added some comments and polished up the code a bit
This commit is contained in:
+51
@@ -13,6 +13,7 @@ use egui::{Color32, Stroke};
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use layout::{DoorSettings, DungeonLayout, 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<()> {
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let options = eframe::NativeOptions::default();
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@@ -37,6 +38,7 @@ struct DungeonApp {
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}
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impl Default for DungeonApp {
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// 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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@@ -69,6 +71,7 @@ impl Default for DungeonApp {
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}
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impl Drop for DungeonApp {
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// 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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@@ -77,6 +80,7 @@ impl Drop for DungeonApp {
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}
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impl eframe::App for DungeonApp {
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// 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) {
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let panel_result = draw_side_panel(ctx, &mut self.settings, self.export_rx.is_some());
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@@ -201,6 +205,7 @@ impl eframe::App for DungeonApp {
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}
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impl DungeonApp {
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// 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;
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self.layout = layout::generate_layout(
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@@ -219,6 +224,7 @@ impl DungeonApp {
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);
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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(
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&mut self,
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ctx: &egui::Context,
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@@ -265,6 +271,7 @@ impl DungeonApp {
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}
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}
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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(
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&self,
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pointer_pos: egui::Pos2,
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@@ -286,6 +293,7 @@ impl DungeonApp {
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None
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}
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// Move a room to follow the pointer and reroute its corridors.
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fn drag_room_to_pointer(
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&mut self,
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drag: RoomDragState,
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@@ -323,6 +331,7 @@ impl DungeonApp {
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self.refresh_doors();
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}
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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) {
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let empty = HashSet::new();
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for corridor in &mut self.layout.corridors {
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@@ -338,6 +347,7 @@ impl DungeonApp {
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}
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}
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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(
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&self,
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pointer_pos: egui::Pos2,
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@@ -358,6 +368,7 @@ impl DungeonApp {
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})
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}
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// 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,
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@@ -392,6 +403,7 @@ impl DungeonApp {
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self.refresh_doors();
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}
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// Rebuild doors based on the current layout and settings.
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fn refresh_doors(&mut self) {
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layout::apply_doors(
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&mut self.layout,
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@@ -402,6 +414,7 @@ impl DungeonApp {
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);
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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;
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@@ -464,6 +477,7 @@ impl DungeonApp {
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}
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}
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// Draw the overlay showing the corridor add drag preview.
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fn draw_add_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
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if self.settings.add_tool != AddTool::Corridor {
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return;
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@@ -479,6 +493,7 @@ impl DungeonApp {
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draw_dashed_line(painter, start, end, stroke, 8.0, 6.0);
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}
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// 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)) {
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let width = self.settings.min_room_size.max(1);
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let height = self.settings.min_room_size.max(1);
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@@ -513,6 +528,7 @@ impl DungeonApp {
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self.refresh_doors();
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}
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// 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)) {
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if start == end {
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return;
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@@ -561,6 +577,7 @@ impl DungeonApp {
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self.refresh_doors();
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}
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// Update which room/corridor/door is currently hovered.
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fn update_hover_targets(&mut self, ctx: &egui::Context, geometry: &GridGeometry) {
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let Some(pointer_pos) = ctx.pointer_hover_pos() else {
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self.hover_room_idx = None;
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@@ -598,6 +615,7 @@ impl DungeonApp {
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}
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}
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// Handle right-click resizing of rooms and return whether resizing is active.
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fn handle_resize(
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&mut self,
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ctx: &egui::Context,
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@@ -636,6 +654,7 @@ impl DungeonApp {
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false
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}
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// Choose the nearest room corner and initialize resize state.
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fn start_resize(
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&self,
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room_idx: usize,
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@@ -691,6 +710,7 @@ impl DungeonApp {
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})
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}
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// 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)) {
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let cols = self.settings.cols.max(1);
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let rows = self.settings.rows.max(1);
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@@ -741,6 +761,7 @@ impl DungeonApp {
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}
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}
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// Draw dashed overlays for room resizing interactions.
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fn draw_resize_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
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let room_idx = self
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.resize_state
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@@ -791,6 +812,7 @@ impl DungeonApp {
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}
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}
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// Draw a dashed overlay along the hovered corridor path.
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fn draw_corridor_hover_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
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let Some(idx) = self.hover_corridor_idx else {
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return;
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@@ -808,6 +830,7 @@ impl DungeonApp {
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}
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}
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// Draw a dashed overlay along the hovered door.
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fn draw_door_hover_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
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let Some(idx) = self.hover_door_idx else {
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return;
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@@ -828,6 +851,7 @@ impl DungeonApp {
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);
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}
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// 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) {
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let target = normalized_edge(edge.0, edge.1);
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@@ -887,6 +911,7 @@ impl DungeonApp {
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}
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}
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// Remove a room and update corridors/doors to match.
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fn delete_room(&mut self, room_idx: usize) {
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if room_idx >= self.layout.rooms.len() {
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return;
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@@ -907,6 +932,7 @@ impl DungeonApp {
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self.refresh_doors();
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}
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// Add or update a door at the pointer edge.
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fn add_door_at_pointer(
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&mut self,
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pointer_pos: egui::Pos2,
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@@ -981,6 +1007,7 @@ impl DungeonApp {
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});
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}
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// Find the nearest cell edge under the pointer for door placement.
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fn door_edge_at_pointer(
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&self,
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pointer_pos: egui::Pos2,
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@@ -1081,6 +1108,7 @@ struct GridGeometry {
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rows: usize,
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}
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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);
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let rows = rows.max(1);
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@@ -1130,6 +1158,7 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
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}
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}
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// Render rooms, corridors, walls, and doors in the main canvas.
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fn draw_layout(
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painter: &egui::Painter,
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geometry: &GridGeometry,
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@@ -1345,6 +1374,7 @@ fn draw_layout(
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}
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}
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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 {
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let left = geometry.rect.left() + col as f32 * geometry.cell_size;
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let top = geometry.rect.top() + row as f32 * geometry.cell_size;
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@@ -1354,6 +1384,7 @@ fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
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)
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}
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// Draw a rectangular wall segment between two points.
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fn draw_wall_segment(
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painter: &egui::Painter,
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from: egui::Pos2,
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@@ -1383,10 +1414,12 @@ fn draw_wall_segment(
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}
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}
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// 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)) {
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if a <= b { (a, b) } else { (b, a) }
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}
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// Build a set of corridor-adjacent edges from corridor cells.
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fn corridor_edges_from_cells(
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corridor_cells: &HashSet<(usize, usize)>,
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) -> HashSet<((usize, usize), (usize, usize))> {
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@@ -1404,6 +1437,7 @@ fn corridor_edges_from_cells(
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edges
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}
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// Build a set of internal room edges from room rectangles.
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fn room_edges_from_rooms(rooms: &[layout::Room]) -> HashSet<((usize, usize), (usize, usize))> {
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let mut edges = HashSet::new();
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for room in rooms {
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@@ -1423,6 +1457,7 @@ fn room_edges_from_rooms(rooms: &[layout::Room]) -> HashSet<((usize, usize), (us
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edges
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}
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// 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> {
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rooms.iter().position(|room| {
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cell.0 >= room.x
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@@ -1432,6 +1467,7 @@ fn room_index_at_cell(rooms: &[layout::Room], cell: (usize, usize)) -> Option<us
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})
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}
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// Check whether two rooms overlap by area.
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fn rooms_overlap(a: &layout::Room, b: &layout::Room) -> bool {
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let a_right = a.x + a.width;
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let a_bottom = a.y + a.height;
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@@ -1440,6 +1476,7 @@ fn rooms_overlap(a: &layout::Room, b: &layout::Room) -> bool {
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a.x < b_right && a_right > b.x && a.y < b_bottom && a_bottom > b.y
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}
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// Draw a single resize handle glyph at a corner.
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fn draw_resize_handle(
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painter: &egui::Painter,
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corner: egui::Pos2,
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@@ -1498,6 +1535,7 @@ fn draw_resize_handle(
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}
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}
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// Expand a door into all grid edges it spans based on width.
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fn door_edges_for(
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door: &layout::Door,
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cols: usize,
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@@ -1539,6 +1577,7 @@ fn door_edges_for(
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edges
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}
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// Determine the rendered door width in cells.
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fn door_render_width(door: &layout::Door) -> usize {
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if door.span_width {
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door.width.max(1)
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@@ -1547,6 +1586,7 @@ fn door_render_width(door: &layout::Door) -> usize {
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}
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}
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// 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)> {
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if !geometry.rect.contains(pointer_pos) {
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return None;
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@@ -1557,6 +1597,7 @@ fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(
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Some((x, y))
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}
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// Recompute a path that must pass through a target cell.
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fn reroute_path_through_cell(
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original_path: &[(usize, usize)],
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original_cell: (usize, usize),
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@@ -1611,6 +1652,7 @@ fn reroute_path_through_cell(
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Some(full_path)
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}
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// Remove loops in a path by truncating back to repeated cells.
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fn simplify_path_loops(path: &mut Vec<(usize, usize)>) {
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let mut out = Vec::new();
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for &cell in path.iter() {
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@@ -1623,6 +1665,7 @@ fn simplify_path_loops(path: &mut Vec<(usize, usize)>) {
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*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 {
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DoorSettings {
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frequency_percent: settings.door_frequency_percent,
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@@ -1632,6 +1675,7 @@ fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings {
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}
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}
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// Draw a door line segment with a selected style.
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fn draw_door_line(
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painter: &egui::Painter,
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geometry: &GridGeometry,
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@@ -1676,6 +1720,7 @@ enum DoorLineStyle {
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Dotted,
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}
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// Draw a line with solid, dashed, or dotted styling.
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fn draw_styled_line(
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painter: &egui::Painter,
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from: egui::Pos2,
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@@ -1693,6 +1738,7 @@ fn draw_styled_line(
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}
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}
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// Draw a dashed line between two points.
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fn draw_dashed_line(
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painter: &egui::Painter,
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from: egui::Pos2,
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@@ -1721,6 +1767,7 @@ fn draw_dashed_line(
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}
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}
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// Draw a dotted line between two points.
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fn draw_dotted_line(painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, stroke: Stroke) {
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let dx = to.x - from.x;
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let dy = to.y - from.y;
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@@ -1741,6 +1788,7 @@ fn draw_dotted_line(painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, s
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}
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}
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// Compute the center position of a grid cell.
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fn cell_center(geometry: &GridGeometry, col: usize, row: usize) -> egui::Pos2 {
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egui::pos2(
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geometry.rect.left() + (col as f32 + 0.5) * geometry.cell_size,
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@@ -1748,6 +1796,7 @@ fn cell_center(geometry: &GridGeometry, col: usize, row: usize) -> egui::Pos2 {
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)
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}
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// Draw a crosshatch pattern inside a room for colorblind mode.
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fn draw_room_crosshatch(
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painter: &egui::Painter,
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geometry: &GridGeometry,
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@@ -1763,6 +1812,7 @@ fn draw_room_crosshatch(
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}
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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) {
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ui.horizontal(|ui| {
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let (rect, _resp) = ui.allocate_exact_size(egui::vec2(16.0, 16.0), egui::Sense::hover());
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@@ -1789,6 +1839,7 @@ enum LegendStyle {
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DottedLine,
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}
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// Draw a patterned legend entry for colorblind mode.
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fn draw_legend_entry_colorblind(ui: &mut egui::Ui, label: &str, style: LegendStyle) {
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ui.horizontal(|ui| {
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let (rect, _resp) = ui.allocate_exact_size(egui::vec2(16.0, 16.0), egui::Sense::hover());
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