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>
84 lines
2.7 KiB
Go
84 lines
2.7 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"strconv"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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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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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/text"
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)
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// Attribute is a stat raised at a level up.
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type Attribute struct {
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Name string
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Base int
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// Added is the points put in it this time.
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Added int
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}
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type LevelUpScreenOptions struct {
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Disabled bool
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}
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type LevelUpScreenResult struct {
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Element ui.Element
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Changed bool
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Done bool
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}
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// back is ◀, the triangle icon turned around.
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var back = icon.TriangleRight.Mirror()
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// LevelUpScreen spends points on attributes with ◀ ▶, then DONE.
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func LevelUpScreen(c *ui.Context, title string, attrs []Attribute, points *int, o LevelUpScreenOptions) LevelUpScreenResult {
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k := pixel.K(c)
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if *points < 0 {
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panic(fmt.Sprintf("game: LevelUpScreen has %d points", *points))
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}
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name := 0
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for _, a := range attrs {
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if a.Base < 0 || a.Added < 0 {
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panic(fmt.Sprintf("game: attribute %q is %d%+d", a.Name, a.Base, a.Added))
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}
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name = max(name, pixel.Measure(a.Name))
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}
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col := ui.Column(c).Gap(k.D(4)).Role(ui.RoleGroup).Label(title)
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res := LevelUpScreenResult{Element: col}
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col.Children(func() {
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ui.Row(c).Gap(k.D(10)).AlignItems(ui.End).Children(func() {
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text.ShadowText(c, k.Msg("level_up"), text.ShadowTextOptions{Scale: 2, Slot: pixel.Warn})
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pixel.Text(c, fmt.Sprintf(k.Msg("points"), *points), pixel.TextOptions{Slot: pixel.Accent})
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})
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for i := range attrs {
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a := &attrs[i]
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ui.Row(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
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ui.Box(c).Width(k.D(name + 6)).Children(func() { pixel.Text(c, a.Name, pixel.TextOptions{}) })
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if input.IconButton(c, back, a.Name+" "+k.Msg("down"), input.IconButtonOptions{Size: input.Small, Disabled: o.Disabled || a.Added == 0}).Clicked {
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a.Added, *points, res.Changed = a.Added-1, *points+1, true
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}
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ui.Box(c).Width(k.D(40)).Children(func() {
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ui.Row(c).Children(func() {
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pixel.Text(c, strconv.Itoa(a.Base+a.Added), pixel.TextOptions{})
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if a.Added > 0 {
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pixel.Text(c, "+"+strconv.Itoa(a.Added), pixel.TextOptions{Slot: pixel.Good})
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}
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})
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})
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if input.IconButton(c, icon.TriangleRight, a.Name+" "+k.Msg("up"), input.IconButtonOptions{Size: input.Small, Disabled: o.Disabled || *points == 0}).Clicked {
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a.Added, *points, res.Changed = a.Added+1, *points-1, true
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}
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})
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}
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res.Done = input.Button(c, k.Msg("done"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled}).Clicked
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})
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if res.Changed {
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slog.Debug("8bit: level up", "label", title, "points", *points)
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}
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return res
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}
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