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.
109 lines
3.1 KiB
Go
109 lines
3.1 KiB
Go
package code
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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/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type SpriteSheetOptions struct {
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// Scale is dots per sprite dot, 1–4; zero means 2.
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Scale int
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// Columns of frames; zero means 4.
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Columns int
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// FPS is the playback speed, 4–15; zero means 6.
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FPS int
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Disabled bool
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}
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type SpriteSheetResult struct {
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Element *ui.Element
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// Changed is a frame chosen or play pressed.
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Changed bool
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}
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type sheetKey struct{}
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// sheet is the frame play began on, and when.
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type sheet struct {
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from int
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since time.Time
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}
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// SpriteSheet lays frames in a grid; playing steps through them.
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func SpriteSheet(c *ui.Context, text string, sp *pixel.Sprite, frame *int, playing *bool, o SpriteSheetOptions) SpriteSheetResult {
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k := pixel.K(c)
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n, s := sp.Frames(), pixel.Or("SpriteSheet Scale", o.Scale, 2)
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fps, cols := pixel.Or("SpriteSheet FPS", o.FPS, 6), min(n, pixel.Or("SpriteSheet Columns", o.Columns, 4))
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if s > 4 || *frame < 0 || *frame >= n {
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panic(fmt.Sprintf("code: SpriteSheet frame %d of %d at scale %d", *frame, n, s))
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}
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if fps < 4 || fps > 15 {
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panic(fmt.Sprintf("code: SpriteSheet FPS %d outside 4–15", fps))
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}
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var res SpriteSheetResult
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res.Element = ui.Row(c).Gap(k.D(8)).AlignItems(ui.Start)
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sh := ui.Local(res.Element, sheetKey{}, func() sheet { return sheet{} })
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// Playback is the content asked for, so it keeps time.
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switch {
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case !*playing:
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sh.since = time.Time{}
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case sh.since.IsZero():
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sh.from, sh.since = *frame, k.Now()
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}
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if *playing {
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per := time.Second / time.Duration(fps)
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m := int(k.Elapsed(&sh.since) / per)
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*frame = (sh.from + m) % n
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k.At(c, sh.since.Add(time.Duration(m+1)*per))
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}
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cw, ch := sp.W*s+4, sp.H*s+4
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res.Element.Children(func() {
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old := *frame
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shell, base, st, _ := pixel.Pad(c, text, cols, n, cw, ch, frame, o.Disabled)
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base.Description(fmt.Sprintf("%d / %d", *frame+1, n))
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if *frame != old {
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res.Changed, sh.from, sh.since = true, *frame, k.Now()
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}
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at := *frame
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range n {
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x, y := i%cols*cw, i/cols*ch
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g.Frame(x, y, cw, ch, pixel.Flat, pixel.Well)
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if i == at {
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g.Cursor(x, y, cw, ch)
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}
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g.Sprite(x+2, y+2, sp, i, pixel.Ink, s)
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}
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g.Finish(st)
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})
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ui.Column(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
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// The preview doubles the grid's scale, up to 4.
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big := min(4, 2*s)
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ui.Box(c).Size(k.D(sp.W*big+8), k.D(sp.H*big+8)).Role(ui.RoleImage).Label(fmt.Sprintf("%s %d", text, at+1)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Frame(0, 0, g.W, g.H, pixel.Sunken, pixel.Well)
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g.Sprite(4, 4, sp, at, pixel.Ink, big)
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})
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sym := icon.Play
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if *playing {
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sym = icon.Pause
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}
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if input.Toggle(c, "", playing, input.ToggleOptions{Icon: sym, Label: k.Msg("play"), Disabled: o.Disabled}).Changed {
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res.Changed = true
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}
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})
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})
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if res.Changed {
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slog.Debug("8bit: sprite sheet", "label", text, "frame", *frame, "playing", *playing)
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}
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return res
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}
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