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kiln/kiln-tui/src/main.rs
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//! `kiln-tui` — a terminal "player" for kiln boards.
//!
//! Pass a `.toml` map file as the single command-line argument; kiln-tui loads
//! that board and lets you walk the player around it with the arrow keys
//! (or HJKL). There is no editor — this is a play-only front-end.
//!
//! Rendering is text-based: kiln's bitmap-font tile indices are reinterpreted
//! as characters (see [`cp437`]) and drawn with each cell's RGB colors.
mod cp437;
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mod log;
mod render;
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mod scroll_overlay;
mod term;
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mod utils;
mod speech;
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mod ui;
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use kiln_core::game::{GameState, ScrollLine};
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use kiln_core::log::LogLine;
use kiln_core::map_file;
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use kiln_core::Direction;
use ratatui::Frame;
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use ratatui::crossterm::event::{
self, DisableMouseCapture, EnableMouseCapture, Event, KeyCode, KeyEventKind, MouseEventKind,
};
use ratatui::crossterm::execute;
use ratatui::layout::{Constraint, Layout, Spacing};
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use ratatui::symbols::merge::MergeStrategy;
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use ratatui::widgets::Block;
use render::BoardWidget;
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use std::io;
use std::process::ExitCode;
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use std::time::{Duration, Instant};
use term::TerminalCaps;
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use crate::log::{log_preview_line, LogWidget};
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use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayWidget};
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use crate::speech::SpeechBubblesWidget;
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use crate::ui::Ui;
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/// Returns the choice string for the given key character, or `None` if it doesn't
/// match any choice in the scroll. Choices are assigned letters a, b, c… in order.
fn resolve_choice(lines: &[ScrollLine], c: char) -> Option<String> {
let mut letter = b'a';
for line in lines {
if let ScrollLine::Choice { choice, .. } = line {
if c == letter as char {
return Some(choice.clone());
}
letter += 1;
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}
}
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None
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}
/// Entry point: parse the map path, load the board, then run the play loop with
/// the terminal in raw/alternate-screen mode (restored on every exit path).
fn main() -> ExitCode {
// The single positional argument is the map file to play.
let Some(path) = std::env::args().nth(1) else {
eprintln!("usage: kiln-tui <map.toml>");
return ExitCode::from(2);
};
// Load before touching the terminal so load errors print to a normal screen.
let board = match map_file::load(&path) {
Ok(board) => board,
Err(e) => {
eprintln!("error loading {path}: {e}");
return ExitCode::FAILURE;
}
};
let mut game = GameState::new(board);
// `init` enters the alternate screen and raw mode; `restore` always undoes it.
let mut terminal = ratatui::init();
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// Capture mouse events so the log panel can be scrolled with the wheel and
// resized by dragging its divider. Disabled again before restoring.
let _ = execute!(io::stdout(), EnableMouseCapture);
// Detect terminal capabilities (now that we're in raw mode) and enable the
// Kitty keyboard protocol when it's available, so scripts can rely on the
// richer bindings it provides. Disabled again before restoring the terminal.
let caps = TerminalCaps::detect();
if caps.keyboard_enhancement {
let _ = term::push_kitty_flags();
}
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// Seed the log: the terminal-capabilities badge plus a couple of test
// messages (temporary, just to exercise the panel).
// Note these will appear in reverse order, latest on top
game.log(LogLine::raw("Press 'q' to exit."));
game.log(LogLine::raw("Welcome to kiln - ").append(caps.status_logline()));
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// Now that the board is fully loaded and the terminal is ready, run each
// scripted object's `init()` hook.
game.run_init();
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let mut ui = Ui::default();
let result = run(&mut terminal, &mut game, &mut ui);
if caps.keyboard_enhancement {
let _ = term::pop_kitty_flags();
}
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let _ = execute!(io::stdout(), DisableMouseCapture);
ratatui::restore();
if let Err(e) = result {
eprintln!("error: {e}");
return ExitCode::FAILURE;
}
ExitCode::SUCCESS
}
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/// The target frame interval: 30 frames per second.
const FRAME: Duration = Duration::from_nanos(1_000_000_000 / 30);
/// Real-time draw / input / update loop at ~30 FPS. Returns once the user quits.
///
/// Unlike a turn-based loop, this never blocks indefinitely: it waits for input
/// only until the next frame deadline (`event::poll`), then advances the game by
/// the real time elapsed since the last tick. `poll` returns the instant a key
/// arrives, so input stays responsive while the game keeps ticking on its own.
fn run(
terminal: &mut ratatui::DefaultTerminal,
game: &mut GameState,
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ui: &mut Ui,
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) -> io::Result<()> {
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let mut last_tick = Instant::now();
loop {
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// Redraw every iteration; ratatui diffs against the previous frame so
// only changed cells are actually written to the terminal.
terminal.draw(|frame| draw(frame, game, ui))?;
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// Wait for input only up to the next frame deadline so the loop wakes to
// tick even with no keypresses.
let timeout = FRAME.saturating_sub(last_tick.elapsed());
if event::poll(timeout)? {
match event::read()? {
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// Act on Press and Repeat so holding a key moves the player
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// continuously (the Kitty protocol emits Repeat events while a key
// is held). Ignore Release, which that protocol also emits and
// which would otherwise fire a second, spurious move per keypress.
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Event::Key(key) if key.kind != KeyEventKind::Release => {
// When a scroll overlay is active (and not already animating
// closed), intercept all keys for scroll navigation/choices.
let scroll_active = game.active_scroll.is_some()
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&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
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if scroll_active {
let scroll = game.active_scroll.as_ref().unwrap();
let has_choices = scroll.lines.iter()
.any(|l| matches!(l, ScrollLine::Choice { .. }));
match key.code {
// Esc dismisses the scroll only when there are no choices;
// with choices present the player must select one.
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KeyCode::Esc if !has_choices => ui.begin_close(None),
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KeyCode::Up => ui.scroll_lines(-1),
KeyCode::Down => ui.scroll_lines(1),
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KeyCode::Char(c) => {
if let Some(ch) = resolve_choice(&scroll.lines, c) {
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ui.begin_close(Some(ch));
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}
}
_ => {}
}
} else {
match key.code {
KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
KeyCode::Up => game.try_move(Direction::North),
KeyCode::Down => game.try_move(Direction::South),
KeyCode::Left => game.try_move(Direction::West),
// Right arrow moves right; 'l' is the log panel.
KeyCode::Right => game.try_move(Direction::East),
// 'l' toggles the log panel; reset scroll to newest.
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KeyCode::Char('l') => ui.log.toggle(),
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// PageUp/PageDown scroll the log when it's open.
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KeyCode::PageUp if ui.log.open => ui.log.scroll_by(-5, game.log.len()),
KeyCode::PageDown if ui.log.open => ui.log.scroll_by(5, game.log.len()),
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_ => {}
}
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}
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}
// Mouse: scroll overlay captures wheel events when active; otherwise
// wheel scrolls the log and drag resizes it.
Event::Mouse(m) => {
let scroll_active = game.active_scroll.is_some()
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&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
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if scroll_active {
match m.kind {
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MouseEventKind::ScrollUp => ui.scroll_lines(-1),
MouseEventKind::ScrollDown => ui.scroll_lines(1),
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_ => {}
}
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} else if ui.log.open {
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match m.kind {
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MouseEventKind::ScrollUp => ui.log.scroll_by(-1, game.log.len()),
MouseEventKind::ScrollDown => ui.log.scroll_by(1, game.log.len()),
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MouseEventKind::Drag(_) => {
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// The divider sits at row `total - height`; dragging
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// it up (smaller row) grows the panel. Keep both usable.
let total = terminal.size()?.height;
let target = total.saturating_sub(m.row);
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ui.log.resize(target, total);
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}
_ => {}
}
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}
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}
_ => {}
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}
}
// Advance the game by the real time elapsed since the last tick. Only
// resetting `last_tick` when we actually tick means time spent waiting on
// input (or skipped Release events) is preserved in the next `dt`.
if last_tick.elapsed() >= FRAME {
let dt = last_tick.elapsed();
last_tick = Instant::now();
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ui.tick(dt, game);
}
}
}
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/// Render a single frame: the board in a bordered block, and — when open — a log
/// panel across the bottom. When the panel is closed the latest log message is
/// previewed in the board's bottom-left border after a `[l]og:` label.
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/// A scroll overlay is drawn on top of everything when active.
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fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
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// Borrow the board for the duration of the frame (no script runs during draw).
let board = game.board();
let board = &*board;
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if ui.log.open {
// Split the screen: board on top, log panel of `height` at the bottom.
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let [board_area, log_area] =
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Layout::vertical([Constraint::Min(3), Constraint::Length(ui.log.height)])
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.spacing(Spacing::Overlap(1))
.areas(frame.area());
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let block = Block::bordered()
.title(format!(" {} ", board.name))
.merge_borders(MergeStrategy::Exact);
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let inner = block.inner(board_area);
frame.render_widget(block, board_area);
frame.render_widget(BoardWidget::new(board), inner);
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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frame.render_stateful_widget(LogWidget::new(&game.log), log_area, &mut ui.log);
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} else {
// Panel closed: board fills the screen, latest message in the border.
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let mut block = Block::bordered().title(format!(" {} ", board.name));
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block = block.title_bottom(log_preview_line(&game.log).left_aligned());
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let inner = block.inner(frame.area());
frame.render_widget(block, frame.area());
frame.render_widget(BoardWidget::new(board), inner);
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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}
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// Scroll overlay: drawn last so it sits above all other content.
if let Some(scroll) = &game.active_scroll {
// Capture area before the mutable buffer borrow to satisfy the borrow checker.
let area = frame.area();
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frame.render_stateful_widget(ScrollOverlayWidget::new(scroll), area, &mut ui.overlay);
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}
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}