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244 lines
4.8 KiB
Go

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{}},
},
},
}