Files
8bitMyGoUI/game/equipment.go
T
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

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package game
import (
"fmt"
"log/slog"
"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"
)
// The paper doll's slots, in the order Equipment takes gear.
const (
Head = iota
Body
Weapon
Shield
Ring
)
// doll places the slots on a 3×3 grid.
var doll = []struct {
at Spot
name string
hint *pixel.Sprite
}{
{Spot{1, 0}, "head", icon.Crown}, {Spot{1, 1}, "body", icon.User}, {Spot{0, 1}, "weapon", icon.Sword},
{Spot{2, 1}, "shield", icon.Shield}, {Spot{0, 2}, "ring", icon.Gem},
}
// pitch is a doll cell: a slot and its gap.
const pitch = data.SlotSize + 4
type EquipmentOptions struct {
Disabled bool
}
type EquipmentResult struct {
Element ui.Element
Changed bool
// Picked is the slot opened this frame, or -1.
Picked int
}
// Equipment is a paper doll with five slots.
func Equipment(c *ui.Context, text string, gear []data.Item, selected *int, o EquipmentOptions) EquipmentResult {
k := pixel.K(c)
if len(gear) != len(doll) || *selected < 0 || *selected >= len(doll) {
panic(fmt.Sprintf("game: Equipment has %d slots, slot %d; it takes head, body, weapon, shield, ring", len(gear), *selected))
}
old := *selected
spots := make([]Spot, len(doll))
captions := make([]string, len(doll))
w := 3*pitch - 4
for i, d := range doll {
spots[i], captions[i] = d.at, k.Msg(d.name)
if gear[i].Sprite != nil {
captions[i] += ": " + gear[i].String()
}
w = max(w, pixel.Measure(captions[i]))
}
shell, base, st := pixel.Shell(c, func() ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
})
arrows(base, spots, selected)
res := EquipmentResult{Element: shell, Picked: -1}
if pixel.Shortcut(base, 0, ui.KeyEnter) || pixel.Shortcut(base, 0, ui.KeySpace) {
res.Picked = *selected
}
left := (w - (3*pitch - 4)) / 2
// Enter and Space are taken, so clicks come from pointers.
if base.Clicked() {
x, y, _ := base.PointerPosition()
dx, dy := int(x/k.Dot())-left, int(y/k.Dot())
for i, s := range spots {
if dx >= s.X*pitch && dx < s.X*pitch+data.SlotSize && dy >= s.Y*pitch && dy < s.Y*pitch+data.SlotSize {
*selected, res.Picked = i, i
}
}
}
res.Changed = *selected != old
base.Description(captions[*selected])
if res.Changed {
slog.Debug("8bit: equipment", "label", text, "slot", doll[*selected].name)
}
sel, shown := *selected, append([]data.Item(nil), gear...)
shell.Size(k.D(w), k.D(3*pitch+pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
figure(g, left)
for i, d := range doll {
x, y := left+d.at.X*pitch, d.at.Y*pitch
data.DrawSlot(g, x, y, shown[i], data.ItemSlotOptions{Selected: i == sel})
if shown[i].Sprite == nil {
g.Silhouette(x+(data.SlotSize-d.hint.W)/2, y+(data.SlotSize-d.hint.H)/2, d.hint, 0, pixel.Shade, 1)
}
}
g.Text((w-pixel.Measure(captions[sel]))/2, 3*pitch, captions[sel], pixel.Ink, 1)
g.Finish(st)
})
return res
}
// figure sketches the body the slots dress: neck, arms, legs.
func figure(g pixel.Canvas, x int) {
mid := x + pitch + data.SlotSize/2
g.Rect(mid-2, data.SlotSize, 4, 4, pixel.Shade)
g.Rect(x+data.SlotSize/2, pitch+9, 2*pitch, 4, pixel.Shade)
g.Rect(mid-6, 2*pitch-4, 5, pitch, pixel.Shade)
g.Rect(mid+1, 2*pitch-4, 5, pitch, pixel.Shade)
}