mod exporter; mod layout; mod seed; mod settings; mod ui; use std::collections::HashSet; use std::sync::mpsc; use std::thread; use eframe::egui; use egui::{Color32, Stroke}; use layout::{ DoorSettings, DungeonLayout, blocked_room_cells, 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(); eframe::run_native( "Desktop Dungeon Generator", options, Box::new(|_cc| Ok(Box::new(DungeonApp::default()))), ) } struct DungeonApp { settings: UiSettings, layout: DungeonLayout, drag_state: Option, export_rx: Option>>, pending_delete: bool, add_corridor_drag: Option, resize_state: Option, hover_room_idx: Option, hover_corridor_idx: Option, hover_door_idx: Option, } 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( 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, settings.pack_rooms_without_corridors, door_settings_from_ui(&settings), ); Self { settings, layout, drag_state: None, export_rx: None, pending_delete: false, add_corridor_drag: None, resize_state: None, hover_room_idx: None, hover_corridor_idx: None, hover_door_idx: None, } } } 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}"); } } } 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()); 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 ctx.input(|i| i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace)) { self.pending_delete = true; } if panel_result.export_clicked && self.export_rx.is_none() { let target = match exporter::select_export_target(&self.settings) { Ok(target) => target, Err(err) => { eprintln!("{err}"); return; } }; let layout = self.layout.clone(); let settings = self.settings.clone(); let (tx, rx) = mpsc::channel(); thread::spawn(move || { let result = exporter::export_to_target(&layout, &settings, target); let _ = tx.send(result); }); self.export_rx = Some(rx); } if let Some(rx) = &self.export_rx { match rx.try_recv() { Ok(Ok(_)) => { self.export_rx = None; } Ok(Err(err)) => { eprintln!("{err}"); self.export_rx = None; } Err(mpsc::TryRecvError::Empty) => {} Err(mpsc::TryRecvError::Disconnected) => { self.export_rx = None; } } } 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(80, 200, 120), "Doors"); draw_legend_entry(ui, Color32::from_rgb(220, 70, 70), "Locked Doors"); draw_legend_entry(ui, Color32::from_rgb(70, 130, 220), "Archways"); } ui.add_space(10.0); ui.separator(); ui.add_space(8.0); ui.heading("Keybinds"); ui.add_space(6.0); ui.label("Delete / Backspace: Remove hovered room or corridor"); ui.label("Right click: Cancel add tool"); ui.label("Right click + drag: Resize hovered room"); }); 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.update_hover_targets(ctx, &geometry); let resizing = self.handle_resize(ctx, &response, &geometry); if !resizing { self.handle_drag(ctx, &response, &geometry); } self.handle_add_tool(&response, &geometry); if self.pending_delete { if let Some(pointer_pos) = ctx.pointer_interact_pos() { self.delete_at_pointer(pointer_pos, &geometry); } self.pending_delete = false; } draw_layout( &painter, &geometry, &self.layout, self.settings.colorblind_mode, ); self.draw_add_overlay(&painter, &geometry); self.draw_resize_overlay(&painter, &geometry); self.draw_corridor_hover_overlay(&painter, &geometry); self.draw_door_hover_overlay(&painter, &geometry); }); } } 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( 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, self.settings.pack_rooms_without_corridors, door_settings_from_ui(&self.settings), ); } // Handle dragging rooms or corridors with the primary mouse button. fn handle_drag( &mut self, ctx: &egui::Context, response: &egui::Response, geometry: &GridGeometry, ) { if !ctx.input(|i| i.pointer.primary_down()) && !response.drag_started() { return; } if self.settings.add_tool != AddTool::None { return; } 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; } } // Resolve the top-most room under the pointer and return its index and offset. 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 } // Move a room to follow the pointer and reroute its corridors. 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(); } // Recalculate corridor paths connected to a moved room. fn reroute_corridors_for_room(&mut self, room_idx: usize) { if self.layout.packed_rooms { return; } 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(); let blocked = blocked_room_cells( &self.layout.rooms, &[corridor.start_room_id, corridor.end_room_id], ); if let Some(path) = shortest_path_cells(start, end, self.settings.cols, self.settings.rows, &blocked) { corridor.path = path; } } } // Capture corridor drag state when the pointer is over a corridor cell. 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, }) } // Reroute a corridor path through the current pointer cell. 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 corridor = &self.layout.corridors[drag.corridor_index]; 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, &blocked_room_cells( &self.layout.rooms, &[corridor.start_room_id, corridor.end_room_id], ), ) else { return; }; self.layout.corridors[drag.corridor_index].path = new_path; self.refresh_doors(); } // Rebuild doors based on the current layout and settings. 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, ); } // 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; self.add_corridor_drag = None; return; } match self.settings.add_tool { AddTool::Room => { self.add_corridor_drag = None; if response.clicked() && let Some(pointer_pos) = response.interact_pointer_pos() && let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) { let cell = (grid_x.floor() as usize, grid_y.floor() as usize); self.add_room_at_cell(cell); self.settings.add_tool = AddTool::None; } } AddTool::Corridor => { if response.drag_started() && let Some(pointer_pos) = response.interact_pointer_pos() && let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) { let cell = (grid_x.floor() as usize, grid_y.floor() as usize); self.add_corridor_drag = Some(AddCorridorDrag { start_cell: cell, current_cell: cell, }); } if response.dragged() && let Some(pointer_pos) = response.interact_pointer_pos() && let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) && let Some(drag) = &mut self.add_corridor_drag { drag.current_cell = (grid_x.floor() as usize, grid_y.floor() as usize); } if response.drag_stopped() { if let Some(drag) = self.add_corridor_drag.take() { self.add_corridor_between(drag.start_cell, drag.current_cell); } self.settings.add_tool = AddTool::None; } } AddTool::Door | AddTool::LockedDoor => { self.add_corridor_drag = None; if response.clicked() && let Some(pointer_pos) = response.interact_pointer_pos() { let locked = self.settings.add_tool == AddTool::LockedDoor; self.add_door_at_pointer(pointer_pos, geometry, locked); self.settings.add_tool = AddTool::None; } } AddTool::None => { self.add_corridor_drag = None; } } } // 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; } let Some(drag) = &self.add_corridor_drag else { return; }; let start = cell_center(geometry, drag.start_cell.0, drag.start_cell.1); let end = cell_center(geometry, drag.current_cell.0, drag.current_cell.1); let stroke = Stroke::new(2.0, Color32::WHITE); painter.circle_filled(start, 3.0, Color32::WHITE); 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); if cell.0 >= self.settings.cols || cell.1 >= self.settings.rows { return; } let max_w = self.settings.cols.saturating_sub(cell.0); let max_h = self.settings.rows.saturating_sub(cell.1); let width = width.min(max_w); let height = height.min(max_h); if width == 0 || height == 0 { return; } let new_room = layout::Room { x: cell.0, y: cell.1, width, height, }; if self .layout .rooms .iter() .any(|room| rooms_overlap(&new_room, room)) { return; } self.layout.rooms.push(new_room); 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; } let start_room = room_index_at_cell(&self.layout.rooms, start); let end_room = room_index_at_cell(&self.layout.rooms, end); let (Some(start_room), Some(end_room)) = (start_room, end_room) else { return; }; let blocked = blocked_room_cells(&self.layout.rooms, &[start_room, end_room]); let Some(path) = shortest_path_cells(start, end, self.settings.cols, self.settings.rows, &blocked) else { return; }; let next_id = self .layout .corridors .iter() .map(|c| c.id) .max() .unwrap_or(0) .wrapping_add(1); let width = self.settings.min_corridor_width.max(1); self.layout.corridors.push(layout::Corridor { id: next_id, start_room_id: start_room, end_room_id: end_room, path, width, }); 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; self.hover_corridor_idx = None; self.hover_door_idx = None; return; }; if let Some(edge) = self.door_edge_at_pointer(pointer_pos, geometry) { let target = normalized_edge(edge.0, edge.1); self.hover_door_idx = self.layout.doors.iter().position(|d| { door_edges_for(d, self.settings.cols, self.settings.rows) .iter() .any(|e| normalized_edge(e.0, e.1) == target) }); if self.hover_door_idx.is_some() { self.hover_room_idx = None; self.hover_corridor_idx = None; return; } } if let Some((room_idx, _, _)) = self.room_at_pointer(pointer_pos, geometry) { self.hover_room_idx = Some(room_idx); self.hover_corridor_idx = None; self.hover_door_idx = None; } else { self.hover_room_idx = None; if let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry) { self.hover_corridor_idx = Some(corridor_drag.corridor_index); self.hover_door_idx = None; } else { self.hover_corridor_idx = None; self.hover_door_idx = None; } } } // Handle right-click resizing of rooms and return whether resizing is active. fn handle_resize( &mut self, ctx: &egui::Context, response: &egui::Response, geometry: &GridGeometry, ) -> bool { if self.settings.add_tool != AddTool::None { return false; } if response.secondary_clicked() && self.resize_state.is_none() { if let Some(pointer_pos) = response.interact_pointer_pos() { if let Some((room_idx, _, _)) = self.room_at_pointer(pointer_pos, geometry) { if let Some(state) = self.start_resize(room_idx, pointer_pos, geometry) { self.resize_state = Some(state); return true; } } } } if let Some(state) = self.resize_state.clone() { if let Some(pointer_pos) = response.interact_pointer_pos() { if let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) { let cell = (grid_x.floor() as usize, grid_y.floor() as usize); self.resize_room(&state, cell); } } if ctx.input(|i| i.pointer.button_released(egui::PointerButton::Secondary)) { self.resize_state = None; } return true; } false } // Choose the nearest room corner and initialize resize state. fn start_resize( &self, room_idx: usize, pointer_pos: egui::Pos2, geometry: &GridGeometry, ) -> Option { let room = self.layout.rooms.get(room_idx)?; let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?; let px = grid_x.floor().max(0.0) as isize; let py = grid_y.floor().max(0.0) as isize; let corners = [ (ResizeCorner::TopLeft, (room.x as isize, room.y as isize)), ( ResizeCorner::TopRight, ((room.x + room.width - 1) as isize, room.y as isize), ), ( ResizeCorner::BottomLeft, (room.x as isize, (room.y + room.height - 1) as isize), ), ( ResizeCorner::BottomRight, ( (room.x + room.width - 1) as isize, (room.y + room.height - 1) as isize, ), ), ]; let mut best = corners[0]; let mut best_dist = isize::MAX; for corner in corners { let dx = corner.1.0 - px; let dy = corner.1.1 - py; let dist = dx * dx + dy * dy; if dist < best_dist { best = corner; best_dist = dist; } } let anchor_cell = match best.0 { ResizeCorner::TopLeft => (room.x + room.width - 1, room.y + room.height - 1), ResizeCorner::TopRight => (room.x, room.y + room.height - 1), ResizeCorner::BottomLeft => (room.x + room.width - 1, room.y), ResizeCorner::BottomRight => (room.x, room.y), }; Some(RoomResizeState { room_idx, anchor_cell, }) } // 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); let min_size = self.settings.min_room_size.max(1); let ax = state.anchor_cell.0 as isize; let ay = state.anchor_cell.1 as isize; let tx = target_cell.0.min(cols - 1) as isize; let ty = target_cell.1.min(rows - 1) as isize; let x0 = ax.min(tx); let x1 = ax.max(tx); let y0 = ay.min(ty); let y1 = ay.max(ty); let new_room = layout::Room { x: x0 as usize, y: y0 as usize, width: (x1 - x0 + 1) as usize, height: (y1 - y0 + 1) as usize, }; if new_room.width < min_size || new_room.height < min_size { return; } if new_room.x + new_room.width > cols || new_room.y + new_room.height > rows { return; } if self .layout .rooms .iter() .enumerate() .any(|(idx, room)| idx != state.room_idx && rooms_overlap(&new_room, room)) { return; } if let Some(room) = self.layout.rooms.get_mut(state.room_idx) { room.x = new_room.x; room.y = new_room.y; room.width = new_room.width; room.height = new_room.height; self.reroute_corridors_for_room(state.room_idx); self.refresh_doors(); } } // Draw dashed overlays for room resizing interactions. fn draw_resize_overlay(&self, painter: &egui::Painter, geometry: &GridGeometry) { let room_idx = self .resize_state .as_ref() .map(|s| s.room_idx) .or(self.hover_room_idx); let Some(room_idx) = room_idx else { return; }; let Some(room) = self.layout.rooms.get(room_idx) else { return; }; let color = Color32::from_gray(170); let stroke = Stroke::new(1.5, color); 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 tl = egui::pos2(left, top); let tr = egui::pos2(right, top); let br = egui::pos2(right, bottom); let bl = egui::pos2(left, bottom); draw_dashed_line(painter, tl, tr, stroke, 6.0, 6.0); draw_dashed_line(painter, tr, br, stroke, 6.0, 6.0); draw_dashed_line(painter, br, bl, stroke, 6.0, 6.0); draw_dashed_line(painter, bl, tl, stroke, 6.0, 6.0); let font = egui::FontId::proportional(12.0); let center_top = egui::pos2((left + right) * 0.5, top - 10.0); let center_left = egui::pos2(left - 12.0, (top + bottom) * 0.5); painter.text( center_top, egui::Align2::CENTER_CENTER, "<->", font.clone(), color, ); painter.text(center_left, egui::Align2::CENTER_CENTER, "^v", font, color); if self.resize_state.is_some() { draw_resize_handle(painter, tl, ResizeCorner::TopLeft, color); draw_resize_handle(painter, tr, ResizeCorner::TopRight, color); draw_resize_handle(painter, br, ResizeCorner::BottomRight, color); draw_resize_handle(painter, bl, ResizeCorner::BottomLeft, color); } } // 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; }; let Some(corridor) = self.layout.corridors.get(idx) else { return; }; let color = Color32::from_gray(170); let stroke = Stroke::new(2.0, color); for pair in corridor.path.windows(2) { let a = cell_center(geometry, pair[0].0, pair[0].1); let b = cell_center(geometry, pair[1].0, pair[1].1); draw_dashed_line(painter, a, b, stroke, 6.0, 6.0); } } // 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; }; let Some(door) = self.layout.doors.get(idx) else { return; }; let color = Color32::from_gray(200); let stroke = Stroke::new(2.0, color); draw_door_line( painter, geometry, door.from, door.to, door_render_width(door), stroke, DoorLineStyle::LongDash, ); } // 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); if let Some(idx) = self.layout.doors.iter().position(|d| { door_edges_for(d, self.settings.cols, self.settings.rows) .iter() .any(|e| normalized_edge(e.0, e.1) == target) }) { let edges = door_edges_for( &self.layout.doors[idx], self.settings.cols, self.settings.rows, ); let mut spawned = Vec::new(); for edge in edges { if normalized_edge(edge.0, edge.1) == target { continue; } if self .layout .doors .iter() .any(|d| normalized_edge(d.from, d.to) == normalized_edge(edge.0, edge.1)) { continue; } spawned.push(layout::Door { from: edge.0, to: edge.1, width: 1, span_width: false, locked: false, archway: true, }); } let door = &mut self.layout.doors[idx]; door.locked = false; door.archway = true; door.width = 1; door.span_width = false; self.layout.doors.extend(spawned); return; } } if let Some((room_idx, _, _)) = self.room_at_pointer(pointer_pos, geometry) { self.delete_room(room_idx); return; } if let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry) { if corridor_drag.corridor_index < self.layout.corridors.len() { self.layout.corridors.remove(corridor_drag.corridor_index); self.drag_state = None; self.refresh_doors(); } } } // 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; } self.layout.rooms.remove(room_idx); self.layout .corridors .retain(|c| c.start_room_id != room_idx && c.end_room_id != room_idx); for corridor in &mut self.layout.corridors { if corridor.start_room_id > room_idx { corridor.start_room_id -= 1; } if corridor.end_room_id > room_idx { corridor.end_room_id -= 1; } } self.drag_state = None; self.refresh_doors(); } // Add or update a door at the pointer edge. fn add_door_at_pointer( &mut self, pointer_pos: egui::Pos2, geometry: &GridGeometry, locked: bool, ) { let Some(edge) = self.door_edge_at_pointer(pointer_pos, geometry) else { return; }; let target = normalized_edge(edge.0, edge.1); if let Some(idx) = self.layout.doors.iter().position(|d| { door_edges_for(d, self.settings.cols, self.settings.rows) .iter() .any(|e| normalized_edge(e.0, e.1) == target) }) { let edges = door_edges_for( &self.layout.doors[idx], self.settings.cols, self.settings.rows, ); let mut spawned = Vec::new(); for edge in edges { if normalized_edge(edge.0, edge.1) == target { continue; } if self .layout .doors .iter() .any(|d| normalized_edge(d.from, d.to) == normalized_edge(edge.0, edge.1)) { continue; } spawned.push(layout::Door { from: edge.0, to: edge.1, width: 1, span_width: false, locked: false, archway: true, }); } let door = &mut self.layout.doors[idx]; door.locked = locked; door.archway = false; door.width = 1; door.span_width = false; self.layout.doors.extend(spawned); return; } let corridor_cells = corridor_cells(&self.layout, self.settings.cols, self.settings.rows); let a_in_room = room_index_at_cell(&self.layout.rooms, edge.0).is_some(); let b_in_room = room_index_at_cell(&self.layout.rooms, edge.1).is_some(); let a_in_corridor = corridor_cells.contains(&edge.0); let b_in_corridor = corridor_cells.contains(&edge.1); if !(a_in_room ^ b_in_room) { return; } if !(a_in_corridor ^ b_in_corridor) { return; } self.layout.doors.push(layout::Door { from: edge.0, to: edge.1, width: 1, span_width: false, locked, archway: false, }); } // Find the nearest cell edge under the pointer for door placement. fn door_edge_at_pointer( &self, pointer_pos: egui::Pos2, geometry: &GridGeometry, ) -> Option<((usize, usize), (usize, usize))> { let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?; let cell_x = grid_x.floor() as isize; let cell_y = grid_y.floor() as isize; if cell_x < 0 || cell_y < 0 || cell_x >= self.settings.cols as isize || cell_y >= self.settings.rows as isize { return None; } let fx = grid_x - grid_x.floor(); let fy = grid_y - grid_y.floor(); let left = fx; let right = 1.0 - fx; let top = fy; let bottom = 1.0 - fy; let mut candidates = [ (left, (cell_x - 1, cell_y), (cell_x, cell_y)), (right, (cell_x + 1, cell_y), (cell_x, cell_y)), (top, (cell_x, cell_y - 1), (cell_x, cell_y)), (bottom, (cell_x, cell_y + 1), (cell_x, cell_y)), ]; candidates.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap()); let (dist, a, b) = candidates[0]; if dist > 0.2 { return None; } let (ax, ay) = a; let (bx, by) = b; if ax < 0 || ay < 0 || bx < 0 || by < 0 || ax >= self.settings.cols as isize || bx >= self.settings.cols as isize || ay >= self.settings.rows as isize || by >= self.settings.rows as isize { return None; } Some(((ax as usize, ay as usize), (bx as usize, by as usize))) } } #[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)] struct AddCorridorDrag { start_cell: (usize, usize), current_cell: (usize, usize), } #[derive(Debug, Clone, Copy)] enum ResizeCorner { TopLeft, TopRight, BottomLeft, BottomRight, } #[derive(Debug, Clone)] struct RoomResizeState { room_idx: usize, anchor_cell: (usize, usize), } #[derive(Debug, Clone)] enum DragState { Room(RoomDragState), Corridor(CorridorDragState), } struct GridGeometry { rect: egui::Rect, cell_size: f32, cols: usize, 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); 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, } } // Render rooms, corridors, walls, and doors in the main canvas. 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(220, 70, 70) } else { Color32::from_rgb(80, 200, 120) }; 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_render_width(door), Stroke::new(door_width_px, color), style, ); } } // 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; egui::Rect::from_min_size( egui::pos2(left, top), egui::vec2(geometry.cell_size, geometry.cell_size), ) } // Draw a rectangular wall segment between two points. 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); } } // 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))> { 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 } // 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 { 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 } // Find the index of the room containing a specific cell. fn room_index_at_cell(rooms: &[layout::Room], cell: (usize, usize)) -> Option { rooms.iter().position(|room| { cell.0 >= room.x && cell.0 < room.x + room.width && cell.1 >= room.y && cell.1 < room.y + room.height }) } // 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; let b_right = b.x + b.width; let b_bottom = b.y + b.height; 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, which: ResizeCorner, color: Color32, ) { let size = 10.0; let half = size * 0.5; let rect = egui::Rect::from_center_size(corner, egui::vec2(size, size)); painter.rect_filled(rect, 2.0, Color32::from_gray(30)); painter.rect_stroke(rect, 2.0, Stroke::new(1.0, color), egui::StrokeKind::Middle); let center = corner; let stroke = Stroke::new(1.0, color); match which { ResizeCorner::TopLeft => { painter.line_segment( [center, egui::pos2(center.x - half + 2.0, center.y)], stroke, ); painter.line_segment( [center, egui::pos2(center.x, center.y - half + 2.0)], stroke, ); } ResizeCorner::TopRight => { painter.line_segment( [center, egui::pos2(center.x + half - 2.0, center.y)], stroke, ); painter.line_segment( [center, egui::pos2(center.x, center.y - half + 2.0)], stroke, ); } ResizeCorner::BottomLeft => { painter.line_segment( [center, egui::pos2(center.x - half + 2.0, center.y)], stroke, ); painter.line_segment( [center, egui::pos2(center.x, center.y + half - 2.0)], stroke, ); } ResizeCorner::BottomRight => { painter.line_segment( [center, egui::pos2(center.x + half - 2.0, center.y)], stroke, ); painter.line_segment( [center, egui::pos2(center.x, center.y + half - 2.0)], stroke, ); } } } // Expand a door into all grid edges it spans based on width. 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_render_width(door).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 } // Determine the rendered door width in cells. fn door_render_width(door: &layout::Door) -> usize { if door.span_width { door.width.max(1) } else { 1 } } // 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; } 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)) } // Recompute a path that must pass through a target cell. fn reroute_path_through_cell( original_path: &[(usize, usize)], original_cell: (usize, usize), target_cell: (usize, usize), cols: usize, rows: usize, blocked_room_cells_set: &HashSet<(usize, usize)>, ) -> Option> { let (&start, &end) = (original_path.first()?, original_path.last()?); if start == end { return None; } let mut blocked = blocked_room_cells_set.clone(); 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) } // 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() { if let Some(pos) = out.iter().position(|&c| c == cell) { out.truncate(pos + 1); } else { out.push(cell); } } *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, room_hallway_percent: settings.room_hallway_door_percent, locked_percent: settings.locked_door_percent, allow_middle_corridor_doors: settings.allow_middle_corridor_doors, } } // Draw a door line segment with a selected style. 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, } // Draw a line with solid, dashed, or dotted styling. 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), } } // Draw a dashed line between two points. 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; } } // 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; 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; } } // 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, geometry.rect.top() + (row as f32 + 0.5) * geometry.cell_size, ) } // Draw a crosshatch pattern inside a room for colorblind mode. 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); } } } // 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()); 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, } // 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()); 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); }