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main.rs
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use std::{error::Error, io};
use crossterm::{
event::{self, DisableMouseCapture, EnableMouseCapture, Event, KeyCode, KeyEventKind},
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
};
use ratatui::prelude::*;
mod states;
mod components;
pub mod helpers;
fn main() -> Result<(), Box<dyn Error>> {
// setup terminal
enable_raw_mode()?;
let mut stdout = io::stdout();
execute!(stdout, EnterAlternateScreen, EnableMouseCapture)?;
let backend = CrosstermBackend::new(stdout);
let mut terminal = Terminal::new(backend)?;
// create app and run it
let app = states::App::new(None);
let _ = run_app(&mut terminal, app);
// restore terminal
disable_raw_mode()?;
execute!(
terminal.backend_mut(),
LeaveAlternateScreen,
DisableMouseCapture
)?;
terminal.show_cursor()?;
Ok(())
}
fn run_app<B: Backend>(terminal: &mut Terminal<B>, mut app: states::App) -> io::Result<()> {
// main loop - drawing and handling events
loop {
terminal.draw(|f| ui(f, &mut app))?;
let board_size = app.board.size as usize;
if let Event::Key(key) = event::read()? {
if key.kind == KeyEventKind::Press {
use KeyCode::*;
match key.code {
Char('q') => return Ok(()),
Char('n') => app = states::App::new(Some(board_size)),
Char('s') => app.page = states::Page::Settings,
Esc => app.page = states::Page::Game,
Char('+') => app.change_difficulty(states::SettingsDir::Up),
Char('-') => app.change_difficulty(states::SettingsDir::Down),
Left => app.move_tiles(states::MoveDir::Left),
Right => app.move_tiles(states::MoveDir::Right),
Up => app.move_tiles(states::MoveDir::Up),
Down => app.move_tiles(states::MoveDir::Down),
_ => {}
}
}
}
}
}
// main drawing function
pub fn ui(f: &mut Frame, app: &mut states::App) {
let area = f.area();
let padding_layout = Layout::default()
.direction(Direction::Vertical)
.constraints(vec![
Constraint::Percentage(5),
Constraint::Percentage(90),
Constraint::Percentage(5)
])
.split(area);
let outer = Layout::default()
.direction(Direction::Horizontal)
.constraints(vec![
Constraint::Percentage(5),
Constraint::Percentage(70),
Constraint::Percentage(20),
Constraint::Percentage(5)
])
.split(padding_layout[1]);
components::board::render(f, app, outer[1]);
components::infos::render(f, app, outer[2]);
// render popups if needed
if app.page == states::Page::Settings {
components::settings::render(f, app, area);
} else if app.page == states::Page::GameOver {
components::game_over::render(f, app, area);
}
}