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>
152 lines
3.8 KiB
Go
152 lines
3.8 KiB
Go
package game
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import (
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"fmt"
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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/pixel"
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)
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// Setting is an options row: a choice, or a level.
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type Setting struct {
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Name string
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Choices []string
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// Max makes a level row, 0 to Max, not Choices.
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Max int
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Value *int
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}
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// top is the setting's highest value.
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func (s Setting) top() int {
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if s.Max > 0 {
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return s.Max
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}
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return len(s.Choices) - 1
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}
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// shown is the setting's value as words.
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func (s Setting) shown() string {
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if s.Max > 0 {
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return fmt.Sprintf("%d/%d", *s.Value, s.Max)
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}
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return s.Choices[*s.Value]
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}
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type OptionsMenuOptions struct {
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Disabled bool
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}
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type OptionsMenuResult struct {
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Element ui.Element
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Changed bool
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}
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// rowH is an options row's height in dots.
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const rowH = pixel.LineHeight + 2
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// OptionsMenu rows settings: Up and Down choose, ◀ ▶ change.
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func OptionsMenu(c *ui.Context, text string, settings []Setting, row *int, o OptionsMenuOptions) OptionsMenuResult {
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k := pixel.K(c)
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if len(settings) == 0 || *row < 0 || *row >= len(settings) {
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panic(fmt.Sprintf("game: OptionsMenu row %d of %d", *row, len(settings)))
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}
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name, value := 0, 0
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for _, s := range settings {
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if (len(s.Choices) > 0) == (s.Max > 0) || s.Value == nil || *s.Value < 0 || *s.Value > s.top() {
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panic(fmt.Sprintf("game: setting %q needs Choices or Max, and a value in range", s.Name))
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}
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name = max(name, pixel.Measure(s.Name))
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value = max(value, 4*s.Max)
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for _, ch := range s.Choices {
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value = max(value, pixel.Measure(ch))
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}
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}
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shell, base, st := pixel.Shell(c, func() ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleList).Label(text).Disabled(o.Disabled)
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})
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res, was := OptionsMenuResult{Element: shell}, *row
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step := func(d int) {
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s := settings[*row]
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if v := *s.Value + d; v >= 0 && v <= s.top() {
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*s.Value, res.Changed = v, true
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}
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}
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if pixel.Shortcut(base, 0, ui.KeyUp) && *row > 0 {
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*row--
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}
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if pixel.Shortcut(base, 0, ui.KeyDown) && *row < len(settings)-1 {
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*row++
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}
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if pixel.Shortcut(base, 0, ui.KeyLeft) {
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step(-1)
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}
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if pixel.Shortcut(base, 0, ui.KeyRight) {
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step(1)
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}
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// Enter and Space are taken, so clicks come from pointers.
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pixel.Shortcut(base, 0, ui.KeyEnter)
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pixel.Shortcut(base, 0, ui.KeySpace)
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aw := pixel.Measure("◀")
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ax := pixel.Hand.W + 4 + name + 10
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vx := ax + aw + 3
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bx := vx + value + 3
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// A click picks its row; an arrow click steps too.
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if base.Clicked() {
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x, y, _ := base.PointerPosition()
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dx, dy := int(x/k.Dot()), int(y/k.Dot())
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if i := dy / rowH; dy >= 0 && i < len(settings) {
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*row = i
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switch {
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case dx >= ax && dx < ax+aw:
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step(-1)
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case dx >= bx && dx < bx+aw:
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step(1)
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}
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}
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}
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base.Description(settings[*row].Name + ": " + settings[*row].shown())
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if res.Changed || *row != was {
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slog.Debug("8bit: option", "label", text, "setting", settings[*row].Name, "value", settings[*row].shown())
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}
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cur := *row
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values := make([]int, len(settings))
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for i, s := range settings {
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values[i] = *s.Value
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}
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shell.Size(k.D(bx+aw), k.D(len(settings)*rowH)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, s := range settings {
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y, v := i*rowH, values[i]
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if i == cur {
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g.Sprite(0, y+(rowH-pixel.Hand.H)/2, pixel.Hand, 0, pixel.Edge, 1)
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}
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g.Text(pixel.Hand.W+4, y, s.Name, pixel.Ink, 1)
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arrow := func(x int, glyph string, on bool) {
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ink := pixel.Faint
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if on {
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ink = pixel.Accent
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}
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g.Text(x, y, glyph, ink, 1)
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}
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arrow(ax, "◀", v > 0)
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arrow(bx, "▶", v < s.top())
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if s.Max > 0 {
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for j := range s.Max {
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if j < v {
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g.Rect(vx+j*4, y+5, 3, 7, pixel.Good)
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} else {
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g.Checker(vx+j*4, y+5, 3, 7, pixel.Shade)
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}
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}
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continue
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}
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ch := s.Choices[v]
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g.Text(vx+(value-pixel.Measure(ch))/2, y, ch, pixel.Ink, 1)
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}
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g.Finish(st)
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})
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return res
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}
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