input_mode_during
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@@ -2,10 +2,12 @@
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//!
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//! An animation encapsulates a time-bounded visual effect: it advances via
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//! [`update`](Animation::update), renders via [`draw`](Animation::draw), and
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//! reports its layer and which [`InputMode`] to enter when it finishes.
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//!
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//! **While any animation is running, all input is ignored.** The front-end checks
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//! [`Ui::active_animation`](crate::ui::Ui::active_animation) before dispatching events.
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//! reports its layer, which [`InputMode`] is active while it runs
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//! ([`input_mode_during`](Animation::input_mode_during)), and which mode to
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//! enter when it finishes ([`input_mode_after`](Animation::input_mode_after)).
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//! Most animations use the default `input_mode_during` ([`InputMode::Ignore`]),
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//! but open animations may advertise an interactive mode so the overlay is
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//! responsive before the animation completes.
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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@@ -28,6 +30,9 @@ pub trait Animation {
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fn draw(&self, area: Rect, buf: &mut Buffer);
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/// Which region this animation draws to (board area vs. full overlay).
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fn layer(&self) -> AnimationLayer;
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/// Which [`InputMode`] is active while this animation is running.
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/// Defaults to [`InputMode::Ignore`] (all input discarded).
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fn input_mode_during(&self) -> InputMode { InputMode::Ignore }
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/// Which [`InputMode`] to enter when the animation finishes.
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fn input_mode_after(&self) -> InputMode;
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}
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@@ -25,8 +25,8 @@ pub enum InputMode {
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Scroll,
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/// A menu overlay is active; all input is captured for menu navigation.
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Menu,
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/// An animation is running; all input is discarded.
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Animating,
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/// An animation is running and has not claimed any input mode; all input is discarded.
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Ignore,
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/// Reserved for a post-transition freeze; nothing currently produces this mode.
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#[allow(dead_code)]
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Frozen,
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@@ -34,10 +34,11 @@ pub enum InputMode {
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/// Determines the current input mode from game and UI state.
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pub(crate) fn current_input_mode(game: &GameState, ui: &Ui) -> InputMode {
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// Any active animation (or a pending transition waiting for its area) blocks input.
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if ui.active_animation.is_some() || ui.pending_transition.is_some() {
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return InputMode::Animating;
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// An active animation declares its own input mode; pending transitions ignore input.
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if let Some(anim) = &ui.active_animation {
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return anim.input_mode_during();
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}
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if ui.pending_transition.is_some() { return InputMode::Ignore; }
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if ui.menu.is_some() { return InputMode::Menu; }
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if game.active_scroll.is_some() { InputMode::Scroll } else { InputMode::Board }
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}
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@@ -138,8 +138,8 @@ fn run(
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}
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InputMode::Menu => handle_menu_input(event, game, ui),
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InputMode::Scroll => handle_scroll_input(event, game, ui),
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// Animation running — discard all events.
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InputMode::Animating => {}
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// Animation running and claiming no input mode — discard all events.
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InputMode::Ignore => {}
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}
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}
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@@ -144,6 +144,9 @@ impl Animation for MenuOpenAnimation {
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fn layer(&self) -> AnimationLayer { AnimationLayer::Overlay }
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/// The menu is interactive from the first frame of the open animation.
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fn input_mode_during(&self) -> InputMode { InputMode::Menu }
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fn input_mode_after(&self) -> InputMode { InputMode::Menu }
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}
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