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