map editor scroll

This commit is contained in:
2026-06-23 21:59:40 -05:00
parent cca56a6153
commit 8637c0a52a
2 changed files with 47 additions and 21 deletions
+3 -3
View File
@@ -300,7 +300,7 @@ impl EditorState {
/// board (right-click handling). No-op when the click is off the board. When draw /// board (right-click handling). No-op when the click is off the board. When draw
/// mode is on and the cursor lands on a new cell, stamps the current thing there. /// mode is on and the cursor lands on a new cell, stamps the current thing there.
pub(crate) fn set_cursor_at_screen(&mut self, sx: u16, sy: u16) { pub(crate) fn set_cursor_at_screen(&mut self, sx: u16, sy: u16) {
let cell = screen_to_board(self.last_board_area, &self.board(), sx, sy); let cell = screen_to_board(self.last_board_area, &self.board(), sx, sy, self.cursor);
if let Some((bx, by)) = cell { if let Some((bx, by)) = cell {
let target = (bx as i32, by as i32); let target = (bx as i32, by as i32);
let moved = target != self.cursor; let moved = target != self.cursor;
@@ -417,12 +417,12 @@ pub(crate) fn draw_editor(frame: &mut Frame, ed: &mut EditorState, ui: &mut Ui)
} }
let inner = block.inner(board_area); let inner = block.inner(board_area);
frame.render_widget(block, board_area); frame.render_widget(block, board_area);
frame.render_widget(BoardWidget::new(&board), inner); frame.render_widget(BoardWidget::new(&board).with_focus(ed.cursor.0, ed.cursor.1), inner);
// Overlay the cursor during its visible phase (a light-gray solid block). // Overlay the cursor during its visible phase (a light-gray solid block).
if ed.blink_on { if ed.blink_on {
let (cx, cy) = (ed.cursor.0 as usize, ed.cursor.1 as usize); let (cx, cy) = (ed.cursor.0 as usize, ed.cursor.1 as usize);
if let Some((sx, sy)) = board_to_screen(inner, &board, cx, cy) if let Some((sx, sy)) = board_to_screen(inner, &board, cx, cy, (ed.cursor.0, ed.cursor.1))
&& let Some(cell) = frame.buffer_mut().cell_mut((sx, sy)) && let Some(cell) = frame.buffer_mut().cell_mut((sx, sy))
{ {
cell.set_char(CURSOR_CHAR) cell.set_char(CURSOR_CHAR)
+44 -18
View File
@@ -13,16 +13,27 @@ use ratatui::layout::Rect;
use ratatui::widgets::Widget; use ratatui::widgets::Widget;
/// A ratatui widget that draws a [`Board`] (with objects and the player) into a /// A ratatui widget that draws a [`Board`] (with objects and the player) into a
/// rectangular area, scrolled so the player stays visible on larger boards. /// rectangular area, scrolled so a chosen focus cell stays visible on larger boards.
pub struct BoardWidget<'a> { pub struct BoardWidget<'a> {
/// The board to render. Borrowed for the duration of the draw. /// The board to render. Borrowed for the duration of the draw.
pub board: &'a Board, pub board: &'a Board,
/// The board cell (x, y) the viewport scrolls to keep visible. Defaults to
/// the player position so play mode requires no extra setup.
focus: (i32, i32),
} }
impl<'a> BoardWidget<'a> { impl<'a> BoardWidget<'a> {
/// Creates a widget that renders `board`. /// Creates a widget that renders `board`, scrolling to follow the player.
pub fn new(board: &'a Board) -> Self { pub fn new(board: &'a Board) -> Self {
Self { board } let focus = (board.player.x, board.player.y);
Self { board, focus }
}
/// Overrides the scroll focus to `(x, y)` — use in the editor to follow the
/// cursor instead of the player.
pub fn with_focus(mut self, x: i32, y: i32) -> Self {
self.focus = (x, y);
self
} }
/// Lays out one axis of the board within a viewport `view` cells long. /// Lays out one axis of the board within a viewport `view` cells long.
@@ -51,17 +62,25 @@ impl<'a> BoardWidget<'a> {
} }
/// Maps a board cell `(bx, by)` to its screen position within `area`, using the /// Maps a board cell `(bx, by)` to its screen position within `area`, using the
/// same centering/scrolling layout as [`BoardWidget`]. Returns `None` when the /// same centering/scrolling layout as [`BoardWidget`] with the given `focus`.
/// cell is scrolled out of view. /// Returns `None` when the cell is scrolled out of view.
///
/// Pass `(board.player.x, board.player.y)` as `focus` in play mode, or the
/// editor cursor coordinates in editor mode, to match the active viewport.
/// ///
/// The inverse of [`screen_to_board`]; both reuse [`BoardWidget::axis`] so they /// The inverse of [`screen_to_board`]; both reuse [`BoardWidget::axis`] so they
/// stay consistent with how the board is actually drawn. (Unlike /// stay consistent with how the board is actually drawn. (Unlike
/// `speech::board_screen_pos`, which clamps off-screen cells to the edge, this /// `speech::board_screen_pos`, which clamps off-screen cells to the edge, this
/// reports off-screen cells as `None` — needed for exact cursor placement.) /// reports off-screen cells as `None` — needed for exact cursor placement.)
pub fn board_to_screen(area: Rect, board: &Board, bx: usize, by: usize) -> Option<(u16, u16)> { pub fn board_to_screen(
let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, board.player.x); area: Rect,
let (off_y, pad_y, rows) = board: &Board,
BoardWidget::axis(board.height, area.height as usize, board.player.y); bx: usize,
by: usize,
focus: (i32, i32),
) -> Option<(u16, u16)> {
let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, focus.0);
let (off_y, pad_y, rows) = BoardWidget::axis(board.height, area.height as usize, focus.1);
// Cell must fall within the visible window on both axes. // Cell must fall within the visible window on both axes.
if bx < off_x || bx >= off_x + cols || by < off_y || by >= off_y + rows { if bx < off_x || bx >= off_x + cols || by < off_y || by >= off_y + rows {
return None; return None;
@@ -72,12 +91,19 @@ pub fn board_to_screen(area: Rect, board: &Board, bx: usize, by: usize) -> Optio
} }
/// Maps a screen position `(sx, sy)` to the board cell drawn there within `area`, /// Maps a screen position `(sx, sy)` to the board cell drawn there within `area`,
/// the inverse of [`board_to_screen`]. Returns `None` when the point lies outside /// the inverse of [`board_to_screen`]. `focus` must match the focus used when
/// the drawn board (in the centering pad or past the visible cells). /// the board was rendered so the coordinate mapping is consistent.
pub fn screen_to_board(area: Rect, board: &Board, sx: u16, sy: u16) -> Option<(usize, usize)> { /// Returns `None` when the point lies outside the drawn board (in the centering
let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, board.player.x); /// pad or past the visible cells).
let (off_y, pad_y, rows) = pub fn screen_to_board(
BoardWidget::axis(board.height, area.height as usize, board.player.y); area: Rect,
board: &Board,
sx: u16,
sy: u16,
focus: (i32, i32),
) -> Option<(usize, usize)> {
let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, focus.0);
let (off_y, pad_y, rows) = BoardWidget::axis(board.height, area.height as usize, focus.1);
// Screen-space offset from the first drawn cell; reject anything before it. // Screen-space offset from the first drawn cell; reject anything before it.
let col = (sx as i32) - (area.x as i32 + pad_x as i32); let col = (sx as i32) - (area.x as i32 + pad_x as i32);
let row = (sy as i32) - (area.y as i32 + pad_y as i32); let row = (sy as i32) - (area.y as i32 + pad_y as i32);
@@ -118,9 +144,9 @@ impl Widget for BoardWidget<'_> {
fn render(self, area: Rect, buf: &mut Buffer) { fn render(self, area: Rect, buf: &mut Buffer) {
let board = self.board; let board = self.board;
// Resolve each axis independently: a small board is centered, a large // Resolve each axis independently: a small board is centered, a large
// one scrolls to keep the player on screen. // one scrolls to keep the focus cell on screen.
let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, board.player.x); let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, self.focus.0);
let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, board.player.y); let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, self.focus.1);
// Walk the visible board cells, placing each after the centering pad. // Walk the visible board cells, placing each after the centering pad.
for row in 0..rows { for row in 0..rows {