237 lines
9.5 KiB
Rust
237 lines
9.5 KiB
Rust
//! Rendering a kiln [`Board`] into a ratatui buffer as colored text.
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//!
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//! Each board cell becomes one terminal cell: the glyph's tile index is mapped
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//! to a character (see [`crate::cp437`]) and drawn with the glyph's foreground
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//! and background colors. Objects are drawn over their floor cell, and the
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//! player is drawn on top of everything.
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use crate::cp437::tile_to_char;
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use color::Rgba8;
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use kiln_core::Board;
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use kiln_core::game::SpeechBubble;
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use kiln_core::log::LogLine;
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::style::{Color, Style};
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use ratatui::text::{Line, Span};
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use ratatui::widgets::Widget;
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/// Converts a core [`Rgba8`] color into a ratatui truecolor [`Color`].
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///
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/// The alpha channel is dropped — terminals have no per-cell alpha. Truecolor
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/// requires terminal support; terminals limited to 256 colors approximate it.
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fn rgba8_to_color(c: Rgba8) -> Color {
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Color::Rgb(c.r, c.g, c.b)
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}
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/// Converts a core [`LogLine`] into a styled ratatui [`Line`] for display.
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///
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/// Each [`LogSpan`](kiln_core::log::LogSpan) becomes a ratatui [`Span`]; a span's
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/// foreground/background color is applied only when present, so `None` colors
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/// inherit the surrounding (default) style.
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pub fn logline_to_line(line: &LogLine) -> Line<'static> {
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let spans = line
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.spans
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.iter()
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.map(|s| {
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let mut style = Style::default();
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if let Some(fg) = s.fg {
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style = style.fg(rgba8_to_color(fg));
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}
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if let Some(bg) = s.bg {
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style = style.bg(rgba8_to_color(bg));
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}
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Span::styled(s.text.clone(), style)
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})
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.collect::<Vec<_>>();
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Line::from(spans)
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}
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/// A ratatui widget that draws a [`Board`] (with objects and the player) into a
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/// rectangular area, scrolled so the player stays visible on larger boards.
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pub struct BoardWidget<'a> {
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/// The board to render. Borrowed for the duration of the draw.
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pub board: &'a Board,
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}
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impl<'a> BoardWidget<'a> {
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/// Creates a widget that renders `board`.
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pub fn new(board: &'a Board) -> Self {
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Self { board }
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}
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/// Lays out one axis of the board within a viewport `view` cells long.
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///
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/// Returns `(off, pad, count)` where `off` is the first board cell to draw,
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/// `pad` is the blank margin (in screen cells) before the board starts, and
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/// `count` is how many board cells are visible:
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///
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/// - When the board fits (`board_len <= view`) it is **centered**: `off` is
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/// 0, `pad` splits the leftover space, and the whole board is drawn.
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/// - When the board is larger it **scrolls** to follow the player: `pad` is
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/// 0, `off` centers on the player clamped into `[0, board_len - view]`, and
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/// exactly `view` cells are shown — never any empty space past the edge.
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pub fn axis(board_len: usize, view: usize, player: i32) -> (usize, u16, usize) {
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if board_len <= view {
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let pad = (view - board_len) / 2;
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(0, pad as u16, board_len)
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} else {
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let half = (view / 2) as i32;
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let off = player
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.saturating_sub(half)
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.clamp(0, (board_len - view) as i32) as usize;
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(off, 0, view)
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}
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}
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}
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impl Widget for BoardWidget<'_> {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let board = self.board;
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// Resolve each axis independently: a small board is centered, a large
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// one scrolls to keep the player on screen.
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let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, board.player.x);
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let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, board.player.y);
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// Walk the visible board cells, placing each after the centering pad.
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for row in 0..rows {
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let by = off_y + row;
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let sy = area.y + pad_y + row as u16;
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for col in 0..cols {
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let bx = off_x + col;
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let sx = area.x + pad_x + col as u16;
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let glyph = board.glyph_at(bx, by);
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// Paint the resolved glyph into the terminal cell.
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if let Some(cell) = buf.cell_mut((sx, sy)) {
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cell.set_char(tile_to_char(glyph.tile))
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.set_fg(rgba8_to_color(glyph.fg))
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.set_bg(rgba8_to_color(glyph.bg));
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}
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}
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}
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}
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}
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/// Converts a board cell coordinate to terminal screen coordinates within `area`,
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/// accounting for centering/scrolling. Returns `None` if the cell is off-screen.
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pub fn board_screen_pos(area: Rect, board: &Board, bx: usize, by: usize) -> Option<(u16, u16)> {
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let (off_x, pad_x, cols) = BoardWidget::axis(board.width, area.width as usize, board.player.x);
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let (off_y, pad_y, rows) = BoardWidget::axis(board.height, area.height as usize, board.player.y);
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if bx < off_x || bx >= off_x + cols { return None; }
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if by < off_y || by >= off_y + rows { return None; }
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let sx = area.x + pad_x + (bx - off_x) as u16;
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let sy = area.y + pad_y + (by - off_y) as u16;
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Some((sx, sy))
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}
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/// Draws speech bubbles for all active [`SpeechBubble`]s over the board area.
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///
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/// Each bubble appears as a box-drawing frame with a tail pointing down at the
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/// speaker's cell. Bubbles that would collide (same horizontal range, adjacent
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/// vertically) are shifted upward one at a time until there is no overlap.
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pub fn draw_speech_bubbles(buf: &mut Buffer, area: Rect, board: &Board, bubbles: &[SpeechBubble]) {
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// Determine the screen position of each visible bubble's speaker.
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let mut items: Vec<(u16, u16, &SpeechBubble)> = bubbles
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.iter()
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.filter_map(|b| {
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let obj = board.objects.get(&b.object_id)?;
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let (sx, sy) = board_screen_pos(area, board, obj.x, obj.y)?;
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Some((sx, sy, b))
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})
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.collect();
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// Process bubbles lowest on screen first so upward-shift doesn't interfere
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// with already-placed higher bubbles.
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items.sort_by_key(|&(_, sy, _)| std::cmp::Reverse(sy));
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// Track the rects of already-placed bubbles to detect collisions.
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let mut placed: Vec<Rect> = Vec::new();
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let bubble_style = Style::default()
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.fg(Color::White)
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.bg(Color::Rgb(20, 20, 40));
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let border_style = Style::default()
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.fg(Color::Rgb(160, 160, 220))
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.bg(Color::Rgb(20, 20, 40));
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for (obj_sx, obj_sy, bubble) in items {
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let text_w = bubble.text.chars().count() as u16;
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// Box: ╭ space text space ╮ → width = text + 4
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let box_w = text_w + 4;
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// 4 rows: top border, text, bottom border, tail
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let box_h: u16 = 4;
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// Center the box over the object; clamp to area bounds.
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let raw_left = obj_sx.saturating_sub(box_w / 2);
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let left = raw_left.min(area.right().saturating_sub(box_w));
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let left = left.max(area.left());
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// Desired top: 4 rows above the object (rows: top, text, bottom, tail → speaker).
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let desired_top = obj_sy.saturating_sub(box_h);
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// Shift upward until no overlap with already-placed bubbles.
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let mut top = desired_top;
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let mut iterations = 0u16;
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'place: loop {
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if iterations > 20 || top < area.top() { break; }
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let candidate = Rect { x: left, y: top, width: box_w, height: box_h };
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for p in &placed {
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if rects_overlap(candidate, *p) {
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top = top.saturating_sub(1);
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iterations += 1;
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continue 'place;
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}
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}
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break;
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}
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if top < area.top() { continue; } // no room; skip this bubble
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placed.push(Rect { x: left, y: top, width: box_w, height: box_h });
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// Row 0: ╭──...──╮
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write_cell(buf, left, top, '╭', border_style);
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for cx in (left + 1)..(left + box_w - 1) {
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write_cell(buf, cx, top, '─', border_style);
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}
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write_cell(buf, left + box_w - 1, top, '╮', border_style);
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// Row 1: │ text │ (pad text to box_w - 2 inner width)
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let inner_w = (box_w - 2) as usize;
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let padded: String = format!(" {:<width$} ", bubble.text, width = inner_w - 2);
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write_cell(buf, left, top + 1, '│', border_style);
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for (i, ch) in padded.chars().enumerate() {
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write_cell(buf, left + 1 + i as u16, top + 1, ch, bubble_style);
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}
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write_cell(buf, left + box_w - 1, top + 1, '│', border_style);
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// Row 2: ╰──...─╮─...──╯ with the tail join at obj_sx (clamped inside the box)
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let tail_col = obj_sx.clamp(left + 1, left + box_w - 2);
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write_cell(buf, left, top + 2, '╰', border_style);
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for cx in (left + 1)..(left + box_w - 1) {
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let ch = if cx == tail_col { '╮' } else { '─' };
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write_cell(buf, cx, top + 2, ch, border_style);
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}
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write_cell(buf, left + box_w - 1, top + 2, '╯', border_style);
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// Row 3: vertical tail descending to the object
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write_cell(buf, tail_col, top + 3, '│', border_style);
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}
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}
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/// Returns true if two `Rect`s share at least one cell.
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fn rects_overlap(a: Rect, b: Rect) -> bool {
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a.x < b.x + b.width
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&& b.x < a.x + a.width
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&& a.y < b.y + b.height
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&& b.y < a.y + a.height
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}
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/// Writes a single styled character into the buffer at `(x, y)`.
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fn write_cell(buf: &mut Buffer, x: u16, y: u16, ch: char, style: Style) {
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if let Some(cell) = buf.cell_mut((x, y)) {
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cell.set_char(ch).set_style(style);
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}
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}
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