Files
kiln/kiln-tui/src/input.rs
T
2026-06-23 21:51:31 -05:00

240 lines
9.2 KiB
Rust

use crate::editor::EditorState;
use crate::menu::{ActionRc as MenuActionRc, MenuItem, MenuKey, pause_menu_items};
use crate::mode::Mode;
use crate::ui::Ui;
use kiln_core::Direction;
use kiln_core::game::{GameState, ScrollLine};
use ratatui::crossterm::event::{Event, KeyCode, MouseButton, MouseEventKind};
/// Moves the player and, if the move crosses a portal, captures both board Rcs
/// and stores them in [`Ui::pending_transition`] for the next draw call.
fn try_move_with_transition(game: &mut GameState, ui: &mut Ui, dir: Direction) {
let old_rc = game.board_rc();
let old_name = game.current_board_name().to_string();
game.try_move(dir);
if game.current_board_name() != old_name {
// Portal crossed: queue transition; consume the engine-side signal.
ui.pending_transition = Some((old_rc, game.board_rc()));
game.board_transition = None;
}
}
/// Which input mode the front-end is currently in.
pub enum InputMode {
/// Normal gameplay: arrow keys move the player, `l` toggles the log.
Board,
/// A scroll overlay is active; all input is captured for scroll navigation.
Scroll,
/// A menu overlay is active; all input is captured for menu navigation.
Menu,
/// Editing a world: arrow keys move the cursor, the sidebar is shown.
Editor,
/// A dialog overlay is open over the editor; all input drives the dialog.
Dialog,
/// The script code editor is open; all input drives the editor.
CodeEditor,
/// The glyph picker is open over the editor; all input drives the picker.
GlyphDialog,
/// An animation is running and has not claimed any input mode; all input is discarded.
Ignore,
/// Reserved for a post-transition freeze; nothing currently produces this mode.
#[allow(dead_code)]
Frozen,
}
/// Determines the current input mode from the active [`Mode`] and UI state.
pub(crate) fn current_input_mode(mode: &Mode, ui: &Ui) -> InputMode {
// An active animation declares its own input mode; pending transitions ignore input.
if let Some(anim) = &ui.active_animation {
return anim.input_mode_during();
}
if ui.pending_transition.is_some() {
return InputMode::Ignore;
}
if ui.menu.is_some() {
return InputMode::Menu;
}
match mode {
Mode::Edit(ed) => {
if ed.glyph_dialog.is_some() {
InputMode::GlyphDialog
} else if ed.dialog.is_some() {
InputMode::Dialog
} else if ed.code_editor.is_some() {
InputMode::CodeEditor
} else {
InputMode::Editor
}
}
Mode::Play(game) => {
if game.active_scroll.is_some() {
InputMode::Scroll
} else {
InputMode::Board
}
}
}
}
/// 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 {
// During a playtest, Esc returns to the editor instead of opening the menu.
KeyCode::Esc if ui.suspended_editor.is_some() => ui.exit_playtest = true,
KeyCode::Esc => ui.open_menu(pause_menu_items()),
KeyCode::Up => try_move_with_transition(game, ui, Direction::North),
KeyCode::Down => try_move_with_transition(game, ui, Direction::South),
KeyCode::Left => try_move_with_transition(game, ui, Direction::West),
KeyCode::Right => try_move_with_transition(game, ui, Direction::East),
KeyCode::Char('l') => ui.log.toggle(),
// Toggle the status sidebar (play-only: this handler is InputMode::Board).
KeyCode::Tab => ui.show_status = !ui.show_status,
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::Editor`].
///
/// Arrow keys move the cursor; `l` toggles the log; `Esc` opens the editor menu.
/// A right-click jumps the cursor to the clicked board cell, and dragging the
/// board/sidebar divider resizes the sidebar (the divider sits at `term_w -
/// sidebar_width`, mirroring the log's bottom divider).
pub(crate) fn handle_editor_input(event: Event, term_w: u16, ed: &mut EditorState, ui: &mut Ui) {
match event {
Event::Key(key) => match key.code {
KeyCode::Esc => ed.menu_escape(ui),
KeyCode::Up => ed.move_cursor(0, -1),
KeyCode::Down => ed.move_cursor(0, 1),
KeyCode::Left => ed.move_cursor(-1, 0),
KeyCode::Right => ed.move_cursor(1, 0),
KeyCode::Char('l') => ui.log.toggle(),
// `g` opens the glyph picker to edit the current drawing glyph.
KeyCode::Char('G') => ed.open_glyph_picker(),
// Space stamps the current thing; Tab toggles draw mode.
KeyCode::Char(' ') => ed.place_current(),
KeyCode::Tab => ed.toggle_draw_mode(),
// A menu letter opens its dialog; unmatched letters are ignored.
KeyCode::Char(c) => {
ed.menu_key(c);
}
_ => {}
},
Event::Mouse(m) => match m.kind {
// Right-click moves the cursor to the clicked cell (if on the board).
MouseEventKind::Down(MouseButton::Left) => ed.set_cursor_at_screen(m.column, m.row),
// Dragging the divider resizes the sidebar.
MouseEventKind::Drag(_) => ed.resize_sidebar(term_w.saturating_sub(m.column), term_w),
_ => {}
},
_ => {}
}
}
/// Returns the choice string for the given key character, scanning the scroll lines.
fn resolve_choice(lines: &[ScrollLine], c: char) -> Option<String> {
let mut letter = b'a';
for line in lines {
if let ScrollLine::Choice { choice, .. } = line {
if c == letter as char {
return Some(choice.clone());
}
letter += 1;
}
}
None
}
/// 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) => 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),
_ => {}
},
_ => {}
}
}
/// Handles an input event in [`InputMode::Menu`].
///
/// Uses the clone-then-dispatch pattern: the action `Rc` is cloned to release
/// the immutable borrow on `ui.menu`, then the action is called with full `&mut Ui`.
pub(crate) fn handle_menu_input(event: Event, ui: &mut Ui) {
match event {
Event::Key(key) => {
let pressed = match key.code {
KeyCode::Esc => Some(MenuKey::Esc),
KeyCode::Char(c) => Some(MenuKey::Char(c)),
KeyCode::Up => {
ui.scroll_menu(-1);
None
}
KeyCode::Down => {
ui.scroll_menu(1);
None
}
_ => None,
};
if let Some(mk) = pressed {
// Clone the Rc to release the borrow on ui.menu before calling the action.
let action: Option<MenuActionRc> = ui
.menu
.as_ref()
.and_then(|m| m.items.iter().find(|i| i.key == mk))
.map(|i| i.action_rc());
if let Some(action) = action {
MenuItem::call_action_rc(action, ui);
}
}
}
Event::Mouse(m) => match m.kind {
MouseEventKind::ScrollUp => ui.scroll_menu(-1),
MouseEventKind::ScrollDown => ui.scroll_menu(1),
_ => {}
},
_ => {}
}
}