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trying to get new Bsp to work; update docs
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65
engine/README.md
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65
engine/README.md
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# `tek_engine`
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this crate provides the `Engine` trait,
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which defines an application's lifecycle.
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currently, there is one kind of engine implemented, `Tui`.
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it uses `ratatui` to present an interactive user interface
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in text mode.
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at launch, the `Tui` engine spawns two threads,
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a **render thread** and an **input thread**. (the
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application may spawn further threads, such as a
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**jack thread**.)
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all threads communicate using shared ownership,
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`Arc<RwLock>` and `Arc<Atomic>`. the engine and
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application instances are expected to be wrapped
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in `Arc<RwLock>`; internally, those synchronization
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mechanisms may be used liberally.
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## rendering
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the **render thread** continually invokes the
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`Content::render` method of the application
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to redraw the display. it does this efficiently
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by using ratatui's double buffering.
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thus, for a type to be a valid application for engine `E`,
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it must implement the trait `Content<E>`, which allows
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it to display content to the engine's output.
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the most important thing about the `Content` trait is that
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it composes:
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* you can implement `Content::content` to build
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`Content`s out of other `Content`s
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* and/or `Content::area` for custom positioning and sizing,
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* and/or `Content::render` for custom rendering
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within the given `Content`'s area.
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the manner of output is determined by the
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`Engine::Output` type, a mutable pointer to which
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is passed to the render method, e.g. in the case of
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the `Tui` engine: `fn render(&self, output: &mut TuiOutput)`
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you can use `TuiOutput::blit` and `TuiOutput::place`
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to draw at specified coordinates of the display, and/or
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directly modify the underlying `ratatui::Buffer` at
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`output.buffer`
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rendering is intended to work with read-only access
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to the application state. if you really need to update
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values during rendering, use interior mutability.
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## input handling
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the **input thread** polls for keyboard events
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and passes them onto the application's `Handle::handle` method.
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thus, for a type to be a valid application for engine `E`,
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it must implement the trait `Handle<E>`, which allows it
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to respond to user input.
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this thread has write access to the application state,
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and is responsible for mutating it in response to
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user activity.
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@ -78,7 +78,7 @@ impl<N: Coordinate> Size<N> for [N;2] {
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#[inline] fn y (&self) -> N { self[1] }
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}
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pub trait Area<N: Coordinate>: Copy {
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pub trait Area<N: Coordinate> {
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fn x (&self) -> N;
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fn y (&self) -> N;
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fn w (&self) -> N;
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@ -133,6 +133,10 @@ pub trait Area<N: Coordinate>: Copy {
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[self.x(), self.y(), self.w(), self.h().minus(y)]
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}
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#[inline] fn center (&self) -> [N;2] {
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[self.x() + self.w() / 2.into(), self.y() + self.h() / 2.into()]
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}
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fn zero () -> [N;4] {
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[N::zero(), N::zero(), N::zero(), N::zero()]
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}
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@ -31,17 +31,39 @@ pub trait Content<E: Engine>: Send + Sync {
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}
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impl<E: Engine> Content<E> for () {
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fn area (&self, area: E::Area) -> E::Area {
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fn area (&self, _: E::Area) -> E::Area {
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[0.into(), 0.into(), 0.into(), 0.into()].into()
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}
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fn render (&self, output: &mut E::Output) {}
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fn render (&self, _: &mut E::Output) {}
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}
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impl<E: Engine, T: Content<E>> Content<E> for &T {}
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impl<E: Engine, T: Content<E>> Content<E> for &T {
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fn content (&self) -> impl Content<E> {
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(*self).content()
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}
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fn area (&self, area: E::Area) -> E::Area {
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(*self).area(area)
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}
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fn render (&self, output: &mut E::Output) {
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(*self).render(output)
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}
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}
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impl<E: Engine, T: Content<E>> Content<E> for Option<T> {}
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impl<E: Engine, T: Content<E>> Content<E> for Vec<T> {}
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impl<E: Engine, T: Content<E>> Content<E> for Option<T> {
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fn content (&self) -> impl Content<E> {
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self.as_ref()
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.map(|content|content.content())
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}
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fn area (&self, area: E::Area) -> E::Area {
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self.as_ref()
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.map(|content|content.area(area))
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.unwrap_or([0.into(), 0.into(), 0.into(), 0.into(),].into())
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}
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fn render (&self, output: &mut E::Output) {
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self.as_ref()
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.map(|content|content.render(output));
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}
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}
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pub struct Thunk<E: Engine, T: Content<E>, F: Fn()->T + Send + Sync>(F, PhantomData<E>);
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@ -255,10 +255,14 @@ impl Output<Tui> for TuiOutput {
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#[inline] fn area (&self) -> [u16;4] { self.area }
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#[inline] fn area_mut (&mut self) -> &mut [u16;4] { &mut self.area }
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#[inline] fn place (&mut self, area: [u16;4], content: &impl Content<Tui>) {
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let last = self.area();
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*self.area_mut() = area;
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let last = self.area().xywh().clone();
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//panic!("a {last:?} {area:?} {:?}", self.area);
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*self.area_mut() = area.xywh().clone();
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//panic!("b {last:?} {area:?} {:?}", self.area);
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content.render(self);
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//panic!("c {last:?} {area:?} {:?}", self.area);
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*self.area_mut() = last;
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//panic!("placed");
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}
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}
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@ -330,12 +334,18 @@ pub fn half_block (lower: bool, upper: bool) -> Option<char> {
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//impl<T: Content<Tui>> Render<Tui> for T {}
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impl Content<Tui> for &str {
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fn area (&self, to: [u16;4]) -> [u16;4] {
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[to[0], to[1], self.chars().count() as u16, 1]
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}
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fn render (&self, to: &mut TuiOutput) {
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to.blit(self, to.area.x(), to.area.y(), None)
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}
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}
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impl Content<Tui> for String {
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fn area (&self, to: [u16;4]) -> [u16;4] {
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[to[0], to[1], self.chars().count() as u16, 1]
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}
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fn render (&self, to: &mut TuiOutput) {
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to.blit(self, to.area.x(), to.area.y(), None)
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}
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