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.
117 lines
2.7 KiB
Go
117 lines
2.7 KiB
Go
package input
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import (
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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/pixel"
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)
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// Direction is a d-pad arm.
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type Direction uint8
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const (
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None Direction = iota
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Up
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Down
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Left
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Right
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)
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func (d Direction) String() string { return [...]string{"none", "up", "down", "left", "right"}[d] }
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type DPadOptions struct {
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Disabled bool
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}
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type DPadResult struct {
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Element *ui.Element
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// Pressed is the arm pressed this frame.
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Pressed Direction
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}
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type dpadKey struct{}
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// flash is the arm a key lit, and when.
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type flash struct {
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arm Direction
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at time.Time
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}
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// DPad is a cross pad reporting arrows and pressed arms.
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func DPad(c *ui.Context, text string, o DPadOptions) DPadResult {
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k := pixel.K(c)
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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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lit := ui.Local(base, dpadKey{}, func() flash { return flash{} })
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res := DPadResult{Element: shell}
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for _, m := range []struct {
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key ui.Key
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arm Direction
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}{{ui.KeyUp, Up}, {ui.KeyDown, Down}, {ui.KeyLeft, Left}, {ui.KeyRight, Right}} {
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if pixel.Shortcut(base, 0, m.key) {
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res.Pressed = m.arm
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}
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}
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// Taking Enter and Space keeps keys from clicking.
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pixel.Shortcut(base, 0, ui.KeyEnter)
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pixel.Shortcut(base, 0, ui.KeySpace)
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at := func() Direction {
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x, y, _ := base.PointerPosition()
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return armAt(int(x/k.Dot()), int(y/k.Dot()))
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}
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if base.Clicked() {
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res.Pressed = at()
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}
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if res.Pressed != None {
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*lit = flash{res.Pressed, k.Now()}
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slog.Debug("8bit: dpad", "label", text, "arm", res.Pressed)
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}
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down := None
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if k.Elapsed(&lit.at) < 150*time.Millisecond {
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down = lit.arm
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k.Tick(c, 10)
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}
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if st.Press {
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down = at()
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}
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shell.Size(k.D(36), k.D(36)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Rect(12, 0, 12, 36, pixel.Edge)
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g.Rect(0, 12, 36, 12, pixel.Edge)
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for _, a := range []struct {
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arm Direction
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x, y, w, h int
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sp *pixel.Sprite
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}{{Up, 13, 1, 10, 11, tinyUp}, {Down, 13, 24, 10, 11, tinyDown}, {Left, 1, 13, 11, 10, tinyLeft}, {Right, 24, 13, 11, 10, tinyRight}} {
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fill, dy := pixel.Face, 0
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if down == a.arm {
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fill, dy = pixel.Shade, 1
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}
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g.Rect(a.x, a.y, a.w, a.h, fill)
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g.Sprite(a.x+(a.w-a.sp.W)/2, a.y+(a.h-a.sp.H)/2+dy, a.sp, 0, pixel.Ink, 1)
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}
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g.Rect(13, 13, 10, 10, pixel.Shade)
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g.Finish(st)
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})
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return res
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}
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// armAt is the arm under a dot of the pad.
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func armAt(x, y int) Direction {
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switch {
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case x >= 12 && x < 24 && y < 12:
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return Up
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case x >= 12 && x < 24 && y >= 24:
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return Down
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case y >= 12 && y < 24 && x < 12:
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return Left
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case y >= 12 && y < 24 && x >= 24:
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return Right
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}
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return None
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}
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