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use core::range::Range;
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) {
// TODO fix this move?
move |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 input.last_mouse_pos_on_board.is_some_and(|p| {
((x - p.0).pow(2) + (y - p.1).pow(2)) < (config.brush_radius as i32).pow(2)
}) {
offset.0 = offset.0.saturating_add(0x82);
offset.1 = offset.1.saturating_add(0xA1);
offset.2 = offset.2.saturating_add(0xAD);
}
return offset;
}
}
|