Files
8bitMyGoUI/game/optionsmenu.go
T
ZacharyZhang-NY b4b4d67b92 Audit keyboard, focus, veils, motion and clocks across all 500
A cross-cutting pass, each fix with a test that failed first.

Veils: MyGo still hands a key to a base that turned off this frame,
so every element key now goes through pixel.Shortcut, which an
archtest enforces. Input handlers record and the build applies them
only while enabled; the editor turns away a veil-frame letter or
copy; value bases get a copy and keep only enabled turns. Popups
give a held focus back to their opener when the veil lifts.

Motion: S5 is enforced at the clock. Every Tick, Since, Step,
Toward and Shot runs at 4-15 fps; blinks keep 1 Hz on 4 fps steps,
fast animations step at 15, and drawn time is quantized to frames.

Clocks stepping back: Since holds at zero without overflow, and
k.Elapsed moves a stored start to now, so nothing goes negative,
runs backward or indexes out of range.

Also: logs count typed text instead of holding it, gallery names
use glyphs the font has, removable rows are keyed, components take
their own Options (archtest), and sweeps over all 508 demos check
veiled keys, clicks, wheels, the clock stepping back and names.
2026-10-12 16:03:04 -04:00

152 lines
3.8 KiB
Go

package game
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Setting is an options row: a choice, or a level.
type Setting struct {
Name string
Choices []string
// Max makes a level row, 0 to Max, not Choices.
Max int
Value *int
}
// top is the setting's highest value.
func (s Setting) top() int {
if s.Max > 0 {
return s.Max
}
return len(s.Choices) - 1
}
// shown is the setting's value as words.
func (s Setting) shown() string {
if s.Max > 0 {
return fmt.Sprintf("%d/%d", *s.Value, s.Max)
}
return s.Choices[*s.Value]
}
type OptionsMenuOptions struct {
Disabled bool
}
type OptionsMenuResult struct {
Element *ui.Element
Changed bool
}
// rowH is an options row's height in dots.
const rowH = pixel.LineHeight + 2
// OptionsMenu rows settings: Up and Down choose, ◀ ▶ change.
func OptionsMenu(c *ui.Context, text string, settings []Setting, row *int, o OptionsMenuOptions) OptionsMenuResult {
k := pixel.K(c)
if len(settings) == 0 || *row < 0 || *row >= len(settings) {
panic(fmt.Sprintf("game: OptionsMenu row %d of %d", *row, len(settings)))
}
name, value := 0, 0
for _, s := range settings {
if (len(s.Choices) > 0) == (s.Max > 0) || s.Value == nil || *s.Value < 0 || *s.Value > s.top() {
panic(fmt.Sprintf("game: setting %q needs Choices or Max, and a value in range", s.Name))
}
name = max(name, pixel.Measure(s.Name))
value = max(value, 4*s.Max)
for _, ch := range s.Choices {
value = max(value, pixel.Measure(ch))
}
}
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleList).Label(text).Disabled(o.Disabled)
})
res, was := OptionsMenuResult{Element: shell}, *row
step := func(d int) {
s := settings[*row]
if v := *s.Value + d; v >= 0 && v <= s.top() {
*s.Value, res.Changed = v, true
}
}
if pixel.Shortcut(base, 0, ui.KeyUp) && *row > 0 {
*row--
}
if pixel.Shortcut(base, 0, ui.KeyDown) && *row < len(settings)-1 {
*row++
}
if pixel.Shortcut(base, 0, ui.KeyLeft) {
step(-1)
}
if pixel.Shortcut(base, 0, ui.KeyRight) {
step(1)
}
// Enter and Space are taken, so clicks come from pointers.
pixel.Shortcut(base, 0, ui.KeyEnter)
pixel.Shortcut(base, 0, ui.KeySpace)
aw := pixel.Measure("◀")
ax := pixel.Hand.W + 4 + name + 10
vx := ax + aw + 3
bx := vx + value + 3
// A click picks its row; an arrow click steps too.
if base.Clicked() {
x, y, _ := base.PointerPosition()
dx, dy := int(x/k.Dot()), int(y/k.Dot())
if i := dy / rowH; dy >= 0 && i < len(settings) {
*row = i
switch {
case dx >= ax && dx < ax+aw:
step(-1)
case dx >= bx && dx < bx+aw:
step(1)
}
}
}
base.Description(settings[*row].Name + ": " + settings[*row].shown())
if res.Changed || *row != was {
slog.Debug("8bit: option", "label", text, "setting", settings[*row].Name, "value", settings[*row].shown())
}
cur := *row
values := make([]int, len(settings))
for i, s := range settings {
values[i] = *s.Value
}
shell.Size(k.D(bx+aw), k.D(len(settings)*rowH)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, s := range settings {
y, v := i*rowH, values[i]
if i == cur {
g.Sprite(0, y+(rowH-pixel.Hand.H)/2, pixel.Hand, 0, pixel.Edge, 1)
}
g.Text(pixel.Hand.W+4, y, s.Name, pixel.Ink, 1)
arrow := func(x int, glyph string, on bool) {
ink := pixel.Faint
if on {
ink = pixel.Accent
}
g.Text(x, y, glyph, ink, 1)
}
arrow(ax, "◀", v > 0)
arrow(bx, "▶", v < s.top())
if s.Max > 0 {
for j := range s.Max {
if j < v {
g.Rect(vx+j*4, y+5, 3, 7, pixel.Good)
} else {
g.Checker(vx+j*4, y+5, 3, 7, pixel.Shade)
}
}
continue
}
ch := s.Choices[v]
g.Text(vx+(value-pixel.Measure(ch))/2, y, ch, pixel.Ink, 1)
}
g.Finish(st)
})
return res
}