Replace egui text rendering with a BitmapFont system:
- Glyph.tile: u32 replaces ch: char; top-left pixel of PNG is background sentinel
- BitmapFont loads/preprocesses PNG to opaque-white + transparent, tinted at render time
- Default font: assets/vga-font-8x16.png (CP437, 8×16 tiles); placeholder generated if missing
- Boards can specify a per-board font via [font] in their .toml file
- Editor Board tab: "Font…" button opens font dialog (rfd file picker, tile dims, tilesheet preview)
- Glyph picker: tile grid from active font replaces hardcoded ASCII char grid
- map_file: TileIndex untagged enum accepts char or integer in palette entries
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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>
Splits the flat 432-line main.rs into four modules so each file has one
clear job: render.rs owns layout constants and drawing primitives,
editor.rs owns EditorTab/EditorState and the side panel, glyph_picker.rs
owns the floating picker dialog with a decoupled (open, glyph) interface,
and main.rs is reduced to AppMode, App, and the frame loop (~150 lines).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>