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>
90 lines
2.7 KiB
Go
90 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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"time"
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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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// Save is a slot; an empty Place reads NEW GAME.
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type Save struct {
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Place string
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Played time.Duration
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Portrait *pixel.Sprite
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}
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type SaveSlotsOptions struct {
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Disabled bool
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}
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type SaveSlotsResult struct {
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Element ui.Element
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Changed bool
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// Chosen is the slot opened this frame, or -1.
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Chosen int
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}
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// card is a save slot's size in dots.
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const cardW, cardH = 180, 32
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// SaveSlots stacks save cards: portrait, place and play time.
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func SaveSlots(c *ui.Context, text string, saves []Save, selected *int, o SaveSlotsOptions) SaveSlotsResult {
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k := pixel.K(c)
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if len(saves) == 0 || *selected < 0 || *selected >= len(saves) {
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panic(fmt.Sprintf("game: SaveSlots slot %d of %d", *selected, len(saves)))
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}
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captions := make([]string, len(saves))
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for i, s := range saves {
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if s.Played < 0 || s.Place == "" && (s.Played != 0 || s.Portrait != nil) {
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panic(fmt.Sprintf("game: save %d is empty but played %v", i, s.Played))
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}
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captions[i] = fmt.Sprintf(k.Msg("file"), i+1) + " " + k.Msg("new_game")
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if s.Place != "" {
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captions[i] = fmt.Sprintf(k.Msg("file"), i+1) + " " + s.Place + " " + clockTime(s.Played)
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}
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}
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old := *selected
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shell, base, st, chosen := pixel.Pad(c, text, 1, len(saves), cardW, cardH+3, selected, o.Disabled)
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res := SaveSlotsResult{Element: shell, Changed: *selected != old, Chosen: chosen}
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base.Description(captions[*selected])
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if res.Changed || res.Chosen >= 0 {
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slog.Debug("8bit: save slots", "label", text, "slot", *selected, "chosen", res.Chosen)
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}
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sel, shown, newGame := *selected, append([]Save(nil), saves...), k.Msg("new_game")
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shell.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 shown {
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y, fill := i*(cardH+3), pixel.Face
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if i == sel {
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fill = pixel.Lit
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}
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g.Frame(0, y, cardW, cardH, pixel.Raised, fill)
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g.Micro(4, y+3, fmt.Sprintf("%d", i+1), pixel.Faint, 1)
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if s.Place == "" {
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g.Text((cardW-pixel.Measure(newGame))/2, y+(cardH-pixel.LineHeight)/2, newGame, pixel.Faint, 1)
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continue
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}
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g.Frame(12, y+3, 26, 26, pixel.Sunken, pixel.Well)
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if s.Portrait != nil {
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g.Sprite(13, y+4, s.Portrait, 0, pixel.Ink, 2)
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}
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g.Text(44, y+2, pixel.Wrap(s.Place, cardW-48, 1)[0], pixel.Ink, 1)
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g.Text(44, y+cardH-pixel.LineHeight-1, clockTime(s.Played), pixel.Faint, 1)
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}
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if i := sel; i >= 0 {
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g.Rect(0, i*(cardH+3)+cardH-2, cardW, 2, pixel.Accent)
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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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// clockTime prints play time as H:MM.
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func clockTime(d time.Duration) string {
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return fmt.Sprintf("%d:%02d", int(d.Hours()), int(d.Minutes())%60)
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}
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