201 lines
7.9 KiB
Rust
201 lines
7.9 KiB
Rust
//! `kiln-tui` — a terminal "player" for kiln boards.
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//!
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//! Pass a `.toml` map file as the single command-line argument; kiln-tui loads
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//! that board and lets you walk the player around it with the arrow keys
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//! (or HJKL). There is no editor — this is a play-only front-end.
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//!
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//! Rendering is text-based: kiln's bitmap-font tile indices are reinterpreted
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//! as characters (see [`cp437`]) and drawn with each cell's RGB colors.
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mod cp437;
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mod log;
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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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mod ui;
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mod input;
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use kiln_core::game::GameState;
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use kiln_core::log::LogLine;
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use kiln_core::world;
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use ratatui::Frame;
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use ratatui::crossterm::event::{
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self, DisableMouseCapture, EnableMouseCapture, Event, KeyEventKind,
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};
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use ratatui::crossterm::execute;
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use ratatui::layout::{Constraint, Layout, Spacing};
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use ratatui::symbols::merge::MergeStrategy;
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use ratatui::widgets::Block;
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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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use crate::input::{current_input_mode, handle_board_input, handle_scroll_input, InputMode};
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use crate::log::{log_preview_line, LogWidget};
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use crate::scroll_overlay::ScrollOverlayWidget;
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use crate::speech::SpeechBubblesWidget;
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use crate::ui::Ui;
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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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// The single positional argument is the map file to play.
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let Some(path) = std::env::args().nth(1) else {
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eprintln!("usage: kiln-tui <map.toml>");
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return ExitCode::from(2);
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};
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// Load before touching the terminal so load errors print to a normal screen.
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let board = match world::load(&path) {
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Ok(mut w) => match w.boards.remove(&w.start) {
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Some(b) => b,
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None => {
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eprintln!("error: start board '{}' not found", w.start);
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return ExitCode::FAILURE;
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}
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},
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Err(e) => {
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eprintln!("error loading {path}: {e}");
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return ExitCode::FAILURE;
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}
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};
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let mut game = GameState::new(board);
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// `init` enters the alternate screen and raw mode; `restore` always undoes it.
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let mut terminal = ratatui::init();
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// Capture mouse events so the log panel can be scrolled with the wheel and
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// resized by dragging its divider. Disabled again before restoring.
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let _ = execute!(io::stdout(), EnableMouseCapture);
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// Detect terminal capabilities (now that we're in raw mode) and enable the
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// Kitty keyboard protocol when it's available, so scripts can rely on the
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// richer bindings it provides. Disabled again before restoring the terminal.
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let caps = TerminalCaps::detect();
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if caps.keyboard_enhancement {
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let _ = term::push_kitty_flags();
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}
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// Seed the log: the terminal-capabilities badge plus a couple of test
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// messages (temporary, just to exercise the panel).
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// Note these will appear in reverse order, latest on top
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game.log(LogLine::raw("Press 'q' to exit."));
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game.log(LogLine::raw("Welcome to kiln - ").append(caps.status_logline()));
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// Now that the board is fully loaded and the terminal is ready, run each
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// scripted object's `init()` hook.
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game.run_init();
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let mut ui = Ui::default();
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let result = run(&mut terminal, &mut game, &mut ui);
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if caps.keyboard_enhancement {
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let _ = term::pop_kitty_flags();
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}
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let _ = execute!(io::stdout(), DisableMouseCapture);
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ratatui::restore();
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if let Err(e) = result {
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eprintln!("error: {e}");
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return ExitCode::FAILURE;
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}
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ExitCode::SUCCESS
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}
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/// The target frame interval: 30 frames per second.
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const FRAME: Duration = Duration::from_nanos(1_000_000_000 / 30);
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/// Real-time draw / input / update loop at ~30 FPS. Returns once the user quits.
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///
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/// Unlike a turn-based loop, this never blocks indefinitely: it waits for input
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/// only until the next frame deadline (`event::poll`), then advances the game by
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/// the real time elapsed since the last tick. `poll` returns the instant a key
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/// arrives, so input stays responsive while the game keeps ticking on its own.
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fn run(
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terminal: &mut ratatui::DefaultTerminal,
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game: &mut GameState,
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ui: &mut Ui,
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) -> io::Result<()> {
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let mut last_tick = Instant::now();
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loop {
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// Redraw every iteration; ratatui diffs against the previous frame so
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// only changed cells are actually written to the terminal.
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terminal.draw(|frame| draw(frame, game, ui))?;
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// Wait for input only up to the next frame deadline so the loop wakes to
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// tick even with no keypresses.
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let timeout = FRAME.saturating_sub(last_tick.elapsed());
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if event::poll(timeout)? {
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let event = event::read()?;
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// Ignore key-release events (the Kitty protocol emits these; acting on
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// them would fire a second move per keypress).
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if matches!(&event, Event::Key(k) if k.kind == KeyEventKind::Release) {
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continue;
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}
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let terminal_h = terminal.size()?.height;
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match current_input_mode(game, ui) {
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InputMode::Board(log_open) => {
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if handle_board_input(event, log_open, terminal_h, game, ui) {
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return Ok(());
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}
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}
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InputMode::Scroll => handle_scroll_input(event, game, ui),
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}
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}
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// Advance the game by the real time elapsed since the last tick. Only
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// resetting `last_tick` when we actually tick means time spent waiting on
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// input (or skipped Release events) is preserved in the next `dt`.
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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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ui.tick(dt, game);
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}
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}
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}
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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: &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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if ui.log.open {
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// Split the screen: board on top, log panel of `height` at the bottom.
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let [board_area, log_area] =
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Layout::vertical([Constraint::Min(3), Constraint::Length(ui.log.height)])
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.spacing(Spacing::Overlap(1))
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.areas(frame.area());
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let block = Block::bordered()
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.title(format!(" {} ", board.name))
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.merge_borders(MergeStrategy::Exact);
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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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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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frame.render_stateful_widget(LogWidget::new(&game.log), log_area, &mut ui.log);
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} else {
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// Panel closed: board fills the screen, latest message in the border.
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let mut block = Block::bordered().title(format!(" {} ", board.name));
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block = block.title_bottom(log_preview_line(&game.log).left_aligned());
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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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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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// Capture area before the mutable buffer borrow to satisfy the borrow checker.
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let area = frame.area();
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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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