Files
8bitMyGoUI/gallery/registry.go
T
ZacharyZhang-NY 86a6901333 Add game components 269-290; CommandMenu AutoFocus
Press start, title screen, save slots, options menu, game over with
CONTINUE, credits roll, ending card, loading tips, letterbox, mission
brief, achievements, result screen, crafting grid, loot popup,
treasure chest, gacha reel, interact prompt, turn order, battle log,
target selector, ATB gauge and stamina bar. Cued effects count runs,
so each cue change plays once and reports once. CommandMenu takes
AutoFocus when enabled. HealthBar, ManaBar and CountUp keep exact
colors, ticks and counts for the largest ints.
2026-10-12 02:48:20 -04:00

121 lines
3.3 KiB
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// Package gallery shows every component live, in every palette.
package gallery
import (
"embed"
"fmt"
"reflect"
"runtime"
"slices"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Entry is one page: a component or an engine foundation.
type Entry struct {
// ID is 1–500 for components, 0 for foundations.
ID int
Name, Zh string
Category string
Summary string
Demo func(c *ui.Context, log func(string))
}
type Category struct {
Key, Name, Zh string
Icon *pixel.Sprite
}
var Categories = []Category{
{"foundations", "Foundations", "基础", icon.Palette},
{"layout", "Layout", "布局", icon.Grid},
{"text", "Text", "文字", icon.FileText},
{"display", "Display", "展示", icon.Image},
{"input", "Input", "输入", icon.Edit},
{"feedback", "Feedback", "反馈", icon.Info},
{"navigation", "Navigation", "导航", icon.Map},
{"data", "Data", "数据", icon.List},
{"overlay", "Overlay", "浮层", icon.Copy},
{"datetime", "Date & Time", "日期时间", icon.Calendar},
{"chart", "Chart", "图表", icon.Sort},
{"game", "Game", "游戏", icon.Gamepad},
{"fx", "Effects", "特效", icon.Sparkle},
{"chat", "Chat", "聊天", icon.Chat},
{"media", "Media", "媒体", icon.Music},
{"code", "Code", "代码", icon.Code},
{"account", "Account", "账户", icon.User},
{"files", "Files", "文件", icon.Folder},
{"project", "Project", "项目", icon.Flag},
{"shop", "Shop", "商店", icon.Cart},
{"agent", "Agent", "智能体", icon.Robot},
{"desk", "Desk", "桌面", icon.Save},
{"tabletop", "Tabletop", "桌游", icon.Crown},
}
var entries = slices.Concat(foundationEntries, layoutEntries, textEntries, displayEntries, inputEntries, controlEntries, feedbackEntries, navigationEntries, dataEntries, recordEntries, overlayEntries, popupEntries, datetimeEntries, timeEntries, chartEntries, plotEntries, gameEntries, rpgEntries, screenEntries, lootEntries)
func Entries() []Entry { return entries }
func (e Entry) Slug() string {
s := strings.ToLower(strings.ReplaceAll(e.Name, " ", "-"))
if e.ID == 0 {
return s
}
return fmt.Sprintf("%03d-%s", e.ID, s)
}
func (e Entry) Path() string {
if e.ID == 0 {
return "/f/" + e.Slug()
}
return "/c/" + e.Slug()
}
//go:embed demos_*.go
var demoFiles embed.FS
var codes = sources()
// Code is the source of the entry's demo function.
func (e Entry) Code() string {
src, ok := codes[funcName(e.Demo)]
if !ok {
panic("gallery: no source for " + funcName(e.Demo))
}
return src
}
func funcName(f any) string {
n := runtime.FuncForPC(reflect.ValueOf(f).Pointer()).Name()
return n[strings.LastIndex(n, ".")+1:]
}
// sources indexes every top-level demo function by name.
func sources() map[string]string {
files, err := demoFiles.ReadDir(".")
if err != nil {
panic(err)
}
out := map[string]string{}
for _, f := range files {
b, err := demoFiles.ReadFile(f.Name())
if err != nil {
panic(err)
}
for _, part := range strings.Split(string(b), "\nfunc ")[1:] {
end := strings.Index(part, "\n}\n")
if end < 0 {
panic("gallery: unterminated func in " + f.Name())
}
if name := part[:strings.IndexAny(part, "( ")]; name != "" {
out[name] = "func " + part[:end+2]
}
}
}
return out
}