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package views
import (
"fmt"
"github.com/charmbracelet/bubbles/key"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/notnil/chess"
)
// gameKeyMap defines the key bindings for the game view.
type gameKeyMap struct {
Abandon key.Binding
Quit key.Binding
Exit key.Binding
}
// defaultGameKeyMap provides the default key bindings for the game view.
var defaultGameKeyMap = gameKeyMap{
Abandon: key.NewBinding(
key.WithKeys("A", "a"),
key.WithHelp(" A", "Abandon"),
),
Quit: key.NewBinding(
key.WithKeys("Q", "q"),
key.WithHelp(" Q", "Quit"),
),
Exit: key.NewBinding(
key.WithKeys("ctrl+c", "ctrl+C"),
key.WithHelp("Ctrl+C", "Exit"),
),
}
func (m GameModel) handleKeyMsg(msg tea.KeyMsg) (GameModel, tea.Cmd) {
switch {
case key.Matches(msg, m.keys.Abandon):
// Abandon game only if it is not finished
if m.game.Outcome == "*" {
var outcome string
if m.network.Me() == m.playerPeer(1) || m.network.Me() == m.playerPeer(3) {
outcome = string(chess.BlackWon)
} else {
outcome = string(chess.WhiteWon)
}
return m, m.endGame(outcome, true)
}
case key.Matches(msg, m.keys.Quit):
return m, SwitchModelCmd(NewPlayModel(m.width, m.height))
}
return m, nil
}
func (m GameModel) renderNavigationButtons() string {
var abandonKey string
if m.game.Outcome == "*" {
abandonKey = fmt.Sprintf("%s %s",
altCodeStyle.Render(m.keys.Abandon.Help().Key),
m.keys.Abandon.Help().Desc)
}
quitKey := fmt.Sprintf("%s %s",
altCodeStyle.Render(m.keys.Quit.Help().Key),
m.keys.Quit.Help().Desc)
exitKey := fmt.Sprintf("%s %s",
altCodeStyle.Render(m.keys.Exit.Help().Key),
m.keys.Exit.Help().Desc)
return lipgloss.JoinVertical(
lipgloss.Left,
abandonKey,
quitKey,
exitKey,
)
}
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