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:
2026-08-30 22:05:55 +02:00
co-authored by Claude Opus 5
parent e26f7345c1
commit 53f4df0466
7 changed files with 48 additions and 48 deletions
+9 -9
View File
@@ -180,7 +180,7 @@ type DialogueManager = Manager[Dialogue]
type ScriptManager = Manager[Script]
type AssetManager = Manager[Asset]
type VerbManager = Manager[Verb]
type UIManager = Manager[Widget]
type WidgetManager = Manager[Widget]
type ThemeManager = Manager[Theme]
```
@@ -242,7 +242,7 @@ type Game struct {
ScriptManager *ScriptManager
AssetManager *AssetManager
VerbManager *VerbManager
UIManager *UIManager
WidgetManager *WidgetManager
ThemeManager *ThemeManager
// exits
@@ -273,7 +273,7 @@ Initialises every manager (empty), registers the default SCUMM verb set
(`look`, `use`, `talk`, `take`), installs all four preset themes, and
selects `classic-scumm` as the active theme. Widgets are **not**
auto-registered — call `RegisterDefaultUI(g)` (or one of its siblings)
explicitly, or let `Run` install the default set if `UIManager` is empty.
explicitly, or let `Run` install the default set if `WidgetManager` is empty.
The manager fields are ordinary `*Manager` values, so a domain that keeps its
own registries can **assign them onto the Game** instead of copying every entry
@@ -1002,7 +1002,7 @@ could be used by triggers once those land.
## 10. The widget system
The HUD is a tree of `Widget`s, each registered into `g.UIManager`. The
The HUD is a tree of `Widget`s, each registered into `g.WidgetManager`. The
library ships built-in widgets for every classic adventure UI piece;
domain code can register arbitrary new ones — chat panels, minimaps,
hotbars — without touching the library.
@@ -1352,7 +1352,7 @@ func (m *Minimap) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
// ... render scene thumbnail, mark NPCs, etc.
}
g.UIManager.Register(&Minimap{
g.WidgetManager.Register(&Minimap{
Name: "minimap",
Bounds: inkwell.Rect(220, 4, 96, 56),
})
@@ -1554,7 +1554,7 @@ func Run(g *Game) error // toplevel — same as g.Run()
1. `g.Audio.attach(g.AssetManager)` — wire the audio player to whichever
asset registry the game is carrying by now.
2. `g.Validate()` — cross-check name references between managers.
3. If `UIManager` is empty, call `RegisterDefaultUI(g)`.
3. If `WidgetManager` is empty, call `RegisterDefaultUI(g)`.
4. Place the start scene directly (no transition), bump
`State.NoteVisit`, position registered actors, kick off music.
5. Compose `Seq(scene.OnEnter, OnStart script, OnFinale script)` and queue
@@ -1575,7 +1575,7 @@ if scriptRunner != nil:
return
clear hoverLabel
for w in reversed(UIManager):
for w in reversed(WidgetManager):
w.Tick(uictx) // widgets consume input top-down
handleSceneInput() // hotspot resolution + right-click reset
@@ -1589,7 +1589,7 @@ fill Theme.SceneBackdrop (if any)
draw scene background image
for c in characters sorted by Y:
drawCharacter(c)
for w in UIManager (registration order):
for w in WidgetManager (registration order):
w.Draw(screen, uictx)
draw transition overlay
```
@@ -1845,7 +1845,7 @@ 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 # UIManager alias + reversed/ordered iterators
├── ui.manager.go # WidgetManager alias + reversed/ordered iterators
├── ui.theme.go # Theme + ThemeManager
├── ui.theme_presets.go # 4 preset themes
├── ui.defaults.go # RegisterDefaultUI/RadialVerbUI/RichUI