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>
78 lines
2.1 KiB
Go
78 lines
2.1 KiB
Go
package fx
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import (
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"math"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type ExplosionOptions struct {
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// Cue sets off a blast each time it changes.
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Cue int
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// Size is the square's side in dots; zero means 48.
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Size int
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Label string
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}
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const blastSteps = 8
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// debrisSlots color the bits thrown out, in turn.
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var debrisSlots = []pixel.Slot{pixel.Warn, pixel.Bad, pixel.Faint}
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// Explosion bursts, breaks into smoke and throws debris.
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func Explosion(c *ui.Context, o ExplosionOptions) ui.Element {
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k := pixel.K(c)
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n := pixel.Or("Explosion Size", o.Size, 48)
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e := box(c, k, o.Label, n, n)
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step := k.Shot(c, e, o.Cue, 12, blastSteps)
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return e.Draw(func(p *ui.Painter, r ui.Rect) {
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if step == blastSteps {
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return
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}
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g := k.Canvas(p, r)
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g.Clip(0, 0, g.W, g.H, func() { blast(g, k, step, o.Cue) })
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})
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}
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// blast sizes rings and puffs in sixteenths of the box.
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func blast(g pixel.Canvas, k pixel.Kit, step, seed int) {
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cx, cy, u := g.W/2, g.H/2, max(1, g.W/16)
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hot := light(k)
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switch step {
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case 0:
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g.Disc(cx, cy, 2*u, pixel.Warn)
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g.Disc(cx, cy, u, hot)
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case 1, 2:
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g.Disc(cx, cy, (3+step)*u, pixel.Bad)
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g.Disc(cx, cy, 3*u, pixel.Warn)
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g.Disc(cx, cy, (3-step)*u, hot)
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default:
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// The fireball breaks into puffs that rise and thin out.
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for i := range 6 {
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a := float64(i)*math.Pi/3 + float64(rnd(seed, 180+i)%40-20)*math.Pi/180
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d := float64((step + 1) * u)
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x, y := cx+int(d*math.Cos(a)), cy+int(d*math.Sin(a))-(step-3)*u
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if r := max(1, (8-step)*u/2); step < 6 {
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g.Disc(x, y, r, pixel.Faint)
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} else {
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g.Circle(x, y, r, pixel.Faint)
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}
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}
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if step < 5 {
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g.Disc(cx, cy, (5-step)*u, pixel.Bad)
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g.Disc(cx, cy, (4-step)*u, pixel.Warn)
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}
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}
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// Debris flies out and falls.
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t := float64(step)
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for i := range 10 {
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a := float64(rnd(seed*16+i, 181)%360) * math.Pi / 180
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v := float64(u) * (1.5 + float64(rnd(seed*16+i, 182)%3)/2)
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x := cx + int(v*t*math.Cos(a))
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y := cy + int(v*t*math.Sin(a)+0.4*float64(u)*t*t)
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g.Rect(x, y, max(1, u/2), max(1, u/2), debrisSlots[i%len(debrisSlots)])
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}
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}
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