Refactor main.rs into focused modules: render, editor, glyph_picker

Splits the flat 432-line main.rs into four modules so each file has one
clear job: render.rs owns layout constants and drawing primitives,
editor.rs owns EditorTab/EditorState and the side panel, glyph_picker.rs
owns the floating picker dialog with a decoupled (open, glyph) interface,
and main.rs is reduced to AppMode, App, and the frame loop (~150 lines).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-17 19:09:16 -05:00
parent 60b04e6ef3
commit 03d6337f04
4 changed files with 344 additions and 297 deletions
+117
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@@ -0,0 +1,117 @@
use eframe::egui;
use egui::{Align2, FontId, Sense, vec2};
use crate::game::{Archetype, Board, Glyph, ALL_ARCHETYPES};
use crate::render::{CELL_H, CELL_W, PALETTE_PANEL_W};
/// Which tab is active in the editor side panel.
#[derive(Copy, Clone, PartialEq, Eq)]
pub(crate) enum EditorTab {
/// Archetype + glyph palette for painting cells.
Palette,
/// Board-level properties (placeholder).
Board,
/// World-level properties (placeholder).
World,
}
/// Transient editor state. Only meaningful when the app is in Edit mode.
pub(crate) struct EditorState {
/// The archetype that will be stamped when the user clicks a cell.
pub(crate) selected: Archetype,
/// The glyph (character + colors) to stamp. Independent of the archetype's default.
pub(crate) glyph: Glyph,
/// Whether the glyph picker dialog is currently open.
pub(crate) glyph_picker_open: bool,
/// Which side-panel tab is currently shown.
pub(crate) tab: EditorTab,
}
impl EditorState {
/// Creates editor state with `Wall` selected and the picker closed.
pub(crate) fn new() -> Self {
Self {
selected: Archetype::Wall,
glyph: Archetype::Wall.default_glyph(),
glyph_picker_open: false,
tab: EditorTab::Palette,
}
}
}
/// Renders the editor side panel (must be called before `CentralPanel`).
///
/// Shows tab bar (Palette / Board / World) and, on the Palette tab, the
/// scrollable archetype list and current-glyph preview button.
pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState, _board: &Board) {
egui::SidePanel::right("palette_panel")
.resizable(true)
.default_width(PALETTE_PANEL_W)
.show(ctx, |ui| {
// Tab bar
ui.horizontal(|ui| {
ui.selectable_value(&mut editor.tab, EditorTab::Palette, "Palette");
ui.selectable_value(&mut editor.tab, EditorTab::Board, "Board");
ui.selectable_value(&mut editor.tab, EditorTab::World, "World");
});
ui.separator();
match editor.tab {
EditorTab::Palette => {
ui.label("Element");
// Scrollable archetype list; shows at most 5 rows before scrolling.
let row_h = CELL_H + ui.spacing().item_spacing.y;
egui::ScrollArea::vertical()
.max_height(row_h * 5.0)
.id_salt("arch_list")
.show(ui, |ui| {
for &archetype in ALL_ARCHETYPES {
let is_selected = editor.selected == archetype;
let glyph = archetype.default_glyph();
ui.horizontal(|ui| {
let (r, cell_resp) = ui.allocate_exact_size(
vec2(CELL_W, CELL_H), Sense::click());
{
let p = ui.painter();
p.rect_filled(r, 0.0, glyph.bg);
p.text(r.center(), Align2::CENTER_CENTER,
glyph.ch, FontId::monospace(CELL_H), glyph.fg);
}
let label_resp =
ui.selectable_label(is_selected, archetype.name());
if cell_resp.clicked() || label_resp.clicked() {
editor.selected = archetype;
editor.glyph = archetype.default_glyph();
}
});
}
});
ui.separator();
ui.label("Glyph");
// Paint a preview cell showing the current glyph, sized like a board cell.
let (cell_rect, glyph_btn) =
ui.allocate_exact_size(vec2(CELL_W, CELL_H), Sense::click());
{
let p = ui.painter();
p.rect_filled(cell_rect, 0.0, editor.glyph.bg);
p.text(
cell_rect.center(),
Align2::CENTER_CENTER,
editor.glyph.ch,
FontId::monospace(CELL_H),
editor.glyph.fg,
);
}
if glyph_btn.clicked() {
editor.glyph_picker_open = true;
}
}
EditorTab::Board => {}
EditorTab::World => {}
}
});
}
+111
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@@ -0,0 +1,111 @@
use eframe::egui;
use egui::{Align2, Color32, FontId, Rect, Sense, Stroke, vec2};
use crate::game::{Archetype, Glyph};
use crate::render::{CELL_H, CELL_W, pos_to_cell};
/// Renders the floating glyph-picker dialog and updates `glyph` in place.
///
/// Shows three sections: board palette (unique glyphs on the current board),
/// FG/BG color pickers, and a 16×6 printable-ASCII character grid.
/// Closes when the window's X button is clicked, writing `false` to `open`.
pub(crate) fn show(
ctx: &egui::Context,
open: &mut bool,
glyph: &mut Glyph,
board_cells: &[(Glyph, Archetype)],
) {
// Collect unique glyphs from the board before the window closure borrows
// `glyph` mutably, to avoid a borrow conflict with `board_cells`.
let board_glyphs: Vec<Glyph> = {
let mut seen: Vec<Glyph> = Vec::new();
for (g, _) in board_cells {
if !seen.contains(g) {
seen.push(*g);
}
}
seen
};
egui::Window::new("Glyph")
.collapsible(false)
.resizable(false)
.open(open)
.show(ctx, |ui| {
// ----- Board palette -----
ui.label("Board palette");
ui.horizontal_wrapped(|ui| {
for &g in &board_glyphs {
let (r, resp) =
ui.allocate_exact_size(vec2(CELL_W, CELL_H), Sense::click());
{
let p = ui.painter();
p.rect_filled(r, 0.0, g.bg);
p.text(r.center(), Align2::CENTER_CENTER, g.ch,
FontId::monospace(CELL_H), g.fg);
if g == *glyph {
p.rect_stroke(r, 0.0, Stroke::new(1.0, Color32::WHITE),
egui::epaint::StrokeKind::Middle);
}
}
if resp.clicked() {
*glyph = g;
}
}
});
ui.separator();
// ----- Colors -----
ui.label("Colors");
ui.horizontal(|ui| {
ui.label("FG");
egui::color_picker::color_edit_button_srgba(
ui, &mut glyph.fg, egui::color_picker::Alpha::Opaque);
ui.label("BG");
egui::color_picker::color_edit_button_srgba(
ui, &mut glyph.bg, egui::color_picker::Alpha::Opaque);
});
ui.separator();
// ----- Character grid -----
// 16 columns × 6 rows covering printable ASCII 0x200x7E.
ui.label("Character");
const CHAR_COLS: usize = 16;
let chars: Vec<char> =
(0x20u32..=0x7eu32).filter_map(char::from_u32).collect();
let rows = chars.len().div_ceil(CHAR_COLS);
let grid_size = vec2(CHAR_COLS as f32 * CELL_W, rows as f32 * CELL_H);
let (grid_rect, grid_resp) =
ui.allocate_exact_size(grid_size, Sense::click());
let fg = glyph.fg;
let bg = glyph.bg;
let cur_ch = glyph.ch;
{
let p = ui.painter();
for (i, &ch) in chars.iter().enumerate() {
let col = i % CHAR_COLS;
let row = i / CHAR_COLS;
let tl = grid_rect.min
+ vec2(col as f32 * CELL_W, row as f32 * CELL_H);
let cell = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
p.rect_filled(cell, 0.0, bg);
p.text(cell.center(), Align2::CENTER_CENTER, ch,
FontId::monospace(CELL_H), fg);
if ch == cur_ch {
p.rect_stroke(cell, 0.0, Stroke::new(1.0, Color32::WHITE),
egui::epaint::StrokeKind::Middle);
}
}
}
if grid_resp.clicked()
&& let Some(pos) = grid_resp.interact_pointer_pos() {
let (col, row) = pos_to_cell(grid_rect.min, pos);
let idx = row as usize * CHAR_COLS + col as usize;
if let Some(&ch) = chars.get(idx) {
glyph.ch = ch;
}
}
});
}
+20 -297
View File
@@ -1,29 +1,18 @@
use eframe::egui;
use egui::{Align2, Color32, FontId, Key, Pos2, Rect, Sense, Stroke, vec2};
use egui::{Key, Sense, vec2};
mod editor;
mod game;
mod glyph_picker;
mod map_file;
use game::{Archetype, GameState, Glyph, ALL_ARCHETYPES};
mod render;
/// Width of one board cell in pixels.
const CELL_W: f32 = 14.0;
/// Height of one board cell in pixels.
const CELL_H: f32 = 20.0;
/// Approximate height of the egui menu bar in pixels, used for window sizing.
const MENU_H: f32 = 24.0;
/// Default inner margin that egui's CentralPanel adds on all sides, in pixels.
const PANEL_MARGIN: f32 = 8.0;
/// Default width of the editor side panel in pixels. The panel is resizable.
const PALETTE_PANEL_W: f32 = 200.0;
/// Default window width in pixels. Independent of map size.
const DEFAULT_WINDOW_W: f32 = 840.0;
/// Default window height in pixels. Independent of map size.
const DEFAULT_WINDOW_H: f32 = 524.0;
/// Minimum window width: enough room for 10 cells plus margins.
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.
const MIN_WINDOW_H: f32 = CELL_H * 5.0 + MENU_H + 2.0 * PANEL_MARGIN;
use editor::{EditorState, show_editor_panel};
use game::GameState;
use render::{
DEFAULT_WINDOW_H, DEFAULT_WINDOW_W, MIN_WINDOW_H, MIN_WINDOW_W,
board_origin, draw_board, pos_to_cell, CELL_H, CELL_W,
};
/// Whether the application is in play mode or edit mode.
///
@@ -38,40 +27,6 @@ enum AppMode {
Edit,
}
/// Which tab is active in the editor side panel.
#[derive(Copy, Clone, PartialEq, Eq)]
enum EditorTab {
/// Archetype + glyph palette for painting cells.
Palette,
/// Board-level properties (placeholder).
Board,
/// World-level properties (placeholder).
World,
}
/// Transient editor state. Only meaningful when [`AppMode::Edit`] is active.
struct EditorState {
/// The archetype that will be stamped when the user clicks a cell.
selected: Archetype,
/// The glyph (character + colors) to stamp. Independent of the archetype's default.
glyph: Glyph,
/// Whether the glyph picker dialog is currently open.
glyph_picker_open: bool,
/// Which side-panel tab is currently shown.
tab: EditorTab,
}
impl EditorState {
fn new() -> Self {
Self {
selected: Archetype::Wall,
glyph: Archetype::Wall.default_glyph(),
glyph_picker_open: false,
tab: EditorTab::Palette,
}
}
}
fn main() -> eframe::Result<()> {
let board = map_file::load("maps/start.toml").expect("failed to load maps/start.toml");
@@ -99,6 +54,7 @@ struct App {
}
impl App {
/// Creates the app with the given board, starting in Play mode.
fn new(board: game::Board) -> Self {
Self {
state: GameState::new(board),
@@ -139,75 +95,7 @@ impl eframe::App for App {
// --- Editor side panel ---
// Must be declared before CentralPanel so egui allocates its space first.
if self.mode == AppMode::Edit {
egui::SidePanel::right("palette_panel")
.resizable(true)
.default_width(PALETTE_PANEL_W)
.show(ctx, |ui| {
// Tab bar
ui.horizontal(|ui| {
ui.selectable_value(&mut self.editor.tab, EditorTab::Palette, "Palette");
ui.selectable_value(&mut self.editor.tab, EditorTab::Board, "Board");
ui.selectable_value(&mut self.editor.tab, EditorTab::World, "World");
});
ui.separator();
match self.editor.tab {
EditorTab::Palette => {
ui.label("Element");
// Scrollable archetype list; shows at most 5 rows before scrolling.
let row_h = CELL_H + ui.spacing().item_spacing.y;
egui::ScrollArea::vertical()
.max_height(row_h * 5.0)
.id_salt("arch_list")
.show(ui, |ui| {
for &archetype in ALL_ARCHETYPES {
let is_selected = self.editor.selected == archetype;
let glyph = archetype.default_glyph();
ui.horizontal(|ui| {
let (r, cell_resp) = ui.allocate_exact_size(
vec2(CELL_W, CELL_H), Sense::click());
{
let p = ui.painter();
p.rect_filled(r, 0.0, glyph.bg);
p.text(r.center(), Align2::CENTER_CENTER,
glyph.ch, FontId::monospace(CELL_H), glyph.fg);
}
let label_resp =
ui.selectable_label(is_selected, archetype.name());
if cell_resp.clicked() || label_resp.clicked() {
self.editor.selected = archetype;
self.editor.glyph = archetype.default_glyph();
}
});
}
});
ui.separator();
ui.label("Glyph");
// Paint a preview cell showing the current glyph, sized like a board cell.
let (cell_rect, glyph_btn) =
ui.allocate_exact_size(vec2(CELL_W, CELL_H), Sense::click());
{
let p = ui.painter();
p.rect_filled(cell_rect, 0.0, self.editor.glyph.bg);
p.text(
cell_rect.center(),
Align2::CENTER_CENTER,
self.editor.glyph.ch,
FontId::monospace(CELL_H),
self.editor.glyph.fg,
);
}
if glyph_btn.clicked() {
self.editor.glyph_picker_open = true;
}
}
EditorTab::Board => {}
EditorTab::World => {}
}
});
show_editor_panel(ctx, &mut self.editor, &self.state.board);
}
// --- Board rendering ---
@@ -224,8 +112,8 @@ impl eframe::App for App {
egui::ScrollArea::new([true, true]).show(ui, |ui| {
let (rect, response) = ui.allocate_exact_size(board_px, Sense::click());
draw_board(ui.painter(), rect.min, &self.state.board);
if response.clicked() {
if let Some(pos) = response.interact_pointer_pos() {
if response.clicked()
&& let Some(pos) = response.interact_pointer_pos() {
let (cx, cy) = pos_to_cell(rect.min, pos);
// floor() keeps out-of-bounds negatives negative; caught here.
if cx >= 0 && cy >= 0 {
@@ -238,7 +126,6 @@ impl eframe::App for App {
}
}
}
}
});
} else {
// Play mode: player-centered viewport, no scroll bars.
@@ -252,104 +139,12 @@ impl eframe::App for App {
// --- Glyph picker dialog ---
// Rendered after all panels so it floats on top.
if self.editor.glyph_picker_open {
// Collect unique glyphs from the board before the window closure
// borrows self mutably, to avoid a conflict with self.state.board.
let board_glyphs: Vec<Glyph> = {
let mut seen: Vec<Glyph> = Vec::new();
for (glyph, _) in &self.state.board.cells {
if !seen.contains(glyph) {
seen.push(*glyph);
}
}
seen
};
// Use a local bool so the window's close button can write to it
// without conflicting with the closure's mutable borrow of self.
let mut picker_open = true;
egui::Window::new("Glyph")
.collapsible(false)
.resizable(false)
.open(&mut picker_open)
.show(ctx, |ui| {
// ----- Board palette -----
ui.label("Board palette");
ui.horizontal_wrapped(|ui| {
for &g in &board_glyphs {
let (r, resp) =
ui.allocate_exact_size(vec2(CELL_W, CELL_H), Sense::click());
{
let p = ui.painter();
p.rect_filled(r, 0.0, g.bg);
p.text(r.center(), Align2::CENTER_CENTER, g.ch,
FontId::monospace(CELL_H), g.fg);
if g == self.editor.glyph {
p.rect_stroke(r, 0.0, Stroke::new(1.0, Color32::WHITE),
egui::epaint::StrokeKind::Middle);
}
}
if resp.clicked() {
self.editor.glyph = g;
}
}
});
ui.separator();
// ----- Colors -----
ui.label("Colors");
ui.horizontal(|ui| {
ui.label("FG");
egui::color_picker::color_edit_button_srgba(
ui, &mut self.editor.glyph.fg, egui::color_picker::Alpha::Opaque);
ui.label("BG");
egui::color_picker::color_edit_button_srgba(
ui, &mut self.editor.glyph.bg, egui::color_picker::Alpha::Opaque);
});
ui.separator();
// ----- Character grid -----
// 16 columns × 6 rows covering printable ASCII 0x200x7E.
ui.label("Character");
const CHAR_COLS: usize = 16;
let chars: Vec<char> =
(0x20u32..=0x7eu32).filter_map(char::from_u32).collect();
let rows = (chars.len() + CHAR_COLS - 1) / CHAR_COLS;
let grid_size = vec2(CHAR_COLS as f32 * CELL_W, rows as f32 * CELL_H);
let (grid_rect, grid_resp) =
ui.allocate_exact_size(grid_size, Sense::click());
let fg = self.editor.glyph.fg;
let bg = self.editor.glyph.bg;
let cur_ch = self.editor.glyph.ch;
{
let p = ui.painter();
for (i, &ch) in chars.iter().enumerate() {
let col = i % CHAR_COLS;
let row = i / CHAR_COLS;
let tl = grid_rect.min
+ vec2(col as f32 * CELL_W, row as f32 * CELL_H);
let cell = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
p.rect_filled(cell, 0.0, bg);
p.text(cell.center(), Align2::CENTER_CENTER, ch,
FontId::monospace(CELL_H), fg);
if ch == cur_ch {
p.rect_stroke(cell, 0.0, Stroke::new(1.0, Color32::WHITE),
egui::epaint::StrokeKind::Middle);
}
}
}
if grid_resp.clicked() {
if let Some(pos) = grid_resp.interact_pointer_pos() {
let (col, row) = pos_to_cell(grid_rect.min, pos);
let idx = row as usize * CHAR_COLS + col as usize;
if let Some(&ch) = chars.get(idx) {
self.editor.glyph.ch = ch;
}
}
}
});
self.editor.glyph_picker_open = picker_open;
glyph_picker::show(
ctx,
&mut self.editor.glyph_picker_open,
&mut self.editor.glyph,
&self.state.board.cells,
);
}
// egui repaints automatically on input events, so no explicit
@@ -357,75 +152,3 @@ impl eframe::App for App {
// Add it back (or call it from game logic) when continuous animation is needed.
}
}
/// Draws a single cell at grid position `(x, y)` using the given glyph.
///
/// Each cell is rendered as two layers:
/// 1. A filled rectangle in `glyph.bg` covering the full cell area.
/// 2. A monospace character (`glyph.ch`) in `glyph.fg`, centered in the cell.
///
/// `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`].
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));
let center = rect.center();
painter.rect_filled(rect, 0.0, glyph.bg);
painter.text(center, Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
}
/// Draws all board cells then the player overlay at `origin`.
fn draw_board(painter: &egui::Painter, origin: Pos2, board: &game::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.
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.
fn board_origin(available: Rect, board_w: usize, board_h: usize, player: game::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)
}
+96
View File
@@ -0,0 +1,96 @@
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;
/// Draws a single cell at grid position `(x, y)` using the given glyph.
///
/// Each cell is rendered as two layers:
/// 1. A filled rectangle in `glyph.bg` covering the full cell area.
/// 2. A monospace character (`glyph.ch`) in `glyph.fg`, centered in the cell.
///
/// `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));
let center = rect.center();
painter.rect_filled(rect, 0.0, glyph.bg);
painter.text(center, Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
}
/// 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)
}