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kiln/kiln-tui/src/scroll_overlay.rs
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//! The scroll overlay widget, shown when a script calls `scroll()`.
//!
//! Uses [`StatefulWidget`] rather than [`Widget`] because rendering computes
//! `max_scroll` (the highest valid scroll offset) as a side-effect that the
//! caller needs to clamp future scroll input. [`ScrollOverlayState`] carries
//! `offset` in and `max_scroll` out across the render call.
use kiln_core::game::{Scroll, ScrollLine};
use ratatui::buffer::Buffer;
use ratatui::layout::{Constraint, Layout, Rect};
use ratatui::style::{Color, Style};
use ratatui::text::{Line, Span};
use ratatui::widgets::{
Block, Fill, Paragraph, Scrollbar, ScrollbarOrientation, ScrollbarState, StatefulWidget,
Widget, Wrap,
};
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/// Duration of the open and close animations, in seconds.
const ANIM_SECS: f32 = 0.25;
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/// Animation state for the scroll overlay window.
#[derive(Default)]
pub enum ScrollAnimState {
/// Window is opening: progress goes from 0.0 → 1.0 over 0.5 s.
Opening(f32),
/// Window is fully open.
#[default]
Open,
/// Window is closing: progress from 1.0 → 0.0 over 0.5 s.
Closing(f32),
/// Close animation finished; the caller should dispatch
/// [`ScrollOverlayState::pending_choice`] and reset the state.
Done,
}
/// State threaded through a [`ScrollOverlayWidget`] render call.
#[derive(Default)]
pub struct ScrollOverlayState {
/// The current scroll offset (input — read during render).
pub offset: u16,
/// The maximum valid scroll offset (output — written during render).
pub max_scroll: u16,
/// Open/close animation state (input — read during render).
pub anim: Option<ScrollAnimState>,
/// The player's choice to dispatch when [`close_finished`](Self::close_finished)
/// is true. Set by the caller before starting a close animation.
pub pending_choice: Option<String>,
}
impl ScrollOverlayState {
/// Advances the open/close animation by `dt` seconds.
///
/// When a closing animation completes, transitions `anim` to
/// [`ScrollAnimState::Done`]. Check [`close_finished`](Self::close_finished)
/// after calling this, then use [`take_choice`](Self::take_choice) to
/// retrieve the pending choice before resetting the state.
pub fn advance_anim(&mut self, dt: f32) {
match &mut self.anim {
Some(ScrollAnimState::Opening(p)) => {
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*p += dt / ANIM_SECS;
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if *p >= 1.0 { self.anim = Some(ScrollAnimState::Open); }
}
Some(ScrollAnimState::Closing(p)) => {
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*p -= dt / ANIM_SECS;
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if *p <= 0.0 { self.anim = Some(ScrollAnimState::Done); }
}
_ => {}
}
}
/// Returns `true` when a closing animation has just finished and
/// [`pending_choice`](Self::pending_choice) is ready to be dispatched.
pub fn close_finished(&self) -> bool {
matches!(self.anim, Some(ScrollAnimState::Done))
}
/// Removes and returns the pending choice. Returns `None` if no choice
/// was queued (e.g. the player dismissed without selecting).
pub fn take_choice(&mut self) -> Option<String> {
self.pending_choice.take()
}
}
/// A ratatui widget that draws the full-screen scroll overlay.
///
/// The overlay dims the background, then renders a `Block`-bordered window at
/// half screen width × 3/4 screen height. Height animates via `state.anim`
/// (0.0 → 1.0 = opening, 1.0 → 0.0 = closing), always staying even so each
/// step grows the window by exactly 2 rows from the center. Text lines whose
/// source starts with whitespace are stripped and centered; all others are
/// left-aligned. Selectable choices show `[a]`/`[b]` prefixes.
pub struct ScrollOverlayWidget<'a> {
/// The scroll content to display.
pub scroll: &'a Scroll,
}
impl<'a> ScrollOverlayWidget<'a> {
/// Creates a widget for the given scroll content.
pub fn new(scroll: &'a Scroll) -> Self {
Self { scroll }
}
}
impl StatefulWidget for ScrollOverlayWidget<'_> {
type State = ScrollOverlayState;
fn render(self, area: Rect, buf: &mut Buffer, state: &mut ScrollOverlayState) {
let anim = match &state.anim {
Some(ScrollAnimState::Opening(p)) => p.clamp(0.0, 1.0),
Some(ScrollAnimState::Open) => 1.0,
Some(ScrollAnimState::Closing(p)) => p.clamp(0.0, 1.0),
Some(ScrollAnimState::Done) | None => return,
};
if anim <= 0.0 {
state.max_scroll = 0;
return;
}
let bg = Color::Rgb(30, 25, 10);
let text_style = Style::default().fg(Color::White).bg(bg);
let key_style = Style::default().fg(Color::Yellow).bg(bg);
let choice_style = Style::default().fg(Color::Rgb(200, 200, 100)).bg(bg);
let border_style = Style::default().fg(Color::Rgb(180, 160, 100)).bg(bg);
// Fixed proportional sizing. Height is forced even so each animation step
// expands the window by exactly 2 rows (one on each side from the center).
let outer_w = area.width / 2;
let outer_h = (area.height * 3 / 4) & !1;
// Animate height: keep it even at every intermediate frame too.
let actual_h = ((outer_h as f32 * anim).round() as u16 & !1).max(2);
let left = area.x + area.width.saturating_sub(outer_w) / 2;
let top = area.y + area.height.saturating_sub(actual_h) / 2;
let overlay_rect = Rect { x: left, y: top, width: outer_w, height: actual_h };
// Build Lines without pre-wrapping — Paragraph handles wrapping at render time.
// Lines whose source starts with whitespace are centered; others are left-aligned.
let mut lines: Vec<Line> = Vec::new();
let mut choice_letter = b'a';
for item in &self.scroll.lines {
match item {
ScrollLine::Text(s) => {
let text = s.trim();
let line = Line::styled(text.to_string(), text_style);
lines.push(if s.starts_with(|c: char| c.is_ascii_whitespace()) {
line.centered()
} else {
line
});
}
ScrollLine::Choice { display, .. } => {
let key = choice_letter as char;
lines.push(Line::from(vec![
Span::styled(format!("[{key}] "), key_style),
Span::styled(display.clone(), choice_style),
]));
choice_letter += 1;
}
}
}
// Dim the whole background, then use Fill to paint the overlay area with solid
// background-colored spaces so board glyphs can't show through.
let dim_style = Style::default().fg(Color::Rgb(60, 60, 60)).bg(Color::Black);
for y in area.top()..area.bottom() {
for x in area.left()..area.right() {
if let Some(cell) = buf.cell_mut((x, y)) {
cell.set_style(dim_style);
}
}
}
Fill::new(" ").style(Style::default().bg(bg)).render(overlay_rect, buf);
// Render the bordered box, then split inner: text on the left, scrollbar on the right.
let block = Block::bordered().border_style(border_style).style(Style::default().bg(bg));
let inner = block.inner(overlay_rect);
block.render(overlay_rect, buf);
let [content_area, scrollbar_area] = Layout::horizontal([
Constraint::Min(0),
Constraint::Length(1),
]).areas(inner);
// Measure wrapped content height using the narrower content_area width, clamp
// scroll so content can't be pushed out of view.
let para = Paragraph::new(lines).wrap(Wrap { trim: false });
let content_lines = para.line_count(content_area.width) as u16;
let max_scroll = content_lines.saturating_sub(content_area.height);
let clamped = state.offset.min(max_scroll);
let para = para.scroll((clamped, 0));
// Center content vertically when it's shorter than the window.
let pad = content_area.height.saturating_sub(content_lines) / 2;
let [_, content_rect, _] = Layout::vertical([
Constraint::Length(pad),
Constraint::Length(content_lines.min(content_area.height)),
Constraint::Fill(1),
]).areas(content_area);
para.render(content_rect, buf);
// Scrollbar — only shown when content exceeds the visible height.
// content_length is set to max_scroll + 1 so that position 0 maps to the top
// of the track and position max_scroll maps exactly to the bottom. Using the
// full content_lines as content_length would leave the thumb short of the
// bottom at max scroll because ratatui's thumb formula is based on
// (content_length - 1) as the maximum position.
if content_lines > content_area.height {
let mut sb_state = ScrollbarState::new((max_scroll + 1) as usize)
.position(clamped as usize);
Scrollbar::new(ScrollbarOrientation::VerticalRight)
.render(scrollbar_area, buf, &mut sb_state);
}
state.max_scroll = max_scroll;
}
}