Code cleanup vn

This commit is contained in:
p11 2025-04-18 22:24:10 +02:00
parent 504f397a9a
commit 9b5fb1de0d

360
src/vn.rs
View File

@ -2,148 +2,53 @@ use std::{collections::HashMap, io::prelude::*, net::TcpStream, path::Path};
use dialogi::DialogParameter;
use indexmap::IndexMap;
use maud::html;
use maud::{Markup, html};
use pukram2html::convert_subheader;
use vn_settings::{
ColorSettings, ImageSettings, LayoutSettings, Names, ObjectSettings, Parameter, PlayerSettings,
SettingsContext, TimingSettings,
Change, ColorSettings, ImageSettings, LayoutSettings, Names, ObjectSettings, Parameter,
PlayerSettings, SettingsContext, TimingSettings,
};
use crate::dialog::parse_map;
fn render_scene(settings: &PlayerSettings, name: &str, output: &mut Vec<u8>) {
for object in &settings.objects.objects {
if let Some(image_set) = object.image.get(name) {
for image in &settings.images.images[image_set] {
let Some(image) = image.get_ref(name) else {
continue;
};
let _ = write!(
output,
r#"<div style="position:relative; height:100%; width:100%; overflow:hidden">
<img src={image:?} style="height:100%; width:auto; object-fit:contain; position:absolute; left:50%; transform:translateX(-50%)">
</div>"#,
);
fn render_scene(settings: &PlayerSettings, name: &str) -> Markup {
html! {
@for object in &settings.objects.objects {
@if let Some(image_set) = object.image.get(name) {
@for image in &settings.images.images[image_set] {
@if let Some(image_path) = image.get_ref(name) {
div style="position:relative; height:100%; width:100%; overflow:hidden" {
img src=(image_path)
style="height:100%; width:auto; object-fit:contain;
position:absolute; left:50%; transform:translateX(-50%)";
}
}
}
}
pub fn render_novel(
mut config_map: IndexMap<Box<str>, Box<str>>,
pk_path: &Path,
stream: &mut TcpStream,
start_level: usize,
) -> std::result::Result<(), dialogi::ParsingError> {
let mut player_settings = PlayerSettings {
colors: ColorSettings::common(),
timing: TimingSettings::common(),
images: ImageSettings::common(),
objects: ObjectSettings::common(),
layout: LayoutSettings::common(),
names: Names::new(),
};
let mut layers = HashMap::new();
let keys: Vec<_> = config_map.keys().cloned().collect();
for key in keys {
let Some(("Layer", name)) = key.split_once(':') else {
continue;
};
let value = config_map.shift_remove(&key).expect("Invalid layer");
if !value.is_empty() {
eprintln!("Layers don't accept arguments!");
}
layers.insert(name.into(), layers.len());
}
if layers.is_empty() {
layers.insert("Background".into(), 0);
layers.insert("Character".into(), 1);
}
let mut settings_context = SettingsContext {
object_cache: HashMap::new(),
layers,
};
for (key, value) in config_map {
if let Some(parameter) = Parameter::create(&key, &mut settings_context) {
let setter = parameter.value_setter(&value, &settings_context);
player_settings.set_character_default(setter);
}
}
let dialogs = parse_map(pk_path, &mut settings_context)?;
let mut scenes = Vec::new();
let mut sections = Vec::new();
for dialog_sequence in dialogs {
let changes = &dialog_sequence.changes;
let mut states = HashMap::new();
for parameter in changes.keys() {
states.insert(parameter.clone(), 0);
fn navigation_controls(total_sections: usize) -> Markup {
html! {
div class="nav-controls" {
button class="nav-button" onclick="prev()" { "" }
span id="section-counter" { "1/" (total_sections) }
button class="nav-button" onclick="next()" { "" }
}
for block in &dialog_sequence.blocks {
let mut block_content = Vec::new();
for parameter in block
.lines
.iter()
.flat_map(|l| &l.actions)
.chain(&block.final_actions)
{
if let Some(state) = states.get_mut(parameter) {
let change = &dialog_sequence.changes[parameter][*state];
player_settings.change(change);
*state += 1;
}
}
let mut scene_data = Vec::new();
render_scene(&player_settings, &block.name, &mut scene_data);
scenes.push(unsafe { String::from_utf8_unchecked(scene_data) });
let section_html = if block.lines.is_empty() {
html! {}
} else {
convert_subheader(
block.lines.iter().map(|l| l.text.as_ref()),
&mut block_content,
start_level,
);
fn generate_html(scenes: Vec<String>, sections: Vec<Markup>) -> Markup {
let total_sections = sections.len();
html! {
fieldset class="visual-novel-box" {
@if !block.name.is_empty() {
legend class="character-name" { (block.name) }
}
div class="dialog-content" {
@if let Ok(content) = String::from_utf8(block_content) {
(maud::PreEscaped(content))
}
}
}
}
};
sections.push(section_html);
}
player_settings.reset();
}
let html = html! {
div id="story-container" {
div class="textbox-container" {
div class="scene-container" {
@for (index, scene) in scenes.iter().enumerate() {
div class="scene-section" data-section-index=(index)
div class="scene-section"
data-section-index=(index)
style=(format!("display: {};", if index == 0 { "block" } else { "none" })) {
div class="scene-content" {
(maud::PreEscaped(scene))
@ -153,8 +58,9 @@ pub fn render_novel(
}
div class="textbox-content" {
@for (index, section) in sections.iter().enumerate() {
div class="story-section" data-section-index=(index)
@for (index, section) in sections.into_iter().enumerate() {
div class="story-section"
data-section-index=(index)
style=(format!("display: {};", if index == 0 { "block" } else { "none" })) {
(section)
}
@ -162,12 +68,15 @@ pub fn render_novel(
}
}
div class="nav-controls" {
button class="nav-button" onclick="prev()" { "" }
span id="section-counter" { "1/" (sections.len()) }
button class="nav-button" onclick="next()" { "" }
(navigation_controls(total_sections))
(global_styles())
(interactive_script(total_sections))
}
}
}
fn global_styles() -> Markup {
html! {
style {
(maud::PreEscaped(r"
.nav-controls {
@ -306,7 +215,7 @@ pub fn render_novel(
left: 1vw;
}
.dialogue-content {
.dialog-content {
font-size: 1.6vw;
line-height: 1.4;
max-height: 20vh;
@ -325,53 +234,194 @@ pub fn render_novel(
}
"))
}
}
}
fn interactive_script(total_sections: usize) -> Markup {
html! {
script {
(maud::PreEscaped(r"
(maud::PreEscaped(format!(r"
let currentSection = 0;
const totalSections = ".to_owned() + &sections.len().to_string() + r";
const totalSections = {total_sections};
function updateSection() {
document.querySelectorAll('.story-section').forEach((el, index) => {
function updateSection() {{
document.querySelectorAll('.story-section').forEach((el, index) => {{
el.style.display = index === currentSection ? 'block' : 'none';
});
document.querySelectorAll('.scene-section').forEach((el, index) => {
}});
document.querySelectorAll('.scene-section').forEach((el, index) => {{
el.style.display = index === currentSection ? 'block' : 'none';
});
}});
document.getElementById('section-counter').textContent =
`${currentSection + 1}/${totalSections}`;
}
`${{currentSection + 1}}/${{totalSections}}`;
}}
function prev() {
if (currentSection > 0) {
--currentSection;
function prev() {{
if (currentSection > 0) currentSection--;
updateSection();
}
}
}}
function next() {
if (currentSection < totalSections - 1) {
++currentSection;
function next() {{
if (currentSection < totalSections - 1) currentSection++;
updateSection();
}}
document.addEventListener('keydown', (e) => {{
if(e.key === 'ArrowLeft') prev();
if(e.key === 'ArrowRight') next();
}});
")))
}
}
}
document.addEventListener('keydown', (e) => {
switch(e.keyCode) {
case 37:
prev();
break;
case 39:
next();
break;
}
});
"))
}
}
pub fn render_novel(
mut config_map: IndexMap<Box<str>, Box<str>>,
pk_path: &Path,
stream: &mut TcpStream,
start_level: usize,
) -> Result<(), dialogi::ParsingError> {
let mut player_settings = PlayerSettings {
colors: ColorSettings::common(),
timing: TimingSettings::common(),
images: ImageSettings::common(),
objects: ObjectSettings::common(),
layout: LayoutSettings::common(),
names: Names::new(),
};
let layers = process_layers(&mut config_map);
let mut settings_context = SettingsContext {
object_cache: HashMap::new(),
layers,
};
apply_config_settings(&mut config_map, &mut settings_context, &mut player_settings);
let dialogs = parse_map(pk_path, &mut settings_context)?;
let (scenes, sections) = process_dialogs(dialogs, &mut player_settings, start_level);
let html = generate_html(scenes, sections);
let _ = write!(stream, "{}", html.into_string());
Ok(())
}
fn process_layers(config_map: &mut IndexMap<Box<str>, Box<str>>) -> HashMap<Box<str>, usize> {
let mut layers = HashMap::new();
let keys: Vec<_> = config_map.keys().cloned().collect();
for key in keys {
let Some(("Layer", name)) = key.split_once(':') else {
continue;
};
let value = config_map.shift_remove(&key).expect("Invalid layer");
if !value.is_empty() {
eprintln!("Layers don't accept arguments!");
}
layers.insert(name.into(), layers.len());
}
if layers.is_empty() {
layers.insert("Background".into(), 0);
layers.insert("Character".into(), 1);
}
layers
}
fn apply_config_settings(
config_map: &mut IndexMap<Box<str>, Box<str>>,
context: &mut SettingsContext,
settings: &mut PlayerSettings,
) {
for (key, value) in config_map.drain(..) {
if let Some(parameter) = Parameter::create(&key, context) {
let setter = parameter.value_setter(&value, context);
settings.set_character_default(setter);
}
}
}
fn process_dialogs(
dialogs: Vec<dialogi::DialogSequence<Change, Parameter>>,
player_settings: &mut PlayerSettings,
start_level: usize,
) -> (Vec<String>, Vec<Markup>) {
let mut scenes = Vec::new();
let mut sections = Vec::new();
for dialog_sequence in dialogs {
let mut states = initialize_change_states(&dialog_sequence.changes);
for block in dialog_sequence.blocks {
apply_block_changes(
&block,
&dialog_sequence.changes,
&mut states,
player_settings,
);
scenes.push(render_scene(player_settings, &block.name).into_string());
sections.push(render_dialog_block(&block, start_level));
}
player_settings.reset();
}
(scenes, sections)
}
fn initialize_change_states(
changes: &HashMap<Parameter, Vec<Change>>,
) -> HashMap<Parameter, usize> {
changes.keys().map(|k| (k.clone(), 0)).collect()
}
fn apply_block_changes(
block: &dialogi::DialogBlock<Parameter>,
changes: &HashMap<Parameter, Vec<Change>>,
states: &mut HashMap<Parameter, usize>,
settings: &mut PlayerSettings,
) {
for parameter in block
.lines
.iter()
.flat_map(|l| &l.actions)
.chain(&block.final_actions)
{
if let Some(state) = states.get_mut(parameter) {
if let Some(change) = changes[parameter].get(*state) {
settings.change(change);
*state += 1;
}
}
}
}
fn render_dialog_block(block: &dialogi::DialogBlock<Parameter>, start_level: usize) -> Markup {
if block.lines.is_empty() {
return html! {};
}
let mut content = Vec::new();
convert_subheader(
block.lines.iter().map(|l| l.text.as_ref()),
&mut content,
start_level,
);
html! {
fieldset class="visual-novel-box" {
@if !block.name.is_empty() {
legend class="character-name" { (block.name) }
}
div class="dialog-content" {
@match String::from_utf8(content) {
Ok(text) => (maud::PreEscaped(text)),
Err(e) => (maud::PreEscaped(format!("Error: {}", e))),
}
}
}
}
}