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@ -1,7 +1,7 @@
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package app
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import (
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"fmt"
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"time"
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"github.com/gdamore/tcell/v2"
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"github.com/jordanorelli/astro-domu/internal/exit"
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@ -13,87 +13,58 @@ import (
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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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screen tcell.Screen
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client *wire.Client
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notifications <-chan wire.Response
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statusBar *statusBar
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gameView *gameView
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testList *menuList
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chatView *chatView
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focussed view
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state state
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root *node
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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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ui.root = mainMenu
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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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input := make(chan tcell.Event)
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go ui.pollInput(input)
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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.testList = &menuList{
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Log: ui.Child("menu-list"),
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choices: []string{"apple", "banana", "orange"},
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}
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ui.focussed = ui.gameView
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tick := time.Tick(time.Second / time.Duration(30))
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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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width, height := ui.screen.Size()
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b := newBuffer(width, height)
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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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// b, prev := newBuffer(width, height), newBuffer(width, height)
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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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for {
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notify := ui.notifications
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select {
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case e := <-input:
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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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return
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}
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}
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ui.Info("input event: %v", e)
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wants := ui.root.handleEvent(e)
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if wants != nil {
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wants.exec(ui)
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}
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case <-tick:
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b.clear()
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ui.root.draw(b, &ui.state)
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b.blit(ui.screen, math.Vec{0, 0})
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ui.screen.Show()
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case n := <-notify:
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ui.Info("notification: %v", n)
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ui.handleNotification(n.Body)
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}
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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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@ -116,63 +87,45 @@ func (ui *UI) setupTerminal() {
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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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ui.state.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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if ui.state.room == nil {
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ui.state.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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ui.state.room.Name = n.RoomName
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ui.state.room.Rect = n.RoomSize
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ui.state.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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ui.state.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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ui.state.room.Entities[id] = *e
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} else {
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delete(ui.room.Entities, id)
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delete(ui.state.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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// ui.chatView.history = append(ui.chatView.history, *n)
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return true
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default:
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@ -198,79 +151,47 @@ func (ui *UI) writeString(x, y int, s string, style tcell.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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func (ui *UI) pollInput(c chan tcell.Event) {
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defer close(c)
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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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switch ui.focussed {
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case ui.gameView:
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ui.focussed = ui.chatView
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case ui.chatView:
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ui.focussed = ui.testList
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case ui.testList:
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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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return
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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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c <- e
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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/2, gameViewHeight)
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ui.testList.draw(b)
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b.blit(ui.screen, math.Vec{width / 2, 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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var mainMenu = &node{
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view: &menuList{
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choices: []menuItem{
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menuItem{
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name: "join",
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onSelect: changeFn(func(ui *UI) {
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ui.root = joinForm
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}),
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},
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menuItem{
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name: "exit",
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onSelect: changeFn(func(ui *UI) {
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panic("this is bad programming")
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}),
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},
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},
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},
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}
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ui.statusBar.showCount++
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ui.screen.Show()
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var joinForm = &node{
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view: &form{
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fields: []textField{
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textField{
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label: "What is your name?",
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textInput: textInput{
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prompt: "> ",
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},
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},
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},
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},
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}
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