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
1.9 KiB
Go
79 lines
1.9 KiB
Go
package game
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import (
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"strings"
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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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// Credit is a heading and the names under it.
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type Credit struct {
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Heading string
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Names []string
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}
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type CreditsOptions struct {
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// Width and Height are dots; zeros mean 160 by 96.
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Width, Height int
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// Cue rolls them again each time it changes.
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Cue int
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}
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type CreditsResult struct {
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Element ui.Element
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// Done is true in the frame the roll ends.
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Done bool
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}
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type rolledKey struct{}
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// Credits roll up until the last name rests mid-window.
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func Credits(c *ui.Context, text string, credits []Credit, o CreditsOptions) CreditsResult {
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k := pixel.K(c)
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w, h := pixel.Or("Credits Width", o.Width, 160), pixel.Or("Credits Height", o.Height, 96)
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type line struct {
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s string
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slot pixel.Slot
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}
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var lines []line
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var all []string
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for i, cr := range credits {
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if i > 0 {
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lines = append(lines, line{})
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}
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lines = append(lines, line{cr.Heading, pixel.Warn})
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all = append(all, cr.Heading+":")
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for _, n := range cr.Names {
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lines, all = append(lines, line{n, pixel.Ink}), append(all, n)
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}
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}
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full := len(lines) * pixel.LineHeight
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e := ui.Box(c).Role(ui.RoleGroup).Label(text).Description(strings.Join(all, " "))
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// A dot a frame, until the last line centers.
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end, roll := h/2+full-pixel.LineHeight/2, start(k, e, o.Cue)
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top, step := 0, end
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if !k.Reduce() {
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step = k.Since(c, roll.at, 15, end)
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top = h - step
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} else {
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h = full
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}
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// Done comes once a roll.
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done := ui.Local(e, rolledKey{}, func() int { return -1 })
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res := CreditsResult{Element: e, Done: step == end && *done != roll.run}
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if res.Done {
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*done = roll.run
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}
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e.Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Clip(0, 0, w, h, func() {
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for i, l := range lines {
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g.Text((w-pixel.Measure(l.s))/2, top+i*pixel.LineHeight, l.s, l.slot, 1)
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}
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})
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})
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return res
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}
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