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>
52 lines
1.5 KiB
Go
52 lines
1.5 KiB
Go
package game
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import (
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"fmt"
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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/overlay"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type LootPopupOptions struct {
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Disabled bool
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}
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type LootPopupResult struct {
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Element ui.Element
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// Closed is OK, Escape or a click outside.
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Closed bool
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}
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// LootPopup announces YOU GOT: an item, rising, until OK.
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func LootPopup(c *ui.Context, it data.Item, open *bool, o LootPopupOptions) LootPopupResult {
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k := pixel.K(c)
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if it.Sprite == nil {
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panic(fmt.Sprintf("game: LootPopup item %q has no sprite", it.Name))
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}
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title := fmt.Sprintf(k.Msg("you_got"), it.String())
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w := max(140, pixel.Measure(title)+24)
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r := overlay.Dialog(c, title, open, overlay.DialogOptions{Actions: []string{k.Msg("ok")}, Width: w, Disabled: o.Disabled}, func() {
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sp := it.Sprite
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e := ui.Box(c).Size(k.D(w-24), k.D(3*sp.H+12)).Role(ui.RoleImage).Label(it.String())
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// The item rises 8 dots; reduced, it starts up.
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rise := 8
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if !k.Reduce() {
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rise = k.Since(c, start(k, e, 0).at, 15, 8)
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}
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e.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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x := (g.W - 3*sp.W) / 2
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g.Sprite(x, g.H-3*sp.H-rise-2, sp, 0, pixel.Ink, 3)
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if rise == 8 {
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for _, d := range [][2]int{{-4, 2}, {3 * sp.W, 4}, {-2, 3 * sp.H / 2}, {3*sp.W + 2, 3 * sp.H / 2}} {
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g.Rect(x+d[0], d[1], 2, 2, pixel.Warn)
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}
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}
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})
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})
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return LootPopupResult{Element: r.Element, Closed: r.Action == 0 || r.Closed}
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}
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