Add tab navigation for building and recruitment UI
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- Add selection indices and option lists to SkirmishState.
- Implement `cycle_popup_option` and expose Left/Right actions in
  keybindings.
- Introduce `cancel_focused_tasks` in BoardState for Delete handling.
- CellWidget now displays recruitment progress on Base structures.
- Update README and documentation to describe new tabs and arrow
  navigation.
- Adjust test counts and add extensive task‑cancellation tests.
This commit is contained in:
GarandPLG committed 2026-10-23 17:53:46 +02:00
1 parent 6c1141a711
commit 110d4c411a
16 files changed
+546 -48

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+26 -5
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@@ -14,14 +14,20 @@ use ratatui::{crossterm::event::KeyEvent, layout::Rect};
pub fn available_skirmish_actions(state: &SkirmishState) -> Vec<Action> {
if state.recruitment_view {
let mut actions: Vec<Action> = vec![Action::Recruitment, Action::Esc, Action::Quit2];
let mut actions: Vec<Action> = vec![
Action::Recruitment,
Action::Left,
Action::Right,
Action::Quit2,
];
if state.can_recruit_miner(state.board.get_focused_cell().get_coords(), Players::Player) {
actions.push(Action::Enter);
}
return actions;
}
if state.building_view {
let mut actions: Vec<Action> = vec![Action::Building, Action::Esc, Action::Quit2];
let mut actions: Vec<Action> =
vec![Action::Building, Action::Left, Action::Right, Action::Quit2];
let coords: (usize, usize) = state.board.get_focused_cell().get_coords();
if let Structures::MineConstruction(site) =
state.board.get_ref_cell(coords.0, coords.1).get_structure()
@@ -72,6 +78,9 @@ pub fn available_skirmish_actions(state: &SkirmishState) -> Vec<Action> {
if unit.get_owner() == Players::Player && unit.get_can_dig() {
actions.push(Action::Space);
}
if state.side_panel && unit.get_owner() == Players::Player && !unit.get_ref_tasks().is_empty() {
actions.extend([Action::Backspace, Action::Delete]);
}
actions
}
@@ -83,7 +92,10 @@ pub fn skirmish_keybindings(app: &mut App, key_event: &KeyEvent) -> () {
};
if states.skirmish.recruitment_view {
match action {
Action::Recruitment | Action::Esc => states.skirmish.recruitment_view = false,
Action::Recruitment => states.skirmish.recruitment_view = false,
Action::Left => states.skirmish.cycle_popup_option(false),
Action::Right => states.skirmish.cycle_popup_option(true),
Action::Esc => (),
Action::Enter => {
let coords: (usize, usize) =
states.skirmish.board.get_focused_cell().get_coords();
@@ -95,7 +107,10 @@ pub fn skirmish_keybindings(app: &mut App, key_event: &KeyEvent) -> () {
}
if states.skirmish.building_view {
match action {
Action::Building | Action::Esc => states.skirmish.building_view = false,
Action::Building => states.skirmish.building_view = false,
Action::Left => states.skirmish.cycle_popup_option(false),
Action::Right => states.skirmish.cycle_popup_option(true),
Action::Esc => (),
Action::Enter => {
let coords: (usize, usize) =
states.skirmish.board.get_focused_cell().get_coords();
@@ -201,7 +216,13 @@ pub fn skirmish_keybindings(app: &mut App, key_event: &KeyEvent) -> () {
Action::Space => board.toggle_marking(),
Action::Building => states.skirmish.building_view = true,
Action::Recruitment => states.skirmish.recruitment_view = true,
Action::Backspace => board.pop_marked_cell(),
Action::Backspace if board.marked_cells.marking_cells => board.pop_marked_cell(),
Action::Backspace => {
board.cancel_focused_tasks(false);
}
Action::Delete if !board.marked_cells.marking_cells => {
board.cancel_focused_tasks(true);
}
Action::Delete => {
board.marked_cells.marking_cells = false;
board.end_marking_cells(true)