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

77 lines
2.0 KiB
Go

package tabletop
import (
"fmt"
"strconv"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type ScoreTrackOptions struct {
// Spaces on the track; zero means 30.
Spaces int
}
const space = 20
// ScoreTrack winds a path; player meeples mark their scores.
func ScoreTrack(c *ui.Context, text string, scores []int, o ScoreTrackOptions) ui.Element {
k := pixel.K(c)
n := pixel.Or("ScoreTrack Spaces", o.Spaces, 30)
// A space prints three digits at most.
if len(scores) == 0 || len(scores) > len(players) || n > 999 {
panic(fmt.Sprintf("tabletop: ScoreTrack for %d players on %d spaces", len(scores), n))
}
said := make([]string, len(scores))
for i, s := range scores {
if s < 0 {
panic(fmt.Sprintf("tabletop: ScoreTrack score %d", s))
}
said[i] = fmt.Sprintf(k.Msg("player_score"), i+1, s)
}
cols := min(n, 10)
rows := (n + cols - 1) / cols
// at places space i; rows snake back and forth.
at := func(i int) (int, int) {
x, y := i%cols, i/cols
if y%2 == 1 {
x = cols - 1 - x
}
return x * space, y * space
}
return ui.Box(c).Size(k.D(cols*space), k.D(rows*space)).Role(ui.RoleImage).Label(text).Description(strings.Join(said, ", ")).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i := range n {
x, y := at(i)
fill := pixel.Face
if i%5 == 0 {
fill = pixel.Lit
}
g.Frame(x, y, space, space, pixel.Flat, fill)
g.Micro(x+2, y+2, strconv.Itoa(i), pixel.Faint, 1)
}
// A lone player stands as a meeple; crowds, small pawns.
crowd := map[int]int{}
for _, s := range scores {
crowd[s%n]++
}
seen := map[int]int{}
for i, s := range scores {
x, y := at(s % n)
if crowd[s%n] == 1 {
g.Silhouette(x+3, y+7, icon.Meeple, 0, pixel.Edge, 1)
g.Sprite(x+4, y+7, icon.Meeple, 0, players[i], 1)
continue
}
j := seen[s%n]
seen[s%n]++
g.Rect(x+2+j%3*6, y+8+j/3*6, 5, 5, pixel.Edge)
g.Rect(x+3+j%3*6, y+9+j/3*6, 3, 3, players[i])
}
})
}