package app import ( "time" "github.com/gdamore/tcell/v2" "github.com/jordanorelli/astro-domu/internal/exit" "github.com/jordanorelli/astro-domu/internal/math" "github.com/jordanorelli/astro-domu/internal/sim" "github.com/jordanorelli/astro-domu/internal/wire" "github.com/jordanorelli/blammo" ) type UI struct { *blammo.Log screen tcell.Screen client *wire.Client notifications <-chan wire.Response misc chan func(*UI) state state root view } func (ui *UI) Run() { ui.setupTerminal() defer ui.clearTerminal() ui.misc = make(chan func(*UI)) ui.root = mainMenu input := make(chan tcell.Event) go ui.pollInput(input) tick := time.Tick(time.Second / time.Duration(30)) width, height := ui.screen.Size() b := newBuffer(width, height) // b, prev := newBuffer(width, height), newBuffer(width, height) for { notify := ui.notifications select { case e := <-input: switch v := e.(type) { case *tcell.EventKey: key := v.Key() if key == tcell.KeyCtrlC { ui.Info("saw ctrl+c keyboard input, shutting down") return } case *tcell.EventResize: width, height = ui.screen.Size() b = newBuffer(width, height) } ui.Info("input event: %v", e) wants := ui.root.handleEvent(e) if wants != nil { wants.exec(ui) } case <-tick: b.clear() ui.root.draw(b, &ui.state) b.blit(ui.screen, math.Vec{0, 0}) ui.screen.Show() case n := <-notify: ui.Info("notification: %v", n) ui.handleNotification(n.Body) case f := <-ui.misc: f(ui) } } } func (ui *UI) setupTerminal() { screen, err := tcell.NewScreen() if err != nil { exit.WithMessage(1, "unable to create a screen: %v", err) } ui.screen = screen ui.Debug("sceen created") if err := screen.Init(); err != nil { exit.WithMessage(1, "unable to initialize screen: %v", err) } ui.Debug("screen initialized") width, height := screen.Size() ui.Debug("screen width: %d", width) ui.Debug("screen height: %d", height) ui.Debug("screen colors: %v", screen.Colors()) ui.Debug("screen has mouse: %v", screen.HasMouse()) } func (ui *UI) clearTerminal() { ui.screen.Clear() ui.screen.Fini() } func (ui *UI) handleNotification(v wire.Value) bool { switch n := v.(type) { case *wire.Entity: if ui.state.avatar != nil && n.ID == ui.state.avatar.ID { *ui.state.avatar = *n } ui.state.room.Entities[n.ID] = *n return true case *wire.Frame: if ui.state.room == nil { ui.state.room = new(wire.Room) } ui.state.room.Name = n.RoomName ui.state.room.Rect = n.RoomSize ui.state.room.Entities = n.Entities if ui.state.avatar != nil { e, ok := n.Entities[ui.state.avatar.ID] if ok { *ui.state.avatar = e } } return true case *wire.Delta: if n.RoomSize != nil { ui.state.room.Rect = *n.RoomSize } if ui.state.avatar != nil { id := ui.state.avatar.ID if ep, ok := n.Entities[id]; ok { ui.Info("our position moved to: %v", ep.Position) *ui.state.avatar = *ep } } if len(n.Entities) > 0 { for id, e := range n.Entities { if e != nil { ui.state.room.Entities[id] = *e } else { delete(ui.state.room.Entities, id) } } } return true case *sim.ChatMessage: ui.state.history = append(ui.state.history, *n) return true case *sim.Look: ui.Info("got look back: %v", n) return true default: ui.Info("ignoring notification: %v", n) return false } } // writeString writes a string in the given style from left to right beginning // at the location (x, y). Writing of the screen just fails silently so don't // do that. func (ui *UI) writeString(x, y int, s string, style tcell.Style) { width, height := ui.screen.Size() if y > height { return } for i, r := range []rune(s) { x := x + i if x > width { return } ui.screen.SetContent(x, y, r, nil, style) } } func (ui *UI) pollInput(c chan tcell.Event) { defer close(c) for { e := ui.screen.PollEvent() if e == nil { ui.Info("run loop sees nil event, breaking out") return } c <- e } } var mainMenu = &menuList{ choices: []menuItem{ menuItem{ name: "join", onSelect: changeFn(func(ui *UI) { ui.root = joinForm }), }, menuItem{ name: "exit", onSelect: changeFn(func(ui *UI) { panic("this is bad programming") }), }, }, } var joinForm = &form{ fields: []textField{ textField{ label: "What is your name?", textInput: textInput{ prompt: "> ", }, }, }, } var inGameView = &containerView{ refWidth: 8, refHeight: 8, children: []*node{ { frame: math.Rect{math.Vec{0, 0}, 4, 4}, view: &borderedView{inner: &gameView{}}, }, { frame: math.Rect{math.Vec{4, 0}, 4, 4}, view: &borderedView{ inner: &detailView{}, }, }, { frame: math.Rect{math.Vec{0, 4}, 8, 4}, view: &borderedView{inner: &chatView{}}, }, }, }