Files
8bitMyGoUI/input/cheatcode.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

123 lines
3.2 KiB
Go

package input
import (
"fmt"
"log/slog"
"slices"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type CheatCodeOptions struct {
// Sequence is the code; nil means ↑↑↓↓←→←→BA.
Sequence []ui.Key
Disabled bool
}
type CheatCodeResult struct {
Element *ui.Element
Unlocked bool
}
var konami = []ui.Key{ui.KeyUp, ui.KeyUp, ui.KeyDown, ui.KeyDown, ui.KeyLeft, ui.KeyRight, ui.KeyLeft, ui.KeyRight, ui.KeyB, ui.KeyA}
type cheatKey struct{}
// cheat is the key trail and an unreported win.
type cheat struct {
trail []ui.Key
won, fresh bool
}
// CheatCode watches keys for a sequence and shows the trail.
func CheatCode(c *ui.Context, text string, o CheatCodeOptions) CheatCodeResult {
k := pixel.K(c)
seq := o.Sequence
if seq == nil {
seq = konami
}
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
})
s := ui.Local(base, cheatKey{}, func() cheat { return cheat{} })
// The handler runs before this frame knows it is off.
if base.IsDisabled() {
*s = cheat{}
}
// Keys come in order here, however fast they are typed.
base.HandleInput(func(ev ui.InputEvent) bool {
if ev.Kind != ui.InputKeyDown || ev.Mods != 0 {
return false
}
s.won, s.trail = false, append(s.trail, ev.Key)
s.trail = s.trail[max(0, len(s.trail)-len(seq)):]
if slices.Equal(s.trail, seq) {
s.won, s.fresh, s.trail = true, true, nil
}
// Other keys break the code yet pass on, like Tab.
return slices.Contains(seq, ev.Key)
})
res := CheatCodeResult{Element: shell, Unlocked: s.fresh}
s.fresh = false
if res.Unlocked {
slog.Debug("8bit: cheat unlocked", "label", text)
}
got := matched(s.trail, seq)
base.Description(fmt.Sprintf("%d/%d", got, len(seq)))
trail, won := s.trail, s.won
shell.Size(k.D(len(seq)*10+4), k.D(14+pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Frame(0, 0, g.W, 14, pixel.Sunken, pixel.Well)
// With no trail yet, the code itself waits in Shade.
keys, ink := trail, pixel.Faint
switch {
case won:
keys, ink = seq, pixel.Good
g.Text(2, 14, k.Msg("lives"), pixel.Good, 1)
case len(trail) == 0:
keys, ink = seq, pixel.Shade
}
for i, key := range keys {
kink := ink
if len(trail) > 0 && i >= len(trail)-got {
kink = pixel.Accent
}
glyph(g, 2+i*10, 4, key, kink)
}
g.Finish(st)
})
return res
}
// matched is the longest end of trail that starts seq.
func matched(trail, seq []ui.Key) int {
for n := min(len(trail), len(seq)); n > 0; n-- {
if slices.Equal(trail[len(trail)-n:], seq[:n]) {
return n
}
}
return 0
}
// glyph draws a key as an arrow or micro letter.
func glyph(g pixel.Canvas, x, y int, key ui.Key, ink pixel.Slot) {
switch {
case key == ui.KeyUp:
g.Sprite(x+2, y+1, tinyUp, 0, ink, 1)
case key == ui.KeyDown:
g.Sprite(x+2, y+1, tinyDown, 0, ink, 1)
case key == ui.KeyLeft:
g.Sprite(x+3, y, tinyLeft, 0, ink, 1)
case key == ui.KeyRight:
g.Sprite(x+3, y, tinyRight, 0, ink, 1)
case key >= ui.KeyA && key <= ui.KeyZ:
g.Micro(x+2, y, string(rune('A'+key-ui.KeyA)), ink, 1)
case key >= ui.Key0 && key <= ui.Key9:
g.Micro(x+2, y, string(rune('0'+key-ui.Key0)), ink, 1)
default:
g.Rect(x+2, y+1, 3, 3, ink)
}
}