massive commenting pass to explain random functions and their purpose

This commit is contained in:
grimsace
2026-05-18 10:30:59 -05:00
parent ab713a5a4f
commit c71cc73406
21 changed files with 229 additions and 0 deletions
+22
View File
@@ -56,6 +56,7 @@ pub struct DungeonApp {
}
impl Default for DungeonApp {
// Provides default settings for this type.
fn default() -> Self {
let settings = settings::load_settings().unwrap_or_default();
let mut app = Self {
@@ -89,6 +90,7 @@ impl Default for DungeonApp {
}
impl Drop for DungeonApp {
// Cleans up background resources when the app is dropped.
fn drop(&mut self) {
if let Err(err) = settings::save_settings(&self.settings) {
eprintln!("Failed to save settings: {err}");
@@ -97,6 +99,7 @@ impl Drop for DungeonApp {
}
impl eframe::App for DungeonApp {
// Runs one UI frame and handles app interaction.
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
let panel_result = draw_side_panel(
ctx,
@@ -299,6 +302,7 @@ impl eframe::App for DungeonApp {
}
}
// Generates all levels.
pub fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
let level_count = if settings.min_levels == settings.max_levels {
settings.min_levels
@@ -315,6 +319,7 @@ pub fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
levels
}
// Generates a single dungeon level from the UI settings.
pub fn generate_level(settings: &UiSettings, level_index: usize) -> DungeonLayout {
let level_seed = crate::seed::derive_seed(settings.seed, level_index as u64);
let layout = layout::generate_layout(
@@ -337,6 +342,7 @@ pub fn generate_level(settings: &UiSettings, level_index: usize) -> DungeonLayou
populate_random_markers(layout, settings)
}
// Clamps dependent settings.
pub fn clamp_dependent_settings(settings: &mut UiSettings) {
if settings.min_room_size > settings.max_room_size {
settings.max_room_size = settings.min_room_size;
@@ -377,6 +383,7 @@ pub fn clamp_dependent_settings(settings: &mut UiSettings) {
}
impl DungeonApp {
// Clears hover targets.
pub fn clear_hover_targets(&mut self) {
self.hover_room_idx = None;
self.hover_corridor_idx = None;
@@ -387,6 +394,7 @@ impl DungeonApp {
self.hover_stair_idx = None;
}
// Resets transient state.
pub fn reset_transient_state(&mut self) {
self.drag_state = None;
self.add_corridor_drag = None;
@@ -395,6 +403,7 @@ impl DungeonApp {
self.pending_delete = false;
}
// Captures the current app state for undo history.
pub fn snapshot(&self) -> AppSnapshot {
AppSnapshot {
settings: self.settings.clone(),
@@ -403,6 +412,7 @@ impl DungeonApp {
}
}
// Pushes undo snapshot.
pub fn push_undo_snapshot(&mut self) {
let snapshot = self.snapshot();
if self.undo_stack.last() == Some(&snapshot) {
@@ -415,6 +425,7 @@ impl DungeonApp {
self.redo_stack.clear();
}
// Restores a saved app state snapshot.
pub fn restore_snapshot(&mut self, snapshot: AppSnapshot) {
self.settings = snapshot.settings;
self.levels = snapshot.levels;
@@ -422,6 +433,7 @@ impl DungeonApp {
self.reset_transient_state();
}
// Restores the previous undo snapshot. undo.
pub fn undo(&mut self) {
let Some(snapshot) = self.undo_stack.pop() else {
return;
@@ -430,6 +442,7 @@ impl DungeonApp {
self.restore_snapshot(snapshot);
}
// Restores the next redo snapshot. redo.
pub fn redo(&mut self) {
let Some(snapshot) = self.redo_stack.pop() else {
return;
@@ -438,6 +451,7 @@ impl DungeonApp {
self.restore_snapshot(snapshot);
}
// Clears all generated layout content and resets editing state.
pub fn clear_layout(&mut self) {
if self.settings.active_level_index >= self.levels.len() {
return;
@@ -448,6 +462,7 @@ impl DungeonApp {
self.reset_transient_state();
}
// Switches to composition layout.
pub fn enter_composition_layout(&mut self) {
self.levels = vec![DungeonLayout::empty(
self.settings.pack_rooms_without_corridors,
@@ -458,6 +473,7 @@ impl DungeonApp {
self.reset_transient_state();
}
// Regenerates every level from the current settings.
pub fn regenerate_layout(&mut self) {
self.drag_state = None;
self.suppressed_auto_door_edges.clear();
@@ -468,6 +484,7 @@ impl DungeonApp {
}
}
// Deletes a level and keeps the active level index valid.
pub fn delete_level(&mut self, level_idx: usize) {
if self.levels.len() <= 1 {
return;
@@ -483,6 +500,7 @@ impl DungeonApp {
self.reset_transient_state();
}
// Regenerates one level while preserving manual annotations where possible.
pub fn refresh_level(&mut self, level_idx: usize) {
if level_idx >= self.levels.len() {
return;
@@ -534,6 +552,7 @@ impl DungeonApp {
);
}
// Recomputes staircase links across the current levels.
pub fn refresh_stairs(&mut self) {
let results = populate_stairs(self.levels.clone(), &self.settings);
self.levels = results.iter().map(|(layout, _)| layout.clone()).collect();
@@ -545,6 +564,7 @@ impl DungeonApp {
}
}
// Recomputes generated doors while keeping manual doors.
pub fn refresh_doors(&mut self) {
if self.settings.active_level_index >= self.levels.len() {
return;
@@ -573,6 +593,7 @@ impl DungeonApp {
}
}
// Computes settings from ui.
pub fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings {
DoorSettings {
frequency_percent: settings.door_frequency_percent,
@@ -583,6 +604,7 @@ pub fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings {
}
}
// Computes settings from ui.
pub fn window_settings_from_ui(settings: &UiSettings) -> WindowSettings {
WindowSettings {
enabled: settings.windows_enabled,