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