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