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>
38 lines
1.0 KiB
Go
38 lines
1.0 KiB
Go
package game
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import (
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"log/slog"
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"github.com/egoist/mygo/ui"
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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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)
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type MissionBriefOptions struct {
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Disabled bool
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}
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type MissionBriefResult struct {
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Element ui.Element
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Start bool
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}
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// MissionBrief sets the map beside the objectives and START.
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func MissionBrief(c *ui.Context, q Quest, area []string, at Spot, marks []Marker, o MissionBriefOptions) MissionBriefResult {
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k := pixel.K(c)
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row := ui.Row(c).Gap(k.D(10)).AlignItems(ui.Start).Role(ui.RoleGroup).Label(q.Title)
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res := MissionBriefResult{Element: row}
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row.Children(func() {
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Minimap(c, q.Title, area, nil, at, marks, MinimapOptions{Cell: 5})
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ui.Column(c).Gap(k.D(8)).Children(func() {
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QuestTracker(c, q, QuestTrackerOptions{})
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res.Start = input.Button(c, k.Msg("start"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled}).Clicked
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})
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})
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if res.Start {
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slog.Debug("8bit: mission start", "quest", q.Title)
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}
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return res
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}
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