The manager that holds widgets is the WidgetManager
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UIManager named the category, not the contents. Every other manager is named after what it registers — ItemManager holds Items, SceneManager holds Scenes — so the one that registers Widgets is the WidgetManager. The alias, the Game field and both manual pages move together. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -180,7 +180,7 @@ type DialogueManager = Manager[Dialogue]
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type ScriptManager = Manager[Script]
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type AssetManager = Manager[Asset]
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type VerbManager = Manager[Verb]
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type UIManager = Manager[Widget]
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type WidgetManager = Manager[Widget]
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type ThemeManager = Manager[Theme]
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```
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@@ -242,7 +242,7 @@ type Game struct {
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ScriptManager *ScriptManager
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AssetManager *AssetManager
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VerbManager *VerbManager
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UIManager *UIManager
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WidgetManager *WidgetManager
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ThemeManager *ThemeManager
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// exits
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@@ -273,7 +273,7 @@ Initialises every manager (empty), registers the default SCUMM verb set
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(`look`, `use`, `talk`, `take`), installs all four preset themes, and
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selects `classic-scumm` as the active theme. Widgets are **not**
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auto-registered — call `RegisterDefaultUI(g)` (or one of its siblings)
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explicitly, or let `Run` install the default set if `UIManager` is empty.
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explicitly, or let `Run` install the default set if `WidgetManager` is empty.
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The manager fields are ordinary `*Manager` values, so a domain that keeps its
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own registries can **assign them onto the Game** instead of copying every entry
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@@ -1002,7 +1002,7 @@ could be used by triggers once those land.
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## 10. The widget system
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The HUD is a tree of `Widget`s, each registered into `g.UIManager`. The
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The HUD is a tree of `Widget`s, each registered into `g.WidgetManager`. The
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library ships built-in widgets for every classic adventure UI piece;
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domain code can register arbitrary new ones — chat panels, minimaps,
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hotbars — without touching the library.
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@@ -1352,7 +1352,7 @@ func (m *Minimap) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
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// ... render scene thumbnail, mark NPCs, etc.
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}
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g.UIManager.Register(&Minimap{
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g.WidgetManager.Register(&Minimap{
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Name: "minimap",
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Bounds: inkwell.Rect(220, 4, 96, 56),
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})
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@@ -1554,7 +1554,7 @@ func Run(g *Game) error // toplevel — same as g.Run()
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1. `g.Audio.attach(g.AssetManager)` — wire the audio player to whichever
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asset registry the game is carrying by now.
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2. `g.Validate()` — cross-check name references between managers.
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3. If `UIManager` is empty, call `RegisterDefaultUI(g)`.
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3. If `WidgetManager` is empty, call `RegisterDefaultUI(g)`.
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4. Place the start scene directly (no transition), bump
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`State.NoteVisit`, position registered actors, kick off music.
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5. Compose `Seq(scene.OnEnter, OnStart script, OnFinale script)` and queue
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@@ -1575,7 +1575,7 @@ if scriptRunner != nil:
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return
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clear hoverLabel
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for w in reversed(UIManager):
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for w in reversed(WidgetManager):
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w.Tick(uictx) // widgets consume input top-down
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handleSceneInput() // hotspot resolution + right-click reset
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@@ -1589,7 +1589,7 @@ fill Theme.SceneBackdrop (if any)
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draw scene background image
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for c in characters sorted by Y:
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drawCharacter(c)
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for w in UIManager (registration order):
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for w in WidgetManager (registration order):
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w.Draw(screen, uictx)
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draw transition overlay
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```
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@@ -1845,7 +1845,7 @@ inkwell/ # module git.teletypegames.org/games/inkwell
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├── input.def.go # Input (consume-on-use)
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│
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├── ui.widget.go # Widget interface, UICtx, Size, Align
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├── ui.manager.go # UIManager alias + reversed/ordered iterators
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├── ui.manager.go # WidgetManager alias + reversed/ordered iterators
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├── ui.theme.go # Theme + ThemeManager
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├── ui.theme_presets.go # 4 preset themes
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├── ui.defaults.go # RegisterDefaultUI/RadialVerbUI/RichUI
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+1
-1
@@ -16,7 +16,7 @@ func Run(g *Game) error {
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}
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// If the domain didn't register any widgets, fall back to the SCUMM
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// preset so the game is still playable.
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if g.UIManager.Len() == 0 {
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if g.WidgetManager.Len() == 0 {
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RegisterDefaultUI(g)
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}
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+2
-2
@@ -61,7 +61,7 @@ func (e *engine) Update() error {
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// Top-down input: the widget drawn last (= registered last) gets the
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// click first, then the next-to-last, etc. A widget signals "I took it"
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// via g.Input.ConsumeLeft / ConsumeRight.
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for _, w := range reversedWidgets(g.UIManager) {
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for _, w := range reversedWidgets(g.WidgetManager) {
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w.Tick(uictx)
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}
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@@ -192,7 +192,7 @@ func (e *engine) Draw(screen *ebiten.Image) {
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// widgets in registration order
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uictx := &UICtx{Game: g, DT: 1.0 / 60.0}
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for _, w := range orderedWidgets(g.UIManager) {
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for _, w := range orderedWidgets(g.WidgetManager) {
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w.Draw(screen, uictx)
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}
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+2
-2
@@ -21,7 +21,7 @@ type Game struct {
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ScriptManager *ScriptManager
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AssetManager *AssetManager
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VerbManager *VerbManager
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UIManager *UIManager
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WidgetManager *WidgetManager
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ThemeManager *ThemeManager
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// SceneRect is the part of the window the picture occupies. Zero means
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@@ -131,7 +131,7 @@ func NewGame(title string, w, h int) *Game {
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ScriptManager: NewManager[Script](),
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AssetManager: NewManager[Asset](),
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VerbManager: NewManager[Verb](),
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UIManager: NewManager[Widget](),
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WidgetManager: NewManager[Widget](),
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ThemeManager: NewManager[Theme](),
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State: NewState(),
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Inventory: NewInventory(),
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+28
-28
@@ -1,20 +1,20 @@
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package inkwell
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// RegisterDefaultUI installs the SCUMM-style HUD widgets into g.UIManager
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// RegisterDefaultUI installs the SCUMM-style HUD widgets into g.WidgetManager
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// in the conventional Z-order (HotspotDebug at the back, Cursor on top).
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// Domains that want a different layout call this and then either tweak
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// the registered widgets in place or replace them entirely.
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//
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// Layout assumes the default 320×200 internal resolution.
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func RegisterDefaultUI(g *Game) {
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g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.UIManager.Register(&VerbBar{
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g.WidgetManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.WidgetManager.Register(&VerbBar{
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Name: "verbs",
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Origin: Point{X: 4, Y: 152},
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Cols: 2,
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Button: Size{W: 60, H: 14},
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})
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g.UIManager.Register(&InventoryBar{
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g.WidgetManager.Register(&InventoryBar{
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Name: "inventory",
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Origin: Point{X: 132, Y: 152},
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Slots: 8,
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@@ -22,11 +22,11 @@ func RegisterDefaultUI(g *Game) {
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SlotSize: 22,
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Gap: 2,
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})
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g.UIManager.Register(&StatusLine{Name: "status", Y: 142, Align: AlignCenter})
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g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14})
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g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6})
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g.UIManager.Register(&EndCard{Name: "endcard"})
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g.UIManager.Register(&Cursor{Name: "cursor"})
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g.WidgetManager.Register(&StatusLine{Name: "status", Y: 142, Align: AlignCenter})
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g.WidgetManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14})
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g.WidgetManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6})
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g.WidgetManager.Register(&EndCard{Name: "endcard"})
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g.WidgetManager.Register(&Cursor{Name: "cursor"})
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}
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// RegisterRichUI installs a "story-rich" HUD that matches the layout of
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@@ -39,15 +39,15 @@ func RegisterDefaultUI(g *Game) {
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// PlayerName / NPCName correspond to registered characters. Pass "" for
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// NPCName to skip the NPC panel.
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func RegisterRichUI(g *Game, playerName, npcName string) {
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g.UIManager.Register(&TopBar{
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g.WidgetManager.Register(&TopBar{
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Name: "topbar",
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Height: 12,
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ScoreVar: "score", ScoreMax: 100,
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TimeVar: "time",
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})
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g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.WidgetManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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if playerName != "" {
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g.UIManager.Register(&CharacterPanel{
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g.WidgetManager.Register(&CharacterPanel{
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Name: "panel_player",
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Bounds: Rect(2, 14, 92, 36),
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Character: playerName,
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@@ -59,7 +59,7 @@ func RegisterRichUI(g *Game, playerName, npcName string) {
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})
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}
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if npcName != "" {
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g.UIManager.Register(&CharacterPanel{
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g.WidgetManager.Register(&CharacterPanel{
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Name: "panel_npc",
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Bounds: Rect(180, 14, 92, 36),
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Character: npcName,
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@@ -70,7 +70,7 @@ func RegisterRichUI(g *Game, playerName, npcName string) {
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},
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})
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}
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g.UIManager.Register(&InventoryBar{
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g.WidgetManager.Register(&InventoryBar{
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Name: "inventory",
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Origin: Point{X: 4, Y: 188},
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Slots: 8,
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@@ -78,14 +78,14 @@ func RegisterRichUI(g *Game, playerName, npcName string) {
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SlotSize: 10,
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Gap: 1,
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})
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g.UIManager.Register(&ChatLog{
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g.WidgetManager.Register(&ChatLog{
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Name: "chat",
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Bounds: Rect(2, 148, 280, 38),
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LineHeight: 9,
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Padding: 3,
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ShowBorder: true,
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})
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g.UIManager.Register(&RadialVerbs{
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g.WidgetManager.Register(&RadialVerbs{
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Name: "verbs",
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AlwaysVisible: true,
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Center: Point{X: 282, Y: 90},
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@@ -97,18 +97,18 @@ func RegisterRichUI(g *Game, playerName, npcName string) {
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"take": "Vedd",
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},
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})
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g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 18})
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g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 90, float64(g.Width), 56), LineHeight: 12, Padding: 6})
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g.UIManager.Register(&EndCard{Name: "endcard"})
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g.UIManager.Register(&Cursor{Name: "cursor"})
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g.WidgetManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 18})
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g.WidgetManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 90, float64(g.Width), 56), LineHeight: 12, Padding: 6})
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g.WidgetManager.Register(&EndCard{Name: "endcard"})
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g.WidgetManager.Register(&Cursor{Name: "cursor"})
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}
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// RegisterRadialVerbUI installs an alternative HUD that swaps the
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// permanent verb-bar for a verb-coin (right-click radial menu). Inventory,
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// dialog, speech and cursor stay the same.
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func RegisterRadialVerbUI(g *Game) {
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g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.UIManager.Register(&InventoryBar{
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g.WidgetManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.WidgetManager.Register(&InventoryBar{
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Name: "inventory",
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Origin: Point{X: 4, Y: 178},
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Slots: 14,
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@@ -116,10 +116,10 @@ func RegisterRadialVerbUI(g *Game) {
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SlotSize: 22,
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Gap: 0,
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})
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g.UIManager.Register(&StatusLine{Name: "status", Y: 168, Align: AlignCenter})
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g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14})
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g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6})
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g.UIManager.Register(&RadialVerbs{Name: "verbs", Trigger: MouseButtonRight, Radius: 40})
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g.UIManager.Register(&EndCard{Name: "endcard"})
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g.UIManager.Register(&Cursor{Name: "cursor"})
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g.WidgetManager.Register(&StatusLine{Name: "status", Y: 168, Align: AlignCenter})
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g.WidgetManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14})
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g.WidgetManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6})
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g.WidgetManager.Register(&RadialVerbs{Name: "verbs", Trigger: MouseButtonRight, Radius: 40})
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g.WidgetManager.Register(&EndCard{Name: "endcard"})
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g.WidgetManager.Register(&Cursor{Name: "cursor"})
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}
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+4
-4
@@ -1,12 +1,12 @@
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package inkwell
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// UIManager registers Widget instances. Same shape as every other manager.
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type UIManager = Manager[Widget]
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// WidgetManager registers Widget instances. Same shape as every other manager.
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type WidgetManager = Manager[Widget]
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// reversedWidgets iterates a manager's contents in reverse registration
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// order — used by the engine for top-down input dispatch (the widget
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// drawn on top gets the click first).
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func reversedWidgets(m *UIManager) []Widget {
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func reversedWidgets(m *WidgetManager) []Widget {
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all := m.All()
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out := make([]Widget, len(all))
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for i, w := range all {
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@@ -16,4 +16,4 @@ func reversedWidgets(m *UIManager) []Widget {
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}
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// orderedWidgets iterates in registration order — bottom-up draw.
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func orderedWidgets(m *UIManager) []Widget { return m.All() }
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func orderedWidgets(m *WidgetManager) []Widget { return m.All() }
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+2
-2
@@ -140,11 +140,11 @@ func (r *RadialVerbs) consumeTrigger(g *Game) {
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// whether its area covers the cursor — so the radial menu doesn't open
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// over an InventoryBar that would also want this click.
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func (r *RadialVerbs) blockedAt(ctx *UICtx, p Point) bool {
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for _, name := range ctx.Game.UIManager.Names() {
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for _, name := range ctx.Game.WidgetManager.Names() {
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if name == r.Name {
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continue
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}
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w := ctx.Game.UIManager.MustGet(name)
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w := ctx.Game.WidgetManager.MustGet(name)
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// DialogBox advertises its bounds via clickBlocker even when no
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// dialog is open, so the verb-coin would refuse to pop up over
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// scenery that happens to sit under the dialog rect. Skip the
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Reference in New Issue
Block a user