map editor scroll
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@@ -300,7 +300,7 @@ impl EditorState {
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/// board (right-click handling). No-op when the click is off the board. When draw
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/// mode is on and the cursor lands on a new cell, stamps the current thing there.
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pub(crate) fn set_cursor_at_screen(&mut self, sx: u16, sy: u16) {
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let cell = screen_to_board(self.last_board_area, &self.board(), sx, sy);
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let cell = screen_to_board(self.last_board_area, &self.board(), sx, sy, self.cursor);
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if let Some((bx, by)) = cell {
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let target = (bx as i32, by as i32);
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let moved = target != self.cursor;
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@@ -417,12 +417,12 @@ pub(crate) fn draw_editor(frame: &mut Frame, ed: &mut EditorState, ui: &mut Ui)
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}
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let inner = block.inner(board_area);
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frame.render_widget(block, board_area);
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frame.render_widget(BoardWidget::new(&board), inner);
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frame.render_widget(BoardWidget::new(&board).with_focus(ed.cursor.0, ed.cursor.1), inner);
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// Overlay the cursor during its visible phase (a light-gray solid block).
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if ed.blink_on {
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let (cx, cy) = (ed.cursor.0 as usize, ed.cursor.1 as usize);
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if let Some((sx, sy)) = board_to_screen(inner, &board, cx, cy)
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if let Some((sx, sy)) = board_to_screen(inner, &board, cx, cy, (ed.cursor.0, ed.cursor.1))
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&& let Some(cell) = frame.buffer_mut().cell_mut((sx, sy))
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{
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cell.set_char(CURSOR_CHAR)
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+44
-18
@@ -13,16 +13,27 @@ use ratatui::layout::Rect;
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use ratatui::widgets::Widget;
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/// A ratatui widget that draws a [`Board`] (with objects and the player) into a
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/// rectangular area, scrolled so the player stays visible on larger boards.
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/// rectangular area, scrolled so a chosen focus cell stays visible on larger boards.
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pub struct BoardWidget<'a> {
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/// The board to render. Borrowed for the duration of the draw.
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pub board: &'a Board,
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/// The board cell (x, y) the viewport scrolls to keep visible. Defaults to
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/// the player position so play mode requires no extra setup.
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focus: (i32, i32),
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}
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impl<'a> BoardWidget<'a> {
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/// Creates a widget that renders `board`.
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/// Creates a widget that renders `board`, scrolling to follow the player.
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pub fn new(board: &'a Board) -> Self {
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Self { board }
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let focus = (board.player.x, board.player.y);
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Self { board, focus }
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}
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/// Overrides the scroll focus to `(x, y)` — use in the editor to follow the
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/// cursor instead of the player.
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pub fn with_focus(mut self, x: i32, y: i32) -> Self {
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self.focus = (x, y);
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self
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}
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/// Lays out one axis of the board within a viewport `view` cells long.
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@@ -51,17 +62,25 @@ impl<'a> BoardWidget<'a> {
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}
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/// Maps a board cell `(bx, by)` to its screen position within `area`, using the
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/// same centering/scrolling layout as [`BoardWidget`]. Returns `None` when the
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/// cell is scrolled out of view.
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/// same centering/scrolling layout as [`BoardWidget`] with the given `focus`.
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/// Returns `None` when the cell is scrolled out of view.
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///
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/// Pass `(board.player.x, board.player.y)` as `focus` in play mode, or the
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/// editor cursor coordinates in editor mode, to match the active viewport.
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///
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/// The inverse of [`screen_to_board`]; both reuse [`BoardWidget::axis`] so they
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/// stay consistent with how the board is actually drawn. (Unlike
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/// `speech::board_screen_pos`, which clamps off-screen cells to the edge, this
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/// reports off-screen cells as `None` — needed for exact cursor placement.)
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pub fn board_to_screen(area: Rect, board: &Board, bx: usize, by: usize) -> Option<(u16, u16)> {
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let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, board.player.x);
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let (off_y, pad_y, rows) =
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BoardWidget::axis(board.height, area.height as usize, board.player.y);
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pub fn board_to_screen(
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area: Rect,
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board: &Board,
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bx: usize,
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by: usize,
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focus: (i32, i32),
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) -> Option<(u16, u16)> {
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let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, focus.0);
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let (off_y, pad_y, rows) = BoardWidget::axis(board.height, area.height as usize, focus.1);
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// Cell must fall within the visible window on both axes.
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if bx < off_x || bx >= off_x + cols || by < off_y || by >= off_y + rows {
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return None;
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@@ -72,12 +91,19 @@ pub fn board_to_screen(area: Rect, board: &Board, bx: usize, by: usize) -> Optio
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}
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/// Maps a screen position `(sx, sy)` to the board cell drawn there within `area`,
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/// the inverse of [`board_to_screen`]. Returns `None` when the point lies outside
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/// the drawn board (in the centering pad or past the visible cells).
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pub fn screen_to_board(area: Rect, board: &Board, sx: u16, sy: u16) -> Option<(usize, usize)> {
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let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, board.player.x);
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let (off_y, pad_y, rows) =
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BoardWidget::axis(board.height, area.height as usize, board.player.y);
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/// the inverse of [`board_to_screen`]. `focus` must match the focus used when
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/// the board was rendered so the coordinate mapping is consistent.
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/// Returns `None` when the point lies outside the drawn board (in the centering
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/// pad or past the visible cells).
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pub fn screen_to_board(
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area: Rect,
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board: &Board,
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sx: u16,
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sy: u16,
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focus: (i32, i32),
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) -> Option<(usize, usize)> {
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let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, focus.0);
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let (off_y, pad_y, rows) = BoardWidget::axis(board.height, area.height as usize, focus.1);
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// Screen-space offset from the first drawn cell; reject anything before it.
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let col = (sx as i32) - (area.x as i32 + pad_x as i32);
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let row = (sy as i32) - (area.y as i32 + pad_y as i32);
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@@ -118,9 +144,9 @@ impl Widget for BoardWidget<'_> {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let board = self.board;
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// Resolve each axis independently: a small board is centered, a large
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// one scrolls to keep the player on screen.
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let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, board.player.x);
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let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, board.player.y);
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// one scrolls to keep the focus cell on screen.
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let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, self.focus.0);
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let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, self.focus.1);
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// Walk the visible board cells, placing each after the centering pad.
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for row in 0..rows {
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