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kiln/kiln-tui/src/speech.rs
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2026-06-11 21:31:37 -05:00
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::prelude::{Color, Line, Style, Widget};
use ratatui::widgets::{Block, Fill, Paragraph};
use kiln_core::Board;
use kiln_core::game::SpeechBubble;
use crate::render::BoardWidget;
use crate::utils::rects_overlap;
/// A ratatui widget that draws speech bubbles for all active [`SpeechBubble`]s over the board.
///
/// Each bubble appears as a box-drawing frame with a tail pointing down at the speaker's cell.
/// Bubbles that would collide (same horizontal range, adjacent vertically) are shifted upward
/// one at a time until there is no overlap.
pub struct SpeechBubblesWidget<'a> {
/// The board, used to look up object positions and viewport layout.
pub board: &'a Board,
/// The active speech bubbles to render.
pub bubbles: &'a [SpeechBubble],
}
impl<'a> SpeechBubblesWidget<'a> {
/// Creates a widget for the given board and bubble slice.
pub fn new(board: &'a Board, bubbles: &'a [SpeechBubble]) -> Self {
Self { board, bubbles }
}
/// Finds a non-overlapping screen position for a bubble and records it in `placed`.
///
/// Sizes the bubble from `lines`, centers it horizontally over `(obj_sx, obj_sy)`,
/// then shifts upward until it clears all already-placed rects (or runs out of room).
/// Returns the full bubble rect (including the tail row) on success, or `None` if
/// the bubble can't fit within `area`. Appends to `placed` on success.
fn place_bubble(
area: Rect,
obj_sx: u16,
obj_sy: u16,
lines: &[&str],
placed: &mut Vec<Rect>,
) -> Option<Rect> {
let text_w = lines.iter().map(|l| l.chars().count()).max().unwrap_or(0) as u16;
let box_w = text_w + 4;
let box_h = lines.len() as u16 + 3;
// Center horizontally over the speaker, clamped inside the viewport.
let left = obj_sx.saturating_sub(box_w / 2)
.min(area.right().saturating_sub(box_w))
.max(area.left());
// Start directly above the speaker and shift upward until no overlap.
let mut top = obj_sy.saturating_sub(box_h);
let mut iterations = 0u16;
'place: loop {
if iterations > 20 || top < area.top() { return None; }
let candidate = Rect { x: left, y: top, width: box_w, height: box_h };
for p in placed.iter() {
if rects_overlap(candidate, *p) {
top = top.saturating_sub(1);
iterations += 1;
continue 'place;
}
}
break;
}
let rect = Rect { x: left, y: top, width: box_w, height: box_h };
placed.push(rect);
Some(rect)
}
}
impl Widget for SpeechBubblesWidget<'_> {
fn render(self, area: Rect, buf: &mut Buffer) {
// Determine the screen position of each visible bubble's speaker.
let mut items: Vec<(u16, u16, &SpeechBubble)> = self.bubbles
.iter()
.filter_map(|b| {
let obj = self.board.objects.get(&b.object_id)?;
let (sx, sy) = board_screen_pos(area, self.board, obj.x, obj.y)?;
Some((sx, sy, b))
})
.collect();
// Process bubbles lowest on screen first so upward-shift doesn't interfere
// with already-placed higher bubbles.
items.sort_by_key(|&(_, sy, _)| std::cmp::Reverse(sy));
// Track the rects of already-placed bubbles to detect collisions.
let mut placed: Vec<Rect> = Vec::new();
let bubble_style = Style::default()
.fg(Color::White)
.bg(Color::Rgb(20, 20, 40));
let border_style = Style::default()
.fg(Color::Rgb(160, 160, 220))
.bg(Color::Rgb(20, 20, 40));
for (obj_sx, obj_sy, bubble) in items {
let lines: Vec<&str> = bubble.text.split('\n').collect();
let Some(r) = Self::place_bubble(area, obj_sx, obj_sy, &lines, &mut placed) else { continue };
// Render the bordered box (top border + one row per line + bottom border).
let box_rect = Rect { height: r.height - 1, ..r };
let block = Block::bordered()
.border_style(border_style)
.style(bubble_style);
let text_rect = block.inner(box_rect);
block.render(box_rect, buf);
Fill::new(" ").style(bubble_style).render(text_rect, buf);
let para_lines: Vec<Line> = lines.iter()
.map(|l| Line::styled(format!(" {l}"), bubble_style))
.collect();
Paragraph::new(para_lines).render(text_rect, buf);
// Overwrite the tail-join cell on the bottom border, then draw the tail itself.
// These are the only two cells that ratatui's Block can't produce for us.
let tail_col = obj_sx.clamp(r.x + 1, r.x + r.width - 2);
let border_bottom = r.y + r.height - 2;
if let Some(cell) = buf.cell_mut((tail_col, border_bottom)) {
cell.set_char('┬').set_style(border_style);
}
if let Some(cell) = buf.cell_mut((tail_col, border_bottom + 1)) {
cell.set_char('│').set_style(border_style);
}
}
}
}
/// Converts a board cell coordinate to terminal screen coordinates within `area`,
/// accounting for centering/scrolling. Returns `None` if the cell is off-screen.
fn board_screen_pos(area: Rect, board: &Board, bx: usize, by: usize) -> Option<(u16, u16)> {
let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, board.player.x);
let (off_y, pad_y, rows) = BoardWidget::axis(board.height, area.height as usize, board.player.y);
if bx < off_x || bx >= off_x + cols { return None; }
if by < off_y || by >= off_y + rows { return None; }
let sx = area.x + pad_x + (bx - off_x) as u16;
let sy = area.y + pad_y + (by - off_y) as u16;
Some((sx, sy))
}