Files
8bitMyGoUI/tabletop/cardhand.go
T
ZacharyZhang-NY 81003b21ee Add tabletop components 486-500 and ten game icons
Fifteen pieces of a games night: Dice, DiceTray, PlayingCard, CardHand,
Deck, Chessboard, GoBoard, MahjongTile, Domino, Roulette, CoinFlip,
BingoCard, TicTacToe, ScoreTrack and Meeple. Component number 500 is
a meeple, which seems right.

Dice tumble, coins turn and wheels spin on a cue, a frame at a time,
and land at once under Reduce Motion. Hands lift the card you point
at and play the one drawn on top; pieces and stones pick the lighter
of Lit and Ink for White, so they read in every palette; the computer
plays a fair O; FREE is a star in every language.

New 12x12 icons: Spade, Club, Diamond, Meeple, King, Queen, Rook,
Bishop, Knight and Pawn.
2026-10-12 14:03:58 -04:00

121 lines
2.9 KiB
Go

package tabletop
import (
"fmt"
"log/slog"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type CardHandOptions struct {
Disabled bool
}
type CardHandResult struct {
Element *ui.Element
// Played is the card played this frame, else -1.
Played int
}
type handKey struct{}
// hand is the cursor, and each card's last drawn rise.
type hand struct {
cur int
rise []int
}
// fan is how far apart a hand's cards sit.
const fan = 18
// CardHand fans cards; the pointed or chosen lifts; clicks play.
func CardHand(c *ui.Context, text string, cards []Card, o CardHandOptions) CardHandResult {
k := pixel.K(c)
seen := map[Card]bool{}
for _, cd := range cards {
cd.check("CardHand")
if seen[cd] {
panic(fmt.Sprintf("tabletop: CardHand holds %+v twice", cd))
}
seen[cd] = true
}
col := ui.Column(c)
h := ui.Local(col, handKey{}, func() hand { return hand{} })
cur := &h.cur
res := CardHandResult{Played: -1}
n := len(cards)
w := max(cardW, fan*(n-1)+cardW)
res.Element = col.Children(func() {
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
})
*cur = max(0, min(*cur, n-1))
// hit is the top card drawn at a point.
hit := func(x, y float32) int {
dx, dy := int(x/k.Dot()), int(y/k.Dot())
for i := n - 1; i >= 0; i-- {
top := 8
if i < len(h.rise) {
top -= h.rise[i]
}
if dx >= i*fan && dx < i*fan+cardW && dy >= top && dy < top+cardH {
return i
}
}
return -1
}
lit := -1
if !base.IsDisabled() && n > 0 {
for _, m := range []struct {
key ui.Key
to int
}{{ui.KeyLeft, *cur - 1}, {ui.KeyRight, *cur + 1}, {ui.KeyHome, 0}, {ui.KeyEnd, n - 1}} {
if base.Shortcut(0, m.key) {
*cur = max(0, min(n-1, m.to))
}
}
// Enter and Space are taken, so clicks come from pointers.
if base.Shortcut(0, ui.KeyEnter) || base.Shortcut(0, ui.KeySpace) {
res.Played = *cur
}
x, y, over := base.PointerPosition()
if i := hit(x, y); base.Clicked() && i >= 0 {
*cur, res.Played = i, i
}
switch {
case over && st.Hover:
lit = hit(x, y)
case st.Focus:
lit = *cur
}
}
said := make([]string, n)
for i, cd := range cards {
said[i] = cd.name(k)
}
if n > 0 {
base.Description(said[*cur] + "; " + strings.Join(said, ", "))
}
// Cards rise in three steps, keyed: cards come and go.
rise := make([]int, n)
for i, cd := range cards {
rise[i] = 2 * k.Toward(c, ui.Box(c).Key(cd).Size(0, 0), i == lit, 15, 3)
}
h.rise = rise
shell.Size(k.D(w), k.D(cardH+8)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, cd := range cards {
drawCard(g, i*fan, 8-rise[i], cd, false)
}
g.Finish(st)
})
})
if res.Played >= 0 {
slog.Debug("8bit: card played", "label", text, "card", cards[res.Played].name(k))
}
return res
}