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kiln/src/render.rs
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2026-05-17 19:26:57 -05:00
// Layout constants — which value controls which part of the window:
//
// One board cell:
//
// ◄── CELL_W (14 px) ──►
// ╔════════════════════╗ ▲
// ║ @ ║ │ CELL_H (20 px)
// ╚════════════════════╝ ▼
//
// Full window (Edit mode shown; side panel absent in Play mode):
//
// ◄────────────────── DEFAULT_WINDOW_W (840 px) ───────────────────►
// ┌────────────────────────────────────────────────────────────────┐ ▲
// │ File │ Play Edit │ │ MENU_H (24 px)
// ├────────────────────────────────────────────────┬───────────────┤ ▼
// │ PANEL_MARGIN (8 px) on all sides │ PALETTE_ │ ▲
// │ ┌──────────────────────────────────────────┐ │ PANEL_W │ │
// │ │ │ │ (200 px) │ │ DEFAULT_
// │ │ board cells (CELL_W × CELL_H each) │ │ Edit mode │ │ WINDOW_H
// │ │ │ │ only │ │ (524 px)
// │ └──────────────────────────────────────────┘ │ │ │
// │ │ │ ▼
// └────────────────────────────────────────────────┴───────────────┘
//
// MIN_WINDOW_W and MIN_WINDOW_H are derived: 10 cells wide / 5 cells tall plus margins.
use eframe::egui;
use egui::{Align2, FontId, Pos2, Rect, vec2};
use crate::game::{Board, Glyph, Player};
/// Width of one board cell in pixels.
pub(crate) const CELL_W: f32 = 14.0;
/// Height of one board cell in pixels.
pub(crate) const CELL_H: f32 = 20.0;
/// Approximate height of the egui menu bar in pixels, used for window sizing.
pub(crate) const MENU_H: f32 = 24.0;
/// Default inner margin that egui's CentralPanel adds on all sides, in pixels.
pub(crate) const PANEL_MARGIN: f32 = 8.0;
/// Default width of the editor side panel in pixels. The panel is resizable.
pub(crate) const PALETTE_PANEL_W: f32 = 200.0;
/// Default window width in pixels. Independent of map size.
pub(crate) const DEFAULT_WINDOW_W: f32 = 840.0;
/// Default window height in pixels. Independent of map size.
pub(crate) const DEFAULT_WINDOW_H: f32 = 524.0;
/// Minimum window width: enough room for 10 cells plus margins.
pub(crate) const MIN_WINDOW_W: f32 = CELL_W * 10.0 + 2.0 * PANEL_MARGIN;
/// Minimum window height: enough room for 5 cells plus menu and margins.
pub(crate) const MIN_WINDOW_H: f32 = CELL_H * 5.0 + MENU_H + 2.0 * PANEL_MARGIN;
/// Paints a glyph into an already-allocated `rect`.
///
/// Unlike [`draw_glyph`], this does not compute the rect from grid coordinates —
/// the caller owns the rect (typically from [`egui::Ui::allocate_exact_size`])
/// and handles interaction. Use this when you need the click [`egui::Response`].
pub(crate) fn paint_glyph(painter: &egui::Painter, rect: Rect, glyph: &Glyph) {
painter.rect_filled(rect, 0.0, glyph.bg);
painter.text(rect.center(), Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
}
/// Draws a single cell at grid position `(x, y)` using the given glyph.
///
/// `origin` is the pixel position of cell `(0, 0)` — the top-left corner of
/// the board within the panel. Cell positions are computed from `origin` using
/// [`CELL_W`] and [`CELL_H`].
pub(crate) fn draw_glyph(painter: &egui::Painter, origin: Pos2, x: usize, y: usize, glyph: &Glyph) {
let tl = origin + vec2(x as f32 * CELL_W, y as f32 * CELL_H);
let rect = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
paint_glyph(painter, rect, glyph);
}
/// Draws all board cells then the player overlay at `origin`.
pub(crate) fn draw_board(painter: &egui::Painter, origin: Pos2, board: &Board) {
for y in 0..board.height {
for x in 0..board.width {
let (glyph, _) = board.get(x, y);
draw_glyph(painter, origin, x, y, glyph);
}
}
// The player is not a board cell; it is rendered on top as an overlay.
// This separate draw will be removed once the player becomes a scripted object.
let player_glyph = Glyph::player();
draw_glyph(painter, origin, board.player.x as usize, board.player.y as usize, &player_glyph);
}
/// Converts a pixel position to cell coordinates relative to `origin`.
///
/// Uses floor so positions above or left of `origin` produce negative values —
/// callers must guard `>= 0` before treating the result as a valid cell index.
pub(crate) fn pos_to_cell(origin: Pos2, pos: Pos2) -> (i32, i32) {
let rel = pos - origin;
((rel.x / CELL_W).floor() as i32, (rel.y / CELL_H).floor() as i32)
}
/// Computes the pixel position of board cell (0, 0) within `available`.
///
/// If the board fits along an axis, it is centered. If it overflows, the
/// viewport is centered on the player and clamped so no empty space appears
/// at the board edges.
pub(crate) fn board_origin(available: Rect, board_w: usize, board_h: usize, player: Player) -> Pos2 {
let board_px_w = board_w as f32 * CELL_W;
let board_px_h = board_h as f32 * CELL_H;
let origin_x = if board_px_w <= available.width() {
// Board fits: center it horizontally.
available.min.x + (available.width() - board_px_w) / 2.0
} else {
// Board overflows: keep player at viewport center, clamp to board edges.
let player_px_x = player.x as f32 * CELL_W + CELL_W / 2.0;
(available.center().x - player_px_x)
.max(available.max.x - board_px_w) // right edge must reach viewport right
.min(available.min.x) // left edge must reach viewport left
};
let origin_y = if board_px_h <= available.height() {
available.min.y + (available.height() - board_px_h) / 2.0
} else {
let player_px_y = player.y as f32 * CELL_H + CELL_H / 2.0;
(available.center().y - player_px_y)
.max(available.max.y - board_px_h)
.min(available.min.y)
};
Pos2::new(origin_x, origin_y)
}