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MapState

Struct MapState 

Source
pub struct MapState {
    pub zoom: ZoomLevel,
    pub center: (f64, f64),
    pub cursor: (u16, u16),
    pub grid_size: (u16, u16),
    pub galaxy: u8,
    pub galaxy_name: String,
    pub base_labels: Vec<BaseLabel>,
    pub player_pos: Option<(i16, i16)>,
    pub zoom_stack: Vec<(ZoomLevel, f64, f64)>,
    pub show_help: bool,
    pub should_quit: bool,
}
Expand description

Interactive map state.

Fields§

§zoom: ZoomLevel

Current zoom level.

§center: (f64, f64)

Viewport center in voxel coordinates (X, Z).

§cursor: (u16, u16)

Cursor position on the grid (col, row).

§grid_size: (u16, u16)

Usable map grid size (cols, rows).

§galaxy: u8

Active galaxy index.

§galaxy_name: String

Galaxy name for display.

§base_labels: Vec<BaseLabel>

Base labels (A-Z).

§player_pos: Option<(i16, i16)>

Player voxel position (X, Z), if known.

§zoom_stack: Vec<(ZoomLevel, f64, f64)>

Stack for zoom-out restoration.

§show_help: bool

Whether to show the help overlay.

§should_quit: bool

Whether the map should exit.

Implementations§

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impl MapState

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pub fn new(model: &GalaxyModel, session: &SessionState) -> Self

Create initial map state from the model and session.

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pub fn resize(&mut self, cols: u16, rows: u16)

Update grid size (e.g., on terminal resize).

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pub fn move_cursor(&mut self, dx: i16, dy: i16)

Move cursor by (dx, dy), clamping to grid bounds.

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pub fn zoom_in(&mut self)

Zoom in on the cell under the cursor.

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pub fn zoom_out(&mut self) -> bool

Zoom out, restoring previous state.

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pub fn center_on_player(&mut self)

Center the viewport on the player position.

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pub fn cursor_voxel(&self) -> (f64, f64)

Get the voxel coordinate that the cursor is pointing at.

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pub fn voxel_to_grid(&self, vx: f64, vz: f64) -> Option<(u16, u16)>

Convert a voxel coordinate to grid position. Returns None if outside the viewport.

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pub fn viewport_bounds(&self) -> ((f64, f64), (f64, f64))

Get the voxel bounding box for the current viewport. Returns ((min_x, min_z), (max_x, max_z)).

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