Add game components 269-290; CommandMenu AutoFocus

Press start, title screen, save slots, options menu, game over with
CONTINUE, credits roll, ending card, loading tips, letterbox, mission
brief, achievements, result screen, crafting grid, loot popup,
treasure chest, gacha reel, interact prompt, turn order, battle log,
target selector, ATB gauge and stamina bar. Cued effects count runs,
so each cue change plays once and reports once. CommandMenu takes
AutoFocus when enabled. HealthBar, ManaBar and CountUp keep exact
colors, ticks and counts for the largest ints.
This commit is contained in:
ZacharyZhang-NY committed 2026-10-12 02:48:20 -04:00
1 parent f48075230f
commit 86a6901333
38 files changed
+2663 -8

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package game
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Setting is an options row: a choice, or a level.
type Setting struct {
Name string
Choices []string
// Max makes a level row, 0 to Max, not Choices.
Max int
Value *int
}
// top is the setting's highest value.
func (s Setting) top() int {
if s.Max > 0 {
return s.Max
}
return len(s.Choices) - 1
}
// shown is the setting's value as words.
func (s Setting) shown() string {
if s.Max > 0 {
return fmt.Sprintf("%d/%d", *s.Value, s.Max)
}
return s.Choices[*s.Value]
}
type OptionsMenuOptions struct {
Disabled bool
}
type OptionsMenuResult struct {
Element *ui.Element
Changed bool
}
// rowH is an options row's height in dots.
const rowH = pixel.LineHeight + 2
// OptionsMenu rows settings: Up and Down choose, ◀ ▶ change.
func OptionsMenu(c *ui.Context, text string, settings []Setting, row *int, o OptionsMenuOptions) OptionsMenuResult {
k := pixel.K(c)
if len(settings) == 0 || *row < 0 || *row >= len(settings) {
panic(fmt.Sprintf("game: OptionsMenu row %d of %d", *row, len(settings)))
}
name, value := 0, 0
for _, s := range settings {
if (len(s.Choices) > 0) == (s.Max > 0) || s.Value == nil || *s.Value < 0 || *s.Value > s.top() {
panic(fmt.Sprintf("game: setting %q needs Choices or Max, and a value in range", s.Name))
}
name = max(name, pixel.Measure(s.Name))
value = max(value, 4*s.Max)
for _, ch := range s.Choices {
value = max(value, pixel.Measure(ch))
}
}
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleList).Label(text).Disabled(o.Disabled)
})
res, was := OptionsMenuResult{Element: shell}, *row
step := func(d int) {
s := settings[*row]
if v := *s.Value + d; v >= 0 && v <= s.top() {
*s.Value, res.Changed = v, true
}
}
if base.Shortcut(0, ui.KeyUp) && *row > 0 {
*row--
}
if base.Shortcut(0, ui.KeyDown) && *row < len(settings)-1 {
*row++
}
if base.Shortcut(0, ui.KeyLeft) {
step(-1)
}
if base.Shortcut(0, ui.KeyRight) {
step(1)
}
// Enter and Space are taken, so clicks come from pointers.
base.Shortcut(0, ui.KeyEnter)
base.Shortcut(0, ui.KeySpace)
aw := pixel.Measure("◀")
ax := pixel.Hand.W + 4 + name + 10
vx := ax + aw + 3
bx := vx + value + 3
// A click picks its row; an arrow click steps too.
if base.Clicked() {
x, y, _ := base.PointerPosition()
dx, dy := int(x/k.Dot()), int(y/k.Dot())
if i := dy / rowH; dy >= 0 && i < len(settings) {
*row = i
switch {
case dx >= ax && dx < ax+aw:
step(-1)
case dx >= bx && dx < bx+aw:
step(1)
}
}
}
base.Description(settings[*row].Name + ": " + settings[*row].shown())
if res.Changed || *row != was {
slog.Debug("8bit: option", "label", text, "setting", settings[*row].Name, "value", settings[*row].shown())
}
cur := *row
values := make([]int, len(settings))
for i, s := range settings {
values[i] = *s.Value
}
shell.Size(k.D(bx+aw), k.D(len(settings)*rowH)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, s := range settings {
y, v := i*rowH, values[i]
if i == cur {
g.Sprite(0, y+(rowH-pixel.Hand.H)/2, pixel.Hand, 0, pixel.Edge, 1)
}
g.Text(pixel.Hand.W+4, y, s.Name, pixel.Ink, 1)
arrow := func(x int, glyph string, on bool) {
ink := pixel.Faint
if on {
ink = pixel.Accent
}
g.Text(x, y, glyph, ink, 1)
}
arrow(ax, "◀", v > 0)
arrow(bx, "▶", v < s.top())
if s.Max > 0 {
for j := range s.Max {
if j < v {
g.Rect(vx+j*4, y+5, 3, 7, pixel.Good)
} else {
g.Checker(vx+j*4, y+5, 3, 7, pixel.Shade)
}
}
continue
}
ch := s.Choices[v]
g.Text(vx+(value-pixel.Measure(ch))/2, y, ch, pixel.Ink, 1)
}
g.Finish(st)
})
return res
}