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>
79 lines
2.2 KiB
Go
79 lines
2.2 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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// Recipe makes Result from item names in a 3×3 grid.
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type Recipe struct {
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Grid [9]string
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Result data.Item
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}
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type CraftingOptions struct {
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Disabled bool
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}
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type CraftingResult struct {
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Element ui.Element
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Changed bool
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// Picked is the cell chosen this frame, or -1.
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Picked int
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Crafted bool
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}
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// Crafting is a 3×3 grid showing a known recipe's result.
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func Crafting(c *ui.Context, text string, grid []data.Item, recipes []Recipe, selected *int, o CraftingOptions) CraftingResult {
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k := pixel.K(c)
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if len(grid) != 9 || *selected < 0 || *selected > 8 {
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panic(fmt.Sprintf("game: Crafting has %d cells, cell %d; it takes 9", len(grid), *selected))
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}
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var made data.Item
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for _, r := range recipes {
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if r.makes(grid) {
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made = r.Result
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break
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}
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}
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row := ui.Row(c).Gap(k.D(8)).AlignItems(ui.Center)
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res := CraftingResult{Element: row, Picked: -1}
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row.Children(func() {
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old := *selected
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shell, base, st, picked := pixel.Pad(c, text, 3, 9, data.SlotSize, data.SlotSize, selected, o.Disabled)
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res.Changed, res.Picked = *selected != old, picked
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base.Description(grid[*selected].String())
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sel, shown := *selected, append([]data.Item(nil), grid...)
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, it := range shown {
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data.DrawSlot(g, i%3*data.SlotSize, i/3*data.SlotSize, it, data.ItemSlotOptions{Selected: i == sel})
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}
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g.Finish(st)
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})
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pixel.Text(c, "→", pixel.TextOptions{Slot: pixel.Faint})
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data.ItemSlot(c, made, data.ItemSlotOptions{})
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res.Crafted = input.Button(c, k.Msg("craft"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled || made.Sprite == nil}).Clicked
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})
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if res.Changed || res.Crafted {
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slog.Debug("8bit: crafting", "label", text, "cell", *selected, "crafted", res.Crafted, "item", made.Name)
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}
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return res
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}
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// makes is whether the grid lays out the recipe's names.
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func (r Recipe) makes(grid []data.Item) bool {
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for i, name := range r.Grid {
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if grid[i].Name != name {
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return false
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}
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}
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return true
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}
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