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>
126 lines
3.1 KiB
Go
126 lines
3.1 KiB
Go
// Package game is an RPG's HUD, menus and screens.
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package game
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import (
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"fmt"
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"strconv"
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"time"
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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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// tag writes s from ink top y, micro if possible.
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func tag(g pixel.Canvas, x, y int, s string, ink pixel.Slot) {
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if pixel.MicroOK(s) {
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g.Micro(x, y, s, ink, 1)
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return
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}
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g.Text(x, y-3, s, ink, 1)
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}
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// tagW is s's width as tag writes it.
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func tagW(s string) int {
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if pixel.MicroOK(s) {
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return pixel.MicroWidth(s)
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}
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return pixel.Measure(s)
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}
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// tagH is s's ink height; font ink spans rows 3–14.
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func tagH(s string) int {
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if pixel.MicroOK(s) {
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return pixel.MicroHeight
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}
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return 12
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}
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// meter frames a bar, fills part and returns its end.
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func meter(g pixel.Canvas, x, y, w, h int, part float64, ink pixel.Slot) int {
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g.Frame(x, y, w, h, pixel.Sunken, pixel.Well)
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fill := int(part * float64(w-4))
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g.Rect(x+2, y+2, fill, h-4, ink)
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return x + 2 + fill
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}
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// amount checks v of most, as hit points are.
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func amount(name string, v, most int) {
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if most <= 0 || v < 0 || v > most {
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panic(fmt.Sprintf("game: %s %d of %d", name, v, most))
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}
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}
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// ratio prints "v/most".
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func ratio(v, most int) string { return strconv.Itoa(v) + "/" + strconv.Itoa(most) }
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// fits fails when a bar is narrower than its labels.
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func fits(name string, w int, text, value string) {
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if need := tagW(text) + 4 + tagW(value); w < need {
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panic(fmt.Sprintf("game: %s Width %d is under the %d its labels need", name, w, need))
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}
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}
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// headH is the label row's height above a HUD bar.
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func headH(text string) int { return tagH(text) + 2 }
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// head writes a label left and a micro value right.
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func head(g pixel.Canvas, w int, text, value string) {
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tag(g, 0, 0, text, pixel.Ink)
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g.Micro(w-pixel.MicroWidth(value), headH(text)-2-pixel.MicroHeight, value, pixel.Ink, 1)
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}
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// nearest is the next spot toward dx, dy, or from.
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func nearest(spots []Spot, from, dx, dy int) int {
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best, score := from, 0
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for i, s := range spots {
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ahead := (s.X-spots[from].X)*dx + (s.Y-spots[from].Y)*dy
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aside := abs((s.X-spots[from].X)*dy) + abs((s.Y-spots[from].Y)*dx)
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if ahead <= 0 {
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continue
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}
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// Straight ahead beats near but off to the side.
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if d := ahead + 2*aside; best == from || d < score {
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best, score = i, d
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}
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}
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return best
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}
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// arrows moves cur among spots by arrow keys.
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func arrows(base ui.Element, spots []Spot, cur *int) {
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for _, m := range []struct {
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key ui.Key
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dx, dy int
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}{{ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}, {ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}} {
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if pixel.Shortcut(base, 0, m.key) {
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*cur = nearest(spots, *cur, m.dx, m.dy)
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}
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}
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}
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func abs(n int) int {
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if n < 0 {
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return -n
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}
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return n
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}
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type startKey struct{}
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// begun is a cue, its start and its run count.
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type begun struct {
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cue, run int
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at time.Time
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}
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// start is e's first showing, or its last cue change.
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func start(k pixel.Kit, e ui.Element, cue int) begun {
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s := ui.Local(e, startKey{}, func() begun { return begun{cue: cue, at: k.Now()} })
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if s.cue != cue {
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s.cue, s.at, s.run = cue, k.Now(), s.run+1
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}
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k.Elapsed(&s.at)
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return *s
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}
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