Simplify: extract paint_glyph, drop unused param and redundant comments
- Add paint_glyph(painter, rect, glyph) to render.rs; draw_glyph now delegates to it, eliminating the duplicated rect_filled+text pattern that appeared in four places across editor.rs and glyph_picker.rs - Remove unused _board param from show_editor_panel and its call site - Drop redundant section-header comments in glyph_picker.rs (the ui.label() calls immediately below already name each section) - Remove extracted fg/bg/cur_ch locals in the char grid loop now that paint_glyph accepts a Glyph directly - Fix CLAUDE.md update phase description (stale from pre-refactor) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -38,8 +38,9 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
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`update` is structured in phases:
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- Input handling — arrow keys move the player (Play mode only)
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- `egui::TopBottomPanel::top` — menu bar (File → Exit, Play/Edit mode toggle)
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- `egui::SidePanel::right` — archetype palette panel (Edit mode only; declared before CentralPanel)
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- `egui::CentralPanel::default` — game viewport; rendered with `ui.painter()`; click-to-paint in Edit mode
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- `editor::show_editor_panel` — archetype palette panel (Edit mode only; declared before CentralPanel)
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- `egui::CentralPanel::default` — game viewport; rendered with `render::draw_board`; click-to-paint in Edit mode
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- `glyph_picker::show` — floating picker dialog (Edit mode only, when open)
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### Modules
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+6
-22
@@ -1,8 +1,8 @@
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use eframe::egui;
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use egui::{Align2, FontId, Sense, vec2};
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use egui::{Sense, vec2};
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use crate::game::{Archetype, Board, Glyph, ALL_ARCHETYPES};
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use crate::render::{CELL_H, CELL_W, PALETTE_PANEL_W};
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use crate::game::{Archetype, Glyph, ALL_ARCHETYPES};
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use crate::render::{CELL_H, CELL_W, PALETTE_PANEL_W, paint_glyph};
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/// Which tab is active in the editor side panel.
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#[derive(Copy, Clone, PartialEq, Eq)]
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@@ -43,12 +43,11 @@ impl EditorState {
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///
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/// Shows tab bar (Palette / Board / World) and, on the Palette tab, the
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/// scrollable archetype list and current-glyph preview button.
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pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState, _board: &Board) {
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pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState) {
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egui::SidePanel::right("palette_panel")
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.resizable(true)
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.default_width(PALETTE_PANEL_W)
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.show(ctx, |ui| {
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// Tab bar
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ui.horizontal(|ui| {
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ui.selectable_value(&mut editor.tab, EditorTab::Palette, "Palette");
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ui.selectable_value(&mut editor.tab, EditorTab::Board, "Board");
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@@ -72,12 +71,7 @@ pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState, _
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ui.horizontal(|ui| {
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let (r, cell_resp) = ui.allocate_exact_size(
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vec2(CELL_W, CELL_H), Sense::click());
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{
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let p = ui.painter();
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p.rect_filled(r, 0.0, glyph.bg);
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p.text(r.center(), Align2::CENTER_CENTER,
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glyph.ch, FontId::monospace(CELL_H), glyph.fg);
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}
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paint_glyph(ui.painter(), r, &glyph);
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let label_resp =
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ui.selectable_label(is_selected, archetype.name());
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if cell_resp.clicked() || label_resp.clicked() {
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@@ -94,17 +88,7 @@ pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState, _
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// Paint a preview cell showing the current glyph, sized like a board cell.
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let (cell_rect, glyph_btn) =
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ui.allocate_exact_size(vec2(CELL_W, CELL_H), Sense::click());
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{
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let p = ui.painter();
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p.rect_filled(cell_rect, 0.0, editor.glyph.bg);
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p.text(
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cell_rect.center(),
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Align2::CENTER_CENTER,
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editor.glyph.ch,
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FontId::monospace(CELL_H),
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editor.glyph.fg,
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);
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}
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paint_glyph(ui.painter(), cell_rect, &editor.glyph);
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if glyph_btn.clicked() {
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editor.glyph_picker_open = true;
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}
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+5
-17
@@ -1,8 +1,8 @@
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use eframe::egui;
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use egui::{Align2, Color32, FontId, Rect, Sense, Stroke, vec2};
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use egui::{Color32, Rect, Sense, Stroke, vec2};
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use crate::game::{Archetype, Glyph};
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use crate::render::{CELL_H, CELL_W, pos_to_cell};
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use crate::render::{CELL_H, CELL_W, paint_glyph, pos_to_cell};
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/// Renders the floating glyph-picker dialog and updates `glyph` in place.
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///
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@@ -32,22 +32,17 @@ pub(crate) fn show(
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.resizable(false)
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.open(open)
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.show(ctx, |ui| {
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// ----- Board palette -----
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ui.label("Board palette");
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ui.horizontal_wrapped(|ui| {
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for &g in &board_glyphs {
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let (r, resp) =
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ui.allocate_exact_size(vec2(CELL_W, CELL_H), Sense::click());
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{
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let p = ui.painter();
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p.rect_filled(r, 0.0, g.bg);
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p.text(r.center(), Align2::CENTER_CENTER, g.ch,
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FontId::monospace(CELL_H), g.fg);
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paint_glyph(p, r, &g);
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if g == *glyph {
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p.rect_stroke(r, 0.0, Stroke::new(1.0, Color32::WHITE),
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egui::epaint::StrokeKind::Middle);
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}
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}
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if resp.clicked() {
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*glyph = g;
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}
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@@ -56,7 +51,6 @@ pub(crate) fn show(
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ui.separator();
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// ----- Colors -----
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ui.label("Colors");
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ui.horizontal(|ui| {
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ui.label("FG");
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@@ -69,7 +63,6 @@ pub(crate) fn show(
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ui.separator();
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// ----- Character grid -----
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// 16 columns × 6 rows covering printable ASCII 0x20–0x7E.
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ui.label("Character");
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const CHAR_COLS: usize = 16;
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@@ -79,9 +72,6 @@ pub(crate) fn show(
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let grid_size = vec2(CHAR_COLS as f32 * CELL_W, rows as f32 * CELL_H);
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let (grid_rect, grid_resp) =
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ui.allocate_exact_size(grid_size, Sense::click());
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let fg = glyph.fg;
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let bg = glyph.bg;
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let cur_ch = glyph.ch;
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{
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let p = ui.painter();
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for (i, &ch) in chars.iter().enumerate() {
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@@ -90,10 +80,8 @@ pub(crate) fn show(
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let tl = grid_rect.min
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+ vec2(col as f32 * CELL_W, row as f32 * CELL_H);
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let cell = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
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p.rect_filled(cell, 0.0, bg);
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p.text(cell.center(), Align2::CENTER_CENTER, ch,
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FontId::monospace(CELL_H), fg);
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if ch == cur_ch {
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paint_glyph(p, cell, &Glyph { ch, fg: glyph.fg, bg: glyph.bg });
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if ch == glyph.ch {
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p.rect_stroke(cell, 0.0, Stroke::new(1.0, Color32::WHITE),
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egui::epaint::StrokeKind::Middle);
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}
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+1
-1
@@ -95,7 +95,7 @@ impl eframe::App for App {
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// --- Editor side panel ---
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// Must be declared before CentralPanel so egui allocates its space first.
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if self.mode == AppMode::Edit {
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show_editor_panel(ctx, &mut self.editor, &self.state.board);
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show_editor_panel(ctx, &mut self.editor);
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}
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// --- Board rendering ---
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+11
-7
@@ -49,11 +49,17 @@ pub(crate) const MIN_WINDOW_W: f32 = CELL_W * 10.0 + 2.0 * PANEL_MARGIN;
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/// Minimum window height: enough room for 5 cells plus menu and margins.
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pub(crate) const MIN_WINDOW_H: f32 = CELL_H * 5.0 + MENU_H + 2.0 * PANEL_MARGIN;
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/// Draws a single cell at grid position `(x, y)` using the given glyph.
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/// Paints a glyph into an already-allocated `rect`.
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///
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/// Each cell is rendered as two layers:
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/// 1. A filled rectangle in `glyph.bg` covering the full cell area.
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/// 2. A monospace character (`glyph.ch`) in `glyph.fg`, centered in the cell.
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/// Unlike [`draw_glyph`], this does not compute the rect from grid coordinates —
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/// the caller owns the rect (typically from [`egui::Ui::allocate_exact_size`])
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/// and handles interaction. Use this when you need the click [`egui::Response`].
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pub(crate) fn paint_glyph(painter: &egui::Painter, rect: Rect, glyph: &Glyph) {
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painter.rect_filled(rect, 0.0, glyph.bg);
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painter.text(rect.center(), Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
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}
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/// Draws a single cell at grid position `(x, y)` using the given glyph.
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///
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/// `origin` is the pixel position of cell `(0, 0)` — the top-left corner of
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/// the board within the panel. Cell positions are computed from `origin` using
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@@ -61,9 +67,7 @@ pub(crate) const MIN_WINDOW_H: f32 = CELL_H * 5.0 + MENU_H + 2.0 * PANEL_MARGIN;
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pub(crate) fn draw_glyph(painter: &egui::Painter, origin: Pos2, x: usize, y: usize, glyph: &Glyph) {
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let tl = origin + vec2(x as f32 * CELL_W, y as f32 * CELL_H);
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let rect = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
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let center = rect.center();
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painter.rect_filled(rect, 0.0, glyph.bg);
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painter.text(center, Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
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paint_glyph(painter, rect, glyph);
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}
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/// Draws all board cells then the player overlay at `origin`.
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