added a composition mode, to turn off auto generation
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+42
-7
@@ -89,8 +89,12 @@ impl Default for DungeonApp {
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hover_level_idx: None,
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hover_stair_idx: None,
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};
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app.levels = generate_all_levels(&app.settings);
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app.refresh_stairs();
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if app.settings.composition_mode {
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app.enter_composition_layout();
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} else {
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app.levels = generate_all_levels(&app.settings);
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app.refresh_stairs();
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}
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app
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}
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}
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@@ -136,7 +140,14 @@ impl eframe::App for DungeonApp {
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if panel_result.clear_clicked {
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self.push_undo_snapshot();
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self.clear_layout();
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} else if panel_result.reset_clicked || panel_result.settings_changed {
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} else if panel_result.reset_clicked {
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self.push_undo_snapshot();
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if self.settings.composition_mode {
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self.enter_composition_layout();
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} else {
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self.regenerate_layout();
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}
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} else if panel_result.settings_changed && !self.settings.composition_mode {
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self.push_undo_snapshot();
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self.regenerate_layout();
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} else if panel_result.save_clicked {
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@@ -164,9 +175,15 @@ impl eframe::App for DungeonApp {
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}
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} else if panel_result.new_level_clicked {
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self.push_undo_snapshot();
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self.levels
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.push(generate_level(&self.settings, self.levels.len()));
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self.refresh_stairs();
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if self.settings.composition_mode {
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self.levels.push(DungeonLayout::empty(
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self.settings.pack_rooms_without_corridors,
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));
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} else {
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self.levels
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.push(generate_level(&self.settings, self.levels.len()));
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self.refresh_stairs();
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}
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self.settings.active_level_index = self.levels.len() - 1;
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}
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if ctx.input(|i| i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace)) {
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@@ -237,7 +254,14 @@ impl eframe::App for DungeonApp {
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self.export_progress = None;
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}
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draw_legend_panel(ctx, &mut self.settings.colorblind_mode);
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if draw_legend_panel(ctx, &mut self.settings) {
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self.push_undo_snapshot();
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if self.settings.composition_mode {
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self.enter_composition_layout();
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} else {
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self.regenerate_layout();
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}
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}
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egui::CentralPanel::default().show(ctx, |ui| {
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// Clear level hover state so it only reflects current frame.
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@@ -444,6 +468,17 @@ impl DungeonApp {
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self.reset_transient_state();
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}
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// Start composition mode with one empty level.
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fn enter_composition_layout(&mut self) {
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self.levels = vec![DungeonLayout::empty(
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self.settings.pack_rooms_without_corridors,
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)];
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self.settings.active_level_index = 0;
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self.settings.export_level_index = 0;
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self.suppressed_auto_door_edges.clear();
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self.reset_transient_state();
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}
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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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