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:
2026-05-18 22:01:21 -05:00
parent f3bbfbb169
commit 12ebe77932
5 changed files with 30 additions and 53 deletions
+3 -2
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@@ -38,8 +38,9 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
`update` is structured in phases:
- Input handling — arrow keys move the player (Play mode only)
- `egui::TopBottomPanel::top` — menu bar (File → Exit, Play/Edit mode toggle)
- `egui::SidePanel::right` — archetype palette panel (Edit mode only; declared before CentralPanel)
- `egui::CentralPanel::default` — game viewport; rendered with `ui.painter()`; click-to-paint in Edit mode
- `editor::show_editor_panel` — archetype palette panel (Edit mode only; declared before CentralPanel)
- `egui::CentralPanel::default` — game viewport; rendered with `render::draw_board`; click-to-paint in Edit mode
- `glyph_picker::show` — floating picker dialog (Edit mode only, when open)
### Modules
+6 -22
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@@ -1,8 +1,8 @@
use eframe::egui;
use egui::{Align2, FontId, Sense, vec2};
use egui::{Sense, vec2};
use crate::game::{Archetype, Board, Glyph, ALL_ARCHETYPES};
use crate::render::{CELL_H, CELL_W, PALETTE_PANEL_W};
use crate::game::{Archetype, Glyph, ALL_ARCHETYPES};
use crate::render::{CELL_H, CELL_W, PALETTE_PANEL_W, paint_glyph};
/// Which tab is active in the editor side panel.
#[derive(Copy, Clone, PartialEq, Eq)]
@@ -43,12 +43,11 @@ impl EditorState {
///
/// 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) {
pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState) {
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");
@@ -72,12 +71,7 @@ pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState, _
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);
}
paint_glyph(ui.painter(), r, &glyph);
let label_resp =
ui.selectable_label(is_selected, archetype.name());
if cell_resp.clicked() || label_resp.clicked() {
@@ -94,17 +88,7 @@ pub(crate) fn show_editor_panel(ctx: &egui::Context, editor: &mut EditorState, _
// 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,
);
}
paint_glyph(ui.painter(), cell_rect, &editor.glyph);
if glyph_btn.clicked() {
editor.glyph_picker_open = true;
}
+5 -17
View File
@@ -1,8 +1,8 @@
use eframe::egui;
use egui::{Align2, Color32, FontId, Rect, Sense, Stroke, vec2};
use egui::{Color32, Rect, Sense, Stroke, vec2};
use crate::game::{Archetype, Glyph};
use crate::render::{CELL_H, CELL_W, pos_to_cell};
use crate::render::{CELL_H, CELL_W, paint_glyph, pos_to_cell};
/// Renders the floating glyph-picker dialog and updates `glyph` in place.
///
@@ -32,22 +32,17 @@ pub(crate) fn show(
.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);
paint_glyph(p, r, &g);
if g == *glyph {
p.rect_stroke(r, 0.0, Stroke::new(1.0, Color32::WHITE),
egui::epaint::StrokeKind::Middle);
}
}
if resp.clicked() {
*glyph = g;
}
@@ -56,7 +51,6 @@ pub(crate) fn show(
ui.separator();
// ----- Colors -----
ui.label("Colors");
ui.horizontal(|ui| {
ui.label("FG");
@@ -69,7 +63,6 @@ pub(crate) fn show(
ui.separator();
// ----- Character grid -----
// 16 columns × 6 rows covering printable ASCII 0x200x7E.
ui.label("Character");
const CHAR_COLS: usize = 16;
@@ -79,9 +72,6 @@ pub(crate) fn show(
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() {
@@ -90,10 +80,8 @@ pub(crate) fn show(
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 {
paint_glyph(p, cell, &Glyph { ch, fg: glyph.fg, bg: glyph.bg });
if ch == glyph.ch {
p.rect_stroke(cell, 0.0, Stroke::new(1.0, Color32::WHITE),
egui::epaint::StrokeKind::Middle);
}
+1 -1
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@@ -95,7 +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 {
show_editor_panel(ctx, &mut self.editor, &self.state.board);
show_editor_panel(ctx, &mut self.editor);
}
// --- Board rendering ---
+11 -7
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@@ -49,11 +49,17 @@ 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.
/// Paints a glyph into an already-allocated `rect`.
///
/// 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.
/// 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
@@ -61,9 +67,7 @@ pub(crate) const MIN_WINDOW_H: f32 = CELL_H * 5.0 + MENU_H + 2.0 * PANEL_MARGIN;
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);
paint_glyph(painter, rect, glyph);
}
/// Draws all board cells then the player overlay at `origin`.