Add editor mode with archetype palette and click-to-paint

AppMode enum (Play/Edit) gates arrow-key input; a mode toggle in the
menu bar switches between them. Edit mode shows a SidePanel listing the
available archetypes (Empty, Wall, Object); clicking one selects it.
Clicking a board cell in Edit mode stamps it with the selected
archetype's default glyph. Mouse-to-cell conversion mirrors the
rendering origin math so clicks land on the correct cell.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-17 15:28:01 -05:00
parent ac6a8dec57
commit 8263aff0c4
+121 -31
View File
@@ -1,9 +1,9 @@
use eframe::egui;
use egui::{Align2, FontId, Key, Pos2, Rect, vec2};
use egui::{Align2, FontId, Key, Pos2, Rect, Sense, vec2};
mod game;
mod map_file;
use game::{GameState, Glyph};
use game::{Archetype, GameState, Glyph, ALL_ARCHETYPES};
/// Width of one board cell in pixels.
const CELL_W: f32 = 14.0;
@@ -15,6 +15,33 @@ const MENU_H: f32 = 24.0;
/// Default inner margin that egui's CentralPanel adds on all sides, in pixels.
/// The minimum window size accounts for this so the board fits without clipping.
const PANEL_MARGIN: f32 = 8.0;
/// Width of the editor palette side panel in pixels.
const PALETTE_PANEL_W: f32 = 120.0;
/// Whether the application is in play mode or edit mode.
///
/// In `Play` mode the game runs normally: arrow keys move the player.
/// In `Edit` mode arrow keys are inactive, a side panel shows the archetype
/// palette, and clicking on the viewport paints cells.
#[derive(Copy, Clone, PartialEq, Eq)]
enum AppMode {
/// Normal game play. Arrow keys control the player.
Play,
/// Board editing. Side panel shows archetypes; click to paint cells.
Edit,
}
/// 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,
}
impl EditorState {
fn new() -> Self {
Self { selected: Archetype::Wall }
}
}
fn main() -> eframe::Result<()> {
// Load the board before creating the window so its dimensions can drive
@@ -23,6 +50,8 @@ fn main() -> eframe::Result<()> {
let board_px_w = board.width as f32 * CELL_W + 2.0 * PANEL_MARGIN;
let board_px_h = board.height as f32 * CELL_H + MENU_H + 2.0 * PANEL_MARGIN;
// Window min-size is sized for Play mode. In Edit mode the palette panel
// steals PALETTE_PANEL_W pixels; the board may clip at minimum window size.
let options = eframe::NativeOptions {
viewport: egui::ViewportBuilder::default()
.with_inner_size([board_px_w, board_px_h])
@@ -42,25 +71,32 @@ fn main() -> eframe::Result<()> {
/// updates, and rendering happen there. There is no separate game loop thread.
struct App {
state: GameState,
mode: AppMode,
editor: EditorState,
}
impl App {
fn new(board: game::Board) -> Self {
Self { state: GameState::new(board) }
Self {
state: GameState::new(board),
mode: AppMode::Play,
editor: EditorState::new(),
}
}
}
impl eframe::App for App {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
// --- Input ---
// Arrow keys are read before any panel is drawn. egui accumulates
// key events between frames; key_pressed returns true once per press.
ctx.input(|i| {
if i.key_pressed(Key::ArrowUp) { self.state.try_move( 0, -1); }
if i.key_pressed(Key::ArrowDown) { self.state.try_move( 0, 1); }
if i.key_pressed(Key::ArrowLeft) { self.state.try_move(-1, 0); }
if i.key_pressed(Key::ArrowRight) { self.state.try_move( 1, 0); }
});
// Arrow keys move the player only in Play mode.
if self.mode == AppMode::Play {
ctx.input(|i| {
if i.key_pressed(Key::ArrowUp) { self.state.try_move( 0, -1); }
if i.key_pressed(Key::ArrowDown) { self.state.try_move( 0, 1); }
if i.key_pressed(Key::ArrowLeft) { self.state.try_move(-1, 0); }
if i.key_pressed(Key::ArrowRight) { self.state.try_move( 1, 0); }
});
}
// --- Menu bar ---
egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| {
@@ -70,44 +106,98 @@ impl eframe::App for App {
ctx.send_viewport_cmd(egui::ViewportCommand::Close);
}
});
// Mode toggle: Play keeps the game running; Edit shows the palette panel.
ui.separator();
ui.selectable_value(&mut self.mode, AppMode::Play, "Play");
ui.selectable_value(&mut self.mode, AppMode::Edit, "Edit");
});
});
// --- Editor palette panel ---
// Must be declared before CentralPanel so egui allocates its space first.
if self.mode == AppMode::Edit {
egui::SidePanel::right("palette_panel")
.resizable(false)
.exact_width(PALETTE_PANEL_W)
.show(ctx, |ui| {
ui.heading("Elements");
ui.separator();
for archetype in ALL_ARCHETYPES {
ui.selectable_value(
&mut self.editor.selected,
*archetype,
archetype.name(),
);
}
});
}
// --- Board rendering ---
// The board is drawn using the egui Painter API (direct 2D drawing),
// not egui widgets. This gives pixel-level control over placement.
egui::CentralPanel::default().show(ctx, |ui| {
let board = &self.state.board;
let available = ui.available_rect_before_wrap();
// Center the board within the panel. If the window is at minimum
// size the offset is zero; if the window is larger the board floats
// in the middle.
let board_px = vec2(board.width as f32 * CELL_W, board.height as f32 * CELL_H);
let board_px = vec2(
self.state.board.width as f32 * CELL_W,
self.state.board.height as f32 * CELL_H,
);
let offset = ((available.size() - board_px) / 2.0).max(egui::Vec2::ZERO);
let origin = available.min + offset;
let painter = ui.painter();
// Draw board and player. Immutable borrow of `board` ends after
// this block, freeing `self.state.board` for mutation below.
{
let board = &self.state.board;
let painter = ui.painter();
// Draw each board cell: filled background rect, then the character.
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);
// Draw each board cell: filled background rect, then the character.
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);
}
}
// Draw the player on top of the board. The player is not stored as
// a board cell, so it is rendered as a separate overlay. This will
// change 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,
);
}
// Draw the player on top of the board. The player is not stored as
// a board cell, so it is rendered as a separate overlay. This will
// change once the player becomes a scripted object.
let player_glyph = Glyph::player();
draw_glyph(
painter,
origin,
self.state.board.player.x as usize,
self.state.board.player.y as usize,
&player_glyph,
);
// In Edit mode, capture clicks on the viewport and paint cells.
if self.mode == AppMode::Edit {
let response = ui.allocate_rect(available, Sense::click());
if response.clicked() {
if let Some(pos) = response.interact_pointer_pos() {
// Convert pixel position to cell coordinates using the
// same origin computed for rendering above.
let rel = pos - origin;
let cx = (rel.x / CELL_W).floor() as i32;
let cy = (rel.y / CELL_H).floor() as i32;
// floor() keeps out-of-bounds negatives negative; caught here.
if cx >= 0 && cy >= 0 {
let cx = cx as usize;
let cy = cy as usize;
let board = &mut self.state.board;
if cx < board.width && cy < board.height {
let arch = self.editor.selected;
*board.get_mut(cx, cy) = (arch.default_glyph(), arch);
}
}
}
}
}
});
// egui repaints automatically on input events, so no explicit
@@ -131,4 +221,4 @@ fn draw_glyph(painter: &egui::Painter, origin: Pos2, x: usize, y: usize, glyph:
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);
}
}