This commit is contained in:
2026-06-11 22:09:32 -05:00
parent 970733d8ac
commit 532497e28a
2 changed files with 93 additions and 69 deletions
+79
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@@ -0,0 +1,79 @@
use ratatui::crossterm::event::{Event, KeyCode, MouseEventKind};
use kiln_core::Direction;
use kiln_core::game::{GameState, ScrollLine};
use crate::resolve_choice;
use crate::scroll_overlay::ScrollAnimState;
use crate::ui::Ui;
/// 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(bool),
/// A scroll overlay is active; all input is captured for scroll navigation.
Scroll,
}
/// Determines the current input mode from game and UI state.
pub(crate) fn current_input_mode(game: &GameState, ui: &Ui) -> InputMode {
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(ui.log.open) }
}
/// Handles an input event in [`InputMode::Board`]. Returns `true` if the player quit.
pub(crate) fn handle_board_input(event: Event, log_open: bool, terminal_h: u16, game: &mut GameState, ui: &mut Ui) -> bool {
match event {
Event::Key(key) => match key.code {
KeyCode::Char('q') | KeyCode::Esc => return true,
KeyCode::Up => game.try_move(Direction::North),
KeyCode::Down => game.try_move(Direction::South),
KeyCode::Left => game.try_move(Direction::West),
KeyCode::Right => game.try_move(Direction::East),
KeyCode::Char('l') => ui.log.toggle(),
KeyCode::PageUp if log_open => ui.log.scroll_by(-5, game.log.len()),
KeyCode::PageDown if log_open => ui.log.scroll_by(5, game.log.len()),
_ => {}
},
Event::Mouse(m) if log_open => match m.kind {
MouseEventKind::ScrollUp => ui.log.scroll_by(-1, game.log.len()),
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
}
/// Handles an input event in [`InputMode::Scroll`].
pub(crate) fn handle_scroll_input(event: Event, game: &mut GameState, ui: &mut Ui) {
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::Mouse(m) => match m.kind {
MouseEventKind::ScrollUp => ui.scroll_lines(-1),
MouseEventKind::ScrollDown => ui.scroll_lines(1),
_ => {}
},
_ => {}
}
}
+14 -69
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@@ -15,6 +15,7 @@ mod term;
mod utils;
mod speech;
mod ui;
mod input;
use kiln_core::game::{GameState, ScrollLine};
use kiln_core::log::LogLine;
@@ -33,6 +34,7 @@ use std::io;
use std::process::ExitCode;
use std::time::{Duration, Instant};
use term::TerminalCaps;
use crate::input::{current_input_mode, handle_board_input, handle_scroll_input, InputMode};
use crate::log::{log_preview_line, LogWidget};
use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayWidget};
use crate::speech::SpeechBubblesWidget;
@@ -138,77 +140,20 @@ fn run(
// tick even with no keypresses.
let timeout = FRAME.saturating_sub(last_tick.elapsed());
if event::poll(timeout)? {
match event::read()? {
// Act on Press and Repeat so holding a key moves the player
// continuously (the Kitty protocol emits Repeat events while a key
// is held). Ignore Release, which that protocol also emits and
// which would otherwise fire a second, spurious move per keypress.
Event::Key(key) if key.kind != KeyEventKind::Release => {
// When a scroll overlay is active (and not already animating
// closed), intercept all keys for scroll navigation/choices.
let scroll_active = game.active_scroll.is_some()
&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
if scroll_active {
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 the scroll only when there are no choices;
// with choices present the player must select one.
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));
}
}
_ => {}
}
} else {
match key.code {
KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
KeyCode::Up => game.try_move(Direction::North),
KeyCode::Down => game.try_move(Direction::South),
KeyCode::Left => game.try_move(Direction::West),
// Right arrow moves right; 'l' is the log panel.
KeyCode::Right => game.try_move(Direction::East),
// 'l' toggles the log panel; reset scroll to newest.
KeyCode::Char('l') => ui.log.toggle(),
// PageUp/PageDown scroll the log when it's open.
KeyCode::PageUp if ui.log.open => ui.log.scroll_by(-5, game.log.len()),
KeyCode::PageDown if ui.log.open => ui.log.scroll_by(5, game.log.len()),
_ => {}
}
let event = event::read()?;
// Ignore key-release events (the Kitty protocol emits these; acting on
// them would fire a second move per keypress).
if matches!(&event, Event::Key(k) if k.kind == KeyEventKind::Release) {
continue;
}
let terminal_h = terminal.size()?.height;
match current_input_mode(game, ui) {
InputMode::Board(log_open) => {
if handle_board_input(event, log_open, terminal_h, game, ui) {
return Ok(());
}
}
// Mouse: scroll overlay captures wheel events when active; otherwise
// wheel scrolls the log and drag resizes it.
Event::Mouse(m) => {
let scroll_active = game.active_scroll.is_some()
&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
if scroll_active {
match m.kind {
MouseEventKind::ScrollUp => ui.scroll_lines(-1),
MouseEventKind::ScrollDown => ui.scroll_lines(1),
_ => {}
}
} else if ui.log.open {
match m.kind {
MouseEventKind::ScrollUp => ui.log.scroll_by(-1, game.log.len()),
MouseEventKind::ScrollDown => ui.log.scroll_by(1, game.log.len()),
MouseEventKind::Drag(_) => {
// The divider sits at row `total - height`; dragging
// it up (smaller row) grows the panel. Keep both usable.
let total = terminal.size()?.height;
let target = total.saturating_sub(m.row);
ui.log.resize(target, total);
}
_ => {}
}
}
}
_ => {}
InputMode::Scroll => handle_scroll_input(event, game, ui),
}
}