Files
ZacharyZhang-NYandClaude Opus 5.5 03e1f91706 Upgrade MyGo to v0.5.5
Elements are now pass-scoped value handles: tests that read bounds
after a frame bind a ui.Handle. pixel tells frames apart by the build
pass's root, since the Tester clock no longer moves on its own.

Fix the regressions the upgrade brought:
- Clipboard reads in input handlers go through c.Services().
- MyGo notes an overlay's opener after building it, so AutoFocus
  inside lost it; pixel.AutoFocus focuses through a Handle, and
  archtest bans the raw call. Dialogs hand the focus back again.
- Elements around a press stay hovered: Tooltip tells a press-given
  focus by focus arriving under the pointer.
- The web host moves the Tester clock with real time, at most 500 ms
  a call, and gives components the real clock.

The gallery's source index also accepts CRLF checkouts.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 01:31:08 -04:00

113 lines
2.7 KiB
Go

package display
import (
"hash/fnv"
"image"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
var (
head = pixel.MustSprite(`
................
................
................
....eeeeeeee....
...e########e...
..e##########e..
..e##########e..
..e##########e..
..e##########e..
..e##########e..
..e##########e..
..e##########e..
...e########e...
....e######e....
.....eeeeee.....
................
`)
hair = []*pixel.Sprite{pixel.MustSprite(`
................
................
....########....
...##########...
..############..
..##........##..
..#..........#..
`), pixel.MustSprite(`
................
....#.#..#.#....
...##########...
..############..
..###.####.###..
..#..........#..
`), pixel.MustSprite(`
................
................
....########....
...##########...
..############..
..###......###..
..##........##..
..##........##..
..##........##..
..##........##..
..##........##..
...#........#...
`)}
eyes = []*pixel.Sprite{pixel.MustSprite(`
.....#....#.....
.....#....#.....
`), pixel.MustSprite(`
....##....##....
................
`), pixel.MustSprite(`
....#.#..#.#....
.....#....#.....
`)}
mouths = []*pixel.Sprite{pixel.MustSprite(`
......#..#......
.......##.......
`), pixel.MustSprite(`
................
......####......
`), pixel.MustSprite(`
.......##.......
.......##.......
`)}
backs = []pixel.Slot{pixel.Info, pixel.Good, pixel.Magic, pixel.Warn, pixel.AccentLit, pixel.Accent}
skins = []pixel.Slot{pixel.Lit, pixel.Face, pixel.Shade, pixel.Well}
colors = []pixel.Slot{pixel.Ink, pixel.Edge, pixel.Bad, pixel.Warn, pixel.Magic, pixel.Faint, pixel.Info}
)
type AvatarOptions struct {
Scale int
// Picture replaces the drawn face.
Picture image.Image
}
// Avatar draws a face seeded by name, or a picture.
func Avatar(c *ui.Context, name string, o AvatarOptions) ui.Element {
k, sc := pixel.K(c), scale(o.Scale)
if o.Picture != nil {
return Picture(c, o.Picture, PictureOptions{W: 16 * sc, H: 16 * sc, Label: name})
}
return art(c, k, name, 16*sc, 16*sc, func(g pixel.Canvas) { Face(g, 0, 0, name, sc) })
}
// Face paints the face of name at x, y, scaled.
func Face(g pixel.Canvas, x, y int, name string, sc int) {
h := fnv.New32a()
h.Write([]byte(strings.ToLower(name)))
n := h.Sum32()
pick := func(k int) int { v := int(n % uint32(k)); n /= uint32(k); return v }
g.Rect(x, y, 16*sc, 16*sc, backs[pick(len(backs))])
g.Sprite(x, y, head, 0, skins[pick(len(skins))], sc)
g.Sprite(x, y, hair[pick(len(hair))], 0, colors[pick(len(colors))], sc)
g.Sprite(x, y+8*sc, eyes[pick(len(eyes))], 0, pixel.Ink, sc)
g.Sprite(x, y+11*sc, mouths[pick(len(mouths))], 0, pixel.Ink, sc)
}