hover effect, layout hands and ponds
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parent
4112edbf2a
commit
8a8a702a08
6 changed files with 163 additions and 20 deletions
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@ -1,13 +1,17 @@
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use bevy::prelude::*;
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use bevy_ratatui::event::{KeyMessage, MouseMessage};
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use bevy_ratatui::crossterm::event::KeyCode;
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use bevy_ratatui::event::KeyMessage;
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use jong::game::GameState;
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use crate::tui::{TuiState, console::ConsoleState};
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// TODO change this to handle console open request, esc for menu, etc, then
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// route other messages to other systems
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn kb_input_system(
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mut kb_messages: MessageReader<KeyMessage>,
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pub(crate) fn input_system(
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mut messages: MessageReader<KeyMessage>,
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curr_tuistate: Res<State<TuiState>>,
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curr_consolestate: Res<State<ConsoleState>>,
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@ -19,15 +23,13 @@ pub(crate) fn kb_input_system(
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mut exit: MessageWriter<AppExit>,
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) {
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use bevy_ratatui::crossterm::event::KeyCode;
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let (ts, cs, gs) = (
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curr_tuistate.get(),
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curr_consolestate.get(),
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curr_gamestate.get(),
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);
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for message in kb_messages.read() {
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for message in messages.read() {
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if let KeyCode::Char('`') = message.code {
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next_consolestate.set(!*curr_consolestate.get());
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continue;
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2
src/tui/input/mod.rs
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2
src/tui/input/mod.rs
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@ -0,0 +1,2 @@
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pub(crate) mod keyboard;
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pub(crate) mod mouse;
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65
src/tui/input/mouse.rs
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65
src/tui/input/mouse.rs
Normal file
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@ -0,0 +1,65 @@
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use bevy::prelude::*;
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use bevy_ratatui::{RatatuiContext, event::MouseMessage};
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use ratatui::{crossterm::event::MouseEvent, layout::Position};
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use crate::tui::render::Hovered;
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#[derive(Component)]
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pub(crate) struct PickRegion {
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pub(crate) area: ratatui::prelude::Rect,
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}
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// enum PickEvent {
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// Click { col: u16, row: u16 },
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// Hover { col: u16, row: u16 },
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// }
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pub(crate) fn input_system(
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mut commands: Commands,
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mut messages: MessageReader<MouseMessage>,
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context: Res<RatatuiContext>,
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entities: Query<(Entity, &PickRegion)>,
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hovered: Query<(Entity, &PickRegion), With<Hovered>>,
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) -> Result {
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for message in messages.read() {
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let event = message.0;
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// let term_size = context.size().unwrap();
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let position = Position::new(event.column, event.row);
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match event.kind {
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ratatui::crossterm::event::MouseEventKind::Down(mouse_button) => match mouse_button {
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ratatui::crossterm::event::MouseButton::Left => {
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for (entity, region) in &entities {}
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}
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// ratatui::crossterm::event::MouseButton::Right => todo!(),
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// ratatui::crossterm::event::MouseButton::Middle => todo!(),
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_ => {}
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},
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// ratatui::crossterm::event::MouseEventKind::Up(mouse_button) => todo!(),
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// ratatui::crossterm::event::MouseEventKind::Drag(mouse_button) => todo!(),
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ratatui::crossterm::event::MouseEventKind::Moved => {
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for (entity, region) in &hovered {
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if !region.area.contains(position) {
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commands.get_entity(entity)?.remove::<Hovered>();
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}
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}
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for (entity, region) in &entities {
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// debug!(
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// "{:?}, {position:?}",
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// region.area.positions().collect::<Vec<_>>()
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// );
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if region.area.contains(position) {
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commands.get_entity(entity)?.insert(Hovered);
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// trace!("{entity:?} hovered!")
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}
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}
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}
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// ratatui::crossterm::event::MouseEventKind::ScrollDown => todo!(),
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// ratatui::crossterm::event::MouseEventKind::ScrollUp => todo!(),
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// ratatui::crossterm::event::MouseEventKind::ScrollLeft => todo!(),
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// ratatui::crossterm::event::MouseEventKind::ScrollRight => todo!(),
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_ => {}
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}
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}
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Ok(())
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}
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@ -59,15 +59,16 @@ impl Plugin for RiichiTui {
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// general setup
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.init_state::<TuiState>()
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.add_computed_state::<InGame>()
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.add_systems(PreUpdate, input::kb_input_system)
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.add_systems(PreUpdate, input::keyboard::input_system)
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.add_systems(PreUpdate, input::mouse::input_system.chain())
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// main menu
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.add_systems(PostUpdate, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
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.add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
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// gaming
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.init_resource::<render::hand::RenderedHand>()
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.add_systems(PostUpdate, render::hand::render_hands.run_if(in_state(InGame).and(in_state(GameState::Play))))
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.add_systems(PostUpdate, render::ingame::draw_ingame.run_if(in_state(InGame)))
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.add_systems(Update, render::hand::render_hands.run_if(in_state(InGame).and(in_state(GameState::Play))))
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.add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame)))
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// semicolon stopper
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;
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@ -1,14 +1,22 @@
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use bevy::prelude::*;
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use bevy_ratatui::RatatuiContext;
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use jong::game::player::{MainPlayer, Player};
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use rand::rand_core::block::BlockRngCore;
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use ratatui::style::Styled;
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use ratatui::widgets::{Block, Borders, Widget};
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use crate::tui::render::{hand, tile::RenderedTile};
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use crate::tui::{
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input::mouse::PickRegion,
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render::{Hovered, hand, tile::RenderedTile},
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};
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pub(crate) fn draw_ingame(
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rendered_hand: Res<hand::RenderedHand>,
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rendered_tiles: Populated<&RenderedTile>,
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main_player: Single<Entity, (With<Player>, With<MainPlayer>)>,
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mut commands: Commands,
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mut tui_ctx: ResMut<RatatuiContext>,
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main_player: Single<Entity, (With<Player>, With<MainPlayer>)>,
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hovered_entity: Query<Entity, With<Hovered>>,
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rendered_tiles: Populated<&RenderedTile>,
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rendered_hand: Res<hand::RenderedHand>,
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) -> Result {
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use ratatui::layout::Flex;
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use ratatui::prelude::*;
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@ -16,14 +24,74 @@ pub(crate) fn draw_ingame(
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tui_ctx.draw(|frame| {
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// debug!("{}", frame.area());
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let term_area = frame.area();
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// TODO this is gross
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let constraints = [Constraint::Fill(3), Constraint::Fill(18)];
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let horizontal_slicer_right = Layout::horizontal(constraints);
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let vertical_slicer_bottom = Layout::vertical(constraints);
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let horizontal_slicer_left = Layout::horizontal(constraints.iter().rev());
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let vertical_slicer_top = Layout::vertical(constraints.iter().rev());
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let [left_hand, this_hand] = horizontal_slicer_right.areas::<2>(term_area);
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let [_, mut left_hand] = vertical_slicer_bottom.areas::<2>(left_hand);
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let [_, mut this_hand] = vertical_slicer_top.areas::<2>(this_hand);
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let [cross_hand, right_hand] = horizontal_slicer_left.areas::<2>(term_area);
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let [mut right_hand, _] = vertical_slicer_top.areas::<2>(right_hand);
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let [mut cross_hand, _] = vertical_slicer_bottom.areas::<2>(cross_hand);
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let margin = Margin::new(
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(left_hand.width + right_hand.width) / 2,
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(cross_hand.height + this_hand.height) / 2,
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);
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let pond_area = term_area.inner(margin);
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let all_pond = Layout::horizontal([Constraint::Fill(1); 3]);
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let cross_pond = Layout::vertical([Constraint::Fill(1), Constraint::Max(1),Constraint::Fill(1)]);
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let [mut left_pond, center, mut right_pond] = all_pond.areas::<3>(pond_area);
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let [cross_pond, compass, this_pond] = cross_pond.areas::<3>(center);
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// let shift = left_pond.height - cross_pond.height;
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left_pond.height = cross_pond.height;
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left_pond.y += cross_pond.height / 2;
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right_pond.height = cross_pond.height;
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right_pond.y+= cross_pond.height / 2;
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let debug_block = Block::new().borders(Borders::ALL);
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frame.render_widget(debug_block.clone(), this_hand);
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frame.render_widget(debug_block.clone(), left_hand);
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frame.render_widget(debug_block.clone(), cross_hand);
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frame.render_widget(debug_block.clone(), right_hand);
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frame.render_widget(debug_block.clone(), this_pond);
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frame.render_widget(debug_block.clone(), left_pond);
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frame.render_widget(debug_block.clone(), cross_pond);
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frame.render_widget(debug_block.clone(), right_pond);
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// TODO attempt to merge blocks on smol term?
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let layout = Layout::horizontal(vec![Constraint::Max(5); 13]).flex(Flex::Start);
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let mut area = frame.area();
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area.height = 4;
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let areas = layout.areas::<13>(area);
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// if let Some(hand) = rendered_hand.0.get(&*main_player) {
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let this_clamped = this_hand.height.abs_diff(5);
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if let Some(val) = this_hand.height.checked_sub(this_clamped) {
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this_hand.height = val
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} else {
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// FIXME show error
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panic!("terminal too small!");
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}
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this_hand.y += this_clamped + 1;
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let areas = layout.areas::<13>(this_hand);
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if let Some(hand) = rendered_hand.0.get(&*main_player) {
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for (tile, area) in hand.iter().zip(areas.iter()) {
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frame.render_widget(&rendered_tiles.get(*tile).unwrap().0, *area);
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for (tile, mut tile_area) in hand.iter().zip(areas.into_iter()) {
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tile_area.height = 4;
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let mut widget = rendered_tiles.get(*tile).unwrap().0.clone();
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if hovered_entity.contains(*tile) {
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widget = widget.add_modifier(Modifier::BOLD);
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if let Some(val) = tile_area.y.checked_sub(1) {
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tile_area.y = val
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} else {
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// FIXME show error
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panic!("terminal too small!");
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}
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}
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commands
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.entity(*tile)
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.insert(PickRegion { area: tile_area });
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frame.render_widget(widget, tile_area);
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}
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}
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})?;
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@ -1,3 +1,8 @@
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use bevy::prelude::*;
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pub(crate) mod hand;
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pub(crate) mod ingame;
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pub(crate) mod tile;
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#[derive(Component)]
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pub(crate) struct Hovered;
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