A widget declares its layer
ci/woodpecker/push/woodpecker Pipeline was successful

Registration order was the only thing deciding what a widget was drawn
over, which forced a domain to keep one ordered list of every widget it
owns — the one shape that cannot be split into a file per widget.

A widget now says where it belongs: Layer, the eight LayerScene..LayerCursor
constants, the optional Layered interface and LayerOf for wrappers. Draw
runs from the bottom layer up, Tick from the top down, and registration
order only breaks ties inside a layer. Every built-in declares its own;
anything that stays quiet sits on LayerHUD, so existing HUDs come out where
they were.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-30 22:19:17 +02:00
co-authored by Claude Opus 5
parent 53f4df0466
commit 2429ada090
16 changed files with 118 additions and 24 deletions
+39 -11
View File
@@ -1018,6 +1018,24 @@ type Widget interface {
Draw(dst *ebiten.Image, ctx *UICtx)
}
type Layer int
const (
LayerScene Layer = 0 // over the picture, under the HUD
LayerPanel Layer = 100 // the plate the HUD sits on
LayerHUD Layer = 200 // verbs, inventory, status line, top bar
LayerSpeech Layer = 300 // speech bubbles
LayerDialog Layer = 400 // the dialogue box
LayerMenu Layer = 500 // radial verbs, menus
LayerCurtain Layer = 600 // end cards, fades
LayerCursor Layer = 700 // the pointer
)
type Layered interface {
Layer() Layer
}
func LayerOf(w Widget) Layer // Layered, else LayerHUD
type UICtx struct {
Game *Game
DT float64
@@ -1045,13 +1063,23 @@ their own `Bounds` (or compute them dynamically, like `RadialVerbs`).
### 10.2 Z-order and input consumption
- **`Tick` runs in reverse registration order.** Widgets registered later
(drawn on top) get the click first. Each widget calls
`ctx.Game.Input.ConsumeLeft()` / `ConsumeRight()` to claim the event;
later widgets see `LeftClicked() == false`.
- **`Draw` runs in registration order** — registered last → painted on top.
- The `Cursor` widget is registered last by convention so it always wins
on visual layer (and effectively never claims clicks).
- **`Draw` runs from the bottom layer up** — a widget on a higher layer is
painted on top. Inside one layer, registration order decides.
- **`Tick` runs from the top layer down.** The widget drawn on top gets the
click first. Each widget calls `ctx.Game.Input.ConsumeLeft()` /
`ConsumeRight()` to claim the event; widgets below see
`LeftClicked() == false`.
- **A widget declares its layer**, it does not inherit one from the order it
was registered in. Every built-in implements `Layered`; a widget that does
not sits on `LayerHUD`. `Cursor` is on `LayerCursor`, so it always wins on
visual layer (and effectively never claims clicks) no matter when it was
registered.
- Layers are what let a domain register its widgets **one file at a time**
an `init()` per widget, in whatever order the file names happen to fall —
without the HUD coming out shuffled.
- A wrapper widget that forwards to an inner one — a visibility gate, say —
should return `LayerOf(inner)` from its own `Layer`, so that wrapping does
not move the widget.
After all widgets ticked, the engine offers the (possibly consumed) click
to `handleSceneInput`, which is where hotspot interactions live. If a
@@ -1575,7 +1603,7 @@ if scriptRunner != nil:
return
clear hoverLabel
for w in reversed(WidgetManager):
for w in WidgetManager, top layer down:
w.Tick(uictx) // widgets consume input top-down
handleSceneInput() // hotspot resolution + right-click reset
@@ -1589,7 +1617,7 @@ fill Theme.SceneBackdrop (if any)
draw scene background image
for c in characters sorted by Y:
drawCharacter(c)
for w in WidgetManager (registration order):
for w in WidgetManager (by layer, then registration order):
w.Draw(screen, uictx)
draw transition overlay
```
@@ -1844,8 +1872,8 @@ inkwell/ # module git.teletypegames.org/games/inkwell
├── input.def.go # Input (consume-on-use)
├── ui.widget.go # Widget interface, UICtx, Size, Align
├── ui.manager.go # WidgetManager alias + reversed/ordered iterators
├── ui.widget.go # Widget interface, Layer, UICtx, Size, Align
├── ui.manager.go # WidgetManager alias + layer-ordered iterators
├── ui.theme.go # Theme + ThemeManager
├── ui.theme_presets.go # 4 preset themes
├── ui.defaults.go # RegisterDefaultUI/RadialVerbUI/RichUI