Files
8bitMyGoUI/game/interactprompt.go
ZacharyZhang-NYandClaude Opus 5.5 03e1f91706 Upgrade MyGo to v0.5.5
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>
2026-10-17 01:31:08 -04:00

60 lines
1.7 KiB
Go

package game
import (
"fmt"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/display"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type InteractPromptOptions struct {
// Key is the pad button's letter; zero means A.
Key string
}
// InteractPrompt bobs a Ⓐ TALK bubble above target.
func InteractPrompt(c *ui.Context, target ui.Element, action string, o InteractPromptOptions) ui.Element {
k := pixel.K(c)
key := o.Key
if key == "" {
key = "A"
}
if len([]rune(key)) != 1 || !pixel.MicroOK(key) {
panic(fmt.Sprintf("game: InteractPrompt key %q is not one micro letter", key))
}
b := target.Bounds()
ww, wh := c.Size()
// The bubble's tail points at the target's middle.
x := max(0, min(b.X+b.W/2-k.D(10), ww-k.D(pixel.Measure(action)+30)))
at := max(3, int((b.X+b.W/2-x)/k.Dot()))
bob := 0
if !k.Reduce() {
bob = k.Tick(c, 4) / 2 % 2
}
var e ui.Element
ui.Overlay(c, func() {
e = ui.Box(c).Absolute().Left(x).Bottom(wh - b.Y + k.D(1+bob)).PassThrough().Role(ui.RoleText).Label(key + " " + action)
// Bounds lag a layout; if the target moved, build again.
e.Draw(func(p *ui.Painter, r ui.Rect) {
if target.Bounds() != b {
c.Invalidate()
}
})
e.Children(func() {
display.Bubble(c, display.BubbleOptions{Tail: display.Bottom, At: at}, func() {
ui.Row(c).Gap(k.D(3)).AlignItems(ui.Center).Children(func() {
ui.Box(c).Size(k.D(11), k.D(11)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Disc(5, 5, 5, pixel.Ink)
g.Micro((11-pixel.MicroWidth(key))/2, 3, key, pixel.Back, 1)
})
pixel.Text(c, action, pixel.TextOptions{})
})
})
})
})
return e
}