refactoring
This commit is contained in:
+27
-59
@@ -9,7 +9,10 @@
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mod cp437;
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mod render;
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mod scroll_overlay;
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mod term;
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mod utils;
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mod speech;
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use kiln_core::game::{GameState, ScrollLine};
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use kiln_core::log::LogLine;
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@@ -25,22 +28,14 @@ use ratatui::style::{Color, Style};
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use ratatui::symbols::merge::MergeStrategy;
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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 render::{BoardWidget};
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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 term::TerminalCaps;
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/// Animation state for the scroll overlay window.
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enum ScrollAnimState {
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/// Window is opening: progress goes from 0.0 → 1.0 over 0.5 s.
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Opening(f32),
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/// Window is fully open.
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Open,
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/// Window is closing: progress from 1.0 → 0.0 over 0.5 s.
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/// When it reaches 0 the `choice` (if any) is dispatched and the overlay clears.
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Closing { progress: f32, choice: Option<String> },
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}
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use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState, ScrollOverlayWidget};
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use crate::speech::SpeechBubblesWidget;
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use crate::utils::logline_to_line;
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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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@@ -51,12 +46,8 @@ struct Ui {
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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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/// Vertical scroll offset within an active scroll overlay.
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scroll_offset: u16,
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/// Maximum valid value for `scroll_offset`; updated each frame by the renderer.
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scroll_max: u16,
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/// Animation state for the scroll overlay; `None` when no overlay is active.
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scroll_anim: Option<ScrollAnimState>,
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/// Scroll position, bounds, and animation state for an active scroll overlay.
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overlay: ScrollOverlayState,
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}
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impl Default for Ui {
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@@ -65,9 +56,7 @@ impl Default for Ui {
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log_open: false,
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log_height: 10,
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scroll: 0,
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scroll_offset: 0,
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scroll_max: 0,
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scroll_anim: None,
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overlay: ScrollOverlayState::default(),
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}
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}
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}
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@@ -75,19 +64,20 @@ impl Default for Ui {
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impl Ui {
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/// Scrolls the overlay by `delta` lines, clamped to the valid range.
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fn scroll_lines(&mut self, delta: i32) {
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self.scroll_offset = (self.scroll_offset as i32 + delta)
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.clamp(0, self.scroll_max as i32) as u16;
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self.overlay.offset = (self.overlay.offset as i32 + delta)
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.clamp(0, self.overlay.max_scroll as i32) as u16;
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}
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}
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/// Starts the scroll-close animation with the optional player choice.
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/// Uses the current opening progress if the overlay was still animating in.
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fn begin_close(ui: &mut Ui, choice: Option<String>) {
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let progress = match &ui.scroll_anim {
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let progress = match &ui.overlay.anim {
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Some(ScrollAnimState::Opening(p)) => p.min(1.0),
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_ => 1.0,
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};
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ui.scroll_anim = Some(ScrollAnimState::Closing { progress, choice });
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ui.overlay.pending_choice = choice;
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ui.overlay.anim = Some(ScrollAnimState::Closing(progress));
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}
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/// Returns the choice string for the given key character, or `None` if it doesn't
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@@ -199,7 +189,7 @@ fn run(
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// When a scroll overlay is active (and not already animating
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// closed), intercept all keys for scroll navigation/choices.
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let scroll_active = game.active_scroll.is_some()
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&& !matches!(ui.scroll_anim, Some(ScrollAnimState::Closing { .. }));
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&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
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if scroll_active {
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let scroll = game.active_scroll.as_ref().unwrap();
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let has_choices = scroll.lines.iter()
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@@ -241,7 +231,7 @@ fn run(
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// wheel scrolls the log and drag resizes it.
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Event::Mouse(m) => {
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let scroll_active = game.active_scroll.is_some()
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&& !matches!(ui.scroll_anim, Some(ScrollAnimState::Closing { .. }));
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&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
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if scroll_active {
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match m.kind {
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MouseEventKind::ScrollUp => ui.scroll_lines(-1),
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@@ -276,31 +266,19 @@ fn run(
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// Advance scroll animation regardless of game pause state.
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let dt_s = dt.as_secs_f32();
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match &mut ui.scroll_anim {
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Some(ScrollAnimState::Opening(p)) => {
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*p += dt_s / 0.5;
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if *p >= 1.0 { ui.scroll_anim = Some(ScrollAnimState::Open); }
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}
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Some(ScrollAnimState::Closing { progress, choice }) => {
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*progress -= dt_s / 0.5;
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if *progress <= 0.0 {
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// Animation done — dispatch choice and clear the scroll.
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let ch = choice.take();
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game.close_scroll(ch.as_deref());
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ui.scroll_anim = None;
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ui.scroll_offset = 0;
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ui.scroll_max = 0;
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}
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}
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_ => {}
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ui.overlay.advance_anim(dt_s);
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if ui.overlay.close_finished() {
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// Animation done — dispatch choice and clear the scroll.
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game.close_scroll(ui.overlay.take_choice().as_deref());
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ui.overlay = ScrollOverlayState::default();
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}
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// Tick the game only when no scroll overlay is blocking.
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if game.active_scroll.is_none() {
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game.tick(dt);
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// Detect a scroll just opened by the tick; start its open animation.
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if game.active_scroll.is_some() && ui.scroll_anim.is_none() {
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ui.scroll_anim = Some(ScrollAnimState::Opening(0.0));
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if game.active_scroll.is_some() && ui.overlay.anim.is_none() {
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ui.overlay.anim = Some(ScrollAnimState::Opening(0.0));
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}
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}
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}
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@@ -319,9 +297,6 @@ fn scroll_log(ui: &mut Ui, game: &GameState, delta: i32) {
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/// previewed in the board's bottom-left border after a `[l]og:` label.
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/// A scroll overlay is drawn on top of everything when active.
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///
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/// TODO: `draw` mutates `ui.scroll_max` as a side-effect of rendering. This is a wart —
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/// ideally render functions are pure and all state lives in the game loop. The max scroll
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/// should be computed independently of drawing and stored before the draw call.
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fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
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// Borrow the board for the duration of the frame (no script runs during draw).
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let board = game.board();
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@@ -340,7 +315,7 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
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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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render::draw_speech_bubbles(frame.buffer_mut(), inner, board, &game.speech_bubbles);
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), 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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@@ -362,21 +337,14 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
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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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render::draw_speech_bubbles(frame.buffer_mut(), inner, board, &game.speech_bubbles);
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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}
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// Scroll overlay: drawn last so it sits above all other content.
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if let Some(scroll) = &game.active_scroll {
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let anim = match &ui.scroll_anim {
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Some(ScrollAnimState::Opening(p)) => p.clamp(0.0, 1.0),
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Some(ScrollAnimState::Open) => 1.0,
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Some(ScrollAnimState::Closing { progress, .. }) => progress.clamp(0.0, 1.0),
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// Fallback: overlay exists but animation not set yet — show fully open.
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None => 1.0,
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};
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// Capture area before the mutable buffer borrow to satisfy the borrow checker.
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let area = frame.area();
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ui.scroll_max = render::draw_scroll_overlay(frame.buffer_mut(), area, scroll, ui.scroll_offset, anim);
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frame.render_stateful_widget(ScrollOverlayWidget::new(scroll), area, &mut ui.overlay);
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}
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}
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