mod exporter; mod layout; mod seed; mod settings; mod ui; use std::collections::HashSet; use eframe::egui; use egui::{Color32, Stroke}; use layout::{DoorSettings, DungeonLayout, corridor_cells, shortest_path_cells}; use ui::{UiSettings, draw_side_panel}; fn main() -> eframe::Result<()> { let options = eframe::NativeOptions::default(); eframe::run_native( "Desktop Dungeon Generator", options, Box::new(|_cc| Ok(Box::new(DungeonApp::default()))), ) } struct DungeonApp { settings: UiSettings, layout: DungeonLayout, drag_state: Option, } impl Default for DungeonApp { fn default() -> Self { let settings = settings::load_settings().unwrap_or_default(); let layout = layout::generate_layout( settings.cols, settings.rows, settings.room_count, settings.seed, settings.min_room_size, settings.max_room_size, settings.square_rooms_only, settings.min_corridor_width, settings.max_corridor_width, settings.corridor_randomness, settings.dead_end_rooms_percent, door_settings_from_ui(&settings), ); Self { settings, layout, drag_state: None, } } } impl Drop for DungeonApp { fn drop(&mut self) { if let Err(err) = settings::save_settings(&self.settings) { eprintln!("Failed to save settings: {err}"); } } } impl eframe::App for DungeonApp { fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) { let panel_result = draw_side_panel(ctx, &mut self.settings); 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 panel_result.reset_clicked || panel_result.settings_changed { self.regenerate_layout(); } if panel_result.export_clicked { if let Err(err) = exporter::export_with_dialog(&self.layout, &self.settings) { eprintln!("{err}"); } } egui::SidePanel::right("legend_panel") .resizable(false) .min_width(180.0) .default_width(200.0) .show_separator_line(true) .show(ctx, |ui| { ui.heading("Accessibility"); ui.add_space(6.0); ui.checkbox(&mut self.settings.colorblind_mode, "Colorblind Mode"); ui.add_space(10.0); ui.separator(); ui.add_space(8.0); ui.heading("Legend"); ui.add_space(8.0); if self.settings.colorblind_mode { draw_legend_entry_colorblind(ui, "Rooms", LegendStyle::Crosshatch); draw_legend_entry_colorblind(ui, "Corridors", LegendStyle::Dots); draw_legend_entry_colorblind(ui, "Walls", LegendStyle::SolidLine); draw_legend_entry_colorblind(ui, "Doors", LegendStyle::LongDash); draw_legend_entry_colorblind(ui, "Locked Doors", LegendStyle::ShortDash); draw_legend_entry_colorblind(ui, "Archways", LegendStyle::DottedLine); } else { draw_legend_entry(ui, Color32::from_rgb(70, 120, 160), "Rooms"); draw_legend_entry(ui, Color32::from_rgb(210, 190, 120), "Corridors"); draw_legend_entry(ui, Color32::BLACK, "Walls"); draw_legend_entry(ui, Color32::from_rgb(220, 70, 70), "Doors"); draw_legend_entry(ui, Color32::from_rgb(80, 200, 120), "Locked Doors"); draw_legend_entry(ui, Color32::from_rgb(70, 130, 220), "Archways"); } }); egui::CentralPanel::default().show(ctx, |ui| { let available = ui.available_size_before_wrap(); let (response, painter) = ui.allocate_painter(available, egui::Sense::click_and_drag()); let canvas = response.rect.shrink(12.0); let geometry = draw_grid(&painter, canvas, self.settings.cols, self.settings.rows); self.handle_drag(&response, &geometry); draw_layout( &painter, &geometry, &self.layout, self.settings.colorblind_mode, ); }); } } impl DungeonApp { fn regenerate_layout(&mut self) { self.drag_state = None; self.layout = layout::generate_layout( self.settings.cols, self.settings.rows, self.settings.room_count, self.settings.seed, self.settings.min_room_size, self.settings.max_room_size, self.settings.square_rooms_only, self.settings.min_corridor_width, self.settings.max_corridor_width, self.settings.corridor_randomness, self.settings.dead_end_rooms_percent, door_settings_from_ui(&self.settings), ); } fn handle_drag(&mut self, response: &egui::Response, geometry: &GridGeometry) { if response.drag_started() && let Some(pointer_pos) = response.interact_pointer_pos() && let Some((room_idx, offset_x, offset_y)) = self.room_at_pointer(pointer_pos, geometry) { self.drag_state = Some(DragState::Room(RoomDragState { room_idx, offset_x, offset_y, })); } else if response.drag_started() && let Some(pointer_pos) = response.interact_pointer_pos() && let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry) { self.drag_state = Some(DragState::Corridor(corridor_drag)); } if response.dragged() && let Some(pointer_pos) = response.interact_pointer_pos() && let Some(drag_state) = self.drag_state.clone() { match drag_state { DragState::Room(drag) => self.drag_room_to_pointer(drag, pointer_pos, geometry), DragState::Corridor(drag) => { self.drag_corridor_to_pointer(drag, pointer_pos, geometry) } } } if response.drag_stopped() || !response.ctx.input(|i| i.pointer.primary_down()) { self.drag_state = None; } } fn room_at_pointer( &self, pointer_pos: egui::Pos2, geometry: &GridGeometry, ) -> Option<(usize, f32, f32)> { let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?; for (room_idx, room) in self.layout.rooms.iter().enumerate().rev() { let room_x = room.x as f32; let room_y = room.y as f32; let room_right = room_x + room.width as f32; let room_bottom = room_y + room.height as f32; if grid_x >= room_x && grid_x < room_right && grid_y >= room_y && grid_y < room_bottom { return Some((room_idx, grid_x - room_x, grid_y - room_y)); } } None } fn drag_room_to_pointer( &mut self, drag: RoomDragState, pointer_pos: egui::Pos2, geometry: &GridGeometry, ) { let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) else { return; }; if drag.room_idx >= self.layout.rooms.len() { self.drag_state = None; return; } let (width, height, old_x, old_y) = { let room = &self.layout.rooms[drag.room_idx]; (room.width, room.height, room.x, room.y) }; let max_x = self.settings.cols.saturating_sub(width); let max_y = self.settings.rows.saturating_sub(height); let target_x = (grid_x - drag.offset_x).floor().max(0.0) as usize; let target_y = (grid_y - drag.offset_y).floor().max(0.0) as usize; let new_x = target_x.min(max_x); let new_y = target_y.min(max_y); if new_x == old_x && new_y == old_y { return; } self.layout.rooms[drag.room_idx].x = new_x; self.layout.rooms[drag.room_idx].y = new_y; self.reroute_corridors_for_room(drag.room_idx); self.refresh_doors(); } fn reroute_corridors_for_room(&mut self, room_idx: usize) { let empty = HashSet::new(); for corridor in &mut self.layout.corridors { if corridor.start_room_id != room_idx && corridor.end_room_id != room_idx { continue; } let start = self.layout.rooms[corridor.start_room_id].center_cell(); let end = self.layout.rooms[corridor.end_room_id].center_cell(); corridor.path = shortest_path_cells(start, end, self.settings.cols, self.settings.rows, &empty) .unwrap_or_else(|| vec![start, end]); } } fn corridor_drag_at_pointer( &self, pointer_pos: egui::Pos2, geometry: &GridGeometry, ) -> Option { let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?; let clicked = (grid_x.floor() as usize, grid_y.floor() as usize); let corridor_index = self .layout .corridors .iter() .position(|corridor| corridor.path.contains(&clicked))?; Some(CorridorDragState { corridor_index, original_path: self.layout.corridors[corridor_index].path.clone(), original_cell: clicked, }) } fn drag_corridor_to_pointer( &mut self, drag: CorridorDragState, pointer_pos: egui::Pos2, geometry: &GridGeometry, ) { let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) else { return; }; if drag.corridor_index >= self.layout.corridors.len() { self.drag_state = None; return; } let target = ( (grid_x.floor().max(0.0) as usize).min(self.settings.cols.saturating_sub(1)), (grid_y.floor().max(0.0) as usize).min(self.settings.rows.saturating_sub(1)), ); let Some(new_path) = reroute_path_through_cell( &drag.original_path, drag.original_cell, target, self.settings.cols, self.settings.rows, ) else { return; }; self.layout.corridors[drag.corridor_index].path = new_path; self.refresh_doors(); } fn refresh_doors(&mut self) { layout::apply_doors( &mut self.layout, self.settings.seed, door_settings_from_ui(&self.settings), self.settings.cols, self.settings.rows, ); } } #[derive(Debug, Clone)] struct RoomDragState { room_idx: usize, offset_x: f32, offset_y: f32, } #[derive(Debug, Clone)] struct CorridorDragState { corridor_index: usize, original_path: Vec<(usize, usize)>, original_cell: (usize, usize), } #[derive(Debug, Clone)] enum DragState { Room(RoomDragState), Corridor(CorridorDragState), } struct GridGeometry { rect: egui::Rect, cell_size: f32, cols: usize, rows: usize, } fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry { let cols = cols.max(1); let rows = rows.max(1); let cell_size = (area.width() / cols as f32).min(area.height() / rows as f32); let grid_width = cell_size * cols as f32; let grid_height = cell_size * rows as f32; let grid_rect = egui::Rect::from_min_size( egui::pos2( area.center().x - (grid_width * 0.5), area.center().y - (grid_height * 0.5), ), egui::vec2(grid_width, grid_height), ); let stroke = Stroke::new(1.0, Color32::from_gray(160)); painter.rect_stroke(grid_rect, 0.0, stroke, egui::StrokeKind::Middle); for col in 1..cols { let x = grid_rect.left() + (col as f32 * cell_size); painter.line_segment( [ egui::pos2(x, grid_rect.top()), egui::pos2(x, grid_rect.bottom()), ], stroke, ); } for row in 1..rows { let y = grid_rect.top() + (row as f32 * cell_size); painter.line_segment( [ egui::pos2(grid_rect.left(), y), egui::pos2(grid_rect.right(), y), ], stroke, ); } GridGeometry { rect: grid_rect, cell_size, cols, rows, } } fn draw_layout( painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout, colorblind_mode: bool, ) { let wall_width_px = (geometry.cell_size / 5.0).max(1.0); let door_width_px = (geometry.cell_size / 10.0).max(1.0); let room_fill = Color32::from_rgb(70, 120, 160); let corridor_fill = Color32::from_rgb(210, 190, 120); let wall_color = Color32::BLACK; let corridor_cells_set = corridor_cells(layout, geometry.cols, geometry.rows); let corridor_edges_set = corridor_edges_from_cells(&corridor_cells_set); let mut room_cells_set = HashSet::new(); let room_edges_set = room_edges_from_rooms(&layout.rooms); let mut door_edges_set = HashSet::new(); for door in &layout.doors { for edge in door_edges_for(door, geometry.cols, geometry.rows) { door_edges_set.insert(edge); } } for &(col, row) in &corridor_cells_set { painter.rect_filled(cell_rect(geometry, col, row), 0.0, corridor_fill); if colorblind_mode { painter.circle_filled( cell_center(geometry, col, row), geometry.cell_size * 0.14, Color32::BLACK, ); } } for &(col, row) in &corridor_cells_set { let rect = cell_rect(geometry, col, row); let right = (col + 1, row); let bottom = (col, row + 1); let left = col.checked_sub(1).map(|x| (x, row)); let top = row.checked_sub(1).map(|y| (col, y)); if col == 0 || (!corridor_cells_set.contains(&(col - 1, row)) && left .map(|n| !door_edges_set.contains(&normalized_edge((col, row), n))) .unwrap_or(true)) { draw_wall_segment( painter, egui::pos2(rect.left(), rect.top()), egui::pos2(rect.left(), rect.bottom()), wall_width_px, wall_color, ); } if (!corridor_cells_set.contains(&right) || !corridor_edges_set.contains(&normalized_edge((col, row), right))) && !door_edges_set.contains(&normalized_edge((col, row), right)) { draw_wall_segment( painter, egui::pos2(rect.right(), rect.top()), egui::pos2(rect.right(), rect.bottom()), wall_width_px, wall_color, ); } if row == 0 || (!corridor_cells_set.contains(&(col, row - 1)) && top .map(|n| !door_edges_set.contains(&normalized_edge((col, row), n))) .unwrap_or(true)) { draw_wall_segment( painter, egui::pos2(rect.left(), rect.top()), egui::pos2(rect.right(), rect.top()), wall_width_px, wall_color, ); } if (!corridor_cells_set.contains(&bottom) || !corridor_edges_set.contains(&normalized_edge((col, row), bottom))) && !door_edges_set.contains(&normalized_edge((col, row), bottom)) { draw_wall_segment( painter, egui::pos2(rect.left(), rect.bottom()), egui::pos2(rect.right(), rect.bottom()), wall_width_px, wall_color, ); } } for room in &layout.rooms { for x in room.x..(room.x + room.width) { for y in room.y..(room.y + room.height) { room_cells_set.insert((x, y)); } } let left = geometry.rect.left() + room.x as f32 * geometry.cell_size; let top = geometry.rect.top() + room.y as f32 * geometry.cell_size; let right = left + room.width as f32 * geometry.cell_size; let bottom = top + room.height as f32 * geometry.cell_size; let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom)); painter.rect_filled(room_rect, 0.0, room_fill); if colorblind_mode { draw_room_crosshatch(painter, geometry, room, Stroke::new(1.5, Color32::BLACK)); } } for &(col, row) in &room_cells_set { let rect = cell_rect(geometry, col, row); let right = (col + 1, row); let bottom = (col, row + 1); let left = col.checked_sub(1).map(|x| (x, row)); let top = row.checked_sub(1).map(|y| (col, y)); let left_edge = col == 0 || (!room_cells_set.contains(&(col - 1, row)) || left .map(|n| !room_edges_set.contains(&normalized_edge((col, row), n))) .unwrap_or(true)) && left .map(|n| !door_edges_set.contains(&normalized_edge((col, row), n))) .unwrap_or(true); if left_edge { draw_wall_segment( painter, egui::pos2(rect.left(), rect.top()), egui::pos2(rect.left(), rect.bottom()), wall_width_px, wall_color, ); } if (!room_cells_set.contains(&right) || !room_edges_set.contains(&normalized_edge((col, row), right))) && !door_edges_set.contains(&normalized_edge((col, row), right)) { draw_wall_segment( painter, egui::pos2(rect.right(), rect.top()), egui::pos2(rect.right(), rect.bottom()), wall_width_px, wall_color, ); } let top_edge = row == 0 || (!room_cells_set.contains(&(col, row - 1)) || top .map(|n| !room_edges_set.contains(&normalized_edge((col, row), n))) .unwrap_or(true)) && top .map(|n| !door_edges_set.contains(&normalized_edge((col, row), n))) .unwrap_or(true); if top_edge { draw_wall_segment( painter, egui::pos2(rect.left(), rect.top()), egui::pos2(rect.right(), rect.top()), wall_width_px, wall_color, ); } if (!room_cells_set.contains(&bottom) || !room_edges_set.contains(&normalized_edge((col, row), bottom))) && !door_edges_set.contains(&normalized_edge((col, row), bottom)) { draw_wall_segment( painter, egui::pos2(rect.left(), rect.bottom()), egui::pos2(rect.right(), rect.bottom()), wall_width_px, wall_color, ); } } for door in &layout.doors { let color = if colorblind_mode { Color32::BLACK } else if door.archway { Color32::from_rgb(70, 130, 220) } else if door.locked { Color32::from_rgb(80, 200, 120) } else { Color32::from_rgb(220, 70, 70) }; let style = if colorblind_mode { if door.archway { DoorLineStyle::Dotted } else if door.locked { DoorLineStyle::ShortDash } else { DoorLineStyle::LongDash } } else { DoorLineStyle::Solid }; draw_door_line( painter, geometry, door.from, door.to, door.width, Stroke::new(door_width_px, color), style, ); } } 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; egui::Rect::from_min_size( egui::pos2(left, top), egui::vec2(geometry.cell_size, geometry.cell_size), ) } fn draw_wall_segment( painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, width: f32, color: Color32, ) { let half = width * 0.5; if (from.x - to.x).abs() <= f32::EPSILON { let x = from.x.min(to.x); let y0 = from.y.min(to.y); let y1 = from.y.max(to.y); let rect = egui::Rect::from_min_max( egui::pos2(x - half, y0 - half), egui::pos2(x + half, y1 + half), ); painter.rect_filled(rect, 0.0, color); } else { let y = from.y.min(to.y); let x0 = from.x.min(to.x); let x1 = from.x.max(to.x); let rect = egui::Rect::from_min_max( egui::pos2(x0 - half, y - half), egui::pos2(x1 + half, y + half), ); painter.rect_filled(rect, 0.0, color); } } fn normalized_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) { if a <= b { (a, b) } else { (b, a) } } fn corridor_edges_from_cells( corridor_cells: &HashSet<(usize, usize)>, ) -> HashSet<((usize, usize), (usize, usize))> { let mut edges = HashSet::new(); for &(col, row) in corridor_cells { let right = (col + 1, row); let bottom = (col, row + 1); if corridor_cells.contains(&right) { edges.insert(normalized_edge((col, row), right)); } if corridor_cells.contains(&bottom) { edges.insert(normalized_edge((col, row), bottom)); } } edges } fn room_edges_from_rooms(rooms: &[layout::Room]) -> HashSet<((usize, usize), (usize, usize))> { let mut edges = HashSet::new(); for room in rooms { let x_end = room.x + room.width; let y_end = room.y + room.height; for x in room.x..x_end { for y in room.y..y_end { if x + 1 < x_end { edges.insert(normalized_edge((x, y), (x + 1, y))); } if y + 1 < y_end { edges.insert(normalized_edge((x, y), (x, y + 1))); } } } } edges } fn door_edges_for( door: &layout::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 { return edges; } let width = door.width.max(1) as isize; let min_offset = -((width - 1) / 2); let max_offset = width / 2; if door.from.0 != door.to.0 { let y = door.from.1 as isize; for dy in min_offset..=max_offset { let ny = y + dy; if ny < 0 || ny >= rows as isize { continue; } let a = (door.from.0, ny as usize); let b = (door.to.0, ny as usize); edges.push(normalized_edge(a, b)); } } else { let x = door.from.0 as isize; for dx in min_offset..=max_offset { let nx = x + dx; if nx < 0 || nx >= cols as isize { continue; } let a = (nx as usize, door.from.1); let b = (nx as usize, door.to.1); edges.push(normalized_edge(a, b)); } } edges } fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(f32, f32)> { if !geometry.rect.contains(pointer_pos) { return None; } let x = (pointer_pos.x - geometry.rect.left()) / geometry.cell_size; let y = (pointer_pos.y - geometry.rect.top()) / geometry.cell_size; Some((x, y)) } fn reroute_path_through_cell( original_path: &[(usize, usize)], original_cell: (usize, usize), target_cell: (usize, usize), cols: usize, rows: usize, ) -> Option> { let (&start, &end) = (original_path.first()?, original_path.last()?); if start == end { return None; } let mut blocked = HashSet::new(); blocked.insert(original_cell); blocked.remove(&start); blocked.remove(&end); blocked.remove(&target_cell); let first_leg = shortest_path_cells(start, target_cell, cols, rows, &blocked)?; let mut blocked_second = blocked.clone(); for &cell in first_leg .iter() .skip(1) .take(first_leg.len().saturating_sub(2)) { if cell != target_cell && cell != end { blocked_second.insert(cell); } } let second_leg = shortest_path_cells(target_cell, end, cols, rows, &blocked_second) .or_else(|| shortest_path_cells(target_cell, end, cols, rows, &blocked))?; let mut full_path = first_leg; for cell in second_leg.into_iter().skip(1) { if full_path.last().copied() != Some(cell) { full_path.push(cell); } } simplify_path_loops(&mut full_path); if full_path.len() < 2 || !full_path.contains(&target_cell) { return None; } if original_cell != start && original_cell != end && full_path.contains(&original_cell) { return None; } Some(full_path) } fn simplify_path_loops(path: &mut Vec<(usize, usize)>) { let mut out = Vec::new(); for &cell in path.iter() { if let Some(pos) = out.iter().position(|&c| c == cell) { out.truncate(pos + 1); } else { out.push(cell); } } *path = out; } fn door_settings_from_ui(settings: &UiSettings) -> DoorSettings { DoorSettings { frequency_percent: settings.door_frequency_percent, room_hallway_percent: settings.room_hallway_door_percent, locked_percent: settings.locked_door_percent, allow_middle_corridor_doors: settings.allow_middle_corridor_doors, } } fn draw_door_line( painter: &egui::Painter, geometry: &GridGeometry, a: (usize, usize), b: (usize, usize), width_cells: usize, stroke: Stroke, style: DoorLineStyle, ) { if a.0.abs_diff(b.0) + a.1.abs_diff(b.1) != 1 { return; } let width_cells = width_cells.max(1); let min_offset = -((width_cells as isize - 1) / 2); let max_offset = width_cells as isize / 2; if a.0 != b.0 { let x = geometry.rect.left() + (a.0.max(b.0) as f32) * geometry.cell_size; let row = a.1 as isize; let y0_cell = (row + min_offset).clamp(0, geometry.rows.saturating_sub(1) as isize); let y1_cell = (row + max_offset).clamp(0, geometry.rows.saturating_sub(1) as isize); let y0 = geometry.rect.top() + y0_cell as f32 * geometry.cell_size; let y1 = geometry.rect.top() + (y1_cell as f32 + 1.0) * geometry.cell_size; draw_styled_line(painter, egui::pos2(x, y0), egui::pos2(x, y1), stroke, style); } else { let y = geometry.rect.top() + (a.1.max(b.1) as f32) * geometry.cell_size; let col = a.0 as isize; let x0_cell = (col + min_offset).clamp(0, geometry.cols.saturating_sub(1) as isize); let x1_cell = (col + max_offset).clamp(0, geometry.cols.saturating_sub(1) as isize); let x0 = geometry.rect.left() + x0_cell as f32 * geometry.cell_size; let x1 = geometry.rect.left() + (x1_cell as f32 + 1.0) * geometry.cell_size; draw_styled_line(painter, egui::pos2(x0, y), egui::pos2(x1, y), stroke, style); } } #[derive(Debug, Clone, Copy)] enum DoorLineStyle { Solid, LongDash, ShortDash, Dotted, } fn draw_styled_line( painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, stroke: Stroke, style: DoorLineStyle, ) { match style { DoorLineStyle::Solid => { painter.line_segment([from, to], stroke); } DoorLineStyle::LongDash => draw_dashed_line(painter, from, to, stroke, 14.0, 7.0), DoorLineStyle::ShortDash => draw_dashed_line(painter, from, to, stroke, 6.0, 4.0), DoorLineStyle::Dotted => draw_dotted_line(painter, from, to, stroke), } } fn draw_dashed_line( painter: &egui::Painter, from: egui::Pos2, to: egui::Pos2, stroke: Stroke, dash_len: f32, gap_len: f32, ) { let dx = to.x - from.x; let dy = to.y - from.y; let len = (dx * dx + dy * dy).sqrt(); if len <= 0.0 { return; } let ux = dx / len; let uy = dy / len; let mut dist = 0.0_f32; while dist < len { let seg_start = dist; let seg_end = (dist + dash_len).min(len); let p0 = egui::pos2(from.x + ux * seg_start, from.y + uy * seg_start); let p1 = egui::pos2(from.x + ux * seg_end, from.y + uy * seg_end); painter.line_segment([p0, p1], stroke); dist += dash_len + gap_len; } } 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; let len = (dx * dx + dy * dy).sqrt(); if len <= 0.0 { return; } let ux = dx / len; let uy = dy / len; let step = 5.0_f32; let radius = (stroke.width * 0.35).max(1.0); let mut dist = 0.0_f32; while dist <= len { let p = egui::pos2(from.x + ux * dist, from.y + uy * dist); painter.circle_filled(p, radius, stroke.color); dist += step; } } fn cell_center(geometry: &GridGeometry, col: usize, row: usize) -> egui::Pos2 { egui::pos2( geometry.rect.left() + (col as f32 + 0.5) * geometry.cell_size, geometry.rect.top() + (row as f32 + 0.5) * geometry.cell_size, ) } fn draw_room_crosshatch( painter: &egui::Painter, geometry: &GridGeometry, room: &layout::Room, stroke: Stroke, ) { for x in room.x..(room.x + room.width) { for y in room.y..(room.y + room.height) { let rect = cell_rect(geometry, x, y).shrink(2.0); painter.line_segment([rect.left_top(), rect.right_bottom()], stroke); painter.line_segment([rect.right_top(), rect.left_bottom()], stroke); } } } 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()); ui.painter().rect_filled(rect, 0.0, color); ui.painter().rect_stroke( rect, 0.0, Stroke::new(1.0, Color32::WHITE), egui::StrokeKind::Middle, ); ui.add_space(6.0); ui.label(label); }); ui.add_space(4.0); } #[derive(Debug, Clone, Copy)] enum LegendStyle { Crosshatch, Dots, SolidLine, LongDash, ShortDash, DottedLine, } 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()); ui.painter().rect_filled(rect, 0.0, Color32::from_gray(220)); ui.painter().rect_stroke( rect, 0.0, Stroke::new(1.0, Color32::BLACK), egui::StrokeKind::Middle, ); match style { LegendStyle::Crosshatch => { ui.painter().line_segment( [rect.left_top(), rect.right_bottom()], Stroke::new(1.2, Color32::BLACK), ); ui.painter().line_segment( [rect.right_top(), rect.left_bottom()], Stroke::new(1.2, Color32::BLACK), ); } LegendStyle::Dots => { ui.painter() .circle_filled(rect.center(), 2.0, Color32::BLACK); ui.painter().circle_filled( egui::pos2(rect.center().x - 4.0, rect.center().y), 1.4, Color32::BLACK, ); ui.painter().circle_filled( egui::pos2(rect.center().x + 4.0, rect.center().y), 1.4, Color32::BLACK, ); } LegendStyle::SolidLine => { ui.painter().line_segment( [ egui::pos2(rect.left() + 1.0, rect.center().y), egui::pos2(rect.right() - 1.0, rect.center().y), ], Stroke::new(2.0, Color32::BLACK), ); } LegendStyle::LongDash => draw_dashed_line( ui.painter(), egui::pos2(rect.left() + 1.0, rect.center().y), egui::pos2(rect.right() - 1.0, rect.center().y), Stroke::new(2.0, Color32::BLACK), 6.0, 3.0, ), LegendStyle::ShortDash => draw_dashed_line( ui.painter(), egui::pos2(rect.left() + 1.0, rect.center().y), egui::pos2(rect.right() - 1.0, rect.center().y), Stroke::new(2.0, Color32::BLACK), 3.0, 2.0, ), LegendStyle::DottedLine => draw_dotted_line( ui.painter(), egui::pos2(rect.left() + 1.0, rect.center().y), egui::pos2(rect.right() - 1.0, rect.center().y), Stroke::new(2.0, Color32::BLACK), ), } ui.add_space(6.0); ui.label(label); }); ui.add_space(4.0); }