Files
kiln/kiln-tui/src/input.rs
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use crate::editor::EditorState;
use crate::menu::{ActionRc as MenuActionRc, MenuItem, MenuKey, pause_menu_items};
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use crate::mode::Mode;
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use crate::ui::Ui;
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use kiln_core::Direction;
use kiln_core::game::{GameState, ScrollLine};
use ratatui::crossterm::event::{Event, KeyCode, MouseButton, MouseEventKind};
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/// Moves the player and, if the move crosses a portal, captures both board Rcs
/// and stores them in [`Ui::pending_transition`] for the next draw call.
fn try_move_with_transition(game: &mut GameState, ui: &mut Ui, dir: Direction) {
let old_rc = game.board_rc();
let old_name = game.current_board_name().to_string();
game.try_move(dir);
if game.current_board_name() != old_name {
// Portal crossed: queue transition; consume the engine-side signal.
ui.pending_transition = Some((old_rc, game.board_rc()));
game.board_transition = None;
}
}
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/// Which input mode the front-end is currently in.
pub enum InputMode {
/// Normal gameplay: arrow keys move the player, `l` toggles the log.
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Board,
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/// A scroll overlay is active; all input is captured for scroll navigation.
Scroll,
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/// A menu overlay is active; all input is captured for menu navigation.
Menu,
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/// Editing a world: arrow keys move the cursor, the sidebar is shown.
Editor,
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/// A dialog overlay is open over the editor; all input drives the dialog.
Dialog,
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/// The script code editor is open; all input drives the editor.
CodeEditor,
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/// The glyph picker is open over the editor; all input drives the picker.
GlyphDialog,
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/// An animation is running and has not claimed any input mode; all input is discarded.
Ignore,
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/// Reserved for a post-transition freeze; nothing currently produces this mode.
#[allow(dead_code)]
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Frozen,
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}
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/// Determines the current input mode from the active [`Mode`] and UI state.
pub(crate) fn current_input_mode(mode: &Mode, ui: &Ui) -> InputMode {
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// An active animation declares its own input mode; pending transitions ignore input.
if let Some(anim) = &ui.active_animation {
return anim.input_mode_during();
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}
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if ui.pending_transition.is_some() {
return InputMode::Ignore;
}
if ui.menu.is_some() {
return InputMode::Menu;
}
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match mode {
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Mode::Edit(ed) => {
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if ed.glyph_dialog.is_some() {
InputMode::GlyphDialog
} else if ed.dialog.is_some() {
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InputMode::Dialog
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} else if ed.code_editor.is_some() {
InputMode::CodeEditor
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} else {
InputMode::Editor
}
}
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Mode::Play(game) => {
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if game.active_scroll.is_some() {
InputMode::Scroll
} else {
InputMode::Board
}
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}
}
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}
/// Handles an input event in [`InputMode::Board`]. Returns `true` if the player quit.
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pub(crate) fn handle_board_input(
event: Event,
log_open: bool,
terminal_h: u16,
game: &mut GameState,
ui: &mut Ui,
) -> bool {
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match event {
Event::Key(key) => match key.code {
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// During a playtest, Esc returns to the editor instead of opening the menu.
KeyCode::Esc if ui.suspended_editor.is_some() => ui.exit_playtest = true,
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KeyCode::Esc => ui.open_menu(pause_menu_items()),
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KeyCode::Up => try_move_with_transition(game, ui, Direction::North),
KeyCode::Down => try_move_with_transition(game, ui, Direction::South),
KeyCode::Left => try_move_with_transition(game, ui, Direction::West),
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KeyCode::Right => try_move_with_transition(game, ui, Direction::East),
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KeyCode::Char('l') => ui.log.toggle(),
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KeyCode::PageUp if log_open => ui.log.scroll_by(-5, game.log.len()),
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KeyCode::PageDown if log_open => ui.log.scroll_by(5, game.log.len()),
_ => {}
},
Event::Mouse(m) if log_open => 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()),
MouseEventKind::Drag(_) => {
// The divider sits at row `total - height`; dragging up grows the panel.
let target = terminal_h.saturating_sub(m.row);
ui.log.resize(target, terminal_h);
}
_ => {}
},
_ => {}
}
false
}
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/// Handles an input event in [`InputMode::Editor`].
///
/// Arrow keys move the cursor; `l` toggles the log; `Esc` opens the editor menu.
/// A right-click jumps the cursor to the clicked board cell, and dragging the
/// board/sidebar divider resizes the sidebar (the divider sits at `term_w -
/// sidebar_width`, mirroring the log's bottom divider).
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pub(crate) fn handle_editor_input(event: Event, term_w: u16, ed: &mut EditorState, ui: &mut Ui) {
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match event {
Event::Key(key) => match key.code {
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KeyCode::Esc => ed.menu_escape(ui),
KeyCode::Up => ed.move_cursor(0, -1),
KeyCode::Down => ed.move_cursor(0, 1),
KeyCode::Left => ed.move_cursor(-1, 0),
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KeyCode::Right => ed.move_cursor(1, 0),
KeyCode::Char('l') => ui.log.toggle(),
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// `g` opens the glyph picker to edit the current drawing glyph.
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KeyCode::Char('g') => ed.open_glyph_picker(),
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// Space stamps the current thing; Tab toggles draw mode.
KeyCode::Char(' ') => ed.place_current(),
KeyCode::Tab => ed.toggle_draw_mode(),
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// A menu letter opens its dialog; unmatched letters are ignored.
KeyCode::Char(c) => {
ed.menu_key(c);
}
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_ => {}
},
Event::Mouse(m) => match m.kind {
// Right-click moves the cursor to the clicked cell (if on the board).
MouseEventKind::Down(MouseButton::Right) => ed.set_cursor_at_screen(m.column, m.row),
// Dragging the divider resizes the sidebar.
MouseEventKind::Drag(_) => ed.resize_sidebar(term_w.saturating_sub(m.column), term_w),
_ => {}
},
_ => {}
}
}
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/// Returns the choice string for the given key character, scanning the scroll lines.
fn resolve_choice(lines: &[ScrollLine], c: char) -> Option<String> {
let mut letter = b'a';
for line in lines {
if let ScrollLine::Choice { choice, .. } = line {
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if c == letter as char {
return Some(choice.clone());
}
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letter += 1;
}
}
None
}
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/// Handles an input event in [`InputMode::Scroll`].
pub(crate) fn handle_scroll_input(event: Event, game: &mut GameState, ui: &mut Ui) {
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let lines: Vec<ScrollLine> = game
.active_scroll
.as_ref()
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.map(|s| s.lines.clone())
.unwrap_or_default();
let has_choices = lines.iter().any(|l| matches!(l, ScrollLine::Choice { .. }));
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match event {
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Event::Key(key) => match key.code {
// Esc dismisses only when there are no choices.
KeyCode::Esc if !has_choices => ui.begin_close(None, game),
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KeyCode::Up => ui.scroll_lines(-1),
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KeyCode::Down => ui.scroll_lines(1),
KeyCode::Char(c) => {
if let Some(ch) = resolve_choice(&lines, c) {
ui.begin_close(Some(ch), game);
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}
}
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_ => {}
},
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Event::Mouse(m) => 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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/// Handles an input event in [`InputMode::Menu`].
///
/// Uses the clone-then-dispatch pattern: the action `Rc` is cloned to release
/// the immutable borrow on `ui.menu`, then the action is called with full `&mut Ui`.
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pub(crate) fn handle_menu_input(event: Event, ui: &mut Ui) {
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match event {
Event::Key(key) => {
let pressed = match key.code {
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KeyCode::Esc => Some(MenuKey::Esc),
KeyCode::Char(c) => Some(MenuKey::Char(c)),
KeyCode::Up => {
ui.scroll_menu(-1);
None
}
KeyCode::Down => {
ui.scroll_menu(1);
None
}
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_ => None,
};
if let Some(mk) = pressed {
// Clone the Rc to release the borrow on ui.menu before calling the action.
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let action: Option<MenuActionRc> = ui
.menu
.as_ref()
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.and_then(|m| m.items.iter().find(|i| i.key == mk))
.map(|i| i.action_rc());
if let Some(action) = action {
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MenuItem::call_action_rc(action, ui);
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}
}
}
Event::Mouse(m) => match m.kind {
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MouseEventKind::ScrollUp => ui.scroll_menu(-1),
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MouseEventKind::ScrollDown => ui.scroll_menu(1),
_ => {}
},
_ => {}
}
}