Files
ZacharyZhang-NYandClaude Opus 5.5 03e1f91706 Upgrade MyGo to v0.5.5
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>
2026-10-17 01:31:08 -04:00

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package game
import (
"fmt"
"log/slog"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type TreasureChestOptions struct {
Disabled bool
}
type TreasureChestResult struct {
Element ui.Element
// Opened is true in the frame a press opens it.
Opened bool
}
type lidKey struct{}
// lid is whether the chest was open, and since when.
type lid struct {
open bool
at time.Time
}
// TreasureChest opens in frames when pressed; the item rises out.
func TreasureChest(c *ui.Context, text string, it data.Item, open *bool, o TreasureChestOptions) TreasureChestResult {
k := pixel.K(c)
if it.Sprite == nil {
panic(fmt.Sprintf("game: TreasureChest item %q has no sprite", it.Name))
}
shell, base, st := pixel.Shell(c, func() ui.Element { return ui.ButtonBase(c).Label(text).Disabled(o.Disabled) })
res := TreasureChestResult{Element: shell}
if base.Clicked() && !*open {
*open, res.Opened = true, true
slog.Debug("8bit: chest opened", "label", text, "item", it.Name)
}
// First shown, the chest sits as open says.
s := ui.Local(base, lidKey{}, func() lid { return lid{open: *open} })
if *open != s.open {
s.open, s.at = *open, k.Now()
}
frame, rise := 0, 0
if *open {
frame, rise = 2, 10
if !k.Reduce() {
frame, rise = k.Since(c, s.at, 8, 2), k.Since(c, s.at, 15, 10)
}
}
if *open {
base.Description(it.String())
}
// Room above the chest holds the fully risen item.
sp := it.Sprite
top := sp.H + 13
shell.Size(k.D(24), k.D(top+14)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
if frame == 2 {
g.Sprite((24-sp.W)/2, top-3-sp.H-rise, sp, 0, pixel.Ink, 1)
}
chest(g, 2, top, frame)
g.Finish(st)
})
return res
}
// chest draws a 20×14 chest: closed, ajar or open.
func chest(g pixel.Canvas, x, y, frame int) {
g.Frame(x, y+5, 20, 9, pixel.Flat, pixel.Shade)
switch frame {
case 0:
g.Frame(x, y, 20, 6, pixel.Flat, pixel.Shade)
case 1:
g.Frame(x, y-3, 20, 6, pixel.Flat, pixel.Shade)
g.Rect(x+1, y+3, 18, 2, pixel.Ink)
g.Veil(x+1, y+3, 18, 2, pixel.Warn, 6)
default:
g.Frame(x, y-4, 20, 4, pixel.Flat, pixel.Edge)
g.Rect(x+1, y+5, 18, 3, pixel.Ink)
g.Veil(x+1, y+5, 18, 3, pixel.Warn, 8)
}
g.Rect(x+9, y+5, 2, 9, pixel.Warn)
if frame == 0 {
g.Rect(x+9, y, 2, 6, pixel.Warn)
g.Rect(x+8, y+4, 4, 4, pixel.Warn)
g.Dot(x+10, y+6, pixel.Edge)
}
}