more refactor

This commit is contained in:
2026-06-11 21:45:50 -05:00
parent 828771fb7d
commit 1debfaf5f5
2 changed files with 72 additions and 64 deletions
+6 -64
View File
@@ -13,6 +13,7 @@ mod scroll_overlay;
mod term;
mod utils;
mod speech;
mod ui;
use kiln_core::game::{GameState, ScrollLine};
use kiln_core::log::LogLine;
@@ -33,53 +34,11 @@ use std::io;
use std::process::ExitCode;
use std::time::{Duration, Instant};
use term::TerminalCaps;
use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState, ScrollOverlayWidget};
use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayWidget};
use crate::speech::SpeechBubblesWidget;
use crate::ui::Ui;
use crate::utils::logline_to_line;
/// View-only UI state for the log panel and scroll overlay. This is presentation
/// state, so it lives in the front-end rather than on the engine's [`GameState`].
struct Ui {
/// Whether the bottom log panel is open.
log_open: bool,
/// Height (in terminal rows, borders included) of the log panel when open.
log_height: u16,
/// Vertical scroll offset of the log panel, in lines from the top (newest).
scroll: u16,
/// Scroll position, bounds, and animation state for an active scroll overlay.
overlay: ScrollOverlayState,
}
impl Default for Ui {
fn default() -> Self {
Self {
log_open: false,
log_height: 10,
scroll: 0,
overlay: ScrollOverlayState::default(),
}
}
}
impl Ui {
/// Scrolls the overlay by `delta` lines, clamped to the valid range.
fn scroll_lines(&mut self, delta: i32) {
self.overlay.offset = (self.overlay.offset as i32 + delta)
.clamp(0, self.overlay.max_scroll as i32) as u16;
}
}
/// Starts the scroll-close animation with the optional player choice.
/// Uses the current opening progress if the overlay was still animating in.
fn begin_close(ui: &mut Ui, choice: Option<String>) {
let progress = match &ui.overlay.anim {
Some(ScrollAnimState::Opening(p)) => p.min(1.0),
_ => 1.0,
};
ui.overlay.pending_choice = choice;
ui.overlay.anim = Some(ScrollAnimState::Closing(progress));
}
/// 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> {
@@ -197,12 +156,12 @@ fn run(
match key.code {
// Esc dismisses the scroll only when there are no choices;
// with choices present the player must select one.
KeyCode::Esc if !has_choices => begin_close(ui, None),
KeyCode::Esc if !has_choices => ui.begin_close(None),
KeyCode::Up => ui.scroll_lines(-1),
KeyCode::Down => ui.scroll_lines(1),
KeyCode::Char(c) => {
if let Some(ch) = resolve_choice(&scroll.lines, c) {
begin_close(ui, Some(ch));
ui.begin_close(Some(ch));
}
}
_ => {}
@@ -263,24 +222,7 @@ fn run(
if last_tick.elapsed() >= FRAME {
let dt = last_tick.elapsed();
last_tick = Instant::now();
// Advance scroll animation regardless of game pause state.
let dt_s = dt.as_secs_f32();
ui.overlay.advance_anim(dt_s);
if ui.overlay.close_finished() {
// Animation done — dispatch choice and clear the scroll.
game.close_scroll(ui.overlay.take_choice().as_deref());
ui.overlay = ScrollOverlayState::default();
}
// Tick the game only when no scroll overlay is blocking.
if game.active_scroll.is_none() {
game.tick(dt);
// Detect a scroll just opened by the tick; start its open animation.
if game.active_scroll.is_some() && ui.overlay.anim.is_none() {
ui.overlay.anim = Some(ScrollAnimState::Opening(0.0));
}
}
ui.tick(dt, game);
}
}
}
+66
View File
@@ -0,0 +1,66 @@
use std::time::Duration;
use kiln_core::game::GameState;
use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState};
/// View-only UI state for the log panel and scroll overlay. This is presentation
/// state, so it lives in the front-end rather than on the engine's [`GameState`].
pub(crate) struct Ui {
/// Whether the bottom log panel is open.
pub(crate) log_open: bool,
/// Height (in terminal rows, borders included) of the log panel when open.
pub(crate) log_height: u16,
/// Vertical scroll offset of the log panel, in lines from the top (newest).
pub(crate) scroll: u16,
/// Scroll position, bounds, and animation state for an active scroll overlay.
pub(crate) overlay: ScrollOverlayState,
}
impl Default for Ui {
fn default() -> Self {
Self {
log_open: false,
log_height: 10,
scroll: 0,
overlay: ScrollOverlayState::default(),
}
}
}
impl Ui {
/// Scrolls the overlay by `delta` lines, clamped to the valid range.
pub(crate) fn scroll_lines(&mut self, delta: i32) {
self.overlay.offset = (self.overlay.offset as i32 + delta)
.clamp(0, self.overlay.max_scroll as i32) as u16;
}
/// Advances all time-driven UI state by `dt` and drives the game tick.
///
/// Advances the scroll overlay animation, dispatches any finished close
/// animation, ticks the game when no overlay is blocking, and starts the
/// open animation when a new scroll appears.
pub(crate) fn tick(&mut self, dt: Duration, game: &mut GameState) {
self.overlay.advance_anim(dt.as_secs_f32());
if self.overlay.close_finished() {
game.close_scroll(self.overlay.take_choice().as_deref());
self.overlay = ScrollOverlayState::default();
}
if game.active_scroll.is_none() {
game.tick(dt);
if game.active_scroll.is_some() && self.overlay.anim.is_none() {
self.overlay.anim = Some(ScrollAnimState::Opening(0.0));
}
}
}
/// Starts the scroll-close animation with the optional player choice.
/// Uses the current opening progress if the overlay was still animating in.
pub(crate) fn begin_close(&mut self, choice: Option<String>) {
let progress = match self.overlay.anim {
Some(ScrollAnimState::Opening(p)) => p.min(1.0),
_ => 1.0,
};
self.overlay.pending_choice = choice;
self.overlay.anim = Some(ScrollAnimState::Closing(progress));
}
}