2026-06-03 20:10:02 -05:00
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//! `kiln-tui` — a terminal "player" for kiln boards.
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//!
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//! Pass a `.toml` map file as the single command-line argument; kiln-tui loads
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//! that board and lets you walk the player around it with the arrow keys
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//! (or HJKL). There is no editor — this is a play-only front-end.
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//!
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//! Rendering is text-based: kiln's bitmap-font tile indices are reinterpreted
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//! as characters (see [`cp437`]) and drawn with each cell's RGB colors.
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mod cp437;
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2026-06-11 21:55:53 -05:00
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mod log;
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mod render;
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mod scroll_overlay;
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mod term;
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mod utils;
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mod speech;
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mod ui;
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2026-06-03 20:10:02 -05:00
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2026-06-10 01:42:33 -05:00
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use kiln_core::game::{GameState, ScrollLine};
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use kiln_core::log::LogLine;
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use kiln_core::map_file;
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use kiln_core::Direction;
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use ratatui::Frame;
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use ratatui::crossterm::event::{
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self, DisableMouseCapture, EnableMouseCapture, Event, KeyCode, KeyEventKind, MouseEventKind,
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};
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use ratatui::crossterm::execute;
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use ratatui::layout::{Constraint, Layout, Spacing};
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use ratatui::symbols::merge::MergeStrategy;
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use ratatui::widgets::Block;
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use render::BoardWidget;
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use std::io;
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use std::process::ExitCode;
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use std::time::{Duration, Instant};
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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
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/// match any choice in the scroll. Choices are assigned letters a, b, c… in order.
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fn resolve_choice(lines: &[ScrollLine], c: char) -> Option<String> {
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let mut letter = b'a';
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for line in lines {
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if let ScrollLine::Choice { choice, .. } = line {
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if c == letter as char {
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return Some(choice.clone());
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}
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letter += 1;
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}
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}
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None
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}
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/// Entry point: parse the map path, load the board, then run the play loop with
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/// the terminal in raw/alternate-screen mode (restored on every exit path).
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fn main() -> ExitCode {
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// The single positional argument is the map file to play.
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let Some(path) = std::env::args().nth(1) else {
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eprintln!("usage: kiln-tui <map.toml>");
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return ExitCode::from(2);
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};
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// Load before touching the terminal so load errors print to a normal screen.
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let board = match map_file::load(&path) {
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Ok(board) => board,
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Err(e) => {
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eprintln!("error loading {path}: {e}");
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return ExitCode::FAILURE;
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}
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};
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let mut game = GameState::new(board);
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// `init` enters the alternate screen and raw mode; `restore` always undoes it.
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let mut terminal = ratatui::init();
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// Capture mouse events so the log panel can be scrolled with the wheel and
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// resized by dragging its divider. Disabled again before restoring.
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let _ = execute!(io::stdout(), EnableMouseCapture);
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2026-06-03 20:10:02 -05:00
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// Detect terminal capabilities (now that we're in raw mode) and enable the
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// Kitty keyboard protocol when it's available, so scripts can rely on the
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// richer bindings it provides. Disabled again before restoring the terminal.
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let caps = TerminalCaps::detect();
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if caps.keyboard_enhancement {
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let _ = term::push_kitty_flags();
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}
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2026-06-03 22:46:54 -05:00
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// Seed the log: the terminal-capabilities badge plus a couple of test
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// messages (temporary, just to exercise the panel).
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// Note these will appear in reverse order, latest on top
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game.log(LogLine::raw("Press 'q' to exit."));
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game.log(LogLine::raw("Welcome to kiln - ").append(caps.status_logline()));
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2026-06-04 20:11:55 -05:00
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// Now that the board is fully loaded and the terminal is ready, run each
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// scripted object's `init()` hook.
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game.run_init();
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let mut ui = Ui::default();
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let result = run(&mut terminal, &mut game, &mut ui);
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if caps.keyboard_enhancement {
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let _ = term::pop_kitty_flags();
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}
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let _ = execute!(io::stdout(), DisableMouseCapture);
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ratatui::restore();
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if let Err(e) = result {
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eprintln!("error: {e}");
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return ExitCode::FAILURE;
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}
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ExitCode::SUCCESS
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}
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2026-06-03 23:21:05 -05:00
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/// The target frame interval: 30 frames per second.
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const FRAME: Duration = Duration::from_nanos(1_000_000_000 / 30);
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/// Real-time draw / input / update loop at ~30 FPS. Returns once the user quits.
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///
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/// Unlike a turn-based loop, this never blocks indefinitely: it waits for input
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/// only until the next frame deadline (`event::poll`), then advances the game by
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/// the real time elapsed since the last tick. `poll` returns the instant a key
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/// arrives, so input stays responsive while the game keeps ticking on its own.
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fn run(
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terminal: &mut ratatui::DefaultTerminal,
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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();
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loop {
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// Redraw every iteration; ratatui diffs against the previous frame so
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// only changed cells are actually written to the terminal.
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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
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// tick even with no keypresses.
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let timeout = FRAME.saturating_sub(last_tick.elapsed());
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if event::poll(timeout)? {
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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
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// is held). Ignore Release, which that protocol also emits and
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// which would otherwise fire a second, spurious move per keypress.
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Event::Key(key) if key.kind != KeyEventKind::Release => {
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// When a scroll overlay is active (and not already animating
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// closed), intercept all keys for scroll navigation/choices.
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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 {
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let scroll = game.active_scroll.as_ref().unwrap();
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let has_choices = scroll.lines.iter()
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.any(|l| matches!(l, ScrollLine::Choice { .. }));
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match key.code {
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// Esc dismisses the scroll only when there are no choices;
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// 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),
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KeyCode::Down => ui.scroll_lines(1),
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KeyCode::Char(c) => {
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if let Some(ch) = resolve_choice(&scroll.lines, c) {
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ui.begin_close(Some(ch));
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}
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}
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_ => {}
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}
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} else {
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match key.code {
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KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
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KeyCode::Up => game.try_move(Direction::North),
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KeyCode::Down => game.try_move(Direction::South),
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KeyCode::Left => game.try_move(Direction::West),
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// Right arrow moves right; 'l' is the log panel.
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KeyCode::Right => game.try_move(Direction::East),
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// '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()),
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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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2026-06-03 22:46:54 -05:00
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}
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2026-06-10 01:42:33 -05:00
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}
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// Mouse: scroll overlay captures wheel events when active; otherwise
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// wheel scrolls the log and drag resizes it.
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Event::Mouse(m) => {
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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 {
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match m.kind {
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MouseEventKind::ScrollUp => ui.scroll_lines(-1),
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MouseEventKind::ScrollDown => ui.scroll_lines(1),
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_ => {}
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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()),
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MouseEventKind::ScrollDown => ui.log.scroll_by(1, game.log.len()),
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MouseEventKind::Drag(_) => {
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2026-06-11 21:55:53 -05:00
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// The divider sits at row `total - height`; dragging
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2026-06-10 01:42:33 -05:00
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// it up (smaller row) grows the panel. Keep both usable.
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let total = terminal.size()?.height;
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let target = total.saturating_sub(m.row);
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2026-06-11 21:55:53 -05:00
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ui.log.resize(target, total);
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2026-06-10 01:42:33 -05:00
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}
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_ => {}
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}
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2026-06-03 23:21:05 -05:00
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}
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2026-06-10 01:42:33 -05:00
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}
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2026-06-03 20:10:02 -05:00
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_ => {}
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2026-06-03 23:21:05 -05:00
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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
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// resetting `last_tick` when we actually tick means time spent waiting on
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// input (or skipped Release events) is preserved in the next `dt`.
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if last_tick.elapsed() >= FRAME {
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let dt = last_tick.elapsed();
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last_tick = Instant::now();
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2026-06-11 21:45:50 -05:00
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ui.tick(dt, game);
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2026-06-03 20:10:02 -05:00
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}
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}
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}
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2026-06-03 22:46:54 -05:00
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/// Render a single frame: the board in a bordered block, and — when open — a log
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/// panel across the bottom. When the panel is closed the latest log message is
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/// previewed in the board's bottom-left border after a `[l]og:` label.
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2026-06-10 01:42:33 -05:00
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/// A scroll overlay is drawn on top of everything when active.
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2026-06-11 18:53:52 -05:00
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fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
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2026-06-04 23:52:33 -05:00
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// Borrow the board for the duration of the frame (no script runs during draw).
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let board = game.board();
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let board = &*board;
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2026-06-03 22:46:54 -05:00
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2026-06-11 21:55:53 -05:00
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if ui.log.open {
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// Split the screen: board on top, log panel of `height` at the bottom.
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2026-06-03 22:46:54 -05:00
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let [board_area, log_area] =
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2026-06-11 21:55:53 -05:00
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Layout::vertical([Constraint::Min(3), Constraint::Length(ui.log.height)])
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.spacing(Spacing::Overlap(1))
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.areas(frame.area());
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2026-06-04 23:52:33 -05:00
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let block = Block::bordered()
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.title(format!(" {} ", board.name))
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.merge_borders(MergeStrategy::Exact);
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2026-06-03 22:46:54 -05:00
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let inner = block.inner(board_area);
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frame.render_widget(block, board_area);
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frame.render_widget(BoardWidget::new(board), inner);
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2026-06-11 21:31:37 -05:00
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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2026-06-11 21:55:53 -05:00
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frame.render_stateful_widget(LogWidget::new(&game.log), log_area, &mut ui.log);
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2026-06-03 22:46:54 -05:00
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} else {
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// Panel closed: board fills the screen, latest message in the border.
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2026-06-04 23:52:33 -05:00
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let mut block = Block::bordered().title(format!(" {} ", board.name));
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2026-06-11 21:55:53 -05:00
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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);
|
2026-06-11 21:31:37 -05:00
|
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|
frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
|
2026-06-03 22:46:54 -05:00
|
|
|
}
|
2026-06-10 01:42:33 -05:00
|
|
|
|
|
|
|
|
// 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();
|
2026-06-11 21:31:37 -05:00
|
|
|
frame.render_stateful_widget(ScrollOverlayWidget::new(scroll), area, &mut ui.overlay);
|
2026-06-10 01:42:33 -05:00
|
|
|
}
|
2026-06-03 22:46:54 -05:00
|
|
|
}
|