Add code components 366-385; ScrollArea Follow, editor sync

A terminal with history, a Go-colored code block, a log viewer that
follows, a hex viewer, a memory map, a JSON tree, a line diff, a GAME
OVER crash screen, an FPS meter, profiler bars, breakpoints,
variables, command history, a shortcut list, a debug grid, a pixel
editor that exports string art, a palette editor, a sprite sheet, a
glyph map and a 6502 register view.

layout.ScrollArea takes Follow, and ChatLog now uses it. data.TreeNode
takes a Value drawn in its Slot. pixel gains Has, and Sprite.Art
writes MustSprite art. pixel.Editor takes the caller's value at each
input event, so a value changed between frames is never typed onto.
This commit is contained in:
ZacharyZhang-NY committed 2026-10-12 07:18:30 -04:00
1 parent 0e21870b64
commit 51af14709d
42 files changed
+3415 -37

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@@ -107,6 +107,30 @@ func SpriteOf(w, h int, at func(x, y int) (Slot, bool)) *Sprite {
return &Sprite{W: w, H: h, frames: [][]int8{px}}
}
// Art writes s as MustSprite reads it, frames apart.
func (s *Sprite) Art() string {
var b strings.Builder
for f, px := range s.frames {
if f > 0 {
b.WriteByte('\n')
}
for y := range s.H {
for _, v := range px[y*s.W : (y+1)*s.W] {
switch v {
case cellClear:
b.WriteByte('.')
case cellInk:
b.WriteByte('#')
default:
b.WriteByte(artSlots[v])
}
}
b.WriteByte('\n')
}
}
return b.String()
}
// Mirror returns s flipped left to right.
func (s *Sprite) Mirror() *Sprite {
m := &Sprite{W: s.W, H: s.H}