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
+5 -3
View File
@@ -11,13 +11,15 @@ import (
// so nothing underneath reacts.
type DialogBox struct {
Name string
When Condition
Bounds Rectangle
LineHeight int
Padding int
}
func (d *DialogBox) GetName() string { return d.Name }
func (d *DialogBox) Layer() Layer { return LayerDialog }
func (d *DialogBox) GetName() string { return d.Name }
func (d *DialogBox) VisibleWhen() Condition { return d.When }
func (d *DialogBox) Layer() Layer { return LayerDialog }
func (d *DialogBox) Tick(ctx *UICtx) {
g := ctx.Game
@@ -112,7 +114,7 @@ func (d *DialogBox) Draw(dst *ebiten.Image, ctx *UICtx) {
if dlg.LineIdx >= 0 && dlg.LineIdx < len(dlg.Node.Lines) {
ln := dlg.Node.Lines[dlg.LineIdx]
g.DrawText(dst, ln.Speaker+":", int(b.X)+pad, int(b.Y)+2, th.DialogSpeaker)
lines := wrapText(ln.Text, int(b.W)-pad*2)
lines := WrapText(ln.Text, int(b.W)-pad*2)
for i, l := range lines {
g.DrawText(dst, l, int(b.X)+pad, int(b.Y)+18+i*lh, th.DialogText)
}