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cuqueclicker_lib/ui/
mod.rs

1pub mod achievements;
2pub mod biscuit;
3pub mod border;
4pub mod debug_pane;
5pub mod effects;
6pub mod hands;
7pub mod prestige;
8pub mod sidebar;
9pub mod stats;
10pub mod toast;
11pub mod tree;
12
13use ratatui::{prelude::*, widgets::*};
14
15use crate::format;
16use crate::game::state::{Buff, GameState, HUD_FLASH_TICKS, TICK_HZ};
17use crate::i18n::t;
18
19// Hardcoded as "0.0.0" in source; release.yml patches Cargo.toml before
20// building so CARGO_PKG_VERSION reflects the real version in shipped
21// binaries. A 0.0.0 build advertises itself as "(dev)" in the HUD.
22const VERSION: &str = env!("CARGO_PKG_VERSION");
23
24pub(crate) fn hud_title() -> String {
25    if VERSION == "0.0.0" {
26        // Dev builds include the git branch (or short SHA on detached HEAD)
27        // so two instances built from different branches can be told apart
28        // at a glance — useful for side-by-side comparison.
29        match crate::build_info::GIT_BRANCH {
30            Some(branch) => format!(" CuqueClicker v0.0.0 (dev, {branch}) "),
31            None => " CuqueClicker v0.0.0 (dev) ".into(),
32        }
33    } else {
34        format!(" CuqueClicker v{VERSION} ")
35    }
36}
37
38#[derive(Copy, Clone, PartialEq, Eq, Debug)]
39pub enum Mode {
40    Game,
41    Stats,
42    Achievements,
43    /// The infinite procedural upgrade tree — full-screen modal. Game ticks
44    /// keep running underneath; powerup spawns pause.
45    Tree,
46    Prestige,
47}
48
49/// Which action a clickable button in the tree-modal info pane fires.
50/// `Buy` / `Refund` both target the cursor's lot; the renderer publishes
51/// at most one of these per frame (whichever the focused node currently
52/// supports). Left-click on the rect emits the corresponding sim
53/// action, giving touch / left-click-only players parity with the
54/// right-click-on-node gesture.
55#[derive(Clone, Copy, PartialEq, Eq, Debug)]
56pub enum TreeButtonAction {
57    Buy,
58    Refund,
59}
60
61/// Click target for a help-bar hint or for the prestige-reset confirm
62/// line. Mirrors the keyboard shortcuts so the mouse-first player has
63/// equivalent reach to every action a key would fire.
64#[derive(Clone, Copy, PartialEq, Eq, Debug)]
65pub enum HelpAction {
66    /// Open the named mode (or close it back to Game if already there).
67    OpenMode(Mode),
68    /// Catch whatever golden is on screen.
69    GrabGolden,
70    /// Quit the program.
71    Quit,
72    /// Tree modal: jump the cursor to the origin (the cuque anchor).
73    TreeFocusOrigin,
74    /// Tree modal: jump the cursor to the last bought node, or to the
75    /// origin if the player hasn't bought anything yet this run.
76    TreeFocusLastBought,
77}
78
79/// Per-frame layout snapshot produced by [`draw`]. Single source of truth
80/// for every clickable region on screen + the play-area envelope.
81///
82/// The platform shells (`app.rs`, `wasm_app.rs`) **store this verbatim**
83/// and call [`crate::input::InputContext::from_layout`] to project it
84/// into the per-event input context. Adding a new clickable region only
85/// touches this struct + `InputContext` + the projection — never the
86/// platform code.
87#[derive(Default)]
88pub struct DrawOutput {
89    pub biscuit_rect: Rect,
90    /// Screen position of the biscuit's focal cell ("the asshole"). Each
91    /// zoom level's art has the focal at a slightly different offset
92    /// inside its bounding box (TINY: col 7 of width 16, FULL: col 31 of
93    /// width 60, etc.), so the bbox center isn't the visual center. This
94    /// drives `hands::draw`'s orbit center.
95    pub biscuit_focal: (u16, u16),
96    /// `(spawn_id, screen_rect)` for every on-screen powerup, in render
97    /// order. Click hit-test and the `g` hotkey BOTH reference instances
98    /// by `spawn_id` (not by Vec index) so a `swap_remove` on catch is
99    /// safe even when multiple events hold layout snapshots between
100    /// frames. Empty when no powerups are visible.
101    pub powerup_rects: Vec<(u64, Rect)>,
102    /// The whole left column where the biscuit + hands + particles live —
103    /// i.e. "the box that displays the ass." Used by the input router so
104    /// the scroll-wheel zoom fires anywhere in this region (including the
105    /// vast empty space around a small biscuit at low zoom), and only the
106    /// right-hand sidebar opts out of zoom.
107    pub play_area: Rect,
108    /// Per-tree-node clickable rects when the Tree mode is active. Each
109    /// entry maps a node's lot coord to its on-screen box. The input
110    /// router walks these to translate mouse coords into `Action::TreeBuy`
111    /// / `Action::TreeFocus`. Empty when not in Tree mode.
112    pub tree_node_rects: Vec<(crate::game::tree::coord::TreeCoord, Rect)>,
113    /// Left-click target for the buy/refund text in the tree-modal info
114    /// pane. `Some` only when the focused node is currently actionable
115    /// (buyable + affordable, or owned + refundable). Lets touch /
116    /// left-only players trigger the action without right-clicking.
117    pub tree_action_button: Option<(TreeButtonAction, Rect, crate::game::tree::coord::TreeCoord)>,
118    /// `(fingerer_idx, screen_row_rect)` for the Game-mode sidebar.
119    pub fingerer_rows: Vec<(usize, Rect)>,
120    /// (action, rect) for every clickable help-bar hint at the bottom of
121    /// the play column. Mouse-first players use these to switch panels,
122    /// catch goldens, prestige-reset, and quit — all of which used to be
123    /// keyboard-only. Empty rects when the hint is non-actionable
124    /// (e.g. `[Space/Click] finger` is informational, not a click target).
125    pub help_hits: Vec<(HelpAction, Rect)>,
126    /// Click rect for the `Press [r] to reset and claim` line in the
127    /// Prestige panel — flips the player into the confirm-pending state.
128    /// Default when not in Prestige mode, prestige unavailable, or
129    /// already mid-confirmation.
130    pub prestige_reset_rect: Rect,
131    /// Click rect for the Yes / No buttons in the prestige-reset
132    /// confirmation block. Both default unless `prestige_confirm_pending`
133    /// is set on `UiState` and prestige is available.
134    pub prestige_confirm_yes_rect: Rect,
135    pub prestige_confirm_no_rect: Rect,
136}
137
138fn wrapped_height(text: &str, width: u16) -> u16 {
139    if width == 0 {
140        return text.lines().count().max(1) as u16;
141    }
142    let mut total: u16 = 0;
143    for line in text.split('\n') {
144        let mut row_len: u16 = 0;
145        let mut rows: u16 = 1;
146        for word in line.split_whitespace() {
147            let wlen = word.chars().count() as u16;
148            if row_len == 0 {
149                row_len = wlen.min(width);
150            } else if row_len + 1 + wlen <= width {
151                row_len += 1 + wlen;
152            } else {
153                rows += 1;
154                row_len = wlen.min(width);
155            }
156        }
157        total = total.saturating_add(rows);
158    }
159    total.max(1)
160}
161
162fn draw_zoom_indicator(frame: &mut Frame, area: Rect, label: &str) {
163    let text = format!("zoom {}", label);
164    let w = text.chars().count() as u16;
165    if area.width < w || area.height == 0 {
166        return;
167    }
168    let col = area.x + area.width - w;
169    let row = area.y + area.height - 1;
170    let buf = frame.buffer_mut();
171    buf.set_string(
172        col,
173        row,
174        &text,
175        Style::default().fg(Color::Rgb(120, 120, 120)),
176    );
177}
178
179#[allow(clippy::too_many_arguments)]
180pub fn draw(
181    frame: &mut Frame,
182    state: &GameState,
183    mode: Mode,
184    zoom_idx: usize,
185    debug: bool,
186    mouse_pos: Option<(u16, u16)>,
187    tree_render: &mut crate::input::TreeRenderState,
188    prestige_confirm_pending: bool,
189) -> DrawOutput {
190    let lang = t();
191    let area = frame.area();
192    let cols = Layout::horizontal([Constraint::Min(1), Constraint::Length(38)]).split(area);
193
194    let help_text = match mode {
195        Mode::Game => lang.help_game,
196        Mode::Stats => lang.help_stats,
197        Mode::Achievements => lang.help_ach,
198        Mode::Tree => lang.help_tree,
199        Mode::Prestige => lang.help_prestige,
200    };
201    let help_height = wrapped_height(help_text, cols[0].width).max(1);
202    let left = Layout::vertical([
203        Constraint::Length(3),
204        Constraint::Min(1),
205        Constraint::Length(help_height),
206    ])
207    .split(cols[0]);
208
209    // J5 count-up: render the smoothed `displayed_*` values rather than the
210    // raw current values. Big jumps (golden, max-buy, F4) ease in instead of
211    // snapping. Tween itself runs in `state.tick()`.
212    //
213    // Color sweep: TWO competing channels — green for cuques going UP
214    // (income, golden, F4), red for cuques going DOWN (purchase,
215    // prestige reset). Whichever channel is stronger this frame drives
216    // the lerp toward white. So a buy that lands during a still-decaying
217    // gain flash correctly flips the digits red as the spend channel
218    // overtakes the fading gain. Both lerp toward bright white at t=0,
219    // which matches the resting (no-flash) style — no hard cut.
220    let gain_t = (state.cuques_flash_ticks as f32 / HUD_FLASH_TICKS as f32).clamp(0.0, 1.0);
221    let spend_t = (state.cuques_spend_flash_ticks as f32 / HUD_FLASH_TICKS as f32).clamp(0.0, 1.0);
222    const FLASH_GAIN: (f32, f32, f32) = (80.0, 255.0, 80.0); // bright green
223    const FLASH_SPEND: (f32, f32, f32) = (255.0, 90.0, 90.0); // urgent red
224    const FLASH_REST: (f32, f32, f32) = (255.0, 255.0, 255.0);
225    let (peak, t) = if spend_t > gain_t {
226        (FLASH_SPEND, spend_t)
227    } else {
228        (FLASH_GAIN, gain_t)
229    };
230    let mix = 1.0 - t;
231    let r = peak.0 + (FLASH_REST.0 - peak.0) * mix;
232    let g = peak.1 + (FLASH_REST.1 - peak.1) * mix;
233    let b = peak.2 + (FLASH_REST.2 - peak.2) * mix;
234    let cuques_style = Style::default()
235        .fg(Color::Rgb(
236            r.clamp(0.0, 255.0) as u8,
237            g.clamp(0.0, 255.0) as u8,
238            b.clamp(0.0, 255.0) as u8,
239        ))
240        .add_modifier(Modifier::BOLD);
241    let mut hud_spans: Vec<Span> = vec![
242        Span::raw(format!("{}: ", lang.hud_cuques)),
243        Span::styled(format::big_mag(state.displayed_cuques), cuques_style),
244        Span::raw(format!(
245            "   {}: {}",
246            lang.hud_fps,
247            format::rate(state.displayed_fps)
248        )),
249    ];
250    if state.prestige > 0 {
251        hud_spans.push(Span::styled(
252            format!(
253                "   {}: {} (+{:.0}%)",
254                lang.prestige_title.trim(),
255                state.prestige,
256                state.prestige as f64
257            ),
258            Style::default()
259                .fg(Color::Rgb(255, 215, 0))
260                .add_modifier(Modifier::BOLD),
261        ));
262    }
263    for b in &state.buffs {
264        let secs = b.ticks_remaining().div_ceil(TICK_HZ);
265        let (label, color) = match b {
266            // The legacy `mult` field is no longer the actual click
267            // multiplier (per-click yield is FPS-scaled now); just label
268            // the buff and show its remaining time. Cleaner than showing
269            // a number that doesn't reflect the real bonus.
270            Buff::ClickFrenzy { .. } => {
271                (format!("  [!! FRENZY {}s]", secs), Color::Rgb(255, 80, 80))
272            }
273        };
274        hud_spans.push(Span::styled(
275            label,
276            Style::default().fg(color).add_modifier(Modifier::BOLD),
277        ));
278    }
279    // Active timed per-fingerer modifiers — Purple Coin Buff golden today,
280    // anything else timed in the future. Phase 5 of #21 will replace this
281    // with a dedicated HUD strip; for now we mirror the legacy chip layout
282    // so UX continuity holds across phases.
283    for (id, st) in &state.fingerers_state {
284        for m in &st.modifiers {
285            let crate::game::modifier::ModifierDuration::Ticks(remaining) = m.duration else {
286                continue;
287            };
288            let secs = remaining.div_ceil(TICK_HZ);
289            let idx = crate::game::fingerer::FINGERERS
290                .iter()
291                .position(|f| f.id == id);
292            let name = idx
293                .and_then(|i| lang.fingerer_names.get(i).copied())
294                .unwrap_or("?");
295            // Pick a number to show: prefer the strongest single MulFactor
296            // effect (matches the old "x7" presentation); fall back to a
297            // count-of-effects marker for purely additive sources.
298            let mul = m.effects.iter().find_map(|e| match e {
299                crate::game::modifier::ModifierEffect::MulFactor(v) => Some(*v),
300                _ => None,
301            });
302            let label = match mul {
303                Some(v) => format!("  [++ {} x{} {}s]", name, v.floor_u64(), secs),
304                None => format!("  [++ {} {}s]", name, secs),
305            };
306            let color = match m.source {
307                crate::game::modifier::ModifierSource::PurpleCoin => Color::Rgb(220, 140, 255),
308                crate::game::modifier::ModifierSource::GreenCoin => Color::Rgb(120, 230, 140),
309            };
310            hud_spans.push(Span::styled(
311                label,
312                Style::default().fg(color).add_modifier(Modifier::BOLD),
313            ));
314        }
315    }
316    let title = hud_title();
317    border::draw_animated(frame, left[0], state, &title);
318    let hud_inner = Rect {
319        x: left[0].x + 1,
320        y: left[0].y + 1,
321        width: left[0].width.saturating_sub(2),
322        height: left[0].height.saturating_sub(2),
323    };
324    let hud = Paragraph::new(Line::from(hud_spans));
325    frame.render_widget(hud, hud_inner);
326
327    let biscuit_rect = biscuit::draw(frame, left[1], state, zoom_idx);
328    let biscuit_focal = biscuit::focal_point(zoom_idx, biscuit_rect);
329    hands::draw(frame, left[1], biscuit_rect, biscuit_focal, state);
330    effects::draw_particles(frame, biscuit_rect, &state.particles);
331    effects::draw_misclicks(frame, &state.misclick_particles);
332    if mode != Mode::Tree {
333        draw_zoom_indicator(
334            frame,
335            left[1],
336            biscuit::level_label(zoom_idx).unwrap_or("100%"),
337        );
338    }
339
340    // Skip debug pane and biscuit-zoom indicator in tree mode — the modal
341    // covers them but the zoom label specifically renders at the very
342    // bottom row of `left[1]` and pokes through. The biscuit underneath
343    // also has no business affecting render once we're in tree mode.
344    if debug && mode != Mode::Tree {
345        debug_pane::draw(frame, left[1]);
346    }
347    // Render every on-screen powerup; collect (spawn_id, rect) pairs so
348    // hit-testing remains stable across catches/swap_removes. Order is
349    // render order (Vec order); the click router walks the list and
350    // routes the first match, which is fine because the dispersion
351    // helper keeps positions distinct.
352    let mut powerup_rects: Vec<(u64, Rect)> = Vec::with_capacity(state.powerups.len());
353    for p in &state.powerups {
354        let r = biscuit::draw_powerup(frame, p, biscuit_rect);
355        powerup_rects.push((p.spawn_id, r));
356    }
357
358    // J1: achievement toast overlay. Lives in `left[1]` (biscuit/main area)
359    // so it covers nothing important on the right; auto-dismisses after
360    // TOAST_TICKS via the sim. We render *after* biscuit/powerups so it
361    // always sits on top.
362    toast::draw(frame, left[1], state);
363
364    // Custom help-bar render: lay out `[X] label` tokens left-to-right,
365    // wrapping at the rect width, paint each with mode-aware styling
366    // (active mode bolded), and return per-token click rects so the
367    // mouse-first player can drive the game without ever touching a key.
368    let help_hits = draw_help(frame, left[2], help_text, mode, mouse_pos);
369
370    let mut tree_node_rects: Vec<(crate::game::tree::coord::TreeCoord, Rect)> = Vec::new();
371    let mut tree_action_button: Option<(
372        TreeButtonAction,
373        Rect,
374        crate::game::tree::coord::TreeCoord,
375    )> = None;
376    let mut fingerer_rows: Vec<(usize, Rect)> = Vec::new();
377    let mut prestige_reset_rect = Rect::default();
378    let mut prestige_confirm_yes_rect = Rect::default();
379    let mut prestige_confirm_no_rect = Rect::default();
380    match mode {
381        Mode::Game => fingerer_rows = sidebar::draw(frame, cols[1], state, mouse_pos),
382        Mode::Stats => stats::draw(frame, cols[1], state),
383        Mode::Achievements => achievements::draw(frame, cols[1], state),
384        Mode::Tree => {
385            // Full-screen modal — the tree renderer takes the WHOLE frame
386            // area, not just the sidebar column, so the player gets the
387            // full canvas to pan around. Pass the live `help_height` so
388            // the modal covers exactly down to the help bar; hardcoding
389            // a `2` here used to leak a one-row strip of biscuit when
390            // the help text wrapped to a single row.
391            let out = tree::draw(frame, area, state, mouse_pos, tree_render, help_height);
392            tree_node_rects = out.node_rects;
393            tree_action_button = out.action_button;
394        }
395        Mode::Prestige => {
396            let rects = prestige::draw(frame, cols[1], state, mouse_pos, prestige_confirm_pending);
397            prestige_reset_rect = rects.reset;
398            prestige_confirm_yes_rect = rects.yes;
399            prestige_confirm_no_rect = rects.no;
400        }
401    }
402
403    DrawOutput {
404        biscuit_rect,
405        biscuit_focal,
406        powerup_rects,
407        play_area: left[1],
408        tree_node_rects,
409        tree_action_button,
410        fingerer_rows,
411        help_hits,
412        prestige_reset_rect,
413        prestige_confirm_yes_rect,
414        prestige_confirm_no_rect,
415    }
416}
417
418/// Custom help-bar renderer.
419///
420/// Splits the help string into "tokens" (each token is a contiguous
421/// non-whitespace run of `[X] label words`, separated from the next by
422/// a double space or a newline — the convention used in `i18n::Lang`'s
423/// help strings). Each token is laid out left-to-right with wrap at
424/// the rect's width, painted at the resolved screen position, and
425/// matched against a (mode, key) → action table. Clickable tokens get
426/// a slightly brighter color and BOLD; the token under the mouse
427/// cursor gets an additional brightness lift + bg fill so the player
428/// reads it as a button.
429fn draw_help(
430    frame: &mut Frame,
431    area: Rect,
432    text: &str,
433    mode: Mode,
434    mouse_pos: Option<(u16, u16)>,
435) -> Vec<(HelpAction, Rect)> {
436    let mut hits: Vec<(HelpAction, Rect)> = Vec::new();
437    if area.width == 0 || area.height == 0 {
438        return hits;
439    }
440    let buf = frame.buffer_mut();
441    let mut cursor_x: u16 = 0;
442    let mut cursor_y: u16 = 0;
443    for line in text.split('\n') {
444        // Tokens are separated by a literal `  ` (two spaces). Single
445        // spaces inside a token are content (e.g. "back to game").
446        for token in line.split("  ") {
447            let token = token.trim();
448            if token.is_empty() {
449                continue;
450            }
451            let w = token.chars().count() as u16;
452            // Wrap if the token wouldn't fit on the current line.
453            if cursor_x + w > area.width && cursor_x > 0 {
454                cursor_y += 1;
455                cursor_x = 0;
456            }
457            if cursor_y >= area.height {
458                break;
459            }
460            let action = map_help_token(token, mode);
461            // Hide `[q] quit` (or its localized equivalent) on platforms
462            // where the wasm/native runner has no authority to exit —
463            // see `platform::Capabilities::can_quit`. Skipping renders
464            // AND skips appending to `help_hits`, so the next token
465            // slides into the position cursor without leaving a gap.
466            if matches!(action, Some(HelpAction::Quit)) && !crate::platform::CAPABILITIES.can_quit {
467                continue;
468            }
469            let active = matches!(action, Some(HelpAction::OpenMode(m)) if m == mode);
470            let token_rect = Rect {
471                x: area.x + cursor_x,
472                y: area.y + cursor_y,
473                width: w.min(area.width.saturating_sub(cursor_x)),
474                height: 1,
475            };
476            // Style picker:
477            //  - active mode hint                : bright yellow, BOLD
478            //  - actionable (clickable)          : light gray, BOLD
479            //  - informational                   : dark gray
480            //  - hovered                         : color lifted, bg tint
481            // Hover lift fires ONLY on actionable hints — informational
482            // tokens like `[Space/Click] finger` and `[Shift] x10` are
483            // descriptive labels with no click handler, so brightening
484            // them on hover would advertise a button that doesn't exist.
485            let hovered = action.is_some()
486                && mouse_pos
487                    .map(|(mx, my)| {
488                        mx >= token_rect.x
489                            && mx < token_rect.x + token_rect.width
490                            && my == token_rect.y
491                    })
492                    .unwrap_or(false);
493            let mut style = if active {
494                Style::default()
495                    .fg(Color::Rgb(255, 220, 120))
496                    .add_modifier(Modifier::BOLD)
497            } else if action.is_some() {
498                Style::default()
499                    .fg(Color::Rgb(180, 180, 180))
500                    .add_modifier(Modifier::BOLD)
501            } else {
502                Style::default().fg(Color::DarkGray)
503            };
504            if hovered {
505                style = style
506                    .fg(Color::Rgb(255, 255, 255))
507                    .bg(Color::Rgb(40, 40, 50))
508                    .add_modifier(Modifier::BOLD);
509            }
510            buf.set_string(token_rect.x, token_rect.y, token, style);
511            if let Some(a) = action {
512                hits.push((a, token_rect));
513            }
514            cursor_x += w + 2; // double-space separator
515        }
516        cursor_y += 1;
517        cursor_x = 0;
518        if cursor_y >= area.height {
519            break;
520        }
521    }
522    hits
523}
524
525/// Match a help-bar token like `"[u] upgrades"` to a `HelpAction`,
526/// disambiguated by the current mode (so `[s] stats` opens Stats from
527/// Game but `[s/Esc] back to game` from Stats returns to Game).
528fn map_help_token(token: &str, mode: Mode) -> Option<HelpAction> {
529    // Extract the bracketed key. We accept the first `[...]` group;
530    // everything after the first `]` is descriptive label.
531    let open = token.find('[')?;
532    let close = token[open + 1..].find(']')? + open + 1;
533    let key = &token[open + 1..close];
534    // Universal hints first.
535    if key.eq_ignore_ascii_case("q") {
536        return Some(HelpAction::Quit);
537    }
538    // Back-to-game from any non-Game mode (the `[X/Esc] back ...` pattern
539    // covers stats / achievements / upgrades / prestige).
540    if mode != Mode::Game && (key.contains("Esc") || key.contains("esc")) {
541        return Some(HelpAction::OpenMode(Mode::Game));
542    }
543    // Single-letter mode openers, only meaningful from Game.
544    match (mode, key) {
545        (Mode::Game, "t") | (Mode::Game, "T") => Some(HelpAction::OpenMode(Mode::Tree)),
546        (Mode::Game, "p") | (Mode::Game, "P") => Some(HelpAction::OpenMode(Mode::Prestige)),
547        (Mode::Game, "s") | (Mode::Game, "S") => Some(HelpAction::OpenMode(Mode::Stats)),
548        (Mode::Game, "a") | (Mode::Game, "A") => Some(HelpAction::OpenMode(Mode::Achievements)),
549        (Mode::Game, "g") | (Mode::Game, "G") => Some(HelpAction::GrabGolden),
550        (Mode::Tree, "0") => Some(HelpAction::TreeFocusOrigin),
551        (Mode::Tree, "1") => Some(HelpAction::TreeFocusLastBought),
552        _ => None,
553    }
554}