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

44 lines
1.2 KiB
Go

package tabletop
import (
"fmt"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type MeepleOptions struct {
// Player picks its color, 0 to 5.
Player int
// Empty leaves the slot open.
Empty bool
}
// Meeple is a player's token, standing in its slot.
func Meeple(c *ui.Context, text string, o MeepleOptions) ui.Element {
k := pixel.K(c)
if o.Player < 0 || o.Player >= len(players) {
panic(fmt.Sprintf("tabletop: Meeple player %d", o.Player))
}
e := ui.Box(c).Size(k.D(data.SlotSize), k.D(data.SlotSize)).Role(ui.RoleImage).Label(text)
if o.Empty {
e.Description(k.Msg("empty"))
}
return e.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
// Slots look alike everywhere: an empty item slot holds it.
data.DrawSlot(g, 0, 0, data.Item{}, data.ItemSlotOptions{})
if o.Empty {
return
}
at := (data.SlotSize - 12) / 2
for _, d := range [][2]int{{-1, 0}, {1, 0}, {0, -1}, {0, 1}} {
g.Silhouette(at+d[0], at+d[1], icon.Meeple, 0, pixel.Edge, 1)
}
g.Sprite(at, at, icon.Meeple, 0, players[o.Player], 1)
})
}