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refactor engine and layout into input and output
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40 changed files with 104 additions and 109 deletions
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@ -1,121 +0,0 @@
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use crate::*;
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pub use self::Direction::*;
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/// A cardinal direction.
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#[derive(Copy, Clone, PartialEq)]
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pub enum Direction { North, South, East, West, Above, Below }
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impl Direction {
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pub fn split_fixed <N: Coordinate> (self, area: impl Area<N>, a: N) -> ([N;4],[N;4]) {
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let [x, y, w, h] = area.xywh();
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match self {
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North => ([x, (y+h).minus(a), w, a], [x, y, w, h.minus(a)]),
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South => ([x, y, w, a], [x, y + a, w, h.minus(a)]),
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East => ([x, y, a, h], [x + a, y, w.minus(a), h]),
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West => ([(x+w).minus(a), y, a, h], [x, y, w - a, h]),
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Above | Below => (area.xywh(), area.xywh())
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}
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}
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}
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pub struct Bsp<X, Y>(Direction, X, Y);
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impl<E: Output, A: Content<E>, B: Content<E>> Content<E> for Bsp<A, B> {
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fn layout (&self, outer: E::Area) -> E::Area {
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let [_, _, c] = self.areas(outer);
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c
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}
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fn render (&self, to: &mut E) {
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let [area_a, area_b, _] = self.areas(to.area());
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let (a, b) = self.contents();
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match self.0 {
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Below => { to.place(area_a, a); to.place(area_b, b); },
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_ => { to.place(area_b, b); to.place(area_a, a); }
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}
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}
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}
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impl<A, B> Bsp<A, B> {
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pub fn n (a: A, b: B) -> Self { Self(North, a, b) }
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pub fn s (a: A, b: B) -> Self { Self(South, a, b) }
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pub fn e (a: A, b: B) -> Self { Self(East, a, b) }
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pub fn w (a: A, b: B) -> Self { Self(West, a, b) }
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pub fn a (a: A, b: B) -> Self { Self(Above, a, b) }
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pub fn b (a: A, b: B) -> Self { Self(Below, a, b) }
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}
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pub trait BspAreas<E: Output, A: Content<E>, B: Content<E>> {
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fn direction (&self) -> Direction;
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fn contents (&self) -> (&A, &B);
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fn areas (&self, outer: E::Area) -> [E::Area;3] {
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let direction = self.direction();
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let [x, y, w, h] = outer.xywh();
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let (a, b) = self.contents();
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let [ax, ay, aw, ah] = a.layout(outer).xywh();
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let [bx, by, bw, bh] = b.layout(match direction {
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Above | Below => outer,
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South => [x, y + ah, w, h.minus(ah)].into(),
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North => [x, y, w, h.minus(ah)].into(),
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East => [x + aw, y, w.minus(aw), h].into(),
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West => [x, y, w.minus(aw), h].into(),
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}).xywh();
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match direction {
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Above | Below => {
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let x = ax.min(bx);
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let w = (ax+aw).max(bx+bw).minus(x);
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let y = ay.min(by);
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let h = (ay+ah).max(by+bh).minus(y);
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[[ax, ay, aw, ah].into(), [bx, by, bw, bh].into(), [x, y, w, h].into()]
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},
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South => {
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let [x, y, w, h] = outer.center_xy([aw.max(bw), ah + bh]);
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let a = [x, y, aw, ah];
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let b = [x, y + ah, bw, bh];
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[a.into(), b.into(), [x, y, w, h].into()]
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},
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North => {
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let [x, y, w, h] = outer.center_xy([aw.max(bw), ah + bh]);
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let a = [x, y + bh, aw, ah];
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let b = [x, y, bw, bh];
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[a.into(), b.into(), [x, y, w, h].into()]
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},
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East => {
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let [x, y, w, h] = outer.center_xy([aw + bw, ah.max(bh)]);
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let a = [x, y, aw, ah];
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let b = [x + aw, y, bw, bh];
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[a.into(), b.into(), [x, y, w, h].into()]
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},
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West => {
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let [x, y, w, h] = outer.center_xy([aw + bw, ah.max(bh)]);
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let a = [x + bw, y, aw, ah];
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let b = [x, y, bw, bh];
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[a.into(), b.into(), [x, y, w, h].into()]
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},
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}
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}
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}
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impl<E: Output, A: Content<E>, B: Content<E>> BspAreas<E, A, B> for Bsp<A, B> {
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fn direction (&self) -> Direction { self. 0 }
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fn contents (&self) -> (&A, &B) { (&self.1, &self.2) }
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}
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/// Renders multiple things on top of each other,
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#[macro_export] macro_rules! lay {
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($($expr:expr),* $(,)?) => {{ let bsp = (); $(let bsp = Bsp::b(bsp, $expr);)*; bsp }}
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}
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/// Stack southward.
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#[macro_export] macro_rules! col {
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($($expr:expr),* $(,)?) => {{ let bsp = (); $(let bsp = Bsp::s(bsp, $expr);)*; bsp }};
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}
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/// Stack northward.
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#[macro_export] macro_rules! col_up {
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($($expr:expr),* $(,)?) => {{ let bsp = (); $(let bsp = Bsp::n(bsp, $expr);)*; bsp }}
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}
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/// Stack eastward.
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#[macro_export] macro_rules! row {
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($($expr:expr),* $(,)?) => {{ let bsp = (); $(let bsp = Bsp::e(bsp, $expr);)*; bsp }};
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}
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