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>
44 lines
1.1 KiB
Go
44 lines
1.1 KiB
Go
package game
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import (
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"fmt"
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"strconv"
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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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type StaminaBarOptions struct {
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// Segments are the bar's blocks; zero means 10.
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Segments int
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}
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// StaminaBar blocks stamina out; the part-full block dithers.
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func StaminaBar(c *ui.Context, text string, value float64, o StaminaBarOptions) ui.Element {
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k := pixel.K(c)
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if !(value >= 0 && value <= 1) {
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panic(fmt.Sprintf("game: StaminaBar value %v outside 0–1", value))
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}
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n := pixel.Or("StaminaBar Segments", o.Segments, 10)
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top := headH(text)
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w := max(n*6, tagW(text))
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return ui.Box(c).Role(ui.RoleMeter).Label(text).Description(strconv.Itoa(int(value*100))+"%").Size(k.D(w), k.D(top+6)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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tag(g, 0, 0, text, pixel.Ink)
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full := value * float64(n)
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for i := range n {
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x := i * 6
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switch part := full - float64(i); {
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case part >= 1:
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g.Rect(x, top, 5, 6, pixel.Good)
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case part > 0:
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g.Rect(x, top, 5, 6, pixel.Well)
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g.Veil(x, top, 5, 6, pixel.Good, max(1, int(part*16)))
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default:
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g.Checker(x, top, 5, 6, pixel.Shade)
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}
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}
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})
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}
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