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>
34 lines
818 B
Go
34 lines
818 B
Go
package game
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import (
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"fmt"
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"strconv"
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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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type LivesOptions struct {
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// Sprite is the life icon; nil means Hero.
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Sprite *pixel.Sprite
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}
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// Lives shows a life icon and ×count.
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func Lives(c *ui.Context, text string, n int, o LivesOptions) ui.Element {
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k := pixel.K(c)
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if n < 0 {
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panic(fmt.Sprintf("game: Lives %d", n))
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}
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sp := o.Sprite
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if sp == nil {
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sp = Hero
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}
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count := "×" + strconv.Itoa(n)
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return ui.Box(c).Role(ui.RoleImage).Label(text).Description(count).Size(k.D(sp.W+2+pixel.Measure(count)), k.D(max(sp.H, pixel.LineHeight))).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Sprite(0, (g.H-sp.H)/2, sp, 0, pixel.Ink, 1)
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g.Text(sp.W+2, (g.H-pixel.LineHeight)/2, count, pixel.Ink, 1)
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})
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}
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