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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@@ -9,6 +9,7 @@ import (
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// VerbManager every frame so newly-registered verbs show up automatically.
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type VerbBar struct {
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Name string
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When Condition
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Origin Point
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Cols int
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Button Size
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@@ -18,8 +19,9 @@ type VerbBar struct {
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PanelBG bool
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}
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func (v *VerbBar) GetName() string { return v.Name }
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func (v *VerbBar) Layer() Layer { return LayerHUD }
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func (v *VerbBar) GetName() string { return v.Name }
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func (v *VerbBar) VisibleWhen() Condition { return v.When }
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func (v *VerbBar) Layer() Layer { return LayerHUD }
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func (v *VerbBar) buttons(ctx *UICtx) []verbButton {
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cols := v.Cols
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