Files
kiln/kiln-tui/src/main.rs
T
2026-06-10 01:42:33 -05:00

380 lines
16 KiB
Rust

//! `kiln-tui` — a terminal "player" for kiln boards.
//!
//! Pass a `.toml` map file as the single command-line argument; kiln-tui loads
//! that board and lets you walk the player around it with the arrow keys
//! (or HJKL). There is no editor — this is a play-only front-end.
//!
//! Rendering is text-based: kiln's bitmap-font tile indices are reinterpreted
//! as characters (see [`cp437`]) and drawn with each cell's RGB colors.
mod cp437;
mod render;
mod term;
use kiln_core::game::{GameState, ScrollLine};
use kiln_core::log::LogLine;
use kiln_core::map_file;
use kiln_core::Direction;
use ratatui::Frame;
use ratatui::crossterm::event::{
self, DisableMouseCapture, EnableMouseCapture, Event, KeyCode, KeyEventKind, MouseEventKind,
};
use ratatui::crossterm::execute;
use ratatui::layout::{Constraint, Layout, Spacing};
use ratatui::style::{Color, Style};
use ratatui::symbols::merge::MergeStrategy;
use ratatui::text::{Line, Span};
use ratatui::widgets::{Block, Paragraph, Wrap};
use render::{BoardWidget, logline_to_line};
use std::io;
use std::process::ExitCode;
use std::time::{Duration, Instant};
use term::TerminalCaps;
/// Animation state for the scroll overlay window.
enum ScrollAnimState {
/// Window is opening: progress goes from 0.0 → 1.0 over 0.5 s.
Opening(f32),
/// Window is fully open.
Open,
/// Window is closing: progress from 1.0 → 0.0 over 0.5 s.
/// When it reaches 0 the `choice` (if any) is dispatched and the overlay clears.
Closing { progress: f32, choice: Option<String> },
}
/// View-only UI state for the log panel and scroll overlay. This is presentation
/// state, so it lives in the front-end rather than on the engine's [`GameState`].
struct Ui {
/// Whether the bottom log panel is open.
log_open: bool,
/// Height (in terminal rows, borders included) of the log panel when open.
log_height: u16,
/// Vertical scroll offset of the log panel, in lines from the top (newest).
scroll: u16,
/// Vertical scroll offset within an active scroll overlay.
scroll_offset: u16,
/// Animation state for the scroll overlay; `None` when no overlay is active.
scroll_anim: Option<ScrollAnimState>,
}
impl Default for Ui {
fn default() -> Self {
Self {
log_open: false,
log_height: 10,
scroll: 0,
scroll_offset: 0,
scroll_anim: None,
}
}
}
/// Starts the scroll-close animation with the optional player choice.
/// Uses the current opening progress if the overlay was still animating in.
fn begin_close(ui: &mut Ui, choice: Option<String>) {
let progress = match &ui.scroll_anim {
Some(ScrollAnimState::Opening(p)) => p.min(1.0),
_ => 1.0,
};
ui.scroll_anim = Some(ScrollAnimState::Closing { progress, choice });
}
/// Returns the choice string for the given key character, or `None` if it doesn't
/// match any choice in the scroll. Choices are assigned letters a, b, c… in order.
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
}
/// Entry point: parse the map path, load the board, then run the play loop with
/// the terminal in raw/alternate-screen mode (restored on every exit path).
fn main() -> ExitCode {
// The single positional argument is the map file to play.
let Some(path) = std::env::args().nth(1) else {
eprintln!("usage: kiln-tui <map.toml>");
return ExitCode::from(2);
};
// Load before touching the terminal so load errors print to a normal screen.
let board = match map_file::load(&path) {
Ok(board) => board,
Err(e) => {
eprintln!("error loading {path}: {e}");
return ExitCode::FAILURE;
}
};
let mut game = GameState::new(board);
// `init` enters the alternate screen and raw mode; `restore` always undoes it.
let mut terminal = ratatui::init();
// Capture mouse events so the log panel can be scrolled with the wheel and
// resized by dragging its divider. Disabled again before restoring.
let _ = execute!(io::stdout(), EnableMouseCapture);
// Detect terminal capabilities (now that we're in raw mode) and enable the
// Kitty keyboard protocol when it's available, so scripts can rely on the
// richer bindings it provides. Disabled again before restoring the terminal.
let caps = TerminalCaps::detect();
if caps.keyboard_enhancement {
let _ = term::push_kitty_flags();
}
// Seed the log: the terminal-capabilities badge plus a couple of test
// messages (temporary, just to exercise the panel).
// Note these will appear in reverse order, latest on top
game.log(LogLine::raw("Press 'q' to exit."));
game.log(LogLine::raw("Welcome to kiln - ").append(caps.status_logline()));
// Now that the board is fully loaded and the terminal is ready, run each
// scripted object's `init()` hook.
game.run_init();
let mut ui = Ui::default();
let result = run(&mut terminal, &mut game, &mut ui);
if caps.keyboard_enhancement {
let _ = term::pop_kitty_flags();
}
let _ = execute!(io::stdout(), DisableMouseCapture);
ratatui::restore();
if let Err(e) = result {
eprintln!("error: {e}");
return ExitCode::FAILURE;
}
ExitCode::SUCCESS
}
/// The target frame interval: 30 frames per second.
const FRAME: Duration = Duration::from_nanos(1_000_000_000 / 30);
/// Real-time draw / input / update loop at ~30 FPS. Returns once the user quits.
///
/// Unlike a turn-based loop, this never blocks indefinitely: it waits for input
/// only until the next frame deadline (`event::poll`), then advances the game by
/// the real time elapsed since the last tick. `poll` returns the instant a key
/// arrives, so input stays responsive while the game keeps ticking on its own.
fn run(
terminal: &mut ratatui::DefaultTerminal,
game: &mut GameState,
ui: &mut Ui,
) -> std::io::Result<()> {
let mut last_tick = Instant::now();
loop {
// Redraw every iteration; ratatui diffs against the previous frame so
// only changed cells are actually written to the terminal.
terminal.draw(|frame| draw(frame, game, ui))?;
// Wait for input only up to the next frame deadline so the loop wakes to
// tick even with no keypresses.
let timeout = FRAME.saturating_sub(last_tick.elapsed());
if event::poll(timeout)? {
match event::read()? {
// Act on Press and Repeat so holding a key moves the player
// continuously (the Kitty protocol emits Repeat events while a key
// is held). Ignore Release, which that protocol also emits and
// which would otherwise fire a second, spurious move per keypress.
Event::Key(key) if key.kind != KeyEventKind::Release => {
// When a scroll overlay is active (and not already animating
// closed), intercept all keys for scroll navigation/choices.
let scroll_active = game.active_scroll.is_some()
&& !matches!(ui.scroll_anim, Some(ScrollAnimState::Closing { .. }));
if scroll_active {
let scroll = game.active_scroll.as_ref().unwrap();
let has_choices = scroll.lines.iter()
.any(|l| matches!(l, ScrollLine::Choice { .. }));
match key.code {
// Esc dismisses the scroll only when there are no choices;
// with choices present the player must select one.
KeyCode::Esc if !has_choices => begin_close(ui, None),
KeyCode::Up => ui.scroll_offset = ui.scroll_offset.saturating_sub(1),
KeyCode::Down => ui.scroll_offset = ui.scroll_offset.saturating_add(1),
KeyCode::Char(c) => {
if let Some(ch) = resolve_choice(&scroll.lines, c) {
begin_close(ui, Some(ch));
}
}
_ => {}
}
} else {
match key.code {
KeyCode::Char('q') | KeyCode::Esc => return Ok(()),
KeyCode::Up => game.try_move(Direction::North),
KeyCode::Down => game.try_move(Direction::South),
KeyCode::Left => game.try_move(Direction::West),
// Right arrow moves right; 'l' is the log panel.
KeyCode::Right => game.try_move(Direction::East),
// 'l' toggles the log panel; reset scroll to newest.
KeyCode::Char('l') => {
ui.log_open = !ui.log_open;
ui.scroll = 0;
}
// PageUp/PageDown scroll the log when it's open.
KeyCode::PageUp if ui.log_open => scroll_log(ui, game, -5),
KeyCode::PageDown if ui.log_open => scroll_log(ui, game, 5),
_ => {}
}
}
}
// Mouse: scroll overlay captures wheel events when active; otherwise
// wheel scrolls the log and drag resizes it.
Event::Mouse(m) => {
let scroll_active = game.active_scroll.is_some()
&& !matches!(ui.scroll_anim, Some(ScrollAnimState::Closing { .. }));
if scroll_active {
match m.kind {
MouseEventKind::ScrollUp => ui.scroll_offset = ui.scroll_offset.saturating_sub(1),
MouseEventKind::ScrollDown => ui.scroll_offset = ui.scroll_offset.saturating_add(1),
_ => {}
}
} else if ui.log_open {
match m.kind {
MouseEventKind::ScrollUp => scroll_log(ui, game, -1),
MouseEventKind::ScrollDown => scroll_log(ui, game, 1),
MouseEventKind::Drag(_) => {
// The divider sits at row `total - log_height`; dragging
// it up (smaller row) grows the panel. Keep both usable.
let total = terminal.size()?.height;
let target = total.saturating_sub(m.row);
ui.log_height = target.clamp(3, total.saturating_sub(3).max(3));
}
_ => {}
}
}
}
_ => {}
}
}
// Advance the game by the real time elapsed since the last tick. Only
// resetting `last_tick` when we actually tick means time spent waiting on
// input (or skipped Release events) is preserved in the next `dt`.
if last_tick.elapsed() >= FRAME {
let dt = last_tick.elapsed();
last_tick = Instant::now();
// Advance scroll animation regardless of game pause state.
let dt_s = dt.as_secs_f32();
match &mut ui.scroll_anim {
Some(ScrollAnimState::Opening(p)) => {
*p += dt_s / 0.5;
if *p >= 1.0 { ui.scroll_anim = Some(ScrollAnimState::Open); }
}
Some(ScrollAnimState::Closing { progress, choice }) => {
*progress -= dt_s / 0.5;
if *progress <= 0.0 {
// Animation done — dispatch choice and clear the scroll.
let ch = choice.take();
game.close_scroll(ch.as_deref());
ui.scroll_anim = None;
ui.scroll_offset = 0;
}
}
_ => {}
}
// Tick the game only when no scroll overlay is blocking.
if game.active_scroll.is_none() {
game.tick(dt);
// Detect a scroll just opened by the tick; start its open animation.
if game.active_scroll.is_some() && ui.scroll_anim.is_none() {
ui.scroll_anim = Some(ScrollAnimState::Opening(0.0));
}
}
}
}
}
/// Adjusts the log scroll offset by `delta` lines, clamped so it can neither go
/// above the newest message nor scroll past the oldest.
fn scroll_log(ui: &mut Ui, game: &GameState, delta: i32) {
let max = game.log.len().saturating_sub(1) as i32;
ui.scroll = (ui.scroll as i32 + delta).clamp(0, max) as u16;
}
/// Render a single frame: the board in a bordered block, and — when open — a log
/// panel across the bottom. When the panel is closed the latest log message is
/// previewed in the board's bottom-left border after a `[l]og:` label.
/// A scroll overlay is drawn on top of everything when active.
fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) {
// Borrow the board for the duration of the frame (no script runs during draw).
let board = game.board();
let board = &*board;
if ui.log_open {
// Split the screen: board on top, log panel of `log_height` at the bottom.
let [board_area, log_area] =
Layout::vertical([Constraint::Min(3), Constraint::Length(ui.log_height)])
.spacing(Spacing::Overlap(1))
.areas(frame.area());
let block = Block::bordered()
.title(format!(" {} ", board.name))
.merge_borders(MergeStrategy::Exact);
let inner = block.inner(board_area);
frame.render_widget(block, board_area);
frame.render_widget(BoardWidget::new(board), inner);
render::draw_speech_bubbles(frame.buffer_mut(), inner, board, &game.speech_bubbles);
// Newest message on top: reverse the log into ratatui lines.
let log_block = Block::bordered()
.title(Span::styled(
" [l]og: ",
Style::default().fg(Color::DarkGray),
))
.merge_borders(MergeStrategy::Exact);
let lines: Vec<Line> = game.log.iter().rev().map(logline_to_line).collect();
let paragraph = Paragraph::new(lines)
.block(log_block)
.scroll((ui.scroll, 0))
.wrap(Wrap { trim: false });
frame.render_widget(paragraph, log_area);
} else {
// Panel closed: board fills the screen, latest message in the border.
let mut block = Block::bordered().title(format!(" {} ", board.name));
block = block.title_bottom(log_preview(game).left_aligned());
let inner = block.inner(frame.area());
frame.render_widget(block, frame.area());
frame.render_widget(BoardWidget::new(board), inner);
render::draw_speech_bubbles(frame.buffer_mut(), inner, board, &game.speech_bubbles);
}
// Scroll overlay: drawn last so it sits above all other content.
if let Some(scroll) = &game.active_scroll {
let anim = match &ui.scroll_anim {
Some(ScrollAnimState::Opening(p)) => p.clamp(0.0, 1.0),
Some(ScrollAnimState::Open) => 1.0,
Some(ScrollAnimState::Closing { progress, .. }) => progress.clamp(0.0, 1.0),
// Fallback: overlay exists but animation not set yet — show fully open.
None => 1.0,
};
// Capture area before the mutable buffer borrow to satisfy the borrow checker.
let area = frame.area();
render::draw_scroll_overlay(frame.buffer_mut(), area, scroll, ui.scroll_offset, anim);
}
}
/// Builds the `[l]og: <latest message>` preview shown in the board's bottom-left
/// border when the log panel is closed.
fn log_preview(game: &GameState) -> Line<'static> {
let mut spans = vec![Span::styled(
" [l]og: ",
Style::default().fg(Color::DarkGray),
)];
if let Some(latest) = game.log.last() {
spans.extend(logline_to_line(latest).spans);
}
spans.push(Span::raw(" "));
Line::from(spans)
}