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package app
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import (
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"fmt"
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"github.com/gdamore/tcell/v2"
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"github.com/jordanorelli/astro-domu/internal/exit"
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"github.com/jordanorelli/astro-domu/internal/math"
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"github.com/jordanorelli/astro-domu/internal/sim"
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"github.com/jordanorelli/astro-domu/internal/wire"
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"github.com/jordanorelli/blammo"
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)
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type UI struct {
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*blammo.Log
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PlayerName string
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screen tcell.Screen
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room *wire.Room
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client *wire.Client
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statusBar *statusBar
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gameView *gameView
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chatView *chatView
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focussed view
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}
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func (ui *UI) Run() {
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ui.setupTerminal()
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defer ui.clearTerminal()
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ui.room = new(wire.Room)
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if err := ui.connect(); err != nil {
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return
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}
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res, err := ui.client.Send(wire.Login{Name: ui.PlayerName})
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if err != nil {
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ui.Error("login error: %v", err)
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return
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}
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welcome, ok := res.Body.(*wire.Welcome)
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if !ok {
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ui.Error("unexpected initial message of type %t", res.Body)
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return
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}
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ui.Info("welcome: %v", welcome)
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meta := welcome.Players[ui.PlayerName]
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room := welcome.Rooms[meta.Room]
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ui.room = &room
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ui.gameView = &gameView{
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Log: ui.Child("game-view"),
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room: &room,
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me: &wire.Entity{
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ID: meta.Avatar,
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Glyph: room.Entities[meta.Avatar].Glyph,
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Position: room.Entities[meta.Avatar].Position,
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},
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}
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ui.chatView = &chatView{
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Log: ui.Child("chat-view"),
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history: make([]sim.ChatMessage, 0, 32),
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}
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ui.statusBar = &statusBar{}
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ui.focussed = ui.gameView
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ui.Info("running ui")
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if ui.handleUserInput() {
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ui.Info("user requested close")
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ui.Info("closing client")
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ui.client.Close()
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ui.Info("client closed")
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ui.Info("finalizing screen")
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}
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ui.Info("run loop done, shutting down")
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}
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func (ui *UI) connect() error {
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ui.client = &wire.Client{
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Log: ui.Child("client"),
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Host: "cdm.jordanorelli.com",
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Port: 12805,
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}
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c, err := ui.client.Dial()
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if err != nil {
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return fmt.Errorf("unable to dial server: %v", err)
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}
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go ui.handleNotifications(c)
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return nil
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}
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func (ui *UI) setupTerminal() {
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screen, err := tcell.NewScreen()
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if err != nil {
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exit.WithMessage(1, "unable to create a screen: %v", err)
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}
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ui.screen = screen
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ui.Debug("sceen created")
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if err := screen.Init(); err != nil {
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exit.WithMessage(1, "unable to initialize screen: %v", err)
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}
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ui.Debug("screen initialized")
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width, height := screen.Size()
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ui.Debug("screen width: %d", width)
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ui.Debug("screen height: %d", height)
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ui.Debug("screen colors: %v", screen.Colors())
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ui.Debug("screen has mouse: %v", screen.HasMouse())
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}
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func (ui *UI) clearTerminal() {
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ui.statusBar.clearCount++
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ui.screen.Clear()
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ui.screen.Fini()
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}
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func (ui *UI) handleNotifications(c <-chan wire.Response) {
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for n := range c {
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ui.statusBar.msgCount++
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if ui.handleNotification(n.Body) {
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if ui.gameView != nil {
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ui.render()
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}
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}
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}
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ui.Info("notifications channel is closed so we must be done")
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ui.Info("clearing and finalizing screen from notifications goroutine")
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ui.statusBar.clearCount++
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ui.screen.Clear()
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ui.screen.Fini()
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ui.Info("screen finalized")
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}
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func (ui *UI) handleNotification(v wire.Value) bool {
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switch n := v.(type) {
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case *wire.Entity:
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ui.room.Entities[n.ID] = *n
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return true
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case *wire.Frame:
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if ui.room == nil {
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ui.room = new(wire.Room)
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}
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ui.room.Name = n.RoomName
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ui.room.Rect = n.RoomSize
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ui.room.Entities = n.Entities
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return true
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case *wire.Delta:
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if n.RoomSize != nil {
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ui.room.Rect = *n.RoomSize
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}
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if len(n.Entities) > 0 {
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for id, e := range n.Entities {
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if e != nil {
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ui.room.Entities[id] = *e
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} else {
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delete(ui.room.Entities, id)
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}
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}
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}
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return true
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case *sim.ChatMessage:
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ui.chatView.history = append(ui.chatView.history, *n)
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return true
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default:
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ui.Info("ignoring notification: %v", n)
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return false
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}
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}
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// writeString writes a string in the given style from left to right beginning
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// at the location (x, y). Writing of the screen just fails silently so don't
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// do that.
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func (ui *UI) writeString(x, y int, s string, style tcell.Style) {
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width, height := ui.screen.Size()
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if y > height {
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return
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}
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for i, r := range []rune(s) {
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x := x + i
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if x > width {
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return
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}
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ui.screen.SetContent(x, y, r, nil, style)
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}
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}
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func (ui *UI) handleUserInput() bool {
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ui.statusBar.clearCount++
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ui.screen.Clear()
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ui.render()
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for {
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e := ui.screen.PollEvent()
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if e == nil {
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ui.Info("run loop sees nil event, breaking out")
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// someone else shut us down, so return false
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return false
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}
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switch v := e.(type) {
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case *tcell.EventKey:
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key := v.Key()
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if key == tcell.KeyCtrlC {
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ui.Info("saw ctrl+c keyboard input, shutting down")
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// we want to shut things down
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return true
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}
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if key == tcell.KeyTab {
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ui.Info("saw tab from keyboard input, switching focussed view")
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ui.focussed.setFocus(false)
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if ui.focussed == ui.gameView {
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ui.focussed = ui.chatView
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} else {
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ui.focussed = ui.gameView
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}
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ui.focussed.setFocus(true)
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goto HANDLED
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}
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}
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ui.focussed.handleEvent(ui, e)
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ui.statusBar.clearCount++
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ui.screen.Clear()
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ui.render()
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ui.statusBar.showCount++
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ui.screen.Show()
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HANDLED:
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}
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}
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func (ui *UI) render() {
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width, height := ui.screen.Size()
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{
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b := newBuffer(width, 1)
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ui.statusBar.draw(b)
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b.blit(ui.screen, math.Vec{0, 0})
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}
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gameViewHeight := math.Max((height-1)/2, 8)
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{
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b := newBuffer(width/2, gameViewHeight)
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ui.gameView.draw(b)
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b.blit(ui.screen, math.Vec{0, 1})
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}
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{
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b := newBuffer(width, height-gameViewHeight-1)
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ui.chatView.draw(b)
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b.blit(ui.screen, math.Vec{0, gameViewHeight + 1})
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}
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ui.statusBar.showCount++
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ui.screen.Show()
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}
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