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>
104 lines
2.6 KiB
Go
104 lines
2.6 KiB
Go
package fx
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import (
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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 FireOptions struct {
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// Scale multiplies the 16×20 campfire; zero means 2.
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Scale int
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Label string
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}
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// tongues are each flicker frame's three tongue heights.
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var tongues = [3][3]int{{3, 6, 2}, {4, 5, 3}, {2, 7, 4}}
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// bases are the flame's half widths from row 6 down.
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var bases = [8]int{3, 4, 5, 5, 6, 6, 5, 4}
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// flames are flicker frames: a Bad rim, a Warn body.
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var flames = func() (out [3]*pixel.Sprite) {
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for f := range out {
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in := func(x, y int) bool {
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if y < 0 || y > 13 || x < 0 || x > 12 {
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return false
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}
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if y >= 6 && abs(x-6) <= bases[y-6] {
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return true
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}
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for i, h := range tongues[f] {
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if tip := 6 - h; y >= tip && y <= 6 && abs(x-3-3*i) <= (y-tip)/2 {
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return true
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}
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}
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return false
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}
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out[f] = pixel.SpriteOf(13, 14, func(x, y int) (pixel.Slot, bool) {
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switch {
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case !in(x, y):
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return 0, false
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case !in(x-1, y) || !in(x+1, y) || !in(x, y-1) || !in(x, y+1):
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return pixel.Bad, true
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}
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return pixel.Warn, true
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})
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}
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return out
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}()
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// logs cross under the fire; s marks the cut ends.
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var logs = pixel.MustSprite(`
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ss............ss
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s###........###s
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..####....####..
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....########....
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..####....####..
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s###........###s
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`)
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// Fire burns a campfire: flicker frames, heat rising through it.
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func Fire(c *ui.Context, o FireOptions) ui.Element {
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k := pixel.K(c)
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sc := scale("Fire", o.Scale, 2)
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return box(c, k, o.Label, 16*sc, 20*sc).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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fire(g, k, sc, g.Step(10))
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})
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}
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// fire lights a third of every fourth body row, rising.
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func fire(g pixel.Canvas, k pixel.Kit, sc, step int) {
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px := func(x, y, w, h int, s pixel.Slot) { g.Rect(x*sc, y*sc, w*sc, h*sc, s) }
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wood := g
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if k.Palette().Night {
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wood = g.Cycled([]pixel.Slot{pixel.Shade, pixel.Lit}, 1)
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}
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wood.Sprite(0, 14*sc, logs, 0, pick(k, pixel.Faint, pixel.Face), sc)
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sp, hot := flames[wrap(step, 3)], nightLit(g, k)
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hot.Sprite(sc, 2*sc, sp, 0, pixel.Ink, sc)
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// Body rows index the band; turning it lifts the heat.
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heat := pixel.Cycle([]pixel.Slot{pixel.Lit, pixel.Warn, pixel.Warn, pixel.Warn}, step)
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for y := range sp.H {
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for x := range sp.W {
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if s, ok := sp.At(0, x, y, pixel.Ink); ok && s == pixel.Warn && rnd(16*y+x, 200)%3 == 0 && heat[y%4] == pixel.Lit {
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hot.Rect((1+x)*sc, (2+y)*sc, sc, sc, pixel.Lit)
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}
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}
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}
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// Sparks rise beside the tips.
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for i := range 2 {
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if t := wrap(step+5*i, 8); t < 5 {
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px(4+8*i+sway(step+3*i, 8, 1), 5-t, 1, 1, pixel.Warn)
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}
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}
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}
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func abs(v int) int {
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if v < 0 {
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return -v
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}
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return v
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}
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