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>
30 lines
852 B
Go
30 lines
852 B
Go
package game
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import (
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"fmt"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/display"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/feedback"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type CoinCounterOptions struct {
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// Scale is 1–4; zero means 1.
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Scale int
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}
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// CoinCounter spins a coin beside a count that ticks up.
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func CoinCounter(c *ui.Context, text string, coins int, o CoinCounterOptions) ui.Element {
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k := pixel.K(c)
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if coins < 0 {
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panic(fmt.Sprintf("game: CoinCounter %d", coins))
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}
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sc := pixel.Or("CoinCounter Scale", o.Scale, 1)
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return ui.Row(c).Gap(k.D(2 * sc)).AlignItems(ui.Center).Role(ui.RoleGroup).Label(text).Children(func() {
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display.Sprite(c, coin, display.SpriteOptions{Scale: sc, FPS: 8})
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feedback.CountUp(c, coins, feedback.CountUpOptions{Scale: sc})
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})
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}
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