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>
52 lines
1.3 KiB
Go
52 lines
1.3 KiB
Go
package game
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import (
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"fmt"
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"strings"
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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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// Fighter is a portrait in the turn order.
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type Fighter struct {
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Name string
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Portrait *pixel.Sprite
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Foe bool
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}
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type TurnOrderOptions struct{}
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// TurnOrder rows portraits in order, the active raised.
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func TurnOrder(c *ui.Context, text string, order []Fighter, active int, o TurnOrderOptions) ui.Element {
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k := pixel.K(c)
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if active < 0 || active >= len(order) {
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panic(fmt.Sprintf("game: TurnOrder active %d of %d", active, len(order)))
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}
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// Assistive technology hears who acts, from the active one on.
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names := make([]string, len(order))
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for i := range order {
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f := order[(active+i)%len(order)]
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if f.Portrait == nil {
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panic(fmt.Sprintf("game: fighter %q has no portrait", f.Name))
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}
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names[i] = f.Name
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}
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return ui.Box(c).Role(ui.RoleImage).Label(text).Description(strings.Join(names, ", ")).Size(k.D(len(order)*19), k.D(22)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, f := range order {
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x, y, edge := i*19, 5, pixel.Good
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if f.Foe {
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edge = pixel.Bad
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}
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if i == active {
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y, edge = 0, pixel.Accent
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}
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g.Rect(x, y, 18, 17, edge)
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g.Rect(x+1, y+1, 16, 15, pixel.Well)
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g.Sprite(x+3, y+3, f.Portrait, 0, pixel.Ink, 1)
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}
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})
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}
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