
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fn room_index_at_cell(rooms: &[layout::Room], cell: (usize, usize)) -> Option<usize> {
rooms.iter().position(|room| {
cell.0 >= room.x
&& cell.0 < room.x + room.width
&& cell.1 >= room.y
&& cell.1 < room.y + room.height
})
}
// Check whether two rooms overlap by area.
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fn rooms_overlap(a: &layout::Room, b: &layout::Room) -> bool {
let a_right = a.x + a.width;
let a_bottom = a.y + a.height;
let b_right = b.x + b.width;
let b_bottom = b.y + b.height;
a.x < b_right && a_right > b.x && a.y < b_bottom && a_bottom > b.y
}
// Draw a single resize handle glyph at a corner.
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fn draw_resize_handle(
painter: &egui::Painter,
corner: egui::Pos2,
which: ResizeCorner,
color: Color32,
) {
let size = 10.0;
let half = size * 0.5;
let rect = egui::Rect::from_center_size(corner, egui::vec2(size, size));
painter.rect_filled(rect, 2.0, Color32::from_gray(30));
painter.rect_stroke(rect, 2.0, Stroke::new(1.0, color), egui::StrokeKind::Middle);
let center = corner;
let stroke = Stroke::new(1.0, color);
match which {
ResizeCorner::TopLeft => {
painter.line_segment(
[center, egui::pos2(center.x - half + 2.0, center.y)],
stroke,
);
painter.line_segment(
[center, egui::pos2(center.x, center.y - half + 2.0)],
stroke,
);
}
ResizeCorner::TopRight => {
painter.line_segment(
[center, egui::pos2(center.x + half - 2.0, center.y)],
stroke,
);
painter.line_segment(
[center, egui::pos2(center.x, center.y - half + 2.0)],
stroke,
);
}
ResizeCorner::BottomLeft => {
painter.line_segment(
[center, egui::pos2(center.x - half + 2.0, center.y)],
stroke,
);
painter.line_segment(
[center, egui::pos2(center.x, center.y + half - 2.0)],
stroke,
);
}
ResizeCorner::BottomRight => {
painter.line_segment(
[center, egui::pos2(center.x + half - 2.0, center.y)],
stroke,
);
painter.line_segment(
[center, egui::pos2(center.x, center.y + half - 2.0)],
stroke,
);
}
}
}
// Expand a door into all grid edges it spans based on width.
fn door_edges_for(
door: &layout::Door,
cols: usize,
rows: usize,
) -> Vec<((usize, usize), (usize, usize))> {
let mut edges = Vec::new();
if door.from.0.abs_diff(door.to.0) + door.from.1.abs_diff(door.to.1) != 1 {
return edges;
}
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let width = door_render_width(door).max(1) as isize;
let min_offset = -((width - 1) / 2);
let max_offset = width / 2;
if door.from.0 != door.to.0 {
let y = door.from.1 as isize;
for dy in min_offset..=max_offset {
let ny = y + dy;
if ny < 0 || ny >= rows as isize {
continue;
}
let a = (door.from.0, ny as usize);
let b = (door.to.0, ny as usize);
edges.push(normalized_edge(a, b));
}
} else {
let x = door.from.0 as isize;
for dx in min_offset..=max_offset {
let nx = x + dx;
if nx < 0 || nx >= cols as isize {
continue;
}
let a = (nx as usize, door.from.1);
let b = (nx as usize, door.to.1);
edges.push(normalized_edge(a, b));
}
}
edges
}
// Determine the rendered door width in cells.
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fn door_render_width(door: &layout::Door) -> usize {
if door.span_width {
door.width.max(1)
} else {
1
}
}
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fn window_render_width(window: &layout::Window) -> usize {
if window.span_width {
window.width.max(1)
} else {
1
}
}
// Convert a pointer position to grid coordinates if inside the grid.
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fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(f32, f32)> {
if !geometry.rect.contains(pointer_pos) {
return None;
}
let x = (pointer_pos.x - geometry.rect.left()) / geometry.cell_size;
let y = (pointer_pos.y - geometry.rect.top()) / geometry.cell_size;
Some((x, y))
}
// Recompute a path that must pass through a target cell.
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fn reroute_path_through_cell(
original_path: &[(usize, usize)],
original_cell: (usize, usize),
target_cell: (usize, usize),
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cols: usize,
rows: usize,
blocked_room_cells_set: &HashSet<(usize, usize)>,
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) -> Option<Vec<(usize, usize)>> {
let (&start, &end) = (original_path.first()?, original_path.last()?);
if start == end {
return None;
}
let mut blocked = blocked_room_cells_set.clone();
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blocked.insert(original_cell);
blocked.remove(&start);
blocked.remove(&end);
blocked.remove(&target_cell);
let first_leg = shortest_path_cells(start, target_cell, cols, rows, &blocked)?;
let mut blocked_second = blocked.clone();
for &cell in first_leg
.iter()
.skip(1)
.take(first_leg.len().saturating_sub(2))
{
if cell != target_cell && cell != end {
blocked_second.insert(cell);
}
}
let second_leg = shortest_path_cells(target_cell, end, cols, rows, &blocked_second)
.or_else(|| shortest_path_cells(target_cell, end, cols, rows, &blocked))?;
let mut full_path = first_leg;
for cell in second_leg.into_iter().skip(1) {
if full_path.last().copied() != Some(cell) {
full_path.push(cell);
}
}
simplify_path_loops(&mut full_path);
if full_path.len() < 2 || !full_path.contains(&target_cell) {
return None;
}
if original_cell != start && original_cell != end && full_path.contains(&original_cell) {
return None;
}
Some(full_path)
}
// Remove loops in a path by truncating back to repeated cells.
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fn simplify_path_loops(path: &mut Vec<(usize, usize)>) {
let mut out = Vec::new();
for &cell in path.iter() {
if let Some(pos) = out.iter().position(|&c| c == cell) {
out.truncate(pos + 1);
} else {
out.push(cell);
}
}
*path = out;
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}
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// Convert UI door settings into layout door settings.
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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,
allow_middle_corridor_doors: settings.allow_middle_corridor_doors,
}
}
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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,
}
}
// Draw a door line segment with a selected style.
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fn draw_door_line(
painter: &egui::Painter,
geometry: &GridGeometry,
a: (usize, usize),
b: (usize, usize),
width_cells: usize,
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stroke: Stroke,
style: DoorLineStyle,
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) {
if a.0.abs_diff(b.0) + a.1.abs_diff(b.1) != 1 {
return;
}
let width_cells = width_cells.max(1);
let min_offset = -((width_cells as isize - 1) / 2);
let max_offset = width_cells as isize / 2;
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if a.0 != b.0 {
let x = geometry.rect.left() + (a.0.max(b.0) as f32) * geometry.cell_size;
let row = a.1 as isize;
let y0_cell = (row + min_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y1_cell = (row + max_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y0 = geometry.rect.top() + y0_cell as f32 * geometry.cell_size;
let y1 = geometry.rect.top() + (y1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x, y0), egui::pos2(x, y1), stroke, style);
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} else {
let y = geometry.rect.top() + (a.1.max(b.1) as f32) * geometry.cell_size;
let col = a.0 as isize;
let x0_cell = (col + min_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x1_cell = (col + max_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x0 = geometry.rect.left() + x0_cell as f32 * geometry.cell_size;
let x1 = geometry.rect.left() + (x1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x0, y), egui::pos2(x1, y), stroke, style);
}
}
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fn draw_window_line(
painter: &egui::Painter,
geometry: &GridGeometry,
window: &layout::Window,
stroke: Stroke,
style: DoorLineStyle,
) {
let width_cells = window_render_width(window).max(1) as isize;
let min_offset = -((width_cells - 1) / 2);
let max_offset = width_cells / 2;
match window.side {
layout::WindowSide::Left => {
let x = geometry.rect.left() + window.cell.0 as f32 * geometry.cell_size;
let row = window.cell.1 as isize;
let y0_cell = (row + min_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y1_cell = (row + max_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y0 = geometry.rect.top() + y0_cell as f32 * geometry.cell_size;
let y1 = geometry.rect.top() + (y1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x, y0), egui::pos2(x, y1), stroke, style);
}
layout::WindowSide::Right => {
let x = geometry.rect.left() + (window.cell.0 as f32 + 1.0) * geometry.cell_size;
let row = window.cell.1 as isize;
let y0_cell = (row + min_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y1_cell = (row + max_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y0 = geometry.rect.top() + y0_cell as f32 * geometry.cell_size;
let y1 = geometry.rect.top() + (y1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x, y0), egui::pos2(x, y1), stroke, style);
}
layout::WindowSide::Top => {
let y = geometry.rect.top() + window.cell.1 as f32 * geometry.cell_size;
let col = window.cell.0 as isize;
let x0_cell = (col + min_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x1_cell = (col + max_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x0 = geometry.rect.left() + x0_cell as f32 * geometry.cell_size;
let x1 = geometry.rect.left() + (x1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x0, y), egui::pos2(x1, y), stroke, style);
}
layout::WindowSide::Bottom => {
let y = geometry.rect.top() + (window.cell.1 as f32 + 1.0) * geometry.cell_size;
let col = window.cell.0 as isize;
let x0_cell = (col + min_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x1_cell = (col + max_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x0 = geometry.rect.left() + x0_cell as f32 * geometry.cell_size;
let x1 = geometry.rect.left() + (x1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x0, y), egui::pos2(x1, y), stroke, style);
}
}
}
#[derive(Debug, Clone, Copy)]
enum DoorLineStyle {
Solid,
LongDash,
ShortDash,
Dotted,
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DashDot,
}
// Draw a line with solid, dashed, or dotted styling.
fn draw_styled_line(
painter: &egui::Painter,
from: egui::Pos2,
to: egui::Pos2,
stroke: Stroke,
style: DoorLineStyle,
) {
match style {
DoorLineStyle::Solid => {
painter.line_segment([from, to], stroke);
}
DoorLineStyle::LongDash => draw_dashed_line(painter, from, to, stroke, 14.0, 7.0),
DoorLineStyle::ShortDash => draw_dashed_line(painter, from, to, stroke, 6.0, 4.0),
DoorLineStyle::Dotted => draw_dotted_line(painter, from, to, stroke),
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DoorLineStyle::DashDot => draw_dash_dot_line(painter, from, to, stroke),
}
}
// Draw a dashed line between two points.
fn draw_dashed_line(
painter: &egui::Painter,
from: egui::Pos2,
to: egui::Pos2,
stroke: Stroke,
dash_len: f32,
gap_len: f32,
) {
let dx = to.x - from.x;
let dy = to.y - from.y;
let len = (dx * dx + dy * dy).sqrt();
if len <= 0.0 {
return;
}
let ux = dx / len;
let uy = dy / len;
let mut dist = 0.0_f32;
while dist < len {
let seg_start = dist;
let seg_end = (dist + dash_len).min(len);
let p0 = egui::pos2(from.x + ux * seg_start, from.y + uy * seg_start);
let p1 = egui::pos2(from.x + ux * seg_end, from.y + uy * seg_end);
painter.line_segment([p0, p1], stroke);
dist += dash_len + gap_len;
}
}
// Draw a dotted line between two points.
fn draw_dotted_line(painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, stroke: Stroke) {
let dx = to.x - from.x;
let dy = to.y - from.y;
let len = (dx * dx + dy * dy).sqrt();
if len <= 0.0 {
return;
}
let ux = dx / len;
let uy = dy / len;
let step = 5.0_f32;
let radius = (stroke.width * 0.35).max(1.0);
let mut dist = 0.0_f32;
while dist <= len {
let p = egui::pos2(from.x + ux * dist, from.y + uy * dist);
painter.circle_filled(p, radius, stroke.color);
dist += step;
}
}
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fn draw_dash_dot_line(painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, stroke: Stroke) {
let dx = to.x - from.x;
let dy = to.y - from.y;
let len = (dx * dx + dy * dy).sqrt();
if len <= 0.0 {
return;
}
let ux = dx / len;
let uy = dy / len;
let mut dist = 0.0_f32;
while dist < len {
let dash_end = (dist + 7.0).min(len);
let p0 = egui::pos2(from.x + ux * dist, from.y + uy * dist);
let p1 = egui::pos2(from.x + ux * dash_end, from.y + uy * dash_end);
painter.line_segment([p0, p1], stroke);
dist = dash_end + 3.0;
if dist >= len {
break;
}
let dot = egui::pos2(from.x + ux * dist, from.y + uy * dist);
painter.circle_filled(dot, (stroke.width * 0.35).max(1.0), stroke.color);
dist += 4.0;
}
}
// Compute the center position of a grid cell.
fn cell_center(geometry: &GridGeometry, col: usize, row: usize) -> egui::Pos2 {
egui::pos2(
geometry.rect.left() + (col as f32 + 0.5) * geometry.cell_size,
geometry.rect.top() + (row as f32 + 0.5) * geometry.cell_size,
)
}
// Draw a crosshatch pattern inside a room for colorblind mode.
fn draw_room_crosshatch(
painter: &egui::Painter,
geometry: &GridGeometry,
room: &layout::Room,
stroke: Stroke,
) {
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
let rect = cell_rect(geometry, x, y).shrink(2.0);
painter.line_segment([rect.left_top(), rect.right_bottom()], stroke);
painter.line_segment([rect.right_top(), rect.left_bottom()], stroke);
}
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}
}
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// Draw a colored legend entry in the sidebar.
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fn draw_legend_entry(ui: &mut egui::Ui, color: Color32, label: &str) {
ui.horizontal(|ui| {
let (rect, _resp) = ui.allocate_exact_size(egui::vec2(16.0, 16.0), egui::Sense::hover());
ui.painter().rect_filled(rect, 0.0, color);
ui.painter().rect_stroke(
rect,
0.0,
Stroke::new(1.0, Color32::WHITE),
egui::StrokeKind::Middle,
);
ui.add_space(6.0);
ui.label(label);
});
ui.add_space(4.0);
}
#[derive(Debug, Clone, Copy)]
enum LegendStyle {
Crosshatch,
Dots,
SolidLine,
LongDash,
ShortDash,
DottedLine,
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DashDotLine,
}
// Draw a patterned legend entry for colorblind mode.
fn draw_legend_entry_colorblind(ui: &mut egui::Ui, label: &str, style: LegendStyle) {
ui.horizontal(|ui| {
let (rect, _resp) = ui.allocate_exact_size(egui::vec2(16.0, 16.0), egui::Sense::hover());
ui.painter().rect_filled(rect, 0.0, Color32::from_gray(220));
ui.painter().rect_stroke(
rect,
0.0,
Stroke::new(1.0, Color32::BLACK),
egui::StrokeKind::Middle,
);
match style {
LegendStyle::Crosshatch => {
ui.painter().line_segment(
[rect.left_top(), rect.right_bottom()],
Stroke::new(1.2, Color32::BLACK),
);
ui.painter().line_segment(
[rect.right_top(), rect.left_bottom()],
Stroke::new(1.2, Color32::BLACK),
);
}
LegendStyle::Dots => {
ui.painter()
.circle_filled(rect.center(), 2.0, Color32::BLACK);
ui.painter().circle_filled(
egui::pos2(rect.center().x - 4.0, rect.center().y),
1.4,
Color32::BLACK,
);
ui.painter().circle_filled(
egui::pos2(rect.center().x + 4.0, rect.center().y),
1.4,
Color32::BLACK,
);
}
LegendStyle::SolidLine => {
ui.painter().line_segment(
[
egui::pos2(rect.left() + 1.0, rect.center().y),
egui::pos2(rect.right() - 1.0, rect.center().y),
],
Stroke::new(2.0, Color32::BLACK),
);
}
LegendStyle::LongDash => draw_dashed_line(
ui.painter(),
egui::pos2(rect.left() + 1.0, rect.center().y),
egui::pos2(rect.right() - 1.0, rect.center().y),
Stroke::new(2.0, Color32::BLACK),
6.0,
3.0,
),
LegendStyle::ShortDash => draw_dashed_line(
ui.painter(),
egui::pos2(rect.left() + 1.0, rect.center().y),
egui::pos2(rect.right() - 1.0, rect.center().y),
Stroke::new(2.0, Color32::BLACK),
3.0,
2.0,
),
LegendStyle::DottedLine => draw_dotted_line(
ui.painter(),
egui::pos2(rect.left() + 1.0, rect.center().y),
egui::pos2(rect.right() - 1.0, rect.center().y),
Stroke::new(2.0, Color32::BLACK),
),
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LegendStyle::DashDotLine => draw_dash_dot_line(
ui.painter(),
egui::pos2(rect.left() + 1.0, rect.center().y),
egui::pos2(rect.right() - 1.0, rect.center().y),
Stroke::new(2.0, Color32::BLACK),
),
}
ui.add_space(6.0);
ui.label(label);
});
ui.add_space(4.0);
}