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
1.3 KiB
Go
44 lines
1.3 KiB
Go
package game
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import (
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"fmt"
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"math"
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"strconv"
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"github.com/egoist/mygo/ui"
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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 HeartsOptions struct {
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// PerRow wraps the hearts; zero means 10.
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PerRow int
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}
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// Hearts shows hp of full hearts, in quarters.
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func Hearts(c *ui.Context, text string, hp, full float64, o HeartsOptions) ui.Element {
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k := pixel.K(c)
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if full < 1 || full != math.Trunc(full) || !(hp >= 0 && hp <= full) || hp*4 != math.Trunc(hp*4) {
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panic(fmt.Sprintf("game: Hearts %v of %v; hearts are whole, health in quarters", hp, full))
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}
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per := pixel.Or("Hearts PerRow", o.PerRow, 10)
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n := int(full)
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cols, rows := min(n, per), (n+per-1)/per
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shown := strconv.FormatFloat(hp, 'f', -1, 64) + "/" + strconv.Itoa(n)
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return ui.Box(c).Role(ui.RoleMeter).Label(text).Description(shown).Size(k.D(cols*11+1), k.D(rows*10+2)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range n {
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x, y := i%per*11, i/per*10
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// Quarters fill from the bottom left, clockwise.
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q := min(4, max(0, int(hp*4)-4*i))
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for j, part := range [][2]int{{0, 6}, {0, 0}, {6, 0}, {6, 6}} {
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if j < q {
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g.Clip(x+part[0], y+part[1], 6, 6, func() { g.Sprite(x, y, icon.Heart, 0, pixel.Bad, 1) })
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}
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}
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g.Sprite(x, y, icon.HeartEmpty, 0, pixel.Edge, 1)
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}
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})
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}
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