Nine things a domain kept having to invent
ci/woodpecker/push/woodpecker Pipeline was successful

Every change here started life as a workaround in a game and is really
the same finding: a fact about an entity had nowhere to live, so the
domain built machinery around the gap.

  Character.Label / Character.Voice — a tape is a character that speaks
  into the log, not a second spelling of Say. VoiceOf and CharacterLabel
  read them; Say obeys them.

  Game.Do — a real action queue, in order, so a widget can start an
  action. queueAction no longer drops what arrives while the runner is
  busy; it queues it.

  Widget.When + Gated + WidgetVisible — a widget declares when it is on
  screen. Nothing ticks, draws or blocks a click while its condition is
  false, so a HUD is hidden for a cutscene without a wrapper per widget.

  TopBar.NoteVar — the title was already discovered; the note beside it
  no longer needs a domain widget to push it in.

  Game.UseWithFail — the pair nobody authored is content, and belongs to
  the domain, exactly like ExitLook and ExitTake.

  Game.Player / Game.Walkboxes — a scene that names no cast and no floor
  means "the usual", instead of a defaults pass rewriting every scene.

  Game.WindowScale — Run's 4× is now a default, not a decision.

  SceneNav — the dev widget every game was writing.

  Colour text: DrawText paints in the colour it is handed, and GlyphW/H,
  TextWidth, WrapText and ClipText are the library's, not each game's.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-30 22:57:16 +02:00
co-authored by Claude Opus 5
parent 2429ada090
commit 92fc36bdf5
22 changed files with 499 additions and 113 deletions
+6 -4
View File
@@ -12,6 +12,7 @@ import (
// messages scroll up out of view as the buffer fills.
type ChatLog struct {
Name string
When Condition
Bounds Rectangle
LineHeight int
Padding int
@@ -19,9 +20,10 @@ type ChatLog struct {
ShowBorder bool
}
func (c *ChatLog) GetName() string { return c.Name }
func (c *ChatLog) Layer() Layer { return LayerHUD }
func (c *ChatLog) Tick(ctx *UICtx) {}
func (c *ChatLog) GetName() string { return c.Name }
func (c *ChatLog) VisibleWhen() Condition { return c.When }
func (c *ChatLog) Layer() Layer { return LayerHUD }
func (c *ChatLog) Tick(ctx *UICtx) {}
func (c *ChatLog) Draw(dst *ebiten.Image, ctx *UICtx) {
g := ctx.Game
@@ -71,7 +73,7 @@ func (c *ChatLog) Draw(dst *ebiten.Image, ctx *UICtx) {
if m.Kind == LogResponse && m.Speaker != "" {
txt = m.Speaker + ": " + m.Text
}
for _, w := range wrapText(txt, wrapW) {
for _, w := range WrapText(txt, wrapW) {
rendered = append(rendered, line{text: w, col: col})
}
}