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>
94 lines
2.5 KiB
Go
94 lines
2.5 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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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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// Award is an achievement; locked ones show as silhouettes.
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type Award struct {
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Sprite *pixel.Sprite
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Name string
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// How tells how it is earned.
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How string
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Unlocked bool
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}
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type AchievementsOptions struct {
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// Columns is the grid's width; zero means 6.
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Columns int
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Disabled bool
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}
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type AchievementsResult struct {
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Element ui.Element
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Changed bool
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}
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// tile is an award's cell, in dots.
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const tile = 24
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// Achievements grids awards; arrows read each one's name and how.
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func Achievements(c *ui.Context, text string, awards []Award, selected *int, o AchievementsOptions) AchievementsResult {
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k := pixel.K(c)
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cols := pixel.Or("Achievements Columns", o.Columns, 6)
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if len(awards) == 0 || *selected < 0 || *selected >= len(awards) {
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panic(fmt.Sprintf("game: Achievements award %d of %d", *selected, len(awards)))
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}
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got := 0
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for _, a := range awards {
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if a.Sprite == nil {
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panic(fmt.Sprintf("game: award %q has no sprite", a.Name))
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}
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if a.Unlocked {
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got++
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}
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}
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old := *selected
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col := ui.Column(c).Gap(k.D(4))
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res := AchievementsResult{Element: col}
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col.Children(func() {
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pixel.Text(c, fmt.Sprintf(k.Msg("unlocked"), got, len(awards)), pixel.TextOptions{Slot: pixel.Accent})
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shell, base, st, _ := pixel.Pad(c, text, cols, len(awards), tile, tile, selected, o.Disabled)
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a := awards[*selected]
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name := a.Name
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if !a.Unlocked {
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name = k.Msg("unknown")
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}
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base.Description(name + ": " + a.How)
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sel, shown := *selected, append([]Award(nil), awards...)
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, a := range shown {
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x, y := i%cols*tile, i/cols*tile
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sx, sy := x+(tile-a.Sprite.W)/2, y+(tile-a.Sprite.H)/2
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if a.Unlocked {
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g.Frame(x+1, y+1, tile-2, tile-2, pixel.Raised, pixel.Lit)
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g.Sprite(sx, sy, a.Sprite, 0, pixel.Ink, 1)
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} else {
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g.Frame(x+1, y+1, tile-2, tile-2, pixel.Sunken, pixel.Well)
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g.Silhouette(sx, sy, a.Sprite, 0, pixel.Shade, 1)
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}
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if i == sel {
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g.Rect(x, y, tile, 1, pixel.Accent)
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g.Rect(x, y+tile-1, tile, 1, pixel.Accent)
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g.Rect(x, y, 1, tile, pixel.Accent)
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g.Rect(x+tile-1, y, 1, tile, pixel.Accent)
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}
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}
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g.Finish(st)
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})
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pixel.Text(c, name, pixel.TextOptions{})
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pixel.Text(c, a.How, pixel.TextOptions{Slot: pixel.Faint, Wrap: true})
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})
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res.Changed = *selected != old
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if res.Changed {
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slog.Debug("8bit: achievement", "label", text, "award", *selected)
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}
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return res
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}
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