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.
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@@ -9,7 +9,9 @@ import (
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)
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type CommandMenuOptions struct {
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Disabled bool
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// AutoFocus takes the focus when the menu appears.
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AutoFocus bool
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Disabled bool
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}
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type CommandMenuResult struct {
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@@ -27,6 +29,10 @@ func CommandMenu(c *ui.Context, text string, items []MenuItem, o CommandMenuOpti
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleList).Label(text).Disabled(o.Disabled)
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})
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// An off menu never takes the focus.
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if o.AutoFocus && !base.IsDisabled() {
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base.AutoFocus()
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}
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cur := ui.Local(base, cursorKey{}, func() int { return 0 })
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res := CommandMenuResult{Element: shell, Chosen: -1}
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n := len(items)
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