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path: root/src/sim/overlay.rs
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use crate::{Config, Input, sim::board::Board};

pub fn create_compute_combined_overlay_offset(
    board: &Board,
    config: &Config,
    input: &Input,
) -> impl Fn(i32, i32) -> (u8, u8, u8, u8) {
    |x: i32, y: i32| {
        // could allow negative offsets too
        let mut offset: (u8, u8, u8, u8) = (0x00, 0x00, 0x00, 0x00);

        // bounds
        // left
        let xl = -((board.size_x / 2 + 1) as i32);
        // right
        let xu = (board.size_x / 2 + 1) as i32;
        // bottom
        let yl = -((board.size_y / 2 + 1) as i32);
        // top
        let yu = (board.size_y / 2 + 1) as i32;

        if ((x == xl || x == xu) && (y <= yu && y >= yl))
            || (y == yl || y == yu) && (x <= xu && x >= xl)
        {
            offset.0 = offset.0.saturating_add(0xFF);
            offset.1 = offset.1.saturating_add(0xFF);
            offset.2 = offset.2.saturating_add(0xFF);
        }

        // grid
        if x % 30 == 0 || y % 30 == 0 {
            offset.0 = offset.0.saturating_add(0x10);
            offset.1 = offset.1.saturating_add(0x10);
            offset.2 = offset.2.saturating_add(0x10);
        }

        // brush/selection
        if (((x - input.last_mouse_pos_on_board.0).pow(2)
            + (y - input.last_mouse_pos_on_board.1).pow(2)) as f32)
            .sqrt()
            < config.brush_size as f32
        {
            offset.0 = offset.0.saturating_add(0xAA);
            offset.1 = offset.1.saturating_add(0x00);
            offset.2 = offset.2.saturating_add(0xAA);
        }

        return offset;
    }
}