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Module glyph

Module glyph 

Source
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The glyph skin: a grid map drawn with colored glyphs (game ADR-0018, game ADR-0024, game ADR-0029). A tile is two 8 × 16 cells: a 16 × 16 pixel square. That size is known only here. A GlyphStyle changes how ranges, flashes, the cursor and the threat marks show on those tiles.

Re-exports§

pub use style::CursorLook;
pub use style::FlashLook;
pub use style::GlyphStyle;
pub use style::RangeLook;
pub use style::ThreatLook;

Modules§

cursor
How the glyph skin draws the cursor (game ADR-0024): thin corner marks around the tile, or a glow on it.
style
How the glyph skin shows what lies on its tiles: the ranges, a flash, the cursor and the threat marks, and the room it leaves at the sides of its area. GlyphStyle::PLAIN is the glyph skin’s own look; another style keeps its tiles, its terrain glyphs and its paint order and changes only these (a one-bit screen’s look: ranges as fills, a flash inverted, flat cursor marks).

Structs§

GlyphSkin
A grid map as colored glyphs: each tile its terrain’s two glyphs, the ranges tinting their background (in its plain style).
Layout
Where a scene’s tiles go in an area of cells.

Constants§

OVERLAY_BLEND
How far ranges tint a tile’s background toward their color (about 75%). Tunable.
TILE_W_CELLS
Cells per map tile, across (a tile is two glyphs wide, game ADR-0018).

Functions§

cell_of
The console cell of the left glyph of tile on grid, a grid of this skin’s tiles (Layout::grid), or None if the tile isn’t drawn: where a game’s unit painter writes a unit’s glyphs.
draw_terrain
Draws terrain id on the tile whose left cell is (x, y): its two glyphs in its colors. Nothing for a terrain the game lacks.
draw_tiles
Draws every tile in the plain style (GlyphStyle::draw_tiles): its terrain (tiles off the map are left as they are, blank); a tile whose terrain just changed flashes, its background tinted towards its glyph color, fading out; then its ranges tint it, the first laid on undermost; and a tile that would change is drawn as the terrain it would become instead.
tile_px
A map tile in console pixels, across × down: for a skin that paints its units over this skin’s ground (game ADR-0049).
tile_to_cell
The console cell of the left glyph of tile, or None if the tile is outside the layout. The only place the “two cells per tile” rule lives (game ADR-0018).
view_tiles
How many tiles, across × down, fit in an area of area cells: two cells to a tile across, one down. An odd cell is left over.