transition
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+39
-5
@@ -1,15 +1,30 @@
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use std::cell::RefCell;
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use std::rc::Rc;
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use std::time::Duration;
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use kiln_core::Board;
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use kiln_core::game::GameState;
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use crate::log::LogState;
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use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState};
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use crate::transition::TransitionAnimation;
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/// View-only UI state for the log panel and scroll overlay. This is presentation
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/// state, so it lives in the front-end rather than on the engine's [`GameState`].
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/// A pair of board `Rc`s (old board, new board) queued for transition pre-rendering.
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type PendingTransition = Option<(Rc<RefCell<Board>>, Rc<RefCell<Board>>)>;
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/// View-only UI state for the log panel, scroll overlay, and board transitions.
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/// Presentation-only state; lives in the front-end, not on [`GameState`].
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pub(crate) struct Ui {
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/// State for the log panel (open/closed, height, scroll position).
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pub(crate) log: LogState,
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/// Scroll position, bounds, and animation state for an active scroll overlay.
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pub(crate) overlay: ScrollOverlayState,
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/// Old and new board Rcs waiting to be pre-rendered on the next `draw()` call.
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/// Populated when a portal transition is detected; consumed in `draw()`.
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pub(crate) pending_transition: PendingTransition,
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/// Active board-wipe animation. While `Some`, ticks and input are suppressed.
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pub(crate) transition: Option<TransitionAnimation>,
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/// Set when the wipe completes; puts the game in [`InputMode::Frozen`] until the
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/// player presses any key.
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pub(crate) post_transition_wait: bool,
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}
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impl Default for Ui {
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@@ -17,6 +32,9 @@ impl Default for Ui {
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Self {
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log: LogState::new(),
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overlay: ScrollOverlayState::default(),
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pending_transition: None,
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transition: None,
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post_transition_wait: false,
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}
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}
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}
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@@ -30,10 +48,26 @@ impl Ui {
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/// Advances all time-driven UI state by `dt` and drives the game tick.
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///
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/// Advances the scroll overlay animation, dispatches any finished close
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/// animation, ticks the game when no overlay is blocking, and starts the
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/// open animation when a new scroll appears.
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/// Board-wipe transition and post-transition freeze take priority: while either
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/// is active the game does not tick and no scroll overlay is processed. Once the
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/// wipe completes, `post_transition_wait` is set so input stays frozen until the
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/// player presses any key. Normal scroll-overlay handling resumes after that.
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pub(crate) fn tick(&mut self, dt: Duration, game: &mut GameState) {
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// Advance the wipe animation; transition to frozen state when done.
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if let Some(ref mut tr) = self.transition {
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if tr.update(dt.as_secs_f32()) {
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self.transition = None;
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self.post_transition_wait = true;
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}
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return; // no game tick during the wipe
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}
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// Game stays frozen until the player presses any key.
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if self.post_transition_wait {
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return;
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}
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// Normal path: advance the scroll overlay and tick the game.
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self.overlay.advance_anim(dt.as_secs_f32());
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if self.overlay.close_finished() {
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game.close_scroll(self.overlay.take_choice().as_deref());
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