animations

This commit is contained in:
2026-06-15 09:15:30 -05:00
parent 77eba1a09c
commit 32aef1ea08
9 changed files with 394 additions and 313 deletions
+44
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@@ -0,0 +1,44 @@
//! The [`Animation`] trait and supporting types.
//!
//! An animation encapsulates a time-bounded visual effect: it advances via
//! [`update`](Animation::update), renders via [`draw`](Animation::draw), and
//! reports its layer and which [`InputMode`] to enter when it finishes.
//!
//! **While any animation is running, all input is ignored.** The front-end checks
//! [`Ui::active_animation`](crate::ui::Ui::active_animation) before dispatching events.
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::widgets::Widget;
use crate::input::InputMode;
/// Which region of the terminal an animation occupies.
pub enum AnimationLayer {
/// Renders in the inner board area, replacing the board (e.g. the wipe transition).
Board,
/// Renders over the full terminal area on top of the board (e.g. scroll open/close).
Overlay,
}
/// A time-bounded visual effect managed by [`Ui`](crate::ui::Ui).
pub trait Animation {
/// Advance the animation by `dt` seconds. Returns `true` when the animation is done.
fn update(&mut self, dt: f32) -> bool;
/// Draw the current animation frame into `area` on `buf`.
fn draw(&self, area: Rect, buf: &mut Buffer);
/// Which region this animation draws to (board area vs. full overlay).
fn layer(&self) -> AnimationLayer;
/// Which [`InputMode`] to enter when the animation finishes.
fn input_mode_after(&self) -> InputMode;
}
/// Wraps a `&dyn Animation` as a ratatui [`Widget`] so it can be passed to
/// `frame.render_widget`. The animation's [`draw`](Animation::draw) is called
/// with the area provided by the layout.
pub struct AnimWidget<'a>(pub &'a dyn Animation);
impl Widget for AnimWidget<'_> {
fn render(self, area: Rect, buf: &mut Buffer) {
self.0.draw(area, buf);
}
}
+23 -29
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@@ -1,7 +1,6 @@
use ratatui::crossterm::event::{Event, KeyCode, MouseEventKind};
use kiln_core::Direction;
use kiln_core::game::{GameState, ScrollLine};
use crate::scroll_overlay::ScrollAnimState;
use crate::ui::Ui;
/// Moves the player and, if the move crosses a portal, captures both board Rcs
@@ -20,29 +19,23 @@ fn try_move_with_transition(game: &mut GameState, ui: &mut Ui, dir: Direction) {
/// Which input mode the front-end is currently in.
pub enum InputMode {
/// Normal gameplay: arrow keys move the player, `l` toggles the log.
/// The `bool` is whether the log panel is open (affects PageUp/Down and mouse).
Board,
/// A scroll overlay is active; all input is captured for scroll navigation.
Scroll,
/// A board-wipe animation is running; all events are silently discarded.
Transition,
/// The wipe just finished; game is frozen until the player presses any key.
/// An animation is running; all input is discarded.
Animating,
/// Reserved for a post-transition freeze; nothing currently produces this mode.
#[allow(dead_code)]
Frozen,
}
/// Determines the current input mode from game and UI state.
pub(crate) fn current_input_mode(game: &GameState, ui: &Ui) -> InputMode {
// Transition takes highest priority (pending or animating).
if ui.transition.is_some() || ui.pending_transition.is_some() {
return InputMode::Transition;
// Any active animation (or a pending transition waiting for its area) blocks input.
if ui.active_animation.is_some() || ui.pending_transition.is_some() {
return InputMode::Animating;
}
// Post-wipe freeze: show the new board but don't tick or move until a key is pressed.
if ui.post_transition_wait {
return InputMode::Frozen;
}
let scroll_active = game.active_scroll.is_some()
&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
if scroll_active { InputMode::Scroll } else { InputMode::Board }
if game.active_scroll.is_some() { InputMode::Scroll } else { InputMode::Board }
}
/// Handles an input event in [`InputMode::Board`]. Returns `true` if the player quit.
@@ -88,23 +81,24 @@ fn resolve_choice(lines: &[ScrollLine], c: char) -> Option<String> {
/// Handles an input event in [`InputMode::Scroll`].
pub(crate) fn handle_scroll_input(event: Event, game: &mut GameState, ui: &mut Ui) {
let lines: Vec<ScrollLine> = game.active_scroll.as_ref()
.map(|s| s.lines.clone())
.unwrap_or_default();
let has_choices = lines.iter().any(|l| matches!(l, ScrollLine::Choice { .. }));
match event {
Event::Key(key) => {
let scroll = game.active_scroll.as_ref().unwrap();
let has_choices = scroll.lines.iter().any(|l| matches!(l, ScrollLine::Choice { .. }));
match key.code {
// Esc dismisses only when there are no choices; with choices the player must select.
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) {
ui.begin_close(Some(ch));
}
Event::Key(key) => match key.code {
// Esc dismisses only when there are no choices.
KeyCode::Esc if !has_choices => ui.begin_close(None, game),
KeyCode::Up => ui.scroll_lines(-1),
KeyCode::Down => ui.scroll_lines(1),
KeyCode::Char(c) => {
if let Some(ch) = resolve_choice(&lines, c) {
ui.begin_close(Some(ch), game);
}
_ => {}
}
}
_ => {}
},
Event::Mouse(m) => match m.kind {
MouseEventKind::ScrollUp => ui.scroll_lines(-1),
MouseEventKind::ScrollDown => ui.scroll_lines(1),
+28 -20
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@@ -7,6 +7,7 @@
//! Rendering is text-based: kiln's bitmap-font tile indices are reinterpreted
//! as characters (see [`cp437`]) and drawn with each cell's RGB colors.
mod animation;
mod cp437;
mod log;
mod render;
@@ -34,11 +35,11 @@ use std::io;
use std::process::ExitCode;
use std::time::{Duration, Instant};
use term::TerminalCaps;
use crate::animation::{AnimationLayer, AnimWidget};
use crate::input::{current_input_mode, handle_board_input, handle_scroll_input, InputMode};
use crate::log::{log_preview_line, LogWidget};
use crate::scroll_overlay::ScrollOverlayWidget;
use crate::speech::SpeechBubblesWidget;
use crate::transition::TransitionAnimation;
use crate::ui::Ui;
/// Entry point: parse the map path, load the board, then run the play loop with
@@ -136,11 +137,10 @@ fn run(
if handle_board_input(event, ui.log.open, terminal_h, game, ui) {
return Ok(());
}
ui.post_transition_wait = false;
}
InputMode::Scroll => handle_scroll_input(event, game, ui),
// Wipe is running — discard all events.
InputMode::Transition => {}
// Animation running — discard all events.
InputMode::Animating => {}
}
}
@@ -158,7 +158,7 @@ fn run(
/// Render a single frame: the board in a bordered block, and — when open — a log
/// panel across the bottom. When the panel is closed the latest log message is
/// previewed in the board's bottom-left border after a `[l]og:` label.
/// A scroll overlay is drawn on top of everything when active.
/// A scroll overlay or overlay animation is drawn on top of everything when active.
fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
// Borrow the board for the duration of the frame (no script runs during draw).
let board = &game.board();
@@ -186,32 +186,40 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
draw_board_area(frame, inner, game, ui);
}
// Scroll overlay: drawn last so it sits above all other content.
// Suppressed during a wipe enter_board() already cleared active_scroll.
if ui.transition.is_none() && let Some(scroll) = &game.active_scroll {
// Capture area before the mutable buffer borrow to satisfy the borrow checker.
// Draw overlay animations (scroll open/close) or the fully-open scroll overlay.
// Suppressed during a board-layer animation (transition wipe); enter_board()
// already cleared active_scroll so there's nothing to show anyway.
let is_overlay_anim = ui.active_animation.as_ref()
.map(|a| matches!(a.layer(), AnimationLayer::Overlay))
.unwrap_or(false);
if is_overlay_anim {
let area = frame.area();
frame.render_stateful_widget(ScrollOverlayWidget::new(scroll), area, &mut ui.overlay);
frame.render_widget(AnimWidget(ui.active_animation.as_ref().unwrap().as_ref()), area);
} else if let Some(scroll) = &game.active_scroll {
let area = frame.area();
frame.render_stateful_widget(ScrollOverlayWidget::new(&scroll.lines), area, &mut ui.overlay);
}
}
/// Renders the inner board area: either the active wipe animation or the live board.
/// Renders the inner board area: either the active board-layer animation or the live board.
///
/// If `ui.pending_transition` is set, pre-renders both boards into a new
/// [`TransitionAnimation`] (now that we know the exact `inner` area) and activates it.
/// [`TransitionAnimation`](transition::TransitionAnimation) (now that we know the
/// exact `inner` area) and activates it via [`Ui::start_transition`].
fn draw_board_area(frame: &mut Frame, inner: Rect, game: &GameState, ui: &mut Ui) {
// Initialize any pending transition now that we know the exact area.
if let Some((old_rc, new_rc)) = ui.pending_transition.take() {
ui.transition = Some(TransitionAnimation::new(
&old_rc.borrow(),
&new_rc.borrow(),
inner,
));
ui.start_transition(&old_rc.borrow(), &new_rc.borrow(), inner);
}
if let Some(ref tr) = ui.transition {
// Wipe in progress: blend old and new board buffers; suppress speech bubbles.
frame.render_widget(tr, inner);
let is_board_anim = ui.active_animation.as_ref()
.map(|a| matches!(a.layer(), AnimationLayer::Board))
.unwrap_or(false);
if is_board_anim {
// Board-layer animation (wipe): replaces the board entirely.
frame.render_widget(AnimWidget(ui.active_animation.as_ref().unwrap().as_ref()), inner);
} else {
let board = &game.board();
frame.render_widget(BoardWidget::new(board), inner);
+195 -179
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@@ -1,11 +1,11 @@
//! The scroll overlay widget, shown when a script calls `scroll()`.
//! The scroll overlay widget and its open/close animations.
//!
//! Uses [`StatefulWidget`] rather than [`Widget`] because rendering computes
//! `max_scroll` (the highest valid scroll offset) as a side-effect that the
//! caller needs to clamp future scroll input. [`ScrollOverlayState`] carries
//! `offset` in and `max_scroll` out across the render call.
//! [`ScrollOverlayWidget`] renders a fully-open overlay for [`InputMode::Scroll`].
//! [`ScrollOpenAnimation`] and [`ScrollCloseAnimation`] implement [`Animation`]
//! and handle the cosmetic open/close transitions; while either plays, all input
//! is suppressed.
use kiln_core::game::{Scroll, ScrollLine};
use kiln_core::game::ScrollLine;
use ratatui::buffer::Buffer;
use ratatui::layout::{Constraint, Layout, Rect};
use ratatui::style::{Color, Style};
@@ -14,25 +14,12 @@ use ratatui::widgets::{
Block, Fill, Paragraph, Scrollbar, ScrollbarOrientation, ScrollbarState, StatefulWidget,
Widget, Wrap,
};
use crate::animation::{Animation, AnimationLayer};
use crate::input::InputMode;
/// Duration of the open and close animations, in seconds.
const ANIM_SECS: f32 = 0.25;
/// Animation state for the scroll overlay window.
#[derive(Default)]
pub enum ScrollAnimState {
/// Window is opening: progress goes from 0.0 → 1.0 over 0.5 s.
Opening(f32),
/// Window is fully open.
#[default]
Open,
/// Window is closing: progress from 1.0 → 0.0 over 0.5 s.
Closing(f32),
/// Close animation finished; the caller should dispatch
/// [`ScrollOverlayState::pending_choice`] and reset the state.
Done,
}
/// State threaded through a [`ScrollOverlayWidget`] render call.
#[derive(Default)]
pub struct ScrollOverlayState {
@@ -40,64 +27,22 @@ pub struct ScrollOverlayState {
pub offset: u16,
/// The maximum valid scroll offset (output — written during render).
pub max_scroll: u16,
/// Open/close animation state (input — read during render).
pub anim: Option<ScrollAnimState>,
/// The player's choice to dispatch when [`close_finished`](Self::close_finished)
/// is true. Set by the caller before starting a close animation.
pub pending_choice: Option<String>,
}
impl ScrollOverlayState {
/// Advances the open/close animation by `dt` seconds.
///
/// When a closing animation completes, transitions `anim` to
/// [`ScrollAnimState::Done`]. Check [`close_finished`](Self::close_finished)
/// after calling this, then use [`take_choice`](Self::take_choice) to
/// retrieve the pending choice before resetting the state.
pub fn advance_anim(&mut self, dt: f32) {
match &mut self.anim {
Some(ScrollAnimState::Opening(p)) => {
*p += dt / ANIM_SECS;
if *p >= 1.0 { self.anim = Some(ScrollAnimState::Open); }
}
Some(ScrollAnimState::Closing(p)) => {
*p -= dt / ANIM_SECS;
if *p <= 0.0 { self.anim = Some(ScrollAnimState::Done); }
}
_ => {}
}
}
/// Returns `true` when a closing animation has just finished and
/// [`pending_choice`](Self::pending_choice) is ready to be dispatched.
pub fn close_finished(&self) -> bool {
matches!(self.anim, Some(ScrollAnimState::Done))
}
/// Removes and returns the pending choice. Returns `None` if no choice
/// was queued (e.g. the player dismissed without selecting).
pub fn take_choice(&mut self) -> Option<String> {
self.pending_choice.take()
}
}
/// A ratatui widget that draws the full-screen scroll overlay.
/// A ratatui widget that draws the fully-open scroll overlay.
///
/// The overlay dims the background, then renders a `Block`-bordered window at
/// half screen width × 3/4 screen height. Height animates via `state.anim`
/// (0.0 → 1.0 = opening, 1.0 → 0.0 = closing), always staying even so each
/// step grows the window by exactly 2 rows from the center. Text lines whose
/// source starts with whitespace are stripped and centered; all others are
/// left-aligned. Selectable choices show `[a]`/`[b]` prefixes.
/// Used in [`InputMode::Scroll`] when no open/close animation is active.
/// Uses [`StatefulWidget`] because rendering computes `max_scroll` as a
/// side-effect that the caller needs to clamp future scroll input.
pub struct ScrollOverlayWidget<'a> {
/// The scroll content to display.
pub scroll: &'a Scroll,
pub lines: &'a [ScrollLine],
}
impl<'a> ScrollOverlayWidget<'a> {
/// Creates a widget for the given scroll content.
pub fn new(scroll: &'a Scroll) -> Self {
Self { scroll }
/// Creates a widget for the given scroll lines.
pub fn new(lines: &'a [ScrollLine]) -> Self {
Self { lines }
}
}
@@ -105,113 +50,184 @@ impl StatefulWidget for ScrollOverlayWidget<'_> {
type State = ScrollOverlayState;
fn render(self, area: Rect, buf: &mut Buffer, state: &mut ScrollOverlayState) {
let anim = match &state.anim {
Some(ScrollAnimState::Opening(p)) => p.clamp(0.0, 1.0),
Some(ScrollAnimState::Open) => 1.0,
Some(ScrollAnimState::Closing(p)) => p.clamp(0.0, 1.0),
Some(ScrollAnimState::Done) | None => return,
};
if anim <= 0.0 {
state.max_scroll = 0;
return;
}
let bg = Color::Rgb(30, 25, 10);
let text_style = Style::default().fg(Color::White).bg(bg);
let key_style = Style::default().fg(Color::Yellow).bg(bg);
let choice_style = Style::default().fg(Color::Rgb(200, 200, 100)).bg(bg);
let border_style = Style::default().fg(Color::Rgb(180, 160, 100)).bg(bg);
// Fixed proportional sizing. Height is forced even so each animation step
// expands the window by exactly 2 rows (one on each side from the center).
let outer_w = area.width / 2;
let outer_h = (area.height * 3 / 4) & !1;
// Animate height: keep it even at every intermediate frame too.
let actual_h = ((outer_h as f32 * anim).round() as u16 & !1).max(2);
let left = area.x + area.width.saturating_sub(outer_w) / 2;
let top = area.y + area.height.saturating_sub(actual_h) / 2;
let overlay_rect = Rect { x: left, y: top, width: outer_w, height: actual_h };
// Build Lines without pre-wrapping — Paragraph handles wrapping at render time.
// Lines whose source starts with whitespace are centered; others are left-aligned.
let mut lines: Vec<Line> = Vec::new();
let mut choice_letter = b'a';
for item in &self.scroll.lines {
match item {
ScrollLine::Text(s) => {
let text = s.trim();
let line = Line::styled(text.to_string(), text_style);
lines.push(if s.starts_with(|c: char| c.is_ascii_whitespace()) {
line.centered()
} else {
line
});
}
ScrollLine::Choice { display, .. } => {
let key = choice_letter as char;
lines.push(Line::from(vec![
Span::styled(format!("[{key}] "), key_style),
Span::styled(display.clone(), choice_style),
]));
choice_letter += 1;
}
}
}
// Dim the whole background, then use Fill to paint the overlay area with solid
// background-colored spaces so board glyphs can't show through.
let dim_style = Style::default().fg(Color::Rgb(60, 60, 60)).bg(Color::Black);
for y in area.top()..area.bottom() {
for x in area.left()..area.right() {
if let Some(cell) = buf.cell_mut((x, y)) {
cell.set_style(dim_style);
}
}
}
Fill::new(" ").style(Style::default().bg(bg)).render(overlay_rect, buf);
// Render the bordered box, then split inner: text on the left, scrollbar on the right.
let block = Block::bordered().border_style(border_style).style(Style::default().bg(bg));
let inner = block.inner(overlay_rect);
block.render(overlay_rect, buf);
let [content_area, scrollbar_area] = Layout::horizontal([
Constraint::Min(0),
Constraint::Length(1),
]).areas(inner);
// Measure wrapped content height using the narrower content_area width, clamp
// scroll so content can't be pushed out of view.
let para = Paragraph::new(lines).wrap(Wrap { trim: false });
let content_lines = para.line_count(content_area.width) as u16;
let max_scroll = content_lines.saturating_sub(content_area.height);
let clamped = state.offset.min(max_scroll);
let para = para.scroll((clamped, 0));
// Center content vertically when it's shorter than the window.
let pad = content_area.height.saturating_sub(content_lines) / 2;
let [_, content_rect, _] = Layout::vertical([
Constraint::Length(pad),
Constraint::Length(content_lines.min(content_area.height)),
Constraint::Fill(1),
]).areas(content_area);
para.render(content_rect, buf);
// Scrollbar — only shown when content exceeds the visible height.
// content_length is set to max_scroll + 1 so that position 0 maps to the top
// of the track and position max_scroll maps exactly to the bottom. Using the
// full content_lines as content_length would leave the thumb short of the
// bottom at max scroll because ratatui's thumb formula is based on
// (content_length - 1) as the maximum position.
if content_lines > content_area.height {
let mut sb_state = ScrollbarState::new((max_scroll + 1) as usize)
.position(clamped as usize);
Scrollbar::new(ScrollbarOrientation::VerticalRight)
.render(scrollbar_area, buf, &mut sb_state);
}
state.max_scroll = max_scroll;
render_scroll_at(self.lines, 1.0, area, buf, Some(state));
}
}
/// Opens a scroll overlay with an animated reveal.
///
/// Progresses from 0.0 (invisible) to 1.0 (fully open). When complete,
/// [`input_mode_after`](Animation::input_mode_after) returns [`InputMode::Scroll`]
/// so the player can interact with the now-visible overlay.
pub struct ScrollOpenAnimation {
/// Snapshot of the scroll lines (for rendering during the animation).
lines: Vec<ScrollLine>,
/// Animation progress: 0.0 = hidden, 1.0 = fully open.
progress: f32,
}
impl ScrollOpenAnimation {
/// Creates a new open animation from a snapshot of the scroll's lines.
pub fn new(lines: Vec<ScrollLine>) -> Self {
Self { lines, progress: 0.0 }
}
}
impl Animation for ScrollOpenAnimation {
fn update(&mut self, dt: f32) -> bool {
self.progress += dt / ANIM_SECS;
self.progress >= 1.0
}
fn draw(&self, area: Rect, buf: &mut Buffer) {
render_scroll_at(&self.lines, self.progress.clamp(0.0, 1.0), area, buf, None);
}
fn layer(&self) -> AnimationLayer { AnimationLayer::Overlay }
fn input_mode_after(&self) -> InputMode { InputMode::Scroll }
}
/// Closes a scroll overlay with an animated collapse.
///
/// Progresses from 1.0 (fully open) to 0.0 (invisible). When complete,
/// [`input_mode_after`](Animation::input_mode_after) returns [`InputMode::Board`]
/// and the engine's [`handle_scroll`](kiln_core::game::GameState::handle_scroll)
/// will dispatch any pending choice on the next tick.
pub struct ScrollCloseAnimation {
/// Snapshot of the scroll lines (for rendering during the animation).
lines: Vec<ScrollLine>,
/// Animation progress: 1.0 = fully open, 0.0 = hidden.
progress: f32,
}
impl ScrollCloseAnimation {
/// Creates a new close animation from a snapshot of the scroll's lines.
pub fn new(lines: Vec<ScrollLine>) -> Self {
Self { lines, progress: 1.0 }
}
}
impl Animation for ScrollCloseAnimation {
fn update(&mut self, dt: f32) -> bool {
self.progress -= dt / ANIM_SECS;
self.progress <= 0.0
}
fn draw(&self, area: Rect, buf: &mut Buffer) {
render_scroll_at(&self.lines, self.progress.clamp(0.0, 1.0), area, buf, None);
}
fn layer(&self) -> AnimationLayer { AnimationLayer::Overlay }
fn input_mode_after(&self) -> InputMode { InputMode::Board }
}
/// Shared rendering for the scroll overlay at a given animation progress.
///
/// `progress` is 0.0 (invisible) → 1.0 (fully open); the window height is
/// animated proportionally, always kept even so it expands symmetrically.
/// When `state` is `Some`, `max_scroll` is written out for scroll-input clamping
/// (only needed when fully open and interactive).
fn render_scroll_at(
lines: &[ScrollLine],
progress: f32,
area: Rect,
buf: &mut Buffer,
state: Option<&mut ScrollOverlayState>,
) {
if progress <= 0.0 {
if let Some(s) = state { s.max_scroll = 0; }
return;
}
let bg = Color::Rgb(30, 25, 10);
let text_style = Style::default().fg(Color::White).bg(bg);
let key_style = Style::default().fg(Color::Yellow).bg(bg);
let choice_style = Style::default().fg(Color::Rgb(200, 200, 100)).bg(bg);
let border_style = Style::default().fg(Color::Rgb(180, 160, 100)).bg(bg);
// Fixed proportional sizing. Height is forced even so each animation step
// expands the window by exactly 2 rows (one on each side from the center).
let outer_w = area.width / 2;
let outer_h = (area.height * 3 / 4) & !1;
// Animate height: keep it even at every intermediate frame.
let actual_h = ((outer_h as f32 * progress).round() as u16 & !1).max(2);
let left = area.x + area.width.saturating_sub(outer_w) / 2;
let top = area.y + area.height.saturating_sub(actual_h) / 2;
let overlay_rect = Rect { x: left, y: top, width: outer_w, height: actual_h };
// Build Lines without pre-wrapping — Paragraph handles wrapping at render time.
// Lines whose source starts with whitespace are stripped and centered; others are left-aligned.
let mut ratatui_lines: Vec<Line> = Vec::new();
let mut choice_letter = b'a';
for item in lines {
match item {
ScrollLine::Text(s) => {
let text = s.trim();
let line = Line::styled(text.to_string(), text_style);
ratatui_lines.push(if s.starts_with(|c: char| c.is_ascii_whitespace()) {
line.centered()
} else {
line
});
}
ScrollLine::Choice { display, .. } => {
let key = choice_letter as char;
ratatui_lines.push(Line::from(vec![
Span::styled(format!("[{key}] "), key_style),
Span::styled(display.clone(), choice_style),
]));
choice_letter += 1;
}
}
}
// Dim the whole background so board glyphs don't show through.
let dim_style = Style::default().fg(Color::Rgb(60, 60, 60)).bg(Color::Black);
for y in area.top()..area.bottom() {
for x in area.left()..area.right() {
if let Some(cell) = buf.cell_mut((x, y)) {
cell.set_style(dim_style);
}
}
}
Fill::new(" ").style(Style::default().bg(bg)).render(overlay_rect, buf);
let block = Block::bordered().border_style(border_style).style(Style::default().bg(bg));
let inner = block.inner(overlay_rect);
block.render(overlay_rect, buf);
let [content_area, scrollbar_area] = Layout::horizontal([
Constraint::Min(0),
Constraint::Length(1),
]).areas(inner);
// Measure wrapped content height, clamp scroll offset.
let offset = state.as_ref().map(|s| s.offset).unwrap_or(0);
let para = Paragraph::new(ratatui_lines).wrap(Wrap { trim: false });
let content_lines = para.line_count(content_area.width) as u16;
let max_scroll = content_lines.saturating_sub(content_area.height);
let clamped = offset.min(max_scroll);
let para = para.scroll((clamped, 0));
// Center content vertically when it's shorter than the window.
let pad = content_area.height.saturating_sub(content_lines) / 2;
let [_, content_rect, _] = Layout::vertical([
Constraint::Length(pad),
Constraint::Length(content_lines.min(content_area.height)),
Constraint::Fill(1),
]).areas(content_area);
para.render(content_rect, buf);
if content_lines > content_area.height {
let mut sb_state = ScrollbarState::new((max_scroll + 1) as usize)
.position(clamped as usize);
Scrollbar::new(ScrollbarOrientation::VerticalRight)
.render(scrollbar_area, buf, &mut sb_state);
}
if let Some(s) = state { s.max_scroll = max_scroll; }
}
+18 -15
View File
@@ -1,9 +1,10 @@
//! Board-change wipe animation.
//!
//! When the player steps through a portal both the old and new boards are rendered
//! into off-screen ratatui [`Buffer`]s at init time. Each frame [`TransitionAnimation::update`]
//! advances the LFSR-driven reveal bitmap, and the [`Widget`] impl blends the two
//! buffers — old cells for unrevealed positions, new cells for revealed ones.
//! into off-screen ratatui [`Buffer`]s at init time. Each call to
//! [`Animation::update`] advances the LFSR-driven reveal bitmap, and
//! [`Animation::draw`] blends the two buffers — old cells for unrevealed positions,
//! new cells for revealed ones.
use kiln_core::Board;
use ratatui::{
@@ -11,6 +12,8 @@ use ratatui::{
layout::Rect,
widgets::Widget,
};
use crate::animation::{Animation, AnimationLayer};
use crate::input::InputMode;
use crate::render::BoardWidget;
/// How long the wipe lasts in seconds.
@@ -49,9 +52,8 @@ fn lfsr_sequence(total: usize) -> Vec<u32> {
/// A board-to-board wipe animation driven by an LFSR.
///
/// Both boards are rendered into off-screen [`Buffer`]s once at construction.
/// Each call to [`update`](TransitionAnimation::update) marks more screen cells
/// as "revealed" (using the pre-computed LFSR order); the [`Widget`] impl blends
/// old and new buffers cell by cell.
/// Implements [`Animation`]: [`update`](Animation::update) marks newly-due cells
/// as revealed each frame; [`draw`](Animation::draw) blends old and new buffers.
pub struct TransitionAnimation {
/// Pre-rendered old board.
old_buf: Buffer,
@@ -64,13 +66,13 @@ pub struct TransitionAnimation {
/// How many entries of `reveal_order` are currently revealed.
revealed_count: usize,
/// Elapsed seconds since the animation started.
pub elapsed: f32,
elapsed: f32,
}
impl TransitionAnimation {
/// Render both boards into off-screen buffers and build the LFSR sequence.
///
/// `area` must match the area that will be passed to the widget's `render` call.
/// `area` must match the area that will be passed to [`Animation::draw`].
pub fn new(old: &Board, new: &Board, area: Rect) -> Self {
let total = area.width as usize * area.height as usize;
@@ -91,11 +93,10 @@ impl TransitionAnimation {
elapsed: 0.0,
}
}
}
/// Advance the animation by `dt` seconds, marking newly-due cells as revealed.
///
/// Returns `true` when the animation is complete (all cells revealed).
pub fn update(&mut self, dt: f32) -> bool {
impl Animation for TransitionAnimation {
fn update(&mut self, dt: f32) -> bool {
self.elapsed += dt;
let total = self.revealed.len();
let target =
@@ -110,10 +111,8 @@ impl TransitionAnimation {
self.elapsed >= TRANSITION_DURATION
}
}
impl Widget for &TransitionAnimation {
fn render(self, area: Rect, buf: &mut Buffer) {
fn draw(&self, area: Rect, buf: &mut Buffer) {
let w = area.width as usize;
for row in 0..area.height {
for col in 0..area.width {
@@ -131,4 +130,8 @@ impl Widget for &TransitionAnimation {
}
}
}
fn layer(&self) -> AnimationLayer { AnimationLayer::Board }
fn input_mode_after(&self) -> InputMode { InputMode::Board }
}
+49 -46
View File
@@ -3,28 +3,26 @@ use std::rc::Rc;
use std::time::Duration;
use kiln_core::Board;
use kiln_core::game::GameState;
use crate::animation::Animation;
use crate::log::LogState;
use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState};
use crate::scroll_overlay::{ScrollCloseAnimation, ScrollOpenAnimation, ScrollOverlayState};
use crate::transition::TransitionAnimation;
/// A pair of board `Rc`s (old board, new board) queued for transition pre-rendering.
type PendingTransition = Option<(Rc<RefCell<Board>>, Rc<RefCell<Board>>)>;
/// View-only UI state for the log panel, scroll overlay, and board transitions.
/// View-only UI state for the log panel, scroll overlay, and board animations.
/// Presentation-only state; lives in the front-end, not on [`GameState`].
pub(crate) struct Ui {
/// State for the log panel (open/closed, height, scroll position).
pub(crate) log: LogState,
/// Scroll position, bounds, and animation state for an active scroll overlay.
/// Scroll offset and bounds for the fully-open scroll overlay.
pub(crate) overlay: ScrollOverlayState,
/// Old and new board Rcs waiting to be pre-rendered on the next `draw()` call.
/// Populated when a portal transition is detected; consumed in `draw()`.
pub(crate) pending_transition: PendingTransition,
/// Active board-wipe animation. While `Some`, ticks and input are suppressed.
pub(crate) transition: Option<TransitionAnimation>,
/// Set when the wipe completes; puts the game in [`InputMode::Frozen`] until the
/// player presses any key.
pub(crate) post_transition_wait: bool,
/// The currently running animation, if any. All input is suppressed while `Some`.
pub(crate) active_animation: Option<Box<dyn Animation>>,
}
impl Default for Ui {
@@ -33,8 +31,7 @@ impl Default for Ui {
log: LogState::new(),
overlay: ScrollOverlayState::default(),
pending_transition: None,
transition: None,
post_transition_wait: false,
active_animation: None,
}
}
}
@@ -48,48 +45,54 @@ impl Ui {
/// Advances all time-driven UI state by `dt` and drives the game tick.
///
/// Board-wipe transition and post-transition freeze take priority: while either
/// is active the game does not tick and no scroll overlay is processed. Once the
/// wipe completes, `post_transition_wait` is set so input stays frozen until the
/// player presses any key. Normal scroll-overlay handling resumes after that.
/// While any animation is running, `game.tick` is suppressed. When an
/// animation finishes, [`input_mode_after`](Animation::input_mode_after) is
/// consulted: returning to [`Board`](crate::input::InputMode::Board) mode
/// immediately calls [`handle_scroll`](GameState::handle_scroll) so the
/// closed overlay is cleared before the next draw rather than flickering open
/// for one extra frame.
pub(crate) fn tick(&mut self, dt: Duration, game: &mut GameState) {
// Advance the wipe animation; transition to frozen state when done.
if let Some(ref mut tr) = self.transition {
if tr.update(dt.as_secs_f32()) {
self.transition = None;
self.post_transition_wait = true;
// Advance the active animation; on completion, dispatch any mode-change effect.
if let Some(ref mut anim) = self.active_animation {
if anim.update(dt.as_secs_f32()) {
let mode = anim.input_mode_after();
self.active_animation = None;
// Returning to Board mode: eagerly close any scroll so it isn't
// rendered as open on the next frame before the game tick runs.
if matches!(mode, crate::input::InputMode::Board) {
game.handle_scroll();
}
}
return; // no game tick during the wipe
return; // no game tick during any animation (even when animation just ended)
}
// Game stays frozen until the player presses any key.
if self.post_transition_wait {
return;
}
// Normal path: advance the scroll overlay and tick the game.
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));
}
// Normal path: tick the game, then check if a scroll appeared.
game.tick(dt);
if let Some(scroll) = &game.active_scroll {
let lines = scroll.lines.clone();
self.active_animation = Some(Box::new(ScrollOpenAnimation::new(lines)));
}
}
/// 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));
/// Sets the player's scroll choice and starts the close animation.
///
/// `choice` is `None` when the player dismisses without selecting; it is
/// stored on the active scroll and dispatched by the engine on the next tick.
pub(crate) fn begin_close(&mut self, choice: Option<String>, game: &mut GameState) {
if let Some(scroll) = game.active_scroll.as_mut() {
scroll.choice = choice;
}
let lines = game.active_scroll.as_ref()
.map(|s| s.lines.clone())
.unwrap_or_default();
self.active_animation = Some(Box::new(ScrollCloseAnimation::new(lines)));
}
/// Initialises the board-wipe transition animation once the draw area is known.
///
/// Called from `draw_board_area` when [`pending_transition`](Ui::pending_transition)
/// is set, so the [`TransitionAnimation`] is sized to the exact inner board area.
pub(crate) fn start_transition(&mut self, old: &Board, new: &Board, area: ratatui::layout::Rect) {
self.active_animation = Some(Box::new(TransitionAnimation::new(old, new, area)));
}
}