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>
95 lines
2.4 KiB
Go
95 lines
2.4 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"time"
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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 TreasureChestOptions struct {
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Disabled bool
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}
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type TreasureChestResult struct {
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Element ui.Element
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// Opened is true in the frame a press opens it.
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Opened bool
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}
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type lidKey struct{}
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// lid is whether the chest was open, and since when.
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type lid struct {
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open bool
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at time.Time
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}
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// TreasureChest opens in frames when pressed; the item rises out.
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func TreasureChest(c *ui.Context, text string, it data.Item, open *bool, o TreasureChestOptions) TreasureChestResult {
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k := pixel.K(c)
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if it.Sprite == nil {
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panic(fmt.Sprintf("game: TreasureChest item %q has no sprite", it.Name))
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}
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shell, base, st := pixel.Shell(c, func() ui.Element { return ui.ButtonBase(c).Label(text).Disabled(o.Disabled) })
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res := TreasureChestResult{Element: shell}
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if base.Clicked() && !*open {
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*open, res.Opened = true, true
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slog.Debug("8bit: chest opened", "label", text, "item", it.Name)
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}
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// First shown, the chest sits as open says.
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s := ui.Local(base, lidKey{}, func() lid { return lid{open: *open} })
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if *open != s.open {
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s.open, s.at = *open, k.Now()
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}
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frame, rise := 0, 0
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if *open {
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frame, rise = 2, 10
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if !k.Reduce() {
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frame, rise = k.Since(c, s.at, 8, 2), k.Since(c, s.at, 15, 10)
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}
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}
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if *open {
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base.Description(it.String())
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}
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// Room above the chest holds the fully risen item.
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sp := it.Sprite
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top := sp.H + 13
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shell.Size(k.D(24), k.D(top+14)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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if frame == 2 {
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g.Sprite((24-sp.W)/2, top-3-sp.H-rise, sp, 0, pixel.Ink, 1)
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}
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chest(g, 2, top, frame)
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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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// chest draws a 20×14 chest: closed, ajar or open.
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func chest(g pixel.Canvas, x, y, frame int) {
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g.Frame(x, y+5, 20, 9, pixel.Flat, pixel.Shade)
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switch frame {
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case 0:
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g.Frame(x, y, 20, 6, pixel.Flat, pixel.Shade)
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case 1:
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g.Frame(x, y-3, 20, 6, pixel.Flat, pixel.Shade)
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g.Rect(x+1, y+3, 18, 2, pixel.Ink)
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g.Veil(x+1, y+3, 18, 2, pixel.Warn, 6)
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default:
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g.Frame(x, y-4, 20, 4, pixel.Flat, pixel.Edge)
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g.Rect(x+1, y+5, 18, 3, pixel.Ink)
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g.Veil(x+1, y+5, 18, 3, pixel.Warn, 8)
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}
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g.Rect(x+9, y+5, 2, 9, pixel.Warn)
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if frame == 0 {
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g.Rect(x+9, y, 2, 6, pixel.Warn)
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g.Rect(x+8, y+4, 4, 4, pixel.Warn)
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g.Dot(x+10, y+6, pixel.Edge)
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}
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}
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