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kiln/kiln-tui/src/ui.rs
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use std::time::Duration;
use kiln_core::game::GameState;
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use crate::log::LogState;
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use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState};
/// View-only UI state for the log panel and scroll overlay. This is presentation
/// state, so it lives in the front-end rather than on the engine's [`GameState`].
pub(crate) struct Ui {
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/// State for the log panel (open/closed, height, scroll position).
pub(crate) log: LogState,
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/// Scroll position, bounds, and animation state for an active scroll overlay.
pub(crate) overlay: ScrollOverlayState,
}
impl Default for Ui {
fn default() -> Self {
Self {
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log: LogState::new(),
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overlay: ScrollOverlayState::default(),
}
}
}
impl Ui {
/// Scrolls the overlay by `delta` lines, clamped to the valid range.
pub(crate) fn scroll_lines(&mut self, delta: i32) {
self.overlay.offset = (self.overlay.offset as i32 + delta)
.clamp(0, self.overlay.max_scroll as i32) as u16;
}
/// Advances all time-driven UI state by `dt` and drives the game tick.
///
/// Advances the scroll overlay animation, dispatches any finished close
/// animation, ticks the game when no overlay is blocking, and starts the
/// open animation when a new scroll appears.
pub(crate) fn tick(&mut self, dt: Duration, game: &mut GameState) {
self.overlay.advance_anim(dt.as_secs_f32());
if self.overlay.close_finished() {
game.close_scroll(self.overlay.take_choice().as_deref());
self.overlay = ScrollOverlayState::default();
}
if game.active_scroll.is_none() {
game.tick(dt);
if game.active_scroll.is_some() && self.overlay.anim.is_none() {
self.overlay.anim = Some(ScrollAnimState::Opening(0.0));
}
}
}
/// Starts the scroll-close animation with the optional player choice.
/// Uses the current opening progress if the overlay was still animating in.
pub(crate) fn begin_close(&mut self, choice: Option<String>) {
let progress = match self.overlay.anim {
Some(ScrollAnimState::Opening(p)) => p.min(1.0),
_ => 1.0,
};
self.overlay.pending_choice = choice;
self.overlay.anim = Some(ScrollAnimState::Closing(progress));
}
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}