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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mod render;
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mod term;
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use kiln_core::game::GameState;
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use kiln_core::log::LogLine;
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use kiln_core::map_file;
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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::style::{Color, Style};
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use ratatui::text::{Line, Span};
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use ratatui::widgets::{Block, Paragraph, Wrap};
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use render::{BoardWidget, logline_to_line};
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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 ratatui::symbols::merge::MergeStrategy;
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use term::TerminalCaps;
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/// View-only UI state for the log panel. This is presentation state, so it lives
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/// in the front-end rather than on the engine's [`GameState`].
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struct Ui {
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/// Whether the bottom log panel is open.
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log_open: bool,
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/// Height (in terminal rows, borders included) of the log panel when open.
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log_height: u16,
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/// Vertical scroll offset of the log panel, in lines from the top (newest).
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scroll: u16,
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}
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impl Default for Ui {
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fn default() -> Self {
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Self {
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log_open: false,
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log_height: 10,
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scroll: 0,
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}
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}
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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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// 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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// 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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// 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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/// 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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) -> std::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 => match key.code {
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KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
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KeyCode::Up => game.try_move(0, -1),
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KeyCode::Down => game.try_move(0, 1),
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KeyCode::Left => game.try_move(-1, 0),
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// Right arrow moves right; 'l' is the log panel.
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KeyCode::Right => game.try_move(1, 0),
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// 'l' toggles the log panel; reset scroll to newest.
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KeyCode::Char('l') => {
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ui.log_open = !ui.log_open;
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ui.scroll = 0;
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}
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// PageUp/PageDown scroll the log when it's open.
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KeyCode::PageUp if ui.log_open => scroll_log(ui, game, -5),
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KeyCode::PageDown if ui.log_open => scroll_log(ui, game, 5),
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_ => {}
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},
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// Wheel scrolls the open log; dragging the divider resizes it.
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Event::Mouse(m) if ui.log_open => match m.kind {
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MouseEventKind::ScrollUp => scroll_log(ui, game, -1),
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MouseEventKind::ScrollDown => scroll_log(ui, game, 1),
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MouseEventKind::Drag(_) => {
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// The divider sits at row `total - log_height`; dragging
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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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ui.log_height = target.clamp(3, total.saturating_sub(3).max(3));
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}
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_ => {}
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},
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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
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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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game.tick(dt);
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}
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}
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}
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/// Adjusts the log scroll offset by `delta` lines, clamped so it can neither go
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/// above the newest message nor scroll past the oldest.
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fn scroll_log(ui: &mut Ui, game: &GameState, delta: i32) {
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let max = game.log.len().saturating_sub(1) as i32;
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ui.scroll = (ui.scroll as i32 + delta).clamp(0, max) as u16;
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}
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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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fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) {
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let board = &game.board;
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if ui.log_open {
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// Split the screen: board on top, log panel of `log_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))
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.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);
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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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// Newest message on top: reverse the log into ratatui lines.
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let log_block = Block::bordered()
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.title(Span::styled(" [l]og: ", Style::default().fg(Color::DarkGray)))
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.merge_borders(MergeStrategy::Exact);
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let lines: Vec<Line> = game.log.iter().rev().map(logline_to_line).collect();
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let paragraph = Paragraph::new(lines)
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.block(log_block)
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.scroll((ui.scroll, 0))
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.wrap(Wrap { trim: false });
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frame.render_widget(paragraph, log_area);
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} else {
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// Panel closed: board fills the screen, latest message in the border.
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let mut block =
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Block::bordered().title(format!(" {} ", board.name));
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block = block.title_bottom(log_preview(game).left_aligned());
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let inner = block.inner(frame.area());
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frame.render_widget(block, frame.area());
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frame.render_widget(BoardWidget::new(board), inner);
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}
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}
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/// Builds the `[l]og: <latest message>` preview shown in the board's bottom-left
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/// border when the log panel is closed.
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fn log_preview(game: &GameState) -> Line<'static> {
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let mut spans = vec![Span::styled(
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" [l]og: ",
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Style::default().fg(Color::DarkGray),
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)];
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if let Some(latest) = game.log.last() {
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spans.extend(logline_to_line(latest).spans);
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}
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spans.push(Span::raw(" "));
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Line::from(spans)
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}
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