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//! Scenes: the title screen, the name forge, and derelicts to board;
//! flight and ports later.
pub mod derelict;
pub mod forge;
pub mod title;
use ratatui::Frame;
use ratatui::crossterm::event::KeyEvent;
use crate::app::Ctx;
/// What a scene wants to happen after it handles a key or a tick.
pub enum Transition {
None,
/// Open a scene on top of this one. Popping it comes back here.
Push(Box<dyn Scene>),
/// Close this scene and return to the one beneath it.
Pop,
Quit,
}
/// One screen of the game. The game keeps a stack of them; only the top one
/// gets keys and ticks and is drawn.
pub trait Scene {
/// A key was pressed, or auto-repeated while held.
fn key(&mut self, key: KeyEvent, ctx: &mut Ctx) -> Transition;
/// One fixed step of game time; there are `app::TICKS_PER_SECOND` of
/// these a second, whatever the frame rate. Turn-based scenes can ignore it.
fn tick(&mut self, _ctx: &mut Ctx) -> Transition {
Transition::None
}
fn render(&self, frame: &mut Frame, ctx: &Ctx);
}
#[cfg(test)]
mod tests {
use ratatui::Terminal;
use ratatui::backend::TestBackend;
use ratatui::crossterm::event::{KeyCode, KeyModifiers};
use super::*;
use crate::term::KeyboardCaps;
pub fn test_ctx() -> Ctx {
Ctx::new(1, KeyboardCaps { key_release: false })
}
/// Draws every scene at several sizes, down to absurdly small ones, to
/// catch layout arithmetic that panics.
#[test]
fn scenes_render_at_any_size() {
let mut ctx = test_ctx();
let mut abandoning = derelict::Derelict::new(2);
abandoning.key(KeyEvent::new(KeyCode::Esc, KeyModifiers::NONE), &mut ctx);
let scenes: [Box<dyn Scene>; 4] = [
Box::new(title::Title::new(&ctx)),
Box::new(forge::Forge::new(&ctx)),
Box::new(derelict::Derelict::new(1)),
Box::new(abandoning),
];
for (width, height) in [(160, 50), (80, 24), (40, 12), (5, 3), (1, 1)] {
let mut terminal = Terminal::new(TestBackend::new(width, height)).unwrap();
for scene in &scenes {
for ticks in [0, 12_345] {
ctx.ticks = ticks;
terminal.draw(|frame| scene.render(frame, &ctx)).unwrap();
}
}
}
}
}
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