fuzzyworld

explodorama / files / src / ui / keyCursor.ts

keyCursor.ts

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1import type { ActionId, Vec } from '../sim/types'
2import { eq } from '../sim/state'
3import { BAR_BUTTONS, ghostAction, type BarButton, type TileAction } from './padTiles'
4import type { Step } from './spatial'
5
6/**
7 * The keyboard's tile-first cursor (decisions.md 2026-11-02, Q65): the controller's cursor
8 * (padTiles.ts, padTarget.ts) woken by Shift + an arrow (or W A S D), so a player with only a
9 * keyboard can reach every tile, not just the four straight lines the plain arrows look along.
10 * Pure: main.ts hands in what a key event says, and the state.
11 */
12
13/** Who has the board: the controller, the keyboard's cursor (and aim), or the mouse / touch / plain keys (null). */
14export type InputMode = 'pad' | 'keys' | null
15
16/** The parts of a key event the rules need (a `KeyboardEvent` fits). */
17export interface KeyInfo {
18 code: string
19 key: string
20 shiftKey: boolean
21 altKey: boolean
22 ctrlKey: boolean
23 metaKey: boolean
24}
25
26/** What a key event is to the cursor. */
27export type KeyRole =
28 /** Shift, Alt, Control, Meta on their own: pressed on the way to a combination. */
29 | 'modifier'
30 /** Shift + an arrow or W A S D: hops the cursor (and wakes it). */
31 | 'hop'
32 /** Alt + an arrow or W A S D: pans the view. */
33 | 'pan'
34 /** Home: the view follows the player again. */
35 | 'recenter'
36 /** "What is that?" (`?`): aims, so it wakes the cursor's mode too. */
37 | 'inspect'
38 /** A plain arrow, W A S D: today's "nearest valid tile that way". */
39 | 'direction'
40 /** Q / E / Z / C: a diagonal step. */
41 | 'diagonal'
42 | 'other'
43
44const DIRECTION_CODES: Record<string, { dx: Step; dy: Step }> = {
45 ArrowUp: { dx: 0, dy: -1 }, KeyW: { dx: 0, dy: -1 },
46 ArrowDown: { dx: 0, dy: 1 }, KeyS: { dx: 0, dy: 1 },
47 ArrowLeft: { dx: -1, dy: 0 }, KeyA: { dx: -1, dy: 0 },
48 ArrowRight: { dx: 1, dy: 0 }, KeyD: { dx: 1, dy: 0 },
49}
50const DIAGONAL_CODES = ['KeyQ', 'KeyE', 'KeyZ', 'KeyC']
51const MODIFIER_CODES = ['ShiftLeft', 'ShiftRight', 'AltLeft', 'AltRight', 'ControlLeft', 'ControlRight', 'MetaLeft', 'MetaRight', 'OS']
52
53/** The board direction (y grows down, as the screen's) an arrow or W A S D key points, or null. */
54export function keyDirection(code: string): { dx: Step; dy: Step } | null {
55 return DIRECTION_CODES[code] ?? null
56}
57
58export function keyRole(k: KeyInfo): KeyRole {
59 if (MODIFIER_CODES.includes(k.code)) return 'modifier'
60 // Control and Meta combinations belong to the browser (Ctrl+R, Cmd+L, Cmd+/ ...): never the cursor's.
61 if (k.ctrlKey || k.metaKey) return 'other'
62 // `?` is what the key types, not where it sits: other layouts have it elsewhere, and their Slash key types something else.
63 if (k.key === '?') return 'inspect'
64 if (k.code === 'Home') return 'recenter'
65 const dir = keyDirection(k.code)
66 if (dir && k.altKey) return 'pan'
67 if (dir && k.shiftKey) return 'hop'
68 if (dir) return 'direction'
69 if (DIAGONAL_CODES.includes(k.code)) return 'diagonal'
70 return 'other'
71}
72
73/**
74 * Who has the board after a key: Shift + arrow and `?` give the keyboard's cursor; a pan, a recentre
75 * and the modifier keys change nothing for the keyboard (they only hand a controller's board back,
76 * as every key does); a plain arrow or diagonal step ends the cursor (the board is
77 * the old one again), except while "What is that?" is on, when the arrows aim; any other key
78 * (M, B, Space, Esc, Enter ...) is used by the cursor while it shows.
79 * `locked` (a dialog is open, or the demo plays): the keys belong to it, so none wakes the keyboard's
80 * cursor (Shift + arrow in the seed field, `?` typed in a dialog); a controller's board is still handed back.
81 */
82export function modeAfterKey(mode: InputMode, k: KeyInfo, inspecting: boolean, locked = false): InputMode {
83 const role = keyRole(k)
84 if (locked) return mode === 'keys' ? 'keys' : null
85 if (role === 'hop' || role === 'inspect') return 'keys'
86 // While "What is that?" is on, the plain arrows aim it, whoever had the board.
87 if ((role === 'direction' || role === 'diagonal') && inspecting) return 'keys'
88 if (mode !== 'keys') return null
89 return role === 'direction' || role === 'diagonal' ? null : 'keys'
90}
91
92/** Keys that are no play: a modifier pressed alone, or anything with Cmd held (the OS's and browser's shortcuts, such as a screenshot). They never change who has the board. */
93export function ignoredForMode(k: KeyInfo): boolean {
94 return k.metaKey || ['Shift', 'Control', 'Alt', 'Meta', 'CapsLock', 'OS'].includes(k.key)
95}
96
97/** Alt + arrow: how far the view moves for one key press (or repeat), in tiles, y up (camera.ts `panView`). */
98export const PAN_TILES_PER_KEY = 0.5
99
100export function panStep(code: string): { x: number; y: number } | null {
101 const dir = keyDirection(code)
102 return dir ? { x: dir.dx * PAN_TILES_PER_KEY, y: -dir.dy * PAN_TILES_PER_KEY } : null
103}
104
105/** An element a key press already means something to: Enter or Space on it presses it, so the game stays out. */
106export function targetTakesKey(target: { tagName?: string; isContentEditable?: boolean } | null): boolean {
107 if (!target) return false
108 if (target.isContentEditable) return true
109 return ['BUTTON', 'A', 'INPUT', 'TEXTAREA', 'SELECT', 'SUMMARY'].includes((target.tagName ?? '').toUpperCase())
110}
111
112/** The key cap shown for each bar button in the cursor's label. */
113export const KEY_CAPS: Record<BarButton, string> = { move: 'M', bomb: 'B', charged: 'V', wait: 'Space' }
114
115/**
116 * Which bar button an action key means on the cursor's tile: its own button (M, B, V, Space) when
117 * that is possible there, else the button whose action there is the key's (R is Move's run, K its
118 * kick, T the throw ...). Null when the tile offers nothing for the key: the key then picks the
119 * action as it always did (then Enter, or a plain arrow, aims it).
120 */
121export function keyButton(actions: readonly TileAction[], id: ActionId): BarButton | null {
122 const own = (BAR_BUTTONS as readonly string[]).includes(id) ? actions.find((a) => a.possible && a.button === id) : undefined
123 if (own) return own.button
124 const byAction = actions.find((a) => a.possible && a.id === id)
125 return byAction ? byAction.button : null
126}
127
128/** The button Enter presses on the cursor's tile: the first action the ghost previews (never Wait; nothing on the player's own tile, as a tap there does nothing). */
129export function defaultButton(actions: readonly TileAction[], tile: Vec, player: Vec): BarButton | null {
130 if (eq(tile, player)) return null
131 // A faded tile (auto-move's walk): Enter walks, as Move does.
132 const walk = actions.find((a) => a.far)
133 if (walk) return walk.button
134 const first = ghostAction(actions, tile, player)
135 return first ? (actions.find((a) => a.possible && a.id === first.id)?.button ?? null) : null
136}
137
138/** What Esc does with the cursor showing, nearest first: put away "What is that?", a picked action or the flag; else bring the cursor home; else put the cursor away. */
139export function escStep(c: { inspecting: boolean; picked: boolean; onPlayer: boolean }): 'cancel' | 'home' | 'hide' {
140 if (c.inspecting || c.picked) return 'cancel'
141 return c.onPlayer ? 'hide' : 'home'
142}