Files
brahman/crates/modules/tahuantinsuyu/tahuantinsuyu-canvas/src/lib.rs
T
sergio d3649bfd1a feat(tahuantinsuyu): fase 20 — accordion + lunar shift + CompositeModule + 90 ciudades
Cuatro features que cierran el set inicial de funcionalidades de
fase 1:

## D — Acordeón colapsable en el panel

Cuando hay 8 módulos en el panel se llenaba de cards. Ahora cada card
es expandible/colapsable por click en el header. Defaults:
- Natal siempre expanded
- Módulos con toggle "enabled" = true → expanded
- Resto → collapsed

El usuario puede forzar cualquiera vía override (collapse_overrides
HashMap). Chevron ▾/▸ a la izquierda del header. Hover sobre el
header lo resalta para invitar al click.

## B — Lunar return shift (navegación mensual)

PipelineRequest::PlanetaryReturn gana campo `shift_days: i64` (range
±180). El bridge lo suma a after_seconds del search anchor antes de
next_return. Para Solar return típicamente 0 (mantiene comportamiento).
Para Moon return, mover el slider ±28 días salta al retorno lunar
anterior o siguiente, permitiendo navegar mes a mes la lunación que
le toca al sujeto cumplido N años. PlanetaryReturnModule.controls()
agrega un slider "Shift días (lunar nav)". El badge del overlay
muestra "Moon return 38a +14d" cuando shift_days != 0. Helper
`planetary_return_request(body, age)` para callers que no necesitan
shift (zero default).

## C — CompositeModule

Carta compuesta (midpoint Davison) entre la natal del sujeto y otra
carta partner. Cada placement compuesto es el angular midpoint entre
los dos correspondientes. Engine: `PipelineRequest::Composite {
partner_chart: Box<Chart> }` + build_composite_overlay que llama
`eternal_astrology::composite()`. Renderiza placements en
`radii.composite = r * 0.32` (entre solar_arc 0.40 y aspects 0.24,
re-balanced). Módulo `composite::CompositeModule` con toggle +
ChartPicker (mismo patrón que synastry).

Shell: resolve_composite_partner reusa el fallback al primer hermano
del contacto, igual que synastry.

## A — 90 ciudades expandidas + dropdown scrollable

CITY_PRESETS pasa de 25 a 90 ciudades cubriendo:
- Latinoamérica (35): todas las capitales + grandes ciudades de AR/
  VE/CO/PE/CL/EC/UY/PY/BO/MX/CU/PR/CR/PA/SV/GT/HN/NI/DO/BR
- España (5) + Europa (20): Madrid/Barcelona/Sevilla/Valencia/Bilbao
  + London/Paris/Berlin/München/Roma/Milano/Amsterdam/Bruxelles/Wien/
  Zürich/Lisboa/Dublin/Stockholm/Oslo/København/Helsinki/Warszawa/
  Praha/Budapest/Athina/İstanbul/Moskva
- USA + Canadá (12): NY/LA/Chicago/Miami/Houston/SF/Seattle/Boston/
  DC + Toronto/Montreal/Vancouver
- Asia (16): Tokyo/Beijing/Shanghai/HK/Singapore/Seoul/Bangkok/
  Jakarta/Manila/Mumbai/Delhi/Bangalore/Karachi/Tehran/Dubai/Tel Aviv
- África (6): Cairo/Lagos/Nairobi/Johannesburg/Cape Town/Casablanca
- Oceanía (3): Sydney/Melbourne/Auckland

El popup del dropdown ahora es scrollable (h=360px, overflow_y_scroll)
con id estable para no perder scroll position entre re-renders.

cargo check verde, 8 tests engine + 1 test modules (8 módulos
aplicables a ChartKind::Natal) verdes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 23:24:11 +00:00

1767 lines
59 KiB
Rust

//! `tahuantinsuyu-canvas` — el widget GPUI del lienzo astrológico.
//!
//! Modela el cielo como un lienzo de **geometría reactiva**: un estado
//! unificado [`CanvasState`] guarda offsets de rotación, flags de
//! visibilidad y la lista de `Layer`s a pintar. Las interacciones
//! (drag, hotkeys, toggles) mutan el estado; el render lee la última
//! `RenderModel` y la deriva al frame.
//!
//! ## Convención de rotación
//!
//! El Ascendente cae a las 9 del reloj (lado izquierdo). Las casas
//! crecen contrarreloj visualmente. Para una longitud eclíptica `L` y
//! un ascendente `asc`:
//!
//! ```text
//! screen_angle_rad = π - (L - asc + view_rotation) · π/180
//! point = (cx + r·cos(θ), cy + r·sin(θ))
//! ```
//!
//! ## Interacciones (fase 4)
//!
//! - **Drag en el aro exterior** (jog-dial perimetral): rota la rueda
//! visualmente mientras dura el drag y, al soltar, traduce el delta
//! angular a minutos (1° ≈ 4 min) y emite
//! [`CanvasEvent::TimeOffsetChanged`]. El host (la app) recomputa la
//! carta para el instante desplazado.
//! - **Hotkeys**: `D`/`H`/`X`/`P` togglean SignDial/Houses/Aspects/
//! Bodies. Click sobre el wheel le da focus al widget.
#![forbid(unsafe_code)]
#![warn(rust_2018_idioms)]
use std::collections::HashMap;
use std::f32::consts::PI;
use gpui::{
AppContext, Bounds, Context, EventEmitter, FocusHandle, Focusable, Hsla, IntoElement,
KeyDownEvent, MouseButton, MouseDownEvent, MouseMoveEvent, MouseUpEvent, ParentElement,
PathBuilder, Pixels, Point, Render, SharedString, Styled, Window, canvas, div, hsla,
linear_color_stop, linear_gradient, point, prelude::*, px,
};
use tahuantinsuyu_engine::{Geometry, Layer, LayerKind, OUTER_RING_MODULES, RenderModel};
use tahuantinsuyu_model::{ChartId, ContactId, GroupId};
use tahuantinsuyu_theme::{AspectKind as TAspectKind, AstroPalette, Element, Planet};
use yahweh_theme::Theme;
// =====================================================================
// Eventos
// =====================================================================
#[derive(Clone, Debug)]
pub enum CanvasEvent {
/// Doble click sobre un thumbnail.
ChartRequested(ChartId),
/// Drag terminado: el offset acumulado de tiempo (en minutos)
/// cambió. El host debe recomputar el chart con este offset.
TimeOffsetChanged(i64),
/// El usuario togggleó una capa via hotkey — el panel debería
/// reflejarlo si quisiera mantenerse en sync.
LayerVisibilityChanged { kind: LayerKind, visible: bool },
/// El usuario pidió exportar el render actual como SVG. El shell
/// se encarga de escribir el archivo (la engine genera el string).
ExportSvgRequested,
}
// =====================================================================
// Estado
// =====================================================================
#[derive(Clone, Debug, Default)]
pub enum CanvasMode {
#[default]
Empty,
Wheel { render: Box<RenderModel> },
Thumbnails {
scope: ThumbnailScope,
items: Vec<ThumbnailItem>,
},
}
#[derive(Clone, Debug)]
pub enum ThumbnailScope {
Group(GroupId),
Contact(ContactId),
}
#[derive(Clone, Debug)]
pub struct ThumbnailItem {
pub chart_id: ChartId,
pub label: SharedString,
pub subtitle: Option<SharedString>,
pub preview: Option<RenderModel>,
}
/// Estado de un drag activo del jog-dial. `last_screen_angle_deg` se
/// actualiza en cada `MouseMoveEvent`; `accumulated_delta_deg` lleva la
/// rotación total desde que arrancó el drag (puede pasar de ±360°).
#[derive(Clone, Debug)]
struct JogDragState {
last_screen_angle_deg: f32,
accumulated_delta_deg: f32,
}
#[derive(Clone, Debug)]
pub struct CanvasState {
pub mode: CanvasMode,
/// Rotación visual transitoria durante un drag. Se resetea a `0` al
/// soltar — el render nuevo trae el `ascendant_deg` ya rotado.
pub view_rotation_deg: f32,
/// Offset acumulado en minutos. Persiste entre drags hasta que el
/// host lo resetee.
pub time_offset_minutes: i64,
/// Por-LayerKind: `true` = visible. Default = todo visible.
pub layer_visibility: HashMap<LayerKind, bool>,
/// Planeta hovered actualmente (para tooltip). `None` cuando el
/// mouse no está sobre ningún cuerpo.
pub hover: Option<HoverInfo>,
drag_jog: Option<JogDragState>,
}
/// Info del elemento bajo el cursor — usado por el render para mostrar
/// un tooltip flotante con detalles. Cubre body glyphs (módulo +
/// símbolo + grado + casa + retro + dignidad) y cusps de casa (número
/// de la casa + grado del cusp + signo).
#[derive(Clone, Debug)]
pub enum HoverInfo {
Body {
module_id: String,
symbol: String,
deg: f32,
house: Option<u8>,
retrograde: bool,
dignity_marker: Option<String>,
annotation: Option<String>,
local_x: f32,
local_y: f32,
},
HouseCusp {
house_number: u8,
deg: f32,
local_x: f32,
local_y: f32,
},
}
impl HoverInfo {
fn local(&self) -> (f32, f32) {
match self {
HoverInfo::Body { local_x, local_y, .. } => (*local_x, *local_y),
HoverInfo::HouseCusp { local_x, local_y, .. } => (*local_x, *local_y),
}
}
fn key(&self) -> String {
match self {
HoverInfo::Body {
module_id, symbol, ..
} => format!("body:{}:{}", module_id, symbol),
HoverInfo::HouseCusp { house_number, .. } => format!("cusp:{}", house_number),
}
}
}
impl Default for CanvasState {
fn default() -> Self {
Self {
mode: CanvasMode::default(),
view_rotation_deg: 0.0,
time_offset_minutes: 0,
layer_visibility: HashMap::new(),
hover: None,
drag_jog: None,
}
}
}
impl CanvasState {
pub fn is_layer_visible(&self, kind: LayerKind) -> bool {
self.layer_visibility.get(&kind).copied().unwrap_or(true)
}
}
// =====================================================================
// Widget
// =====================================================================
pub struct AstrologyCanvas {
state: CanvasState,
focus_handle: FocusHandle,
}
impl EventEmitter<CanvasEvent> for AstrologyCanvas {}
impl Focusable for AstrologyCanvas {
fn focus_handle(&self, _: &gpui::App) -> FocusHandle {
self.focus_handle.clone()
}
}
impl AstrologyCanvas {
pub fn new(cx: &mut Context<Self>) -> Self {
cx.observe_global::<Theme>(|_, cx| cx.notify()).detach();
Self {
state: CanvasState::default(),
focus_handle: cx.focus_handle(),
}
}
pub fn state(&self) -> &CanvasState {
&self.state
}
pub fn set_mode(&mut self, mode: CanvasMode, cx: &mut Context<Self>) {
self.state.mode = mode;
cx.notify();
}
pub fn set_layer_visible(&mut self, kind: LayerKind, visible: bool, cx: &mut Context<Self>) {
self.state.layer_visibility.insert(kind, visible);
cx.notify();
}
pub fn toggle_layer(&mut self, kind: LayerKind, cx: &mut Context<Self>) {
let current = self.state.is_layer_visible(kind);
self.set_layer_visible(kind, !current, cx);
cx.emit(CanvasEvent::LayerVisibilityChanged {
kind,
visible: !current,
});
}
pub fn reset_time_offset(&mut self, cx: &mut Context<Self>) {
if self.state.time_offset_minutes != 0 || self.state.view_rotation_deg != 0.0 {
self.state.time_offset_minutes = 0;
self.state.view_rotation_deg = 0.0;
cx.emit(CanvasEvent::TimeOffsetChanged(0));
cx.notify();
}
}
pub fn set_view_rotation(&mut self, deg: f32, cx: &mut Context<Self>) {
self.state.view_rotation_deg = deg.rem_euclid(360.0);
cx.notify();
}
// ----- Internos: handlers de jog-dial -----
fn on_jog_down(
&mut self,
position: Point<Pixels>,
bounds: Bounds<Pixels>,
cx: &mut Context<Self>,
) {
let (cx_px, cy_px) = bounds_center(bounds);
let mx: f32 = position.x.into();
let my: f32 = position.y.into();
let dx = mx - cx_px;
let dy = my - cy_px;
let dist = (dx * dx + dy * dy).sqrt();
let r_outer = (WHEEL_SIZE - WHEEL_MARGIN * 2.0) / 2.0;
let radii = Radii::from_outer(r_outer);
// Aro de captura un poco más generoso que el anillo del dial.
if dist < radii.sign_inner * 0.95 || dist > radii.sign_outer * 1.10 {
return;
}
let angle = dy.atan2(dx).to_degrees();
self.state.drag_jog = Some(JogDragState {
last_screen_angle_deg: angle,
accumulated_delta_deg: 0.0,
});
}
fn on_jog_move(
&mut self,
position: Point<Pixels>,
bounds: Bounds<Pixels>,
cx: &mut Context<Self>,
) {
let Some(jog) = self.state.drag_jog.as_mut() else {
return;
};
let (cx_px, cy_px) = bounds_center(bounds);
let mx: f32 = position.x.into();
let my: f32 = position.y.into();
let dx = mx - cx_px;
let dy = my - cy_px;
let angle = dy.atan2(dx).to_degrees();
let mut delta = angle - jog.last_screen_angle_deg;
// Normalizar a (-180, 180] para cruzar el wrap sin saltar.
if delta > 180.0 {
delta -= 360.0;
} else if delta < -180.0 {
delta += 360.0;
}
jog.accumulated_delta_deg += delta;
jog.last_screen_angle_deg = angle;
// Reflejo visual durante el drag (sin recomputar).
self.state.view_rotation_deg = jog.accumulated_delta_deg;
cx.notify();
}
/// Hit-test sobre body glyphs + house cusps. Para bodies: distancia
/// al centro del glyph dentro de threshold. Para cusps: el mouse
/// debe estar cerca del ring de casas Y angularmente cerca del
/// cusp (proximidad a la línea radial).
fn on_hover_check(
&mut self,
position: Point<Pixels>,
bounds: Bounds<Pixels>,
cx: &mut Context<Self>,
) {
let CanvasMode::Wheel { render } = &self.state.mode else {
if self.state.hover.take().is_some() {
cx.notify();
}
return;
};
let (cx_px, cy_px) = bounds_center(bounds);
let mx: f32 = position.x.into();
let my: f32 = position.y.into();
let ox: f32 = bounds.origin.x.into();
let oy: f32 = bounds.origin.y.into();
let r_outer = (WHEEL_SIZE - WHEEL_MARGIN * 2.0) / 2.0;
let radii = Radii::from_outer(r_outer);
let asc = render.ascendant_deg;
let rot = self.state.view_rotation_deg;
let body_threshold = 14.0_f32;
let mut best: Option<(f32, HoverInfo)> = None;
// 1) Body glyphs (incluye natal, overlays, midpoints).
for layer in &render.layers {
let ring = match layer.kind {
LayerKind::Bodies => radii.body_ring(&layer.module_id),
LayerKind::Midpoints => radii.midpoints,
LayerKind::Outer if OUTER_RING_MODULES.contains(&layer.module_id.as_str()) => {
radii.transits
}
_ => continue,
};
for g in &layer.glyphs {
let (gx, gy) = polar_to_screen(g.deg, asc, rot, ring);
let dx = mx - (cx_px + gx);
let dy = my - (cy_px + gy);
let dist = (dx * dx + dy * dy).sqrt();
if dist > body_threshold {
continue;
}
if best.as_ref().map(|(d, _)| dist < *d).unwrap_or(true) {
best = Some((
dist,
HoverInfo::Body {
module_id: layer.module_id.clone(),
symbol: g.symbol.clone(),
deg: g.deg,
house: g.house,
retrograde: g.retrograde,
dignity_marker: g.dignity_marker.clone(),
annotation: g.annotation.clone(),
local_x: cx_px + gx - ox,
local_y: cy_px + gy - oy,
},
));
}
}
}
// 2) House cusps — solo si el mouse está cerca del anillo de
// casas (radio entre houses_inner y houses_outer + margen) y
// ningún body ganó. Las cusps son líneas radiales — la
// distancia angular al cusp más cercano determina el hit.
if best.is_none() {
let dx = mx - cx_px;
let dy = my - cy_px;
let mouse_r = (dx * dx + dy * dy).sqrt();
let r_in = radii.houses_inner - 6.0;
let r_out = radii.houses_outer + 6.0;
if mouse_r >= r_in && mouse_r <= r_out {
// Calcular la longitud zodiacal que corresponde a este
// ángulo de pantalla (inversa de polar_to_screen).
let screen_angle_deg = dy.atan2(dx).to_degrees(); // (-180, 180]
// polar_to_screen: deg = 180 - (lon - asc + rot)
// → lon = asc + 180 - screen_angle_deg - rot
let lon = ((asc + 180.0 - screen_angle_deg - rot) as f32).rem_euclid(360.0);
// Buscar cusp más cercano (con wraparound).
for layer in &render.layers {
if matches!(layer.kind, LayerKind::Houses) {
if let Geometry::Ring { cusps_deg } = &layer.geometry {
for (i, c) in cusps_deg.iter().enumerate() {
let mut diff = (lon - c).abs();
if diff > 180.0 {
diff = 360.0 - diff;
}
if diff < 2.5 {
// Mouse cerca de ESTE cusp.
let (gx, gy) = polar_to_screen(
*c,
asc,
rot,
(radii.houses_inner + radii.houses_outer) / 2.0,
);
best = Some((
diff,
HoverInfo::HouseCusp {
house_number: (i as u8) + 1,
deg: *c,
local_x: cx_px + gx - ox,
local_y: cy_px + gy - oy,
},
));
break;
}
}
}
}
}
}
}
let new_hover = best.map(|(_, h)| h);
let changed = match (&self.state.hover, &new_hover) {
(Some(a), Some(b)) => a.key() != b.key(),
(None, None) => false,
_ => true,
};
if changed {
self.state.hover = new_hover;
cx.notify();
}
}
fn on_jog_up(&mut self, cx: &mut Context<Self>) {
let Some(jog) = self.state.drag_jog.take() else {
return;
};
// 1° de arco ≈ 4 minutos de tiempo sideral (15°/hora).
// CW visual (delta negativa en nuestra convención) → tiempo
// hacia adelante.
let delta_minutes = (-jog.accumulated_delta_deg * 4.0) as i64;
if delta_minutes != 0 {
self.state.time_offset_minutes =
self.state.time_offset_minutes.saturating_add(delta_minutes);
// Snap visual: el shell recomputa con el nuevo offset y el
// render trae el ascendant rotado.
self.state.view_rotation_deg = 0.0;
cx.emit(CanvasEvent::TimeOffsetChanged(self.state.time_offset_minutes));
cx.notify();
} else {
self.state.view_rotation_deg = 0.0;
cx.notify();
}
}
fn on_key_down(&mut self, event: &KeyDownEvent, _w: &mut Window, cx: &mut Context<Self>) {
let key = event.keystroke.key.as_str();
let kind = match key {
"d" | "D" => LayerKind::SignDial,
"h" | "H" => LayerKind::Houses,
"x" | "X" => LayerKind::Aspects,
"p" | "P" => LayerKind::Bodies,
"t" | "T" => LayerKind::Outer,
"r" | "R" => {
self.reset_time_offset(cx);
return;
}
_ => return,
};
self.toggle_layer(kind, cx);
}
}
// =====================================================================
// Geometría de pantalla
// =====================================================================
const WHEEL_SIZE: f32 = 580.0;
const WHEEL_MARGIN: f32 = 28.0;
fn bounds_center(bounds: Bounds<Pixels>) -> (f32, f32) {
let ox: f32 = bounds.origin.x.into();
let oy: f32 = bounds.origin.y.into();
let bw: f32 = bounds.size.width.into();
let bh: f32 = bounds.size.height.into();
(ox + bw / 2.0, oy + bh / 2.0)
}
// =====================================================================
// Render
// =====================================================================
impl Render for AstrologyCanvas {
fn render(&mut self, _w: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let theme = Theme::global(cx).clone();
let palette = AstroPalette::for_theme(&theme);
let entity = cx.entity();
let focus = self.focus_handle.clone();
let body = match &self.state.mode {
CanvasMode::Empty => render_empty(&theme),
CanvasMode::Wheel { render } => render_wheel(
&theme,
&palette,
render,
self.state.view_rotation_deg,
self.state.time_offset_minutes,
&self.state.layer_visibility,
self.state.hover.as_ref(),
entity,
),
CanvasMode::Thumbnails { items, .. } => render_thumbnails(&theme, items),
};
div()
.id("astrology-canvas-root")
.track_focus(&focus)
.key_context("AstrologyCanvas")
.on_key_down(cx.listener(Self::on_key_down))
.on_mouse_down(
MouseButton::Left,
cx.listener(|this, _, w, _cx| {
w.focus(&this.focus_handle);
}),
)
.size_full()
.bg(theme.bg_panel.clone())
.flex()
.flex_col()
.items_center()
.justify_center()
.child(body)
}
}
// =====================================================================
// Modos: empty / thumbnails / wheel
// =====================================================================
fn render_empty(theme: &Theme) -> gpui::Div {
div()
.flex()
.flex_col()
.items_center()
.justify_center()
.gap(px(12.0))
.child(
div()
.text_size(px(13.0))
.text_color(theme.fg_muted)
.child("Tahuantinsuyu"),
)
.child(
div()
.text_size(px(11.0))
.text_color(theme.fg_disabled)
.child("Seleccioná una carta en el árbol para empezar."),
)
}
fn render_thumbnails(theme: &Theme, items: &[ThumbnailItem]) -> gpui::Div {
if items.is_empty() {
return div()
.text_size(px(12.0))
.text_color(theme.fg_muted)
.child("Sin cartas en este grupo todavía.");
}
let mut row = div().flex().flex_row().flex_wrap().gap(px(12.0));
for it in items {
row = row.child(
div()
.w(px(140.0))
.h(px(160.0))
.rounded(px(6.0))
.border_1()
.border_color(theme.border)
.bg(theme.bg_panel_alt.clone())
.flex()
.flex_col()
.items_center()
.justify_end()
.pb(px(8.0))
.child(
div()
.text_size(px(11.0))
.text_color(theme.fg_text)
.child(it.label.clone()),
),
);
}
row
}
// =====================================================================
// Wheel
// =====================================================================
#[allow(clippy::too_many_arguments)]
fn render_wheel(
theme: &Theme,
palette: &AstroPalette,
render: &RenderModel,
view_rotation_deg: f32,
time_offset_minutes: i64,
layer_visibility: &HashMap<LayerKind, bool>,
hover: Option<&HoverInfo>,
entity: gpui::Entity<AstrologyCanvas>,
) -> gpui::Div {
let asc = render.ascendant_deg;
let rot_offset = view_rotation_deg;
let cx_center = WHEEL_SIZE / 2.0;
let cy_center = WHEEL_SIZE / 2.0;
let r_outer = (WHEEL_SIZE - WHEEL_MARGIN * 2.0) / 2.0;
let radii = Radii::from_outer(r_outer);
let visible = layer_visibility.clone();
// --- Canvas element con todo el trazo + jog-dial drag ---
let palette_paint = palette.clone();
let theme_paint = theme.clone();
let layers_paint: Vec<Layer> = render.layers.clone();
let asc_for_paint = asc;
let mc_for_paint = render.midheaven_deg;
let visibility_for_paint = visible.clone();
let entity_for_canvas = entity.clone();
let canvas_element = canvas(
move |_b: Bounds<Pixels>, _w, _cx| (),
move |bounds: Bounds<Pixels>, _, window, _| {
// Painting de la rueda.
paint_wheel(
bounds,
window,
&theme_paint,
&palette_paint,
&layers_paint,
asc_for_paint,
mc_for_paint,
rot_offset,
radii,
&visibility_for_paint,
);
// Handlers de mouse para el jog-dial — se registran cada
// frame contra el window; GPUI los reemplaza al re-renderear.
let entity_d = entity_for_canvas.clone();
window.on_mouse_event(move |ev: &MouseDownEvent, _, _w, cx| {
if ev.button != MouseButton::Left {
return;
}
if !bounds.contains(&ev.position) {
return;
}
entity_d.update(cx, |this, cx| this.on_jog_down(ev.position, bounds, cx));
});
let entity_m = entity_for_canvas.clone();
window.on_mouse_event(move |ev: &MouseMoveEvent, _, _w, cx| {
if ev.dragging() {
entity_m.update(cx, |this, cx| this.on_jog_move(ev.position, bounds, cx));
} else if bounds.contains(&ev.position) {
// Mouse hover sin drag: hit-test sobre los body
// glyphs para el tooltip.
entity_m.update(cx, |this, cx| this.on_hover_check(ev.position, bounds, cx));
} else {
entity_m.update(cx, |this, cx| {
if this.state.hover.take().is_some() {
cx.notify();
}
});
}
});
let entity_u = entity_for_canvas.clone();
window.on_mouse_event(move |_: &MouseUpEvent, _, _w, cx| {
entity_u.update(cx, |this, cx| this.on_jog_up(cx));
});
},
)
.absolute()
.w(px(WHEEL_SIZE))
.h(px(WHEEL_SIZE));
// Gradient sutil diagonal en el fondo del wheel — toque "místico
// velado": alpha muy baja, así no compite con la geometría pintada
// encima pero llena las zonas vacías (esquinas del cuadrado, gaps
// entre anillos) con un shimmer mineral.
let wheel_bg = linear_gradient(
155.0,
linear_color_stop(with_alpha(palette.dial_ring, 0.06), 0.0),
linear_color_stop(with_alpha(palette.angle_highlight, 0.03), 1.0),
);
let mut wheel = div()
.relative()
.w(px(WHEEL_SIZE))
.h(px(WHEEL_SIZE))
.bg(wheel_bg)
.rounded(px(12.0))
.child(canvas_element);
// Sign glyphs.
if visible.get(&LayerKind::SignDial).copied().unwrap_or(true) {
let sign_ring_mid = (radii.sign_outer + radii.sign_inner) / 2.0;
for layer in &render.layers {
if matches!(layer.kind, LayerKind::SignDial) {
for g in &layer.glyphs {
let (x, y) = polar_to_screen(g.deg, asc, rot_offset, sign_ring_mid);
let color = element_color_for_sign(palette, &g.symbol);
wheel = wheel.child(centered_glyph(
cx_center + x,
cy_center + y,
20.0,
18.0,
sign_unicode(&g.symbol).into(),
color,
));
}
}
}
}
// House numbers.
if visible.get(&LayerKind::Houses).copied().unwrap_or(true) {
let house_label_r = (radii.houses_outer + radii.houses_inner) / 2.0;
for layer in &render.layers {
if matches!(layer.kind, LayerKind::Houses) {
for g in &layer.glyphs {
let (x, y) = polar_to_screen(g.deg, asc, rot_offset, house_label_r);
if let Some(h) = g.house {
wheel = wheel.child(centered_glyph(
cx_center + x,
cy_center + y,
16.0,
10.0,
format!("{}", h).into(),
palette.house_cusp,
));
}
}
}
}
}
// Planet glyphs: natal (en `bodies`) + overlays en sus rings
// (progression, solar_arc) con alpha + tamaño más chico para
// diferenciarse visualmente del natal.
if visible.get(&LayerKind::Bodies).copied().unwrap_or(true) {
for layer in &render.layers {
if matches!(layer.kind, LayerKind::Bodies) {
let is_natal = layer.module_id == "natal";
let ring = radii.body_ring(&layer.module_id);
let alpha = if is_natal { 1.0 } else { 0.85 };
let font_size = if is_natal { 18.0 } else { 14.0 };
let box_size = if is_natal { 24.0 } else { 20.0 };
for g in &layer.glyphs {
let (x, y) = polar_to_screen(g.deg, asc, rot_offset, ring);
let color = with_alpha(planet_color(palette, &g.symbol), alpha);
let mut glyph_text = planet_unicode(&g.symbol).to_string();
if g.retrograde {
glyph_text.push('ᴿ');
}
if let Some(marker) = &g.dignity_marker {
glyph_text.push_str(marker);
}
wheel = wheel.child(centered_glyph(
cx_center + x,
cy_center + y,
box_size,
font_size,
glyph_text.into(),
color,
));
}
}
}
}
// Planet glyphs en el outer ring — transit o synastry, los dos
// comparten ese slot (mutuamente excluyentes a nivel de Shell).
if visible.get(&LayerKind::Outer).copied().unwrap_or(true) {
for layer in &render.layers {
if matches!(layer.kind, LayerKind::Outer)
&& (OUTER_RING_MODULES.contains(&layer.module_id.as_str()))
{
for g in &layer.glyphs {
let (x, y) = polar_to_screen(g.deg, asc, rot_offset, radii.transits);
let color = with_alpha(planet_color(palette, &g.symbol), 0.9);
let glyph_text = if g.retrograde {
format!("{}ᴿ", planet_unicode(&g.symbol))
} else {
planet_unicode(&g.symbol).into()
};
wheel = wheel.child(centered_glyph(
cx_center + x,
cy_center + y,
20.0,
14.0,
glyph_text.into(),
color,
));
}
}
}
}
// Tooltip absoluto sobre el elemento hovered (cuerpo o cusp).
if let Some(hov) = hover {
let text = match hov {
HoverInfo::Body {
module_id,
symbol,
deg,
house,
retrograde,
dignity_marker,
annotation,
..
} => {
let sign_idx = ((deg / 30.0).floor() as usize) % 12;
let sign_name = SIGN_NAMES_ES[sign_idx];
let deg_in_sign = deg - (sign_idx as f32) * 30.0;
let display_symbol = if module_id == "midpoints" {
// El symbol del midpoint es "a/b" — para el header
// del tooltip usamos los unicodes individuales.
if let Some((a, b)) = symbol.split_once('/') {
format!("{}/{}", planet_unicode(a), planet_unicode(b))
} else {
symbol.clone()
}
} else {
planet_unicode(symbol).to_string()
};
let mut t = format!("{} {} · {:.1}°", display_symbol, sign_name, deg_in_sign);
if let Some(h) = house {
t.push_str(&format!(" · Casa {}", h));
}
if *retrograde {
t.push_str(" · ℞");
}
if let Some(m) = dignity_marker {
t.push_str(&format!(" · {}", m));
}
if module_id == "midpoints" {
if let Some(a) = annotation {
t.push_str(&format!(" · {}", a));
}
} else if module_id != "natal" {
t.push_str(&format!(" · {}", module_id));
}
t
}
HoverInfo::HouseCusp {
house_number, deg, ..
} => {
let sign_idx = ((deg / 30.0).floor() as usize) % 12;
let sign_name = SIGN_NAMES_ES[sign_idx];
let deg_in_sign = deg - (sign_idx as f32) * 30.0;
format!(
"Cusp Casa {} · {} {:.1}°",
house_number, sign_name, deg_in_sign
)
}
};
let (lx, ly) = hov.local();
let tip_x = (lx + 14.0).min(WHEEL_SIZE - 220.0).max(8.0);
let tip_y = (ly - 28.0).max(8.0);
wheel = wheel.child(
div()
.absolute()
.left(px(tip_x))
.top(px(tip_y))
.px(px(8.0))
.py(px(4.0))
.rounded(px(6.0))
.bg(theme.bg_panel_alt.clone())
.border_1()
.border_color(palette.angle_highlight)
.text_size(px(11.0))
.text_color(theme.fg_text)
.child(SharedString::from(text)),
);
}
// Labels ASC/MC/DESC/IC en el perímetro. Texto pequeño en el
// margen exterior (radius * 1.05) para que no se monte con los
// glifos de los signos. Color angle_highlight para que el ojo los
// reconozca como los cuatro ángulos cardinales.
let angle_labels = [
(asc, "ASC"),
(render.midheaven_deg, "MC"),
(render.descendant_deg, "DESC"),
(render.imum_coeli_deg, "IC"),
];
let label_r = r_outer * 1.06;
for (deg, label) in angle_labels {
let (x, y) = polar_to_screen(deg, asc, rot_offset, label_r);
wheel = wheel.child(centered_glyph(
cx_center + x,
cy_center + y,
32.0,
10.0,
label.into(),
palette.angle_highlight,
));
}
// --- Header + footer + indicador de tiempo ---
let header = div()
.flex()
.flex_col()
.items_center()
.gap(px(2.0))
.child(
div()
.text_size(px(16.0))
.text_color(theme.fg_text)
.child(SharedString::from(render.title.clone())),
);
let header = if let Some(sub) = &render.subtitle {
header.child(
div()
.text_size(px(11.0))
.text_color(theme.fg_muted)
.child(SharedString::from(sub.clone())),
)
} else {
header
};
// Botón export SVG — pequeño, alineado a la derecha del title.
let export_btn = div()
.id("tts-canvas-export-svg")
.px(px(10.0))
.py(px(3.0))
.rounded(px(4.0))
.bg(theme.bg_button())
.hover(|s| s.bg(theme.bg_button_hover()))
.border_1()
.border_color(theme.border)
.text_size(px(10.0))
.text_color(theme.fg_text)
.child("⬇ SVG")
.on_click({
let entity_e = entity.clone();
move |_: &gpui::ClickEvent, _w, cx: &mut gpui::App| {
entity_e.update(cx, |_this, cx| {
cx.emit(CanvasEvent::ExportSvgRequested);
});
}
});
let header = div()
.flex()
.flex_row()
.items_center()
.gap(px(12.0))
.child(header)
.child(export_btn);
let offset_label = format_offset(time_offset_minutes);
let offset_color = if time_offset_minutes == 0 {
theme.fg_disabled
} else {
palette.angle_highlight
};
let info_row = div()
.flex()
.flex_row()
.gap(px(10.0))
.child(
div()
.text_size(px(10.0))
.text_color(theme.fg_disabled)
.child(SharedString::from(format!(
"Asc {:.1}° · MC {:.1}° · {} ms",
render.ascendant_deg, render.midheaven_deg, render.compute_ms,
))),
)
.child(
div()
.text_size(px(10.0))
.text_color(offset_color)
.child(SharedString::from(offset_label)),
)
.child(
div()
.text_size(px(10.0))
.text_color(theme.fg_disabled)
.child("[D]ial [H]ouses as[X]pects [P]lanets [T]ransits [R]eset"),
);
// Badges de overlays activos. Cada uno se pinta como pill con
// background sutil y border tenue. Solo aparecen cuando hay
// overlays — la carta natal pura ve solo el info_row.
let badges_row = if render.overlays.is_empty() {
None
} else {
let mut row = div().flex().flex_row().flex_wrap().gap(px(6.0));
// Badge "natal" base, siempre presente cuando hay overlays —
// ayuda al usuario a leer la pila de izquierda a derecha.
row = row.child(badge(theme, palette, "natal", "Natal", true));
for ov in &render.overlays {
row = row.child(badge(theme, palette, &ov.module_id, &ov.label, false));
}
Some(row)
};
let mut footer = div().flex().flex_col().items_center().gap(px(4.0)).child(info_row);
if let Some(b) = badges_row {
footer = footer.child(b);
}
// Lista textual de aspectos (top 12 por orb). Compacta, en grid
// de 3 columnas, fonts pequeños. Solo aparece cuando hay aspectos
// computados.
if !render.aspect_summary.is_empty() {
let mut grid = div()
.flex()
.flex_row()
.flex_wrap()
.gap(px(10.0))
.max_w(px(WHEEL_SIZE + 80.0))
.justify_center();
for ap in render.aspect_summary.iter().take(12) {
let kind_sym = aspect_unicode(&ap.kind);
let line = format!(
"{} {} {} · {:.1}°{}",
planet_unicode(&ap.from_body),
kind_sym,
planet_unicode(&ap.to_body),
ap.orb_deg,
match ap.applying {
Some(true) => " A",
Some(false) => " S",
None => "",
}
);
let prefix = if ap.module_id == "natal" {
String::new()
} else {
format!("[{}] ", ap.module_id)
};
grid = grid.child(
div()
.px(px(6.0))
.py(px(2.0))
.text_size(px(11.0))
.text_color(aspect_color(palette, &ap.kind))
.child(SharedString::from(format!("{}{}", prefix, line))),
);
}
footer = footer.child(grid);
}
div()
.flex()
.flex_col()
.items_center()
.gap(px(8.0))
.child(header)
.child(wheel)
.child(footer)
}
/// Pequeña pill con la etiqueta de un overlay activo. El borde toma
/// color según el "tipo" del módulo para ayudar a mapear a su anillo
/// en el wheel: natal = neutro, outer ring share (transit/synastry/
/// planetary_return) = palette.angle_highlight, inner overlays
/// (progression/solar_arc) = palette.house_cusp.
fn badge(theme: &Theme, palette: &AstroPalette, module_id: &str, label: &str, is_natal: bool) -> gpui::Div {
let border = if is_natal {
theme.border
} else {
match module_id {
"transit" | "synastry" | "planetary_return" => palette.angle_highlight,
"progression" | "solar_arc" => palette.house_cusp,
_ => theme.border,
}
};
div()
.px(px(8.0))
.py(px(2.0))
.rounded(px(10.0))
.bg(theme.bg_panel_alt.clone())
.border_1()
.border_color(border)
.text_size(px(10.0))
.text_color(theme.fg_text)
.child(SharedString::from(label.to_string()))
}
fn format_offset(minutes: i64) -> String {
if minutes == 0 {
return "⏱ ahora".to_string();
}
let sign = if minutes > 0 { '+' } else { '-' };
let m = minutes.unsigned_abs();
let days = m / (60 * 24);
let hours = (m / 60) % 24;
let mins = m % 60;
if days > 0 {
format!("{}{}d {:02}h {:02}m", sign, days, hours, mins)
} else if hours > 0 {
format!("{}{:02}h {:02}m", sign, hours, mins)
} else {
format!("{}{:02}m", sign, mins)
}
}
// =====================================================================
// Painting
// =====================================================================
#[derive(Clone, Copy)]
struct Radii {
sign_outer: f32,
sign_inner: f32,
/// Anillo de glifos de tránsito (cuando el overlay está activo).
transits: f32,
houses_outer: f32,
houses_inner: f32,
/// Anillo de midpoints — entre bodies natales y houses_inner.
midpoints: f32,
bodies: f32,
/// Anillo interno con cuerpos progresados (overlay opcional).
progression: f32,
/// Anillo más interno con cuerpos dirigidos por Solar Arc.
solar_arc: f32,
/// Anillo de carta compuesta (midpoint Davison) con un partner.
composite: f32,
aspects: f32,
}
impl Radii {
fn from_outer(r: f32) -> Self {
Self {
sign_outer: r,
sign_inner: r * 0.88,
transits: r * 0.82,
houses_outer: r * 0.78,
houses_inner: r * 0.66,
midpoints: r * 0.62,
bodies: r * 0.58,
progression: r * 0.48,
solar_arc: r * 0.40,
composite: r * 0.32,
aspects: r * 0.24,
}
}
/// Radio del ring de cuerpos según el `module_id` del Layer.
fn body_ring(&self, module_id: &str) -> f32 {
match module_id {
"progression" => self.progression,
"solar_arc" => self.solar_arc,
"composite" => self.composite,
"midpoints" => self.midpoints,
_ => self.bodies,
}
}
/// Resuelve qué radios corresponden a una capa de aspectos según el
/// `module_id`: natal-natal en `aspects`, cross con cada overlay
/// desde `bodies` (extremo natal) al ring del módulo. Los módulos
/// del outer ring (OUTER_RING_MODULES) comparten el slot de
/// tránsito (son mutuamente excluyentes a nivel de Shell).
fn aspect_endpoints(&self, module_id: &str) -> (f32, f32) {
if OUTER_RING_MODULES.contains(&module_id) {
return (self.bodies, self.transits);
}
match module_id {
"progression" => (self.bodies, self.progression),
"solar_arc" => (self.bodies, self.solar_arc),
"composite" => (self.bodies, self.composite),
_ => (self.aspects, self.aspects),
}
}
}
#[allow(clippy::too_many_arguments)]
fn paint_wheel(
bounds: Bounds<Pixels>,
window: &mut Window,
theme: &Theme,
palette: &AstroPalette,
layers: &[Layer],
ascendant_deg: f32,
midheaven_deg: f32,
rot_offset_deg: f32,
radii: Radii,
visibility: &HashMap<LayerKind, bool>,
) {
let (cx, cy) = bounds_center(bounds);
let _ = theme;
let show = |k: LayerKind| visibility.get(&k).copied().unwrap_or(true);
// 1. Sectores zodiacales (parte del SignDial layer).
if show(LayerKind::SignDial) {
paint_sign_sectors(window, cx, cy, &radii, palette, ascendant_deg, rot_offset_deg);
// Anillos del dial.
stroke_circle(window, cx, cy, radii.sign_outer, 1.5, palette.dial_ring);
stroke_circle(window, cx, cy, radii.sign_inner, 1.0, palette.dial_ring);
// Cusps zodiacales cada 30°.
for i in 0..12 {
let lon = (i as f32) * 30.0;
let color = palette.dial_ring;
paint_radial_line(
window,
cx,
cy,
lon,
ascendant_deg,
rot_offset_deg,
radii.sign_inner,
radii.sign_outer,
color,
1.0,
);
}
}
// 2. Casas — cusps radiales + énfasis Asc/IC/Desc/MC.
if show(LayerKind::Houses) {
stroke_circle(
window,
cx,
cy,
radii.houses_inner,
0.8,
with_alpha(palette.house_cusp, 0.6),
);
for layer in layers {
if matches!(layer.kind, LayerKind::Houses) {
if let Geometry::Ring { cusps_deg } = &layer.geometry {
for (i, c) in cusps_deg.iter().enumerate() {
let is_angle = i == 0 || i == 3 || i == 6 || i == 9;
let color = if is_angle {
palette.angle_highlight
} else {
with_alpha(palette.house_cusp, 0.7)
};
let width = if is_angle { 2.0 } else { 0.8 };
paint_radial_line(
window,
cx,
cy,
*c,
ascendant_deg,
rot_offset_deg,
radii.houses_inner,
radii.houses_outer,
color,
width,
);
}
}
}
}
// Asc + MC extendidos hasta el centro con opacidad sutil.
paint_radial_line(
window,
cx,
cy,
ascendant_deg,
ascendant_deg,
rot_offset_deg,
0.0,
radii.houses_outer,
with_alpha(palette.angle_highlight, 0.35),
1.0,
);
paint_radial_line(
window,
cx,
cy,
midheaven_deg,
ascendant_deg,
rot_offset_deg,
0.0,
radii.houses_outer,
with_alpha(palette.angle_highlight, 0.35),
1.0,
);
}
// 3. Aspectos. Cada module_id usa su par de radios — natal-natal
// ambos en `aspects`, cross con transit en `bodies → transits`,
// cross con progression en `bodies → progression`.
if show(LayerKind::Aspects) {
for layer in layers {
if matches!(layer.kind, LayerKind::Aspects) {
if let Geometry::Lines(segs) = &layer.geometry {
let (r_from, r_to) = radii.aspect_endpoints(&layer.module_id);
let is_cross = r_from != r_to;
for seg in segs {
let color = aspect_color(palette, &seg.kind);
let color = with_alpha(color, color.a * seg.opacity);
if is_cross {
paint_cross_aspect_line(
window,
cx,
cy,
seg.from_deg,
seg.to_deg,
ascendant_deg,
rot_offset_deg,
r_from,
r_to,
color,
);
} else {
paint_aspect_line(
window,
cx,
cy,
seg.from_deg,
seg.to_deg,
ascendant_deg,
rot_offset_deg,
r_from,
color,
);
}
}
}
}
}
}
// 4. Dots de cuerpos: natal en `bodies`, overlays en sus rings
// específicos (progression, solar_arc). Las luminarias natales
// (Sol/Luna) llevan glow halo — invita la mística sin saturar.
if show(LayerKind::Bodies) {
let dot_r = (radii.sign_outer * 0.018).max(2.0);
for layer in layers {
if matches!(layer.kind, LayerKind::Bodies) {
let ring = radii.body_ring(&layer.module_id);
let is_natal = layer.module_id == "natal";
let alpha = if is_natal { 1.0 } else { 0.85 };
for g in &layer.glyphs {
let color = with_alpha(planet_color(palette, &g.symbol), alpha);
let (x, y) = polar_to_screen(g.deg, ascendant_deg, rot_offset_deg, ring);
if is_natal && (g.symbol == "sun" || g.symbol == "moon") {
paint_glow(window, cx + x, cy + y, dot_r, color);
}
fill_circle(window, cx + x, cy + y, dot_r, color);
}
}
}
}
// Anillos guía para los overlays internos (progression, solar_arc).
let guide_inset = radii.sign_outer * 0.03;
for (module_id, ring) in [
("progression", radii.progression),
("solar_arc", radii.solar_arc),
] {
let active = layers
.iter()
.any(|l| matches!(l.kind, LayerKind::Bodies) && l.module_id == module_id);
if active {
stroke_circle(
window,
cx,
cy,
ring + guide_inset,
0.5,
with_alpha(palette.house_cusp, 0.35),
);
stroke_circle(
window,
cx,
cy,
ring - guide_inset,
0.5,
with_alpha(palette.house_cusp, 0.35),
);
}
}
// 5. Outer ring (transit o synastry overlay): anillo guía + dots
// de la capa activa. Son mutuamente excluyentes a nivel de Shell;
// si alguno de los dos está prendido, pintamos el slot.
let outer_active = layers.iter().any(|l| {
matches!(l.kind, LayerKind::Outer)
&& OUTER_RING_MODULES.contains(&l.module_id.as_str())
});
if outer_active && show(LayerKind::Outer) {
stroke_circle(
window,
cx,
cy,
radii.transits + radii.sign_outer * 0.035,
0.6,
with_alpha(palette.dial_ring, 0.4),
);
stroke_circle(
window,
cx,
cy,
radii.transits - radii.sign_outer * 0.035,
0.6,
with_alpha(palette.dial_ring, 0.4),
);
let dot_r = (radii.sign_outer * 0.017).max(2.0);
for layer in layers {
if matches!(layer.kind, LayerKind::Outer)
&& (OUTER_RING_MODULES.contains(&layer.module_id.as_str()))
{
for g in &layer.glyphs {
let color = with_alpha(planet_color(palette, &g.symbol), 0.85);
let (x, y) =
polar_to_screen(g.deg, ascendant_deg, rot_offset_deg, radii.transits);
fill_circle(window, cx + x, cy + y, dot_r, color);
}
}
}
}
}
fn paint_sign_sectors(
window: &mut Window,
cx: f32,
cy: f32,
radii: &Radii,
palette: &AstroPalette,
ascendant_deg: f32,
rot_offset_deg: f32,
) {
const SUBDIVISIONS: usize = 18;
for i in 0..12 {
let lon_start = (i as f32) * 30.0;
let lon_end = lon_start + 30.0;
let element = sign_element_by_index(i);
let color = with_alpha(palette.element(element), 0.10);
let mut builder = PathBuilder::fill();
let (x0, y0) = polar_to_screen(lon_start, ascendant_deg, rot_offset_deg, radii.sign_inner);
builder.move_to(point(px(cx + x0), px(cy + y0)));
for k in 1..=SUBDIVISIONS {
let t = lon_start + (lon_end - lon_start) * (k as f32) / (SUBDIVISIONS as f32);
let (x, y) = polar_to_screen(t, ascendant_deg, rot_offset_deg, radii.sign_inner);
builder.line_to(point(px(cx + x), px(cy + y)));
}
let (xe, ye) = polar_to_screen(lon_end, ascendant_deg, rot_offset_deg, radii.sign_outer);
builder.line_to(point(px(cx + xe), px(cy + ye)));
for k in (0..SUBDIVISIONS).rev() {
let t = lon_start + (lon_end - lon_start) * (k as f32) / (SUBDIVISIONS as f32);
let (x, y) = polar_to_screen(t, ascendant_deg, rot_offset_deg, radii.sign_outer);
builder.line_to(point(px(cx + x), px(cy + y)));
}
builder.close();
if let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
}
fn stroke_circle(window: &mut Window, cx: f32, cy: f32, r: f32, width: f32, color: Hsla) {
const SEGMENTS: usize = 96;
let mut builder = PathBuilder::stroke(px(width));
for i in 0..=SEGMENTS {
let t = (i as f32) / (SEGMENTS as f32) * (2.0 * PI);
let x = cx + r * t.cos();
let y = cy + r * t.sin();
if i == 0 {
builder.move_to(point(px(x), px(y)));
} else {
builder.line_to(point(px(x), px(y)));
}
}
if let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
/// Pinta 3 halos concéntricos con alpha decreciente alrededor de un
/// punto — usado para Sol/Luna natales. El radio crece, la opacidad
/// cae: el ojo lo lee como "esto irradia". Sin glow real (GPUI 0.2 no
/// tiene radial gradient), pero el shading concéntrico convence.
fn paint_glow(window: &mut Window, cx: f32, cy: f32, base_r: f32, color: Hsla) {
const HALOS: [(f32, f32); 3] = [(5.0, 0.05), (3.0, 0.12), (1.8, 0.22)];
for (mult, alpha) in HALOS {
let r = base_r * mult;
let halo = hsla(color.h, color.s, color.l, alpha);
fill_circle(window, cx, cy, r, halo);
}
}
fn fill_circle(window: &mut Window, cx: f32, cy: f32, r: f32, color: Hsla) {
const SEGMENTS: usize = 32;
let mut builder = PathBuilder::fill();
builder.move_to(point(px(cx + r), px(cy)));
for i in 1..=SEGMENTS {
let t = (i as f32) / (SEGMENTS as f32) * (2.0 * PI);
let x = cx + r * t.cos();
let y = cy + r * t.sin();
builder.line_to(point(px(x), px(y)));
}
builder.close();
if let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
#[allow(clippy::too_many_arguments)]
fn paint_radial_line(
window: &mut Window,
cx: f32,
cy: f32,
longitude_deg: f32,
ascendant_deg: f32,
rot_offset_deg: f32,
r_inner: f32,
r_outer: f32,
color: Hsla,
width: f32,
) {
let (xi, yi) = polar_to_screen(longitude_deg, ascendant_deg, rot_offset_deg, r_inner);
let (xo, yo) = polar_to_screen(longitude_deg, ascendant_deg, rot_offset_deg, r_outer);
let mut builder = PathBuilder::stroke(px(width));
builder.move_to(point(px(cx + xi), px(cy + yi)));
builder.line_to(point(px(cx + xo), px(cy + yo)));
if let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
#[allow(clippy::too_many_arguments)]
fn paint_aspect_line(
window: &mut Window,
cx: f32,
cy: f32,
a_deg: f32,
b_deg: f32,
ascendant_deg: f32,
rot_offset_deg: f32,
r: f32,
color: Hsla,
) {
let (xa, ya) = polar_to_screen(a_deg, ascendant_deg, rot_offset_deg, r);
let (xb, yb) = polar_to_screen(b_deg, ascendant_deg, rot_offset_deg, r);
let mut builder = PathBuilder::stroke(px(1.0));
builder.move_to(point(px(cx + xa), px(cy + ya)));
builder.line_to(point(px(cx + xb), px(cy + yb)));
if let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
/// Línea de aspecto natal ↔ tránsito: extremos en radios distintos.
/// El `from_deg` cae sobre el ring de cuerpos natales (`r_from`); el
/// `to_deg` sobre el ring de tránsito (`r_to`). Trazo más fino que el
/// natal-natal para no competir visualmente.
#[allow(clippy::too_many_arguments)]
fn paint_cross_aspect_line(
window: &mut Window,
cx: f32,
cy: f32,
natal_deg: f32,
transit_deg: f32,
ascendant_deg: f32,
rot_offset_deg: f32,
r_from: f32,
r_to: f32,
color: Hsla,
) {
let (xa, ya) = polar_to_screen(natal_deg, ascendant_deg, rot_offset_deg, r_from);
let (xb, yb) = polar_to_screen(transit_deg, ascendant_deg, rot_offset_deg, r_to);
let mut builder = PathBuilder::stroke(px(0.7));
builder.move_to(point(px(cx + xa), px(cy + ya)));
builder.line_to(point(px(cx + xb), px(cy + yb)));
if let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
// =====================================================================
// Helpers
// =====================================================================
fn polar_to_screen(
longitude_deg: f32,
ascendant_deg: f32,
rot_offset_deg: f32,
radius: f32,
) -> (f32, f32) {
let deg = 180.0 - (longitude_deg - ascendant_deg + rot_offset_deg);
let rad = deg * PI / 180.0;
(radius * rad.cos(), radius * rad.sin())
}
fn centered_glyph(
x: f32,
y: f32,
box_size: f32,
font_size: f32,
text: SharedString,
color: Hsla,
) -> gpui::Div {
div()
.absolute()
.left(px(x - box_size / 2.0))
.top(px(y - box_size / 2.0))
.w(px(box_size))
.h(px(box_size))
.flex()
.items_center()
.justify_center()
.text_size(px(font_size))
.text_color(color)
.child(text)
}
fn with_alpha(c: Hsla, a: f32) -> Hsla {
hsla(c.h, c.s, c.l, a.clamp(0.0, 1.0))
}
fn sign_unicode(name: &str) -> &'static str {
match name {
"aries" => "",
"taurus" => "",
"gemini" => "",
"cancer" => "",
"leo" => "",
"virgo" => "",
"libra" => "",
"scorpio" => "",
"sagittarius" => "",
"capricorn" => "",
"aquarius" => "",
"pisces" => "",
_ => "?",
}
}
const SIGN_NAMES_ES: [&str; 12] = [
"Aries",
"Tauro",
"Géminis",
"Cáncer",
"Leo",
"Virgo",
"Libra",
"Escorpio",
"Sagitario",
"Capricornio",
"Acuario",
"Piscis",
];
fn aspect_unicode(kind: &str) -> &'static str {
match kind {
"conjunction" => "",
"opposition" => "",
"trine" => "",
"square" => "",
"sextile" => "",
"quincunx" => "",
"semi_sextile" => "",
"semi_square" => "",
"sesquiquadrate" => "",
"quintile" => "Q",
"biquintile" => "bQ",
_ => "·",
}
}
fn planet_unicode(name: &str) -> &'static str {
match name {
"sun" => "",
"moon" => "",
"mercury" => "",
"venus" => "",
"mars" => "",
"jupiter" => "",
"saturn" => "",
"uranus" => "",
"neptune" => "",
"pluto" => "",
"north_node" => "",
"south_node" => "",
"chiron" => "",
"lilith" => "",
"ceres" => "",
"pallas" => "",
"juno" => "",
"vesta" => "",
_ => "",
}
}
fn planet_color(p: &AstroPalette, name: &str) -> Hsla {
let planet = match name {
"sun" => Planet::Sun,
"moon" => Planet::Moon,
"mercury" => Planet::Mercury,
"venus" => Planet::Venus,
"mars" => Planet::Mars,
"jupiter" => Planet::Jupiter,
"saturn" => Planet::Saturn,
"uranus" => Planet::Uranus,
"neptune" => Planet::Neptune,
"pluto" => Planet::Pluto,
"chiron" => Planet::Chiron,
"north_node" => Planet::NorthNode,
"south_node" => Planet::SouthNode,
"lilith" => Planet::Lilith,
_ => return p.fg_text_fallback(),
};
p.planet(planet)
}
fn sign_element_by_index(i: usize) -> Element {
match i % 4 {
0 => Element::Fire,
1 => Element::Earth,
2 => Element::Air,
_ => Element::Water,
}
}
fn element_color_for_sign(p: &AstroPalette, name: &str) -> Hsla {
let elem = match name {
"aries" | "leo" | "sagittarius" => Element::Fire,
"taurus" | "virgo" | "capricorn" => Element::Earth,
"gemini" | "libra" | "aquarius" => Element::Air,
"cancer" | "scorpio" | "pisces" => Element::Water,
_ => return p.fg_text_fallback(),
};
p.element(elem)
}
fn aspect_color(p: &AstroPalette, kind: &str) -> Hsla {
let k = match kind {
"conjunction" => TAspectKind::Conjunction,
"opposition" => TAspectKind::Opposition,
"trine" => TAspectKind::Trine,
"square" => TAspectKind::Square,
"sextile" => TAspectKind::Sextile,
"quincunx" => TAspectKind::Quincunx,
"semi_sextile" => TAspectKind::Semisextile,
"semi_square" => TAspectKind::Semisquare,
"sesquiquadrate" => TAspectKind::Sesquisquare,
"quintile" => TAspectKind::Quintile,
"biquintile" => TAspectKind::Biquintile,
_ => return p.minor_aspect,
};
p.aspect(k)
}
trait AstroPaletteExt {
fn fg_text_fallback(&self) -> Hsla;
}
impl AstroPaletteExt for AstroPalette {
fn fg_text_fallback(&self) -> Hsla {
if self.is_dark {
hsla(0.0, 0.0, 0.85, 1.0)
} else {
hsla(0.0, 0.0, 0.25, 1.0)
}
}
}