c3d260266c
Window size is now fixed (840×524) and independent of map dimensions. Small maps center in the viewport; maps larger than the viewport keep the player centered and clamp at board edges so no empty space shows. Also derives Copy+Clone on Player to enable the per-frame origin calculation. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
255 lines
10 KiB
Rust
255 lines
10 KiB
Rust
use eframe::egui;
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use egui::{Align2, FontId, Key, Pos2, Rect, Sense, vec2};
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mod game;
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mod map_file;
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use game::{Archetype, GameState, Glyph, ALL_ARCHETYPES};
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/// Width of one board cell in pixels.
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const CELL_W: f32 = 14.0;
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/// Height of one board cell in pixels.
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const CELL_H: f32 = 20.0;
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/// Approximate height of the egui menu bar in pixels, used for window sizing.
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const MENU_H: f32 = 24.0;
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/// Default inner margin that egui's CentralPanel adds on all sides, in pixels.
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const PANEL_MARGIN: f32 = 8.0;
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/// Width of the editor palette side panel in pixels.
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const PALETTE_PANEL_W: f32 = 120.0;
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/// Default window width in pixels. Independent of map size.
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const DEFAULT_WINDOW_W: f32 = 840.0;
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/// Default window height in pixels. Independent of map size.
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const DEFAULT_WINDOW_H: f32 = 524.0;
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/// Minimum window width: enough room for 10 cells plus margins.
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const MIN_WINDOW_W: f32 = CELL_W * 10.0 + 2.0 * PANEL_MARGIN;
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/// Minimum window height: enough room for 5 cells plus menu and margins.
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const MIN_WINDOW_H: f32 = CELL_H * 5.0 + MENU_H + 2.0 * PANEL_MARGIN;
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/// Whether the application is in play mode or edit mode.
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///
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/// In `Play` mode the game runs normally: arrow keys move the player.
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/// In `Edit` mode arrow keys are inactive, a side panel shows the archetype
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/// palette, and clicking on the viewport paints cells.
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#[derive(Copy, Clone, PartialEq, Eq)]
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enum AppMode {
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/// Normal game play. Arrow keys control the player.
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Play,
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/// Board editing. Side panel shows archetypes; click to paint cells.
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Edit,
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}
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/// Transient editor state. Only meaningful when [`AppMode::Edit`] is active.
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struct EditorState {
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/// The archetype that will be stamped when the user clicks a cell.
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selected: Archetype,
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}
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impl EditorState {
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fn new() -> Self {
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Self { selected: Archetype::Wall }
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}
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}
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fn main() -> eframe::Result<()> {
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let board = map_file::load("maps/start.toml").expect("failed to load maps/start.toml");
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let options = eframe::NativeOptions {
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viewport: egui::ViewportBuilder::default()
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.with_inner_size([DEFAULT_WINDOW_W, DEFAULT_WINDOW_H])
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.with_min_inner_size([MIN_WINDOW_W, MIN_WINDOW_H]),
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..Default::default()
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};
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eframe::run_native(
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"Viberogue",
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options,
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Box::new(move |_cc| Ok(Box::new(App::new(board)))),
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)
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}
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/// The eframe application. Owns the game state and drives the frame loop.
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///
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/// eframe calls [`App::update`] every frame. All input handling, game logic
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/// updates, and rendering happen there. There is no separate game loop thread.
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struct App {
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state: GameState,
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mode: AppMode,
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editor: EditorState,
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}
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impl App {
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fn new(board: game::Board) -> Self {
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Self {
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state: GameState::new(board),
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mode: AppMode::Play,
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editor: EditorState::new(),
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}
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}
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}
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impl eframe::App for App {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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// --- Input ---
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// Arrow keys move the player only in Play mode.
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if self.mode == AppMode::Play {
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ctx.input(|i| {
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if i.key_pressed(Key::ArrowUp) { self.state.try_move( 0, -1); }
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if i.key_pressed(Key::ArrowDown) { self.state.try_move( 0, 1); }
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if i.key_pressed(Key::ArrowLeft) { self.state.try_move(-1, 0); }
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if i.key_pressed(Key::ArrowRight) { self.state.try_move( 1, 0); }
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});
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}
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// --- Menu bar ---
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egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| {
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egui::MenuBar::new().ui(ui, |ui| {
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ui.menu_button("File", |ui| {
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if ui.button("Exit").clicked() {
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ctx.send_viewport_cmd(egui::ViewportCommand::Close);
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}
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});
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// Mode toggle: Play keeps the game running; Edit shows the palette panel.
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ui.separator();
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ui.selectable_value(&mut self.mode, AppMode::Play, "Play");
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ui.selectable_value(&mut self.mode, AppMode::Edit, "Edit");
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});
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});
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// --- Editor palette panel ---
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// Must be declared before CentralPanel so egui allocates its space first.
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if self.mode == AppMode::Edit {
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egui::SidePanel::right("palette_panel")
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.resizable(false)
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.exact_width(PALETTE_PANEL_W)
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.show(ctx, |ui| {
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ui.heading("Elements");
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ui.separator();
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for archetype in ALL_ARCHETYPES {
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ui.selectable_value(
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&mut self.editor.selected,
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*archetype,
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archetype.name(),
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);
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}
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});
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}
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// --- Board rendering ---
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// The board is drawn using the egui Painter API (direct 2D drawing),
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// not egui widgets. This gives pixel-level control over placement.
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egui::CentralPanel::default().show(ctx, |ui| {
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let available = ui.available_rect_before_wrap();
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// Extract board dimensions and player position before the immutable
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// borrow scope so `board_origin` can use them without conflicting
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// with the later mutable borrow for click-to-paint.
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let (board_w, board_h) = (self.state.board.width, self.state.board.height);
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let player = self.state.board.player;
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let origin = board_origin(available, board_w, board_h, player);
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// Draw board and player. Immutable borrow of `board` ends after
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// this block, freeing `self.state.board` for mutation below.
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{
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let board = &self.state.board;
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let painter = ui.painter();
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// Draw each board cell: filled background rect, then the character.
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for y in 0..board.height {
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for x in 0..board.width {
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let (glyph, _) = board.get(x, y);
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draw_glyph(painter, origin, x, y, glyph);
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}
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}
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// Draw the player on top of the board. The player is not stored as
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// a board cell, so it is rendered as a separate overlay. This will
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// change once the player becomes a scripted object.
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let player_glyph = Glyph::player();
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draw_glyph(
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painter,
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origin,
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board.player.x as usize,
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board.player.y as usize,
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&player_glyph,
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);
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}
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// In Edit mode, capture clicks on the viewport and paint cells.
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if self.mode == AppMode::Edit {
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let response = ui.allocate_rect(available, Sense::click());
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if response.clicked() {
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if let Some(pos) = response.interact_pointer_pos() {
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// Convert pixel position to cell coordinates using the
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// same origin computed for rendering above.
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let rel = pos - origin;
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let cx = (rel.x / CELL_W).floor() as i32;
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let cy = (rel.y / CELL_H).floor() as i32;
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// floor() keeps out-of-bounds negatives negative; caught here.
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if cx >= 0 && cy >= 0 {
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let cx = cx as usize;
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let cy = cy as usize;
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let board = &mut self.state.board;
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if cx < board.width && cy < board.height {
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let arch = self.editor.selected;
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*board.get_mut(cx, cy) = (arch.default_glyph(), arch);
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}
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}
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}
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}
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}
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});
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// egui repaints automatically on input events, so no explicit
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// request_repaint() is needed while the game is purely event-driven.
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// Add it back (or call it from game logic) when continuous animation is needed.
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}
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}
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/// Draws a single cell at grid position `(x, y)` using the given glyph.
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///
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/// Each cell is rendered as two layers:
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/// 1. A filled rectangle in `glyph.bg` covering the full cell area.
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/// 2. A monospace character (`glyph.ch`) in `glyph.fg`, centered in the cell.
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///
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/// `origin` is the pixel position of cell `(0, 0)` — the top-left corner of
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/// the board within the panel. Cell positions are computed from `origin` using
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/// [`CELL_W`] and [`CELL_H`].
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fn draw_glyph(painter: &egui::Painter, origin: Pos2, x: usize, y: usize, glyph: &Glyph) {
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let tl = origin + vec2(x as f32 * CELL_W, y as f32 * CELL_H);
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let rect = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
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let center = rect.center();
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painter.rect_filled(rect, 0.0, glyph.bg);
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painter.text(center, Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
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}
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/// Computes the pixel position of board cell (0, 0) within `available`.
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///
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/// If the board fits along an axis, it is centered. If it overflows, the
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/// viewport is centered on the player and clamped so no empty space appears
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/// at the board edges.
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fn board_origin(available: Rect, board_w: usize, board_h: usize, player: game::Player) -> Pos2 {
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let board_px_w = board_w as f32 * CELL_W;
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let board_px_h = board_h as f32 * CELL_H;
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let origin_x = if board_px_w <= available.width() {
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// Board fits: center it horizontally.
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available.min.x + (available.width() - board_px_w) / 2.0
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} else {
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// Board overflows: keep player at viewport center, clamp to board edges.
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let player_px_x = player.x as f32 * CELL_W + CELL_W / 2.0;
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(available.center().x - player_px_x)
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.max(available.max.x - board_px_w) // right edge must reach viewport right
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.min(available.min.x) // left edge must reach viewport left
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};
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let origin_y = if board_px_h <= available.height() {
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available.min.y + (available.height() - board_px_h) / 2.0
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} else {
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let player_px_y = player.y as f32 * CELL_H + CELL_H / 2.0;
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(available.center().y - player_px_y)
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.max(available.max.y - board_px_h)
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.min(available.min.y)
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};
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Pos2::new(origin_x, origin_y)
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}
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