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>
87 lines
2.1 KiB
Go
87 lines
2.1 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"strconv"
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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/pixel"
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)
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type HotbarOptions struct {
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Disabled bool
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}
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type HotbarResult struct {
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Element ui.Element
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Changed bool
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// Used is the slot used this frame, or -1.
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Used int
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}
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type wheelKey struct{}
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// wheel holds unspent scroll and a turn not yet reported.
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type wheel struct {
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left float32
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moved bool
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}
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// Hotbar rows nine slots; 1–9, arrows or the wheel choose.
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func Hotbar(c *ui.Context, text string, items []data.Item, selected *int, o HotbarOptions) HotbarResult {
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k := pixel.K(c)
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n := len(items)
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if n == 0 || n > 9 || *selected < 0 || *selected >= n {
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panic(fmt.Sprintf("game: Hotbar slot %d of %d; it holds 1–9", *selected, n))
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}
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old := *selected
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shell, base, st, used := pixel.Pad(c, text, n, n, data.SlotSize, data.SlotSize, selected, o.Disabled)
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for i := range n {
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if pixel.Shortcut(base, 0, ui.Key1+ui.Key(i)) {
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*selected = i
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}
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}
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wh := ui.Local(base, wheelKey{}, func() wheel { return wheel{} })
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notch := k.D(pixel.LineHeight)
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// The handler runs before this frame knows it is off.
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base.HandleInput(func(ev ui.InputEvent) bool {
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if ev.Kind != ui.InputScroll {
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return false
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}
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wh.left += ev.DY
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return true
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})
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if base.IsDisabled() {
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wh.left = 0
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}
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// A notch moves one slot; the bar wraps around.
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for wh.left >= notch || wh.left <= -notch {
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d := 1
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if wh.left < 0 {
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d = -1
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}
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wh.left -= float32(d) * notch
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*selected, wh.moved = ((*selected+d)%n+n)%n, true
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}
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res := HotbarResult{Element: shell, Changed: *selected != old || wh.moved, Used: used}
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wh.moved = false
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base.Description(items[*selected].String())
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if res.Changed {
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slog.Debug("8bit: hotbar", "label", text, "slot", *selected)
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}
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sel, shown := *selected, append([]data.Item(nil), items...)
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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, it := range shown {
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x := i * data.SlotSize
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data.DrawSlot(g, x, 0, it, data.ItemSlotOptions{Selected: i == sel})
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g.Micro(x+3, 3, strconv.Itoa(i+1), pixel.Faint, 1)
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}
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g.Finish(st)
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})
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return res
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}
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