added some comments and polished up the code a bit

This commit is contained in:
grimsace
2026-03-19 13:49:42 -05:00
parent 8221040eed
commit 35cbf18d56
6 changed files with 127 additions and 7 deletions
+39 -7
View File
@@ -43,6 +43,7 @@ struct ExportGeometry {
}
impl ExportGeometry {
// Build export geometry with a fixed cell size and padding.
fn new(cols: usize, rows: usize) -> Self {
let cell = 64.0;
let pad = 40.0;
@@ -58,14 +59,17 @@ impl ExportGeometry {
}
}
// Return the left padding offset.
fn left(&self) -> f32 {
self.pad
}
// Return the top padding offset.
fn top(&self) -> f32 {
self.pad
}
// Compute the rectangle for a cell in export space.
fn cell_rect(&self, col: usize, row: usize) -> Option<Rect> {
Rect::from_xywh(
self.left() + col as f32 * self.cell,
@@ -75,6 +79,7 @@ impl ExportGeometry {
)
}
// Compute the center point of a cell in export space.
fn cell_center(&self, col: usize, row: usize) -> (f32, f32) {
(
self.left() + (col as f32 + 0.5) * self.cell,
@@ -92,6 +97,7 @@ struct SceneData {
door_edges: HashSet<((usize, usize), (usize, usize))>,
}
// Collect precomputed cell and edge sets needed for rendering.
fn collect_scene_data(layout: &DungeonLayout, settings: &UiSettings) -> SceneData {
let mut scene = SceneData::default();
@@ -116,6 +122,7 @@ fn collect_scene_data(layout: &DungeonLayout, settings: &UiSettings) -> SceneDat
scene
}
// Open a dialog to select an export destination.
pub fn select_export_target(settings: &UiSettings) -> Result<ExportTarget, String> {
if settings.export_format == ExportFormat::Folder {
let folder = FileDialog::new()
@@ -145,6 +152,7 @@ pub fn select_export_target(settings: &UiSettings) -> Result<ExportTarget, Strin
Ok(ExportTarget::File(path))
}
// Export the current layout to the chosen file or folder target.
pub fn export_to_target(
layout: &DungeonLayout,
settings: &UiSettings,
@@ -180,6 +188,7 @@ pub fn export_to_target(
}
}
// Render the dungeon layout to a pixmap.
fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap, String> {
let g = ExportGeometry::new(settings.cols, settings.rows);
let scene = collect_scene_data(layout, settings);
@@ -251,6 +260,7 @@ fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap
Ok(pixmap)
}
// Export composite image plus mask layers into a folder.
fn export_composite_masks(
layout: &DungeonLayout,
settings: &UiSettings,
@@ -338,6 +348,7 @@ fn export_composite_masks(
Ok(())
}
// Write a single mask image to disk.
fn save_mask_image(
folder: &std::path::Path,
stem: &str,
@@ -352,6 +363,7 @@ fn save_mask_image(
Ok(())
}
// Map a mask format to an image encoding.
fn mask_image_format(format: MaskFormat) -> ImageFormat {
match format {
MaskFormat::Png => ImageFormat::Png,
@@ -360,6 +372,7 @@ fn mask_image_format(format: MaskFormat) -> ImageFormat {
}
}
// Map an export format to an image encoding.
fn export_image_format(format: ExportFormat) -> ImageFormat {
match format {
ExportFormat::Png => ImageFormat::Png,
@@ -369,6 +382,7 @@ fn export_image_format(format: ExportFormat) -> ImageFormat {
}
}
// Convert a pixmap into a raster image at the target size.
fn raster_image_from_pixmap(
pixmap: &Pixmap,
settings: &UiSettings,
@@ -385,6 +399,7 @@ fn raster_image_from_pixmap(
Ok(img)
}
// Convert a pixmap into a thresholded mask image.
fn raster_mask_image_from_pixmap(
pixmap: &Pixmap,
settings: &UiSettings,
@@ -408,12 +423,14 @@ fn raster_mask_image_from_pixmap(
Ok(DynamicImage::ImageRgba8(out))
}
// Compute the mask target size based on export width scaling.
fn raster_mask_target_size(settings: &UiSettings, src_w: u32, src_h: u32) -> (u32, u32) {
let (target_w, _target_h) = raster_target_size(settings);
let scale = ((target_w as f32) / (src_w as f32)).round().max(1.0) as u32;
(src_w.saturating_mul(scale), src_h.saturating_mul(scale))
}
// Compute the output raster size while honoring aspect settings.
fn raster_target_size(settings: &UiSettings) -> (u32, u32) {
let mut width = settings.export_width.clamp(1, 10_000);
let mut height = settings.export_height.clamp(1, 10_000);
@@ -426,16 +443,10 @@ fn raster_target_size(settings: &UiSettings) -> (u32, u32) {
height = height.clamp(1, 10_000);
}
if width == 0 {
width = 1;
}
if height == 0 {
height = 1;
}
(width, height)
}
// Build an SVG document for the current layout.
fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
let g = ExportGeometry::new(settings.cols, settings.rows);
let wall_w = (g.cell / 5.0).max(1.0);
@@ -608,6 +619,7 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
s
}
// Fill the entire pixmap with a solid color.
fn fill_bg(pixmap: &mut Pixmap, color: (u8, u8, u8, u8)) {
let mut paint = Paint::default();
paint.set_color_rgba8(color.0, color.1, color.2, color.3);
@@ -618,10 +630,12 @@ fn fill_bg(pixmap: &mut Pixmap, color: (u8, u8, u8, u8)) {
pixmap.fill_rect(rect, &paint, Transform::identity(), None);
}
// Draw the default grid lines.
fn draw_grid(pixmap: &mut Pixmap, g: &ExportGeometry) {
draw_grid_color(pixmap, g, GRID);
}
// Draw grid lines using a specific color.
fn draw_grid_color(pixmap: &mut Pixmap, g: &ExportGeometry, color: (u8, u8, u8, u8)) {
let left = g.left();
let top = g.top();
@@ -647,6 +661,7 @@ fn draw_grid_color(pixmap: &mut Pixmap, g: &ExportGeometry, color: (u8, u8, u8,
}
}
// Fill a single cell rectangle with a color.
fn fill_rect_cell(
pixmap: &mut Pixmap,
g: &ExportGeometry,
@@ -662,6 +677,7 @@ fn fill_rect_cell(
pixmap.fill_rect(rect, &paint, Transform::identity(), None);
}
// Fill an entire room rectangle with a color.
fn fill_rect_room(pixmap: &mut Pixmap, g: &ExportGeometry, room: &Room, color: (u8, u8, u8, u8)) {
let Some(rect) = Rect::from_xywh(
g.left() + room.x as f32 * g.cell,
@@ -677,6 +693,7 @@ fn fill_rect_room(pixmap: &mut Pixmap, g: &ExportGeometry, room: &Room, color: (
pixmap.fill_rect(rect, &paint, Transform::identity(), None);
}
// Draw a filled circle for dot patterns.
fn draw_dot(pixmap: &mut Pixmap, cx: f32, cy: f32, radius: f32, color: (u8, u8, u8, u8)) {
let mut pb = PathBuilder::new();
pb.push_circle(cx, cy, radius);
@@ -694,6 +711,7 @@ fn draw_dot(pixmap: &mut Pixmap, cx: f32, cy: f32, radius: f32, color: (u8, u8,
);
}
// Draw a crosshatch overlay for a room.
fn draw_room_crosshatch(
pixmap: &mut Pixmap,
g: &ExportGeometry,
@@ -730,6 +748,7 @@ fn draw_room_crosshatch(
}
}
// Draw wall segments around occupied cells.
fn draw_cell_walls(
pixmap: &mut Pixmap,
g: &ExportGeometry,
@@ -812,6 +831,7 @@ fn draw_cell_walls(
}
}
// Draw a single wall segment as a filled rectangle.
fn draw_wall_segment(
pixmap: &mut Pixmap,
x1: f32,
@@ -848,6 +868,7 @@ fn draw_wall_segment(
pixmap.fill_rect(rect, &paint, Transform::identity(), None);
}
// Round a width to the nearest even pixel size.
fn snap_even_width(value: f32) -> f32 {
let mut w = value.round().max(1.0);
if (w as u32) % 2 == 1 {
@@ -856,6 +877,7 @@ fn snap_even_width(value: f32) -> f32 {
w
}
// Append SVG wall rectangles for the given cells.
fn append_svg_walls(
out: &mut String,
g: &ExportGeometry,
@@ -932,6 +954,7 @@ fn append_svg_walls(
}
}
// Draw a door line onto the pixmap.
fn draw_door(
pixmap: &mut Pixmap,
g: &ExportGeometry,
@@ -947,6 +970,7 @@ fn draw_door(
draw_line(pixmap, x1, y1, x2, y2, width, color, style);
}
// Compute the door line endpoints in export space.
fn door_line_points(
g: &ExportGeometry,
a: (usize, usize),
@@ -980,6 +1004,7 @@ fn door_line_points(
}
}
// Draw a styled line in the pixmap.
fn draw_line(
pixmap: &mut Pixmap,
x1: f32,
@@ -998,6 +1023,7 @@ fn draw_line(
}
}
// Stroke a path with optional dash patterns.
fn stroke_path(
pixmap: &mut Pixmap,
x1: f32,
@@ -1027,6 +1053,7 @@ fn stroke_path(
pixmap.stroke_path(&path, &paint, &stroke, Transform::identity(), None);
}
// Draw a dotted line using repeated circles.
fn dotted_line(
pixmap: &mut Pixmap,
x1: f32,
@@ -1054,10 +1081,12 @@ fn dotted_line(
}
}
// Normalize an edge tuple to a stable ordering.
fn norm_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
// 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))> {
@@ -1075,6 +1104,7 @@ fn corridor_edges_from_cells(
edges
}
// Build a set of internal room edges from room rectangles.
fn room_edges_from_rooms(rooms: &[Room]) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for room in rooms {
@@ -1094,6 +1124,7 @@ fn room_edges_from_rooms(rooms: &[Room]) -> HashSet<((usize, usize), (usize, usi
edges
}
// Expand a door into all grid edges it spans based on width.
fn door_edges_for(door: &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 {
@@ -1131,6 +1162,7 @@ fn door_edges_for(door: &Door, cols: usize, rows: usize) -> Vec<((usize, usize),
edges
}
// Determine the rendered door width in cells.
fn door_render_width(door: &Door) -> usize {
if door.span_width {
door.width.max(1)
+18
View File
@@ -11,6 +11,7 @@ pub struct Room {
}
impl Room {
// Return the center cell of the room.
pub fn center_cell(&self) -> (usize, usize) {
(self.x + (self.width / 2), self.y + (self.height / 2))
}
@@ -51,6 +52,7 @@ pub struct DungeonLayout {
pub doors: Vec<Door>,
}
// Build a layout based on settings and a derived deterministic seed.
pub fn generate_layout(
cols: usize,
rows: usize,
@@ -214,6 +216,7 @@ pub fn generate_layout(
layout
}
// Populate layout doors based on corridor edges and door settings.
pub fn apply_doors(
layout: &mut DungeonLayout,
seed: u64,
@@ -302,6 +305,7 @@ pub fn apply_doors(
}
}
// Find the edge where a corridor path exits a room.
fn room_exit_edge(
path: &[(usize, usize)],
room: &Room,
@@ -331,6 +335,7 @@ fn room_exit_edge(
None
}
// Compute corridor cells while excluding room cells.
pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashSet<(usize, usize)> {
let mut cells = HashSet::new();
if cols == 0 || rows == 0 {
@@ -411,6 +416,7 @@ pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashS
cells
}
// Create a connected graph of room-to-room edges with optional dead ends.
fn build_room_connection_edges(
centers: &[(usize, usize)],
randomness: f32,
@@ -470,6 +476,7 @@ fn build_room_connection_edges(
edges
}
// Order core rooms to create a reasonable loop backbone.
fn ordered_core_rooms(
core_rooms: &[usize],
centers: &[(usize, usize)],
@@ -504,6 +511,7 @@ fn ordered_core_rooms(
ordered
}
// Insert a room edge only if it has not been added yet.
fn push_unique_room_edge(
a: usize,
b: usize,
@@ -519,6 +527,7 @@ fn push_unique_room_edge(
}
}
// Shuffle indices in place using the provided RNG.
fn shuffle_indices(indices: &mut [usize], rng: &mut SimpleRng) {
if indices.len() <= 1 {
return;
@@ -529,6 +538,7 @@ fn shuffle_indices(indices: &mut [usize], rng: &mut SimpleRng) {
}
}
// Compute the shortest grid path between two cells using BFS.
pub fn shortest_path_cells(
start: (usize, usize),
end: (usize, usize),
@@ -604,6 +614,7 @@ pub fn shortest_path_cells(
Some(path)
}
// Generate a noisy path biased toward the target cell.
fn noisy_path(
start: (usize, usize),
end: (usize, usize),
@@ -698,6 +709,7 @@ fn noisy_path(
path
}
// Test whether two rooms overlap with extra padding.
fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
let a_left = a.x.saturating_sub(padding);
let a_top = a.y.saturating_sub(padding);
@@ -712,10 +724,12 @@ fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
a_left < b_right && a_right > b_left && a_top < b_bottom && a_bottom > b_top
}
// Compute Manhattan distance between two grid cells.
fn manhattan_distance(a: (usize, usize), b: (usize, usize)) -> usize {
a.0.abs_diff(b.0) + a.1.abs_diff(b.1)
}
// Normalize a cell edge ordering.
fn normalized_cell_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
@@ -725,6 +739,7 @@ struct SimpleRng {
}
impl SimpleRng {
// Create a small deterministic RNG with a fallback seed.
fn new(seed: u64) -> Self {
let state = if seed == 0 {
0xA5A5_A5A5_1234_5678
@@ -734,6 +749,7 @@ impl SimpleRng {
Self { state }
}
// Return the next random u32.
fn next_u32(&mut self) -> u32 {
self.state ^= self.state >> 12;
self.state ^= self.state << 25;
@@ -741,10 +757,12 @@ impl SimpleRng {
(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
}
// Return the next random f32 in [0,1].
fn next_f32(&mut self) -> f32 {
self.next_u32() as f32 / u32::MAX as f32
}
// Generate a random usize between min and max inclusive.
fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
if min >= max {
return min;
+51
View File
@@ -13,6 +13,7 @@ use egui::{Color32, Stroke};
use layout::{DoorSettings, DungeonLayout, corridor_cells, shortest_path_cells};
use ui::{AddTool, UiSettings, draw_side_panel};
// Boot the native app and start the egui event loop.
fn main() -> eframe::Result<()> {
let options = eframe::NativeOptions::default();
@@ -37,6 +38,7 @@ struct DungeonApp {
}
impl Default for DungeonApp {
// Build the app with persisted settings and a generated layout.
fn default() -> Self {
let settings = settings::load_settings().unwrap_or_default();
let layout = layout::generate_layout(
@@ -69,6 +71,7 @@ impl Default for DungeonApp {
}
impl Drop for DungeonApp {
// Persist settings when the app is being dropped.
fn drop(&mut self) {
if let Err(err) = settings::save_settings(&self.settings) {
eprintln!("Failed to save settings: {err}");
@@ -77,6 +80,7 @@ impl Drop for DungeonApp {
}
impl eframe::App for DungeonApp {
// Render UI, handle input, and update app state each frame.
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());
@@ -201,6 +205,7 @@ impl eframe::App for DungeonApp {
}
impl DungeonApp {
// Regenerate the dungeon layout from current settings and reset drag state.
fn regenerate_layout(&mut self) {
self.drag_state = None;
self.layout = layout::generate_layout(
@@ -219,6 +224,7 @@ impl DungeonApp {
);
}
// Handle dragging rooms or corridors with the primary mouse button.
fn handle_drag(
&mut self,
ctx: &egui::Context,
@@ -265,6 +271,7 @@ impl DungeonApp {
}
}
// Resolve the top-most room under the pointer and return its index and offset.
fn room_at_pointer(
&self,
pointer_pos: egui::Pos2,
@@ -286,6 +293,7 @@ impl DungeonApp {
None
}
// Move a room to follow the pointer and reroute its corridors.
fn drag_room_to_pointer(
&mut self,
drag: RoomDragState,
@@ -323,6 +331,7 @@ impl DungeonApp {
self.refresh_doors();
}
// Recalculate corridor paths connected to a moved room.
fn reroute_corridors_for_room(&mut self, room_idx: usize) {
let empty = HashSet::new();
for corridor in &mut self.layout.corridors {
@@ -338,6 +347,7 @@ impl DungeonApp {
}
}
// Capture corridor drag state when the pointer is over a corridor cell.
fn corridor_drag_at_pointer(
&self,
pointer_pos: egui::Pos2,
@@ -358,6 +368,7 @@ impl DungeonApp {
})
}
// Reroute a corridor path through the current pointer cell.
fn drag_corridor_to_pointer(
&mut self,
drag: CorridorDragState,
@@ -392,6 +403,7 @@ impl DungeonApp {
self.refresh_doors();
}
// Rebuild doors based on the current layout and settings.
fn refresh_doors(&mut self) {
layout::apply_doors(
&mut self.layout,
@@ -402,6 +414,7 @@ impl DungeonApp {
);
}
// Handle add-tool interactions for rooms, corridors, and doors.
fn handle_add_tool(&mut self, response: &egui::Response, geometry: &GridGeometry) {
if self.settings.add_tool != AddTool::None && response.secondary_clicked() {
self.settings.add_tool = AddTool::None;
@@ -464,6 +477,7 @@ impl DungeonApp {
}
}
// Draw the overlay showing the corridor add drag preview.
fn draw_add_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
if self.settings.add_tool != AddTool::Corridor {
return;
@@ -479,6 +493,7 @@ impl DungeonApp {
draw_dashed_line(painter, start, end, stroke, 8.0, 6.0);
}
// Add a room anchored to the given grid cell if space allows.
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);
@@ -513,6 +528,7 @@ impl DungeonApp {
self.refresh_doors();
}
// Add a corridor between two room cells using a shortest path.
fn add_corridor_between(&mut self, start: (usize, usize), end: (usize, usize)) {
if start == end {
return;
@@ -561,6 +577,7 @@ impl DungeonApp {
self.refresh_doors();
}
// Update which room/corridor/door is currently hovered.
fn update_hover_targets(&mut self, ctx: &egui::Context, geometry: &GridGeometry) {
let Some(pointer_pos) = ctx.pointer_hover_pos() else {
self.hover_room_idx = None;
@@ -598,6 +615,7 @@ impl DungeonApp {
}
}
// Handle right-click resizing of rooms and return whether resizing is active.
fn handle_resize(
&mut self,
ctx: &egui::Context,
@@ -636,6 +654,7 @@ impl DungeonApp {
false
}
// Choose the nearest room corner and initialize resize state.
fn start_resize(
&self,
room_idx: usize,
@@ -691,6 +710,7 @@ impl DungeonApp {
})
}
// Resize a room toward a target cell while honoring constraints.
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);
@@ -741,6 +761,7 @@ impl DungeonApp {
}
}
// Draw dashed overlays for room resizing interactions.
fn draw_resize_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
let room_idx = self
.resize_state
@@ -791,6 +812,7 @@ impl DungeonApp {
}
}
// 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;
@@ -808,6 +830,7 @@ impl DungeonApp {
}
}
// Draw a dashed overlay along the hovered door.
fn draw_door_hover_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) {
let Some(idx) = self.hover_door_idx else {
return;
@@ -828,6 +851,7 @@ impl DungeonApp {
);
}
// Delete the door, room, or corridor at the pointer position.
fn delete_at_pointer(&mut self, pointer_pos: egui::Pos2, geometry: &GridGeometry) {
if let Some(edge) = self.door_edge_at_pointer(pointer_pos, geometry) {
let target = normalized_edge(edge.0, edge.1);
@@ -887,6 +911,7 @@ impl DungeonApp {
}
}
// Remove a room and update corridors/doors to match.
fn delete_room(&mut self, room_idx: usize) {
if room_idx >= self.layout.rooms.len() {
return;
@@ -907,6 +932,7 @@ impl DungeonApp {
self.refresh_doors();
}
// Add or update a door at the pointer edge.
fn add_door_at_pointer(
&mut self,
pointer_pos: egui::Pos2,
@@ -981,6 +1007,7 @@ impl DungeonApp {
});
}
// Find the nearest cell edge under the pointer for door placement.
fn door_edge_at_pointer(
&self,
pointer_pos: egui::Pos2,
@@ -1081,6 +1108,7 @@ struct GridGeometry {
rows: usize,
}
// Draw the grid and return geometry metrics for hit testing.
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
let cols = cols.max(1);
let rows = rows.max(1);
@@ -1130,6 +1158,7 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
}
}
// Render rooms, corridors, walls, and doors in the main canvas.
fn draw_layout(
painter: &egui::Painter,
geometry: &GridGeometry,
@@ -1345,6 +1374,7 @@ fn draw_layout(
}
}
// Compute the rectangle for a given grid cell.
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;
@@ -1354,6 +1384,7 @@ fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
)
}
// Draw a rectangular wall segment between two points.
fn draw_wall_segment(
painter: &egui::Painter,
from: egui::Pos2,
@@ -1383,10 +1414,12 @@ fn draw_wall_segment(
}
}
// Normalize an edge tuple to a stable ordering.
fn normalized_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
// 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))> {
@@ -1404,6 +1437,7 @@ fn corridor_edges_from_cells(
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 {
@@ -1423,6 +1457,7 @@ fn room_edges_from_rooms(rooms: &[layout::Room]) -> HashSet<((usize, usize), (us
edges
}
// Find the index of the room containing a specific cell.
fn room_index_at_cell(rooms: &[layout::Room], cell: (usize, usize)) -> Option<usize> {
rooms.iter().position(|room| {
cell.0 >= room.x
@@ -1432,6 +1467,7 @@ fn room_index_at_cell(rooms: &[layout::Room], cell: (usize, usize)) -> Option<us
})
}
// Check whether two rooms overlap by area.
fn rooms_overlap(a: &layout::Room, b: &layout::Room) -> bool {
let a_right = a.x + a.width;
let a_bottom = a.y + a.height;
@@ -1440,6 +1476,7 @@ fn rooms_overlap(a: &layout::Room, b: &layout::Room) -> bool {
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.
fn draw_resize_handle(
painter: &egui::Painter,
corner: egui::Pos2,
@@ -1498,6 +1535,7 @@ fn draw_resize_handle(
}
}
// Expand a door into all grid edges it spans based on width.
fn door_edges_for(
door: &layout::Door,
cols: usize,
@@ -1539,6 +1577,7 @@ fn door_edges_for(
edges
}
// Determine the rendered door width in cells.
fn door_render_width(door: &layout::Door) -> usize {
if door.span_width {
door.width.max(1)
@@ -1547,6 +1586,7 @@ fn door_render_width(door: &layout::Door) -> usize {
}
}
// Convert a pointer position to grid coordinates if inside the grid.
fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(f32, f32)> {
if !geometry.rect.contains(pointer_pos) {
return None;
@@ -1557,6 +1597,7 @@ fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(
Some((x, y))
}
// Recompute a path that must pass through a target cell.
fn reroute_path_through_cell(
original_path: &[(usize, usize)],
original_cell: (usize, usize),
@@ -1611,6 +1652,7 @@ fn reroute_path_through_cell(
Some(full_path)
}
// Remove loops in a path by truncating back to repeated cells.
fn simplify_path_loops(path: &mut Vec<(usize, usize)>) {
let mut out = Vec::new();
for &cell in path.iter() {
@@ -1623,6 +1665,7 @@ fn simplify_path_loops(path: &mut Vec<(usize, usize)>) {
*path = out;
}
// Convert UI door settings into layout door settings.
fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings {
DoorSettings {
frequency_percent: settings.door_frequency_percent,
@@ -1632,6 +1675,7 @@ fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings {
}
}
// Draw a door line segment with a selected style.
fn draw_door_line(
painter: &egui::Painter,
geometry: &GridGeometry,
@@ -1676,6 +1720,7 @@ enum DoorLineStyle {
Dotted,
}
// Draw a line with solid, dashed, or dotted styling.
fn draw_styled_line(
painter: &egui::Painter,
from: egui::Pos2,
@@ -1693,6 +1738,7 @@ fn draw_styled_line(
}
}
// Draw a dashed line between two points.
fn draw_dashed_line(
painter: &egui::Painter,
from: egui::Pos2,
@@ -1721,6 +1767,7 @@ fn draw_dashed_line(
}
}
// 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;
@@ -1741,6 +1788,7 @@ fn draw_dotted_line(painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, s
}
}
// 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,
@@ -1748,6 +1796,7 @@ fn cell_center(geometry: &GridGeometry, col: usize, row: usize) -> egui::Pos2 {
)
}
// Draw a crosshatch pattern inside a room for colorblind mode.
fn draw_room_crosshatch(
painter: &egui::Painter,
geometry: &GridGeometry,
@@ -1763,6 +1812,7 @@ fn draw_room_crosshatch(
}
}
// Draw a colored legend entry in the sidebar.
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());
@@ -1789,6 +1839,7 @@ enum LegendStyle {
DottedLine,
}
// 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());
+3
View File
@@ -1,5 +1,6 @@
use std::time::{SystemTime, UNIX_EPOCH};
// Generate a random master seed from time and process id.
pub fn random_seed() -> u64 {
let nanos = SystemTime::now()
.duration_since(UNIX_EPOCH)
@@ -9,10 +10,12 @@ pub fn random_seed() -> u64 {
mix64(nanos ^ pid.rotate_left(17))
}
// Derive a deterministic seed for a specific random stream.
pub fn derive_seed(master_seed: u64, stream_id: u64) -> u64 {
mix64(master_seed ^ stream_id.wrapping_mul(0x9E37_79B9_7F4A_7C15))
}
// Mix bits for a 64-bit seed hash.
fn mix64(mut x: u64) -> u64 {
x = x.wrapping_add(0x9E37_79B9_7F4A_7C15);
x = (x ^ (x >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
+3
View File
@@ -7,12 +7,14 @@ use crate::ui::UiSettings;
const APP_DIR_NAME: &str = "desktop_dungeon_generator";
const SETTINGS_FILE_NAME: &str = "settings.json";
// Load settings JSON from the user data directory.
pub fn load_settings() -> Option<UiSettings> {
let path = settings_path()?;
let content = fs::read_to_string(path).ok()?;
serde_json::from_str::<UiSettings>(&content).ok()
}
// Save settings JSON to the user data directory.
pub fn save_settings(settings: &UiSettings) -> io::Result<()> {
let path = settings_path().ok_or_else(|| {
io::Error::new(
@@ -30,6 +32,7 @@ pub fn save_settings(settings: &UiSettings) -> io::Result<()> {
fs::write(path, json)
}
// Build the full path for the settings file.
fn settings_path() -> Option<PathBuf> {
let base = dirs::data_local_dir().or_else(dirs::data_dir)?;
Some(base.join(APP_DIR_NAME).join(SETTINGS_FILE_NAME))
+13
View File
@@ -11,6 +11,7 @@ enum Tab {
}
impl Default for Tab {
// Start with the Generate tab selected.
fn default() -> Self {
Self::Generate
}
@@ -26,12 +27,14 @@ pub enum ExportFormat {
}
impl Default for ExportFormat {
// Default export format is PNG.
fn default() -> Self {
Self::Png
}
}
impl ExportFormat {
// Return the file extension for this export format.
pub fn extension(self) -> &'static str {
match self {
ExportFormat::Png => "png",
@@ -42,6 +45,7 @@ impl ExportFormat {
}
}
// Return the UI label for this export format.
pub fn label(self) -> &'static str {
match self {
ExportFormat::Png => ".png",
@@ -52,6 +56,7 @@ impl ExportFormat {
}
}
// Report whether this export format supports a raster resolution.
pub fn supports_resolution(self) -> bool {
!matches!(self, ExportFormat::Svg)
}
@@ -65,12 +70,14 @@ pub enum MaskFormat {
}
impl Default for MaskFormat {
// Default mask format is PNG.
fn default() -> Self {
Self::Png
}
}
impl MaskFormat {
// Return the file extension for this mask format.
pub fn extension(self) -> &'static str {
match self {
MaskFormat::Png => "png",
@@ -79,6 +86,7 @@ impl MaskFormat {
}
}
// Return the UI label for this mask format.
pub fn label(self) -> &'static str {
match self {
MaskFormat::Png => ".png",
@@ -118,6 +126,7 @@ pub struct UiSettings {
}
impl Default for UiSettings {
// Provide initial UI settings for a fresh session.
fn default() -> Self {
Self {
seed: 1,
@@ -169,6 +178,7 @@ pub fn draw_side_panel(
settings: &mut UiSettings,
export_in_progress: bool,
) -> SidePanelResult {
// Render the left side panel and return user interaction results.
let mut result = SidePanelResult::default();
egui::SidePanel::left("options_panel")
@@ -204,6 +214,7 @@ pub fn draw_side_panel(
result
}
// Render the Generate tab controls.
fn draw_generate_tab(
ui: &mut egui::Ui,
settings: &mut UiSettings,
@@ -372,6 +383,7 @@ fn draw_generate_tab(
}
}
// Render the Layout tab controls.
fn draw_layout_tab(ui: &mut egui::Ui, settings: &mut UiSettings, result: &mut SidePanelResult) {
ui.label(RichText::new("Room Settings").strong());
ui.add_space(8.0);
@@ -552,6 +564,7 @@ fn draw_layout_tab(ui: &mut egui::Ui, settings: &mut UiSettings, result: &mut Si
.changed();
}
// Render the Add tab controls.
fn draw_add_tab(ui: &mut egui::Ui, settings: &mut UiSettings) {
ui.label(RichText::new("Add Tools").strong());
ui.add_space(8.0);