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

168 lines
4.4 KiB
Go

package tabletop
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Kind is a chess piece's kind; None, an empty square.
type Kind int
const (
None Kind = iota
Pawn
Knight
Bishop
Rook
Queen
King
)
var kinds = [...]struct {
msg string
sp *pixel.Sprite
}{{}, {"pawn", icon.Pawn}, {"knight", icon.Knight}, {"bishop", icon.Bishop}, {"rook", icon.Rook}, {"chess_queen", icon.Queen}, {"chess_king", icon.King}}
// Piece is what stands on a square.
type Piece struct {
Kind Kind
White bool
}
type ChessboardOptions struct {
Disabled bool
}
type ChessboardResult struct {
Element ui.Element
// Moved is this frame's move, From one square To another.
Moved bool
From, To int
// Changed is a pick-up or put-down; Held, the square.
Changed bool
Held int
}
type chessKey struct{}
// chess is the cursor and the held square, else -1.
type chess struct{ cur, held int }
const square = 16
// Chessboard: click a piece, then a square to move to.
func Chessboard(c *ui.Context, text string, board *[64]Piece, o ChessboardOptions) ChessboardResult {
k := pixel.K(c)
for i, pc := range board {
if pc.Kind < None || pc.Kind > King {
panic(fmt.Sprintf("tabletop: Chessboard square %d has kind %d", i, pc.Kind))
}
}
row := ui.Row(c).Gap(k.D(2)).Role(ui.RoleGroup).Label(text)
st := ui.Local(row, chessKey{}, func() chess { return chess{held: -1} })
res := ChessboardResult{From: -1, To: -1, Held: -1}
res.Element = row.Children(func() {
ui.Box(c).Size(k.D(5), k.D(8*square)).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i := range 8 {
g.Micro(1, i*square+6, fmt.Sprint(8-i), pixel.Faint, 1)
}
})
ui.Column(c).Gap(k.D(2)).Children(func() {
shell, base, ps, picked := pixel.Pad(c, k.Msg("chessboard"), 8, 64, square, square, &st.cur, o.Disabled)
// A held square the caller emptied is let go.
if st.held >= 0 && board[st.held].Kind == None {
st.held = -1
}
was := st.held
switch {
case picked < 0:
case picked == st.held:
st.held = -1
case st.held < 0 || board[picked].Kind != None && board[picked].White == board[st.held].White:
// A piece is picked up; its own side swaps it.
st.held = -1
if board[picked].Kind != None {
st.held = picked
}
default:
board[picked], board[st.held] = board[st.held], Piece{}
res.Moved, res.From, res.To, st.held = true, st.held, picked, -1
}
res.Held = st.held
if st.held != was && !res.Moved {
res.Changed = true
slog.Debug("8bit: chess hold", "label", text, "square", st.held)
}
base.Description(squareName(st.cur) + " " + pieceName(k, board[st.cur]))
held, at, shown := st.held, st.cur, *board
light, dark := shades(k)
shell.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, pc := range shown {
x, y := i%8*square, i/8*square
fill := pixel.Lit
if (i%8+i/8)%2 == 1 {
fill = pixel.Shade
}
g.Rect(x, y, square, square, fill)
if i == held {
g.Rect(x, y, square, square, pixel.AccentLit)
}
if i == at && ps.Focus {
g.Cursor(x, y, square, square)
}
if pc.Kind != None {
piece(g, x+2, y+2, pc, light, dark)
}
}
g.Finish(ps)
})
ui.Box(c).Size(k.D(8*square), k.D(5)).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i := range 8 {
g.Micro(i*square+6, 0, string(rune('A'+i)), pixel.Faint, 1)
}
})
})
})
if res.Moved {
slog.Debug("8bit: chess move", "label", text, "from", squareName(res.From), "to", squareName(res.To))
}
return res
}
// piece draws a piece outlined, showing on either square.
func piece(g pixel.Canvas, x, y int, pc Piece, light, dark pixel.Slot) {
sp, fill, edge := kinds[pc.Kind].sp, dark, light
if pc.White {
fill, edge = light, dark
}
for _, d := range [][2]int{{-1, 0}, {1, 0}, {0, -1}, {0, 1}} {
g.Silhouette(x+d[0], y+d[1], sp, 0, edge, 1)
}
g.Sprite(x, y, sp, 0, fill, 1)
}
// squareName is a square as players say it, as E4.
func squareName(i int) string {
return fmt.Sprintf("%c%d", 'A'+i%8, 8-i/8)
}
// pieceName reads a piece out, as WHITE KNIGHT.
func pieceName(k pixel.Kit, pc Piece) string {
if pc.Kind == None {
return k.Msg("empty")
}
side := k.Msg("black")
if pc.White {
side = k.Msg("white")
}
return fmt.Sprintf(k.Msg("piece_name"), side, k.Msg(kinds[pc.Kind].msg))
}