Added scroll()
This commit is contained in:
+155
-32
@@ -11,7 +11,7 @@ mod cp437;
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mod render;
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mod term;
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use kiln_core::game::GameState;
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use kiln_core::game::{GameState, ScrollLine};
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use kiln_core::log::LogLine;
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use kiln_core::map_file;
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use kiln_core::Direction;
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@@ -31,8 +31,19 @@ use std::process::ExitCode;
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use std::time::{Duration, Instant};
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use term::TerminalCaps;
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/// View-only UI state for the log panel. This is presentation state, so it lives
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/// in the front-end rather than on the engine's [`GameState`].
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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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/// 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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struct Ui {
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/// Whether the bottom log panel is open.
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log_open: bool,
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@@ -40,6 +51,10 @@ 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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/// Animation state for the scroll overlay; `None` when no overlay is active.
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scroll_anim: Option<ScrollAnimState>,
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}
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impl Default for Ui {
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@@ -48,10 +63,37 @@ 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_anim: None,
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}
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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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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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}
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/// Returns the choice string for the given key character, or `None` if it doesn't
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/// match any choice in the scroll. Choices are assigned letters a, b, c… in order.
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fn resolve_choice(lines: &[ScrollLine], c: char) -> Option<String> {
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let mut letter = b'a';
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for line in lines {
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if let ScrollLine::Choice { choice, .. } = line {
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if c == letter as char {
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return Some(choice.clone());
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}
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letter += 1;
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}
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}
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None
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}
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/// Entry point: parse the map path, load the board, then run the play loop with
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/// the terminal in raw/alternate-screen mode (restored on every exit path).
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fn main() -> ExitCode {
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@@ -142,36 +184,74 @@ fn run(
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// continuously (the Kitty protocol emits Repeat events while a key
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// is held). Ignore Release, which that protocol also emits and
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// which would otherwise fire a second, spurious move per keypress.
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Event::Key(key) if key.kind != KeyEventKind::Release => match key.code {
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KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
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KeyCode::Up => game.try_move(Direction::North),
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KeyCode::Down => game.try_move(Direction::South),
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KeyCode::Left => game.try_move(Direction::West),
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// Right arrow moves right; 'l' is the log panel.
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KeyCode::Right => game.try_move(Direction::East),
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// 'l' toggles the log panel; reset scroll to newest.
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KeyCode::Char('l') => {
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ui.log_open = !ui.log_open;
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ui.scroll = 0;
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Event::Key(key) if key.kind != KeyEventKind::Release => {
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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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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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.any(|l| matches!(l, ScrollLine::Choice { .. }));
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match key.code {
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// Esc dismisses the scroll only when there are no choices;
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// with choices present the player must select one.
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KeyCode::Esc if !has_choices => begin_close(ui, None),
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KeyCode::Up => ui.scroll_offset = ui.scroll_offset.saturating_sub(1),
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KeyCode::Down => ui.scroll_offset = ui.scroll_offset.saturating_add(1),
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KeyCode::Char(c) => {
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if let Some(ch) = resolve_choice(&scroll.lines, c) {
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begin_close(ui, Some(ch));
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}
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}
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_ => {}
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}
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} else {
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match key.code {
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KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
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KeyCode::Up => game.try_move(Direction::North),
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KeyCode::Down => game.try_move(Direction::South),
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KeyCode::Left => game.try_move(Direction::West),
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// Right arrow moves right; 'l' is the log panel.
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KeyCode::Right => game.try_move(Direction::East),
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// 'l' toggles the log panel; reset scroll to newest.
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KeyCode::Char('l') => {
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ui.log_open = !ui.log_open;
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ui.scroll = 0;
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}
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// PageUp/PageDown scroll the log when it's open.
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KeyCode::PageUp if ui.log_open => scroll_log(ui, game, -5),
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KeyCode::PageDown if ui.log_open => scroll_log(ui, game, 5),
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_ => {}
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}
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}
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// PageUp/PageDown scroll the log when it's open.
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KeyCode::PageUp if ui.log_open => scroll_log(ui, game, -5),
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KeyCode::PageDown if ui.log_open => scroll_log(ui, game, 5),
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_ => {}
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},
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// Wheel scrolls the open log; dragging the divider resizes it.
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Event::Mouse(m) if ui.log_open => match m.kind {
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MouseEventKind::ScrollUp => scroll_log(ui, game, -1),
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MouseEventKind::ScrollDown => scroll_log(ui, game, 1),
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MouseEventKind::Drag(_) => {
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// The divider sits at row `total - log_height`; dragging
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// it up (smaller row) grows the panel. Keep both usable.
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let total = terminal.size()?.height;
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let target = total.saturating_sub(m.row);
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ui.log_height = target.clamp(3, total.saturating_sub(3).max(3));
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}
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// Mouse: scroll overlay captures wheel events when active; otherwise
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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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if scroll_active {
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match m.kind {
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MouseEventKind::ScrollUp => ui.scroll_offset = ui.scroll_offset.saturating_sub(1),
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MouseEventKind::ScrollDown => ui.scroll_offset = ui.scroll_offset.saturating_add(1),
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_ => {}
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}
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} else if ui.log_open {
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match m.kind {
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MouseEventKind::ScrollUp => scroll_log(ui, game, -1),
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MouseEventKind::ScrollDown => scroll_log(ui, game, 1),
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MouseEventKind::Drag(_) => {
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// The divider sits at row `total - log_height`; dragging
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// it up (smaller row) grows the panel. Keep both usable.
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let total = terminal.size()?.height;
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let target = total.saturating_sub(m.row);
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ui.log_height = target.clamp(3, total.saturating_sub(3).max(3));
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}
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_ => {}
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}
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}
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_ => {}
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},
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}
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_ => {}
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}
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}
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@@ -182,7 +262,35 @@ fn run(
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if last_tick.elapsed() >= FRAME {
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let dt = last_tick.elapsed();
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last_tick = Instant::now();
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game.tick(dt);
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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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}
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}
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_ => {}
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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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}
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}
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}
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}
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}
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@@ -197,6 +305,7 @@ fn scroll_log(ui: &mut Ui, game: &GameState, delta: i32) {
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/// Render a single frame: the board in a bordered block, and — when open — a log
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/// panel across the bottom. When the panel is closed the latest log message is
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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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fn draw(frame: &mut Frame, game: &GameState, ui: &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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@@ -239,6 +348,20 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) {
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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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}
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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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render::draw_scroll_overlay(frame.buffer_mut(), area, scroll, ui.scroll_offset, anim);
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}
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}
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/// Builds the `[l]og: <latest message>` preview shown in the board's bottom-left
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