cleaned up the code and added comments and changed readme

This commit is contained in:
grimsace
2026-04-14 11:47:31 -05:00
parent d30c43675f
commit f569c62137
6 changed files with 266 additions and 227 deletions
+1 -1
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@@ -1,6 +1,6 @@
[package]
name = "desktop_dungeon_generator"
version = "0.5.0"
version = "0.6.0"
edition = "2024"
[dependencies]
+115 -63
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@@ -1,73 +1,128 @@
# Desktop Dungeon Generator
**Pre-release Notice:** This program is incomplete and functionality is subject to change and it might break, you've been warned. *though releases should at least be stable enough to run*
Desktop Dungeon Generator is a Rust desktop app for building and exporting simple tabletop RPG dungeon layouts.
A Rust desktop app for generating simple tabletop dungeon layouts.
It combines deterministic generation with manual editing, so you can generate a baseline layout from a seed and then adjust rooms, corridors, doors, text labels, and start/end markers directly on the canvas.
## Current Features
- Resizable split layout:
- Left panel: generation settings
- Right panel: vector-rendered grid + dungeon preview
- Grid controls:
- Columns
- Rows
- Room controls:
- Room count
- Minimum room size (in grid cells)
- Maximum room size (in grid cells)
- `Square Rooms Only` toggle
- Corridor controls:
- `Corridor Randomness (%)` from `0` to `100`
- `Dead-End Rooms (%)` from `0` to `50`
- Door controls:
- `Door Frequency (%)`
- `Room/Hallway Door Chance (%)`
- `Locked Door Chance (%)`
- `Allow Middle Corridor Doors` toggle
- Accessibility:
- `Colorblind Mode` toggle (right panel)
- Pattern/style encoding:
- Rooms: crosshatch
- Corridors: dotted fill
- Walls: solid lines
- Doors: long dashes
- Locked doors: short dashes
- Archways: dotted lines
- Generate control:
- Master seed input (`u64`)
- `Random` seed button
- `Reset` button
- `Export Image` button
- Export format selector: `.png`, `.jpeg`, `.webp`, `.svg`
- Export uses an OS folder picker to choose save location
- Deterministic dungeon generation from a master seed
- Room generation with configurable:
- room count
- minimum and maximum room size
- square-only rooms
- packed-room mode without corridors
- Corridor generation with configurable:
- minimum and maximum corridor width
- corridor randomness
- dead-end room percentage
- Automatic door generation with configurable:
- overall frequency
- room/hallway chance
- locked door chance
- secret door chance
- middle-corridor doors toggle
- Automatic window generation with configurable:
- enable/disable
- minimum and maximum width
- overall frequency
- room/hallway chance
- internal windows toggle
- Generated start/end markers with configurable:
- minimum and maximum size
- minimum and maximum count
- placement inside rooms
- farthest-pair matching between start and end markers
- Manual editing tools for:
- rooms
- corridors
- archways
- doors
- locked doors
- secret doors
- text labels
- start markers
- end markers
- Export support for:
- `.png`
- `.jpeg`
- `.webp`
- `.svg`
- composite folder export with masks
- Accessibility mode with alternate visual encodings for rooms, corridors, walls, doors, archways, and windows
## Generation Behavior
## Tabs
- Rooms are stored as rectangles (`x`, `y`, `width`, `height`) and placed without overlap.
- Corridors are stored separately as vector line segments between grid cells.
- Every generated room is connected into one navigable network when possible.
- A master seed drives deterministic generation, and internal subsystems derive their own sub-seeds from it.
- Doors are generated from corridor adjacency:
- Open doors are rendered in red
- Locked doors are rendered in green
- Doors are rendered as line segments on grid boundaries
### Generate
### Corridor Randomness
Controls global generation and export:
- `0%` randomness:
- Uses shortest-path routing for room-to-room corridor paths.
- Produces cleaner, direct corridor routes.
- `100%` randomness:
- Uses noisy/randomized routing while still ensuring room connectivity.
- Produces more wandering, less direct routes.
- Intermediate values blend between the two behaviors.
- grid columns and rows
- master seed and random-seed button
- reset and clear actions
- export format, dimensions, and grid visibility
### Dead-End Rooms
### Layout
- Controls how many rooms should end up as dead ends (rooms with only one room-to-room connection).
- `0%` targets no dead-end rooms (except tiny edge cases where topology makes this impossible, such as only 2 rooms).
- `50%` is the upper cap to avoid over-constraining connectivity.
Controls room, corridor, door, and window generation behavior.
Changing values in this tab regenerates the dungeon immediately.
### Start & End
Controls generated start/end marker behavior:
- minimum and maximum start marker size
- minimum and maximum end marker size
- minimum and maximum start marker count
- minimum and maximum end marker count
Changing values in this tab regenerates the dungeon immediately.
Generated markers are placed inside rooms. Matching start/end indices are paired to rooms that are as far apart as possible.
### Add
Contains manual placement tools for editing the current layout without regenerating it.
## Canvas Interaction
- Left click and drag a room to move it
- Left click and drag a start/end marker to move it
- Right click and drag a room to resize it
- Right click without dragging to cancel an active add tool
- `Delete` or `Backspace` removes the currently hovered room, corridor, door, text label, or marker
- `Ctrl+Z` undoes
- `Ctrl+Y` redoes
## Start / End Markers
The app currently supports two marker workflows:
- Generated markers:
- created automatically during dungeon generation
- always placed inside rooms
- sized from the configured min/max ranges
- paired by distance for each matching start/end index
- Manual markers:
- added from the `Add` tab
- use the configured minimum size for their marker type
- can be repositioned by dragging on the canvas
## Folder Export Masks
Folder export writes a composite image plus separate masks for:
- floors
- walls
- doors
- archways
- locked doors
- secret doors
- windows
- start markers
- end markers
- grid, when enabled
## Run
@@ -77,8 +132,5 @@ cargo run
## Notes
- Rendering is vector-based in-app (`egui` painter), so zooming/scaling the preview remains crisp.
- Room and corridor vectors are stored separately to support future export workflows (for example, SVG export).
- Settings are persisted on exit and restored on startup from:
- Windows: `%LOCALAPPDATA%/desktop_dungeon_generator/settings.json`
- Linux: `~/.local/share/desktop_dungeon_generator/settings.json` (or distro-equivalent local data dir)
- Settings are persisted between runs using the local OS application data directory.
- The app is still pre-release and the file layout and feature set may continue to change.
+14 -21
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@@ -331,27 +331,13 @@ fn export_composite_masks(
WHITE,
);
let mut doors = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate doors mask canvas".to_string())?;
let mut archways = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate archways mask canvas".to_string())?;
let mut locked_doors = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate locked doors mask canvas".to_string())?;
let mut secret_doors = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate secret doors mask canvas".to_string())?;
let mut windows = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate windows mask canvas".to_string())?;
let mut start_markers = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate start markers mask canvas".to_string())?;
let mut end_markers = Pixmap::new(g.width, g.height)
.ok_or_else(|| "Failed to allocate end markers mask canvas".to_string())?;
fill_bg(&mut doors, BLACK);
fill_bg(&mut archways, BLACK);
fill_bg(&mut locked_doors, BLACK);
fill_bg(&mut secret_doors, BLACK);
fill_bg(&mut windows, BLACK);
fill_bg(&mut start_markers, BLACK);
fill_bg(&mut end_markers, BLACK);
let mut doors = blank_mask(&g, "doors")?;
let mut archways = blank_mask(&g, "archways")?;
let mut locked_doors = blank_mask(&g, "locked doors")?;
let mut secret_doors = blank_mask(&g, "secret doors")?;
let mut windows = blank_mask(&g, "windows")?;
let mut start_markers = blank_mask(&g, "start markers")?;
let mut end_markers = blank_mask(&g, "end markers")?;
for door in &layout.doors {
if door.secret {
draw_door(&mut secret_doors, &g, door, door_w, WHITE, DoorStyle::Solid);
@@ -401,6 +387,13 @@ fn export_composite_masks(
Ok(())
}
fn blank_mask(g: &ExportGeometry, name: &str) -> Result<Pixmap, String> {
let mut pixmap = Pixmap::new(g.width, g.height)
.ok_or_else(|| format!("Failed to allocate {name} mask canvas"))?;
fill_bg(&mut pixmap, BLACK);
Ok(pixmap)
}
// Write a single mask image to disk.
fn save_mask_image(
folder: &std::path::Path,
+28 -24
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@@ -122,30 +122,7 @@ impl eframe::App for DungeonApp {
|| (i.modifiers.command && i.modifiers.shift && i.key_pressed(egui::Key::Z))
});
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;
}
if self.settings.min_window_width > self.settings.max_window_width {
self.settings.max_window_width = self.settings.min_window_width;
}
if self.settings.min_start_marker_size > self.settings.max_start_marker_size {
self.settings.max_start_marker_size = self.settings.min_start_marker_size;
}
if self.settings.min_end_marker_size > self.settings.max_end_marker_size {
self.settings.max_end_marker_size = self.settings.min_end_marker_size;
}
if self.settings.min_start_marker_count > self.settings.max_start_marker_count {
self.settings.max_start_marker_count = self.settings.min_start_marker_count;
}
if self.settings.min_end_marker_count > self.settings.max_end_marker_count {
self.settings.max_end_marker_count = self.settings.min_end_marker_count;
}
clamp_dependent_settings(&mut self.settings);
if undo_requested {
self.undo();
@@ -280,6 +257,33 @@ impl eframe::App for DungeonApp {
}
}
fn clamp_dependent_settings(settings: &mut UiSettings) {
if settings.min_room_size > settings.max_room_size {
settings.max_room_size = settings.min_room_size;
}
if settings.min_corridor_width == 0 {
settings.min_corridor_width = 1;
}
if settings.min_corridor_width > settings.max_corridor_width {
settings.max_corridor_width = settings.min_corridor_width;
}
if settings.min_window_width > settings.max_window_width {
settings.max_window_width = settings.min_window_width;
}
if settings.min_start_marker_size > settings.max_start_marker_size {
settings.max_start_marker_size = settings.min_start_marker_size;
}
if settings.min_end_marker_size > settings.max_end_marker_size {
settings.max_end_marker_size = settings.min_end_marker_size;
}
if settings.min_start_marker_count > settings.max_start_marker_count {
settings.max_start_marker_count = settings.min_start_marker_count;
}
if settings.min_end_marker_count > settings.max_end_marker_count {
settings.max_end_marker_count = settings.min_end_marker_count;
}
}
impl DungeonApp {
fn snapshot(&self) -> AppSnapshot {
AppSnapshot {
+24 -8
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@@ -2,6 +2,16 @@ use crate::layout::{self, DungeonLayout};
use crate::seed;
use crate::ui::UiSettings;
const START_COUNT_STREAM: u64 = 10_001;
const END_COUNT_STREAM: u64 = 10_002;
const START_ROOM_STREAM_BASE: u64 = 11_000;
const END_ROOM_STREAM_BASE: u64 = 12_000;
const EXTRA_START_ROOM_STREAM_BASE: u64 = 13_000;
const EXTRA_START_MARKER_STREAM_BASE: u64 = 14_000;
const EXTRA_END_ROOM_STREAM_BASE: u64 = 15_000;
const EXTRA_END_MARKER_STREAM_BASE: u64 = 16_000;
// Populate generated start/end markers after the core dungeon layout exists.
pub fn populate_random_markers(
mut layout: DungeonLayout,
settings: &UiSettings,
@@ -16,12 +26,12 @@ pub fn populate_random_markers(
let start_count = random_range_inclusive(
settings.min_start_marker_count,
settings.max_start_marker_count,
seed::derive_seed(settings.seed, 10_001),
seed::derive_seed(settings.seed, START_COUNT_STREAM),
);
let end_count = random_range_inclusive(
settings.min_end_marker_count,
settings.max_end_marker_count,
seed::derive_seed(settings.seed, 10_002),
seed::derive_seed(settings.seed, END_COUNT_STREAM),
);
let pair_count = start_count.min(end_count);
@@ -37,13 +47,13 @@ pub fn populate_random_markers(
start_room,
settings.min_start_marker_size,
settings.max_start_marker_size,
seed::derive_seed(settings.seed, 11_000 + pair_idx as u64),
seed::derive_seed(settings.seed, START_ROOM_STREAM_BASE + pair_idx as u64),
));
layout.end_markers.push(marker_in_room(
end_room,
settings.min_end_marker_size,
settings.max_end_marker_size,
seed::derive_seed(settings.seed, 12_000 + pair_idx as u64),
seed::derive_seed(settings.seed, END_ROOM_STREAM_BASE + pair_idx as u64),
));
consume_room(&mut available_start_rooms, start_room_idx);
consume_room(&mut available_end_rooms, end_room_idx);
@@ -53,14 +63,14 @@ pub fn populate_random_markers(
let room_idx = pick_room_index(
&available_start_rooms,
layout.rooms.len(),
seed::derive_seed(settings.seed, 13_000 + idx as u64),
seed::derive_seed(settings.seed, EXTRA_START_ROOM_STREAM_BASE + idx as u64),
);
let room = &layout.rooms[room_idx];
layout.start_markers.push(marker_in_room(
room,
settings.min_start_marker_size,
settings.max_start_marker_size,
seed::derive_seed(settings.seed, 14_000 + idx as u64),
seed::derive_seed(settings.seed, EXTRA_START_MARKER_STREAM_BASE + idx as u64),
));
consume_room(&mut available_start_rooms, room_idx);
}
@@ -69,14 +79,14 @@ pub fn populate_random_markers(
let room_idx = pick_room_index(
&available_end_rooms,
layout.rooms.len(),
seed::derive_seed(settings.seed, 15_000 + idx as u64),
seed::derive_seed(settings.seed, EXTRA_END_ROOM_STREAM_BASE + idx as u64),
);
let room = &layout.rooms[room_idx];
layout.end_markers.push(marker_in_room(
room,
settings.min_end_marker_size,
settings.max_end_marker_size,
seed::derive_seed(settings.seed, 16_000 + idx as u64),
seed::derive_seed(settings.seed, EXTRA_END_MARKER_STREAM_BASE + idx as u64),
));
consume_room(&mut available_end_rooms, room_idx);
}
@@ -84,6 +94,7 @@ pub fn populate_random_markers(
layout
}
// Manual marker placement uses the configured minimum size for the chosen marker type.
pub fn manual_marker_size(settings: &UiSettings, is_start: bool) -> usize {
if is_start {
settings
@@ -95,6 +106,7 @@ pub fn manual_marker_size(settings: &UiSettings, is_start: bool) -> usize {
.clamp(1, 10)
}
// Pick a deterministic inclusive random value from a seed-derived stream.
fn random_range_inclusive(min: usize, max: usize, seed_value: u64) -> usize {
let min = min.max(1);
let max = max.max(min);
@@ -102,6 +114,7 @@ fn random_range_inclusive(min: usize, max: usize, seed_value: u64) -> usize {
min + (seed_value as usize % span)
}
// Fit a marker inside a room and choose a deterministic offset within that room.
fn marker_in_room(
room: &layout::Room,
min_size: usize,
@@ -129,6 +142,7 @@ fn marker_in_room(
layout::AreaMarker { cell: (x, y), size }
}
// Match each start/end pair to the farthest available room combination.
fn farthest_room_pair(
rooms: &[layout::Room],
available_start_rooms: &[usize],
@@ -170,12 +184,14 @@ fn room_distance_sq(a: &layout::Room, b: &layout::Room) -> usize {
dx * dx + dy * dy
}
// Remove a room from the available set once it has been consumed by a marker assignment.
fn consume_room(available_rooms: &mut Vec<usize>, room_idx: usize) {
if let Some(pos) = available_rooms.iter().position(|&idx| idx == room_idx) {
available_rooms.remove(pos);
}
}
// Fall back to any room when all candidates for a side have been exhausted.
fn pick_room_index(available_rooms: &[usize], room_count: usize, seed_value: u64) -> usize {
if !available_rooms.is_empty() {
available_rooms[seed_value as usize % available_rooms.len()]
+84 -110
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@@ -783,123 +783,97 @@ fn draw_start_and_end_tab(
) {
ui.label(RichText::new("Start Markers").strong());
ui.add_space(8.0);
ui.label("Min Start Marker Size");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.min_start_marker_size, 1..=10).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.min_start_marker_size)
.speed(1.0)
.range(1..=10),
)
.changed();
});
ui.add_space(6.0);
ui.label("Max Start Marker Size");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.max_start_marker_size, 1..=10).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.max_start_marker_size)
.speed(1.0)
.range(1..=10),
)
.changed();
});
ui.add_space(6.0);
ui.label("Min Start Marker Count");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.min_start_marker_count, 1..=20).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.min_start_marker_count)
.speed(1.0)
.range(1..=100),
)
.changed();
});
ui.add_space(6.0);
ui.label("Max Start Marker Count");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.max_start_marker_count, 1..=20).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.max_start_marker_count)
.speed(1.0)
.range(1..=100),
)
.changed();
});
draw_usize_slider_row(
ui,
result,
"Min Start Marker Size",
&mut settings.min_start_marker_size,
1..=10,
1..=10,
);
draw_usize_slider_row(
ui,
result,
"Max Start Marker Size",
&mut settings.max_start_marker_size,
1..=10,
1..=10,
);
draw_usize_slider_row(
ui,
result,
"Min Start Marker Count",
&mut settings.min_start_marker_count,
1..=20,
1..=100,
);
draw_usize_slider_row(
ui,
result,
"Max Start Marker Count",
&mut settings.max_start_marker_count,
1..=20,
1..=100,
);
ui.add_space(12.0);
ui.separator();
ui.add_space(8.0);
ui.label(RichText::new("End Markers").strong());
ui.add_space(8.0);
ui.label("Min End Marker Size");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.min_end_marker_size, 1..=10).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.min_end_marker_size)
.speed(1.0)
.range(1..=10),
)
.changed();
});
ui.add_space(6.0);
ui.label("Max End Marker Size");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.max_end_marker_size, 1..=10).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.max_end_marker_size)
.speed(1.0)
.range(1..=10),
)
.changed();
});
ui.add_space(6.0);
ui.label("Min End Marker Count");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.min_end_marker_count, 1..=20).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.min_end_marker_count)
.speed(1.0)
.range(1..=100),
)
.changed();
});
ui.add_space(6.0);
ui.label("Max End Marker Count");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.max_end_marker_count, 1..=20).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.max_end_marker_count)
.speed(1.0)
.range(1..=100),
)
.changed();
});
draw_usize_slider_row(
ui,
result,
"Min End Marker Size",
&mut settings.min_end_marker_size,
1..=10,
1..=10,
);
draw_usize_slider_row(
ui,
result,
"Max End Marker Size",
&mut settings.max_end_marker_size,
1..=10,
1..=10,
);
draw_usize_slider_row(
ui,
result,
"Min End Marker Count",
&mut settings.min_end_marker_count,
1..=20,
1..=100,
);
draw_usize_slider_row(
ui,
result,
"Max End Marker Count",
&mut settings.max_end_marker_count,
1..=20,
1..=100,
);
ui.add_space(8.0);
ui.label("Markers are generated inside rooms. Matching start/end indices are paired as far apart as possible.");
}
fn draw_usize_slider_row(
ui: &mut egui::Ui,
result: &mut SidePanelResult,
label: &str,
value: &mut usize,
slider_range: std::ops::RangeInclusive<usize>,
drag_range: std::ops::RangeInclusive<usize>,
) {
ui.label(label);
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(value, slider_range).show_value(false))
.changed();
result.settings_changed |= ui
.add(egui::DragValue::new(value).speed(1.0).range(drag_range))
.changed();
});
ui.add_space(6.0);
}