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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+8
-3
@@ -16,6 +16,7 @@ import (
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// Both can coexist if you really want.
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type RadialVerbs struct {
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Name string
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When Condition
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Trigger MouseButton
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Radius float64
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@@ -42,8 +43,9 @@ type RadialVerbs struct {
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pendingHotspot *Hotspot // remembered hotspot when HotspotOnly opens the coin
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}
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func (r *RadialVerbs) GetName() string { return r.Name }
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func (r *RadialVerbs) Layer() Layer { return LayerMenu }
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func (r *RadialVerbs) GetName() string { return r.Name }
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func (r *RadialVerbs) VisibleWhen() Condition { return r.When }
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func (r *RadialVerbs) Layer() Layer { return LayerMenu }
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func (r *RadialVerbs) Tick(ctx *UICtx) {
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g := ctx.Game
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@@ -146,6 +148,9 @@ func (r *RadialVerbs) blockedAt(ctx *UICtx, p Point) bool {
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continue
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}
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w := ctx.Game.WidgetManager.MustGet(name)
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if !WidgetVisible(ctx.Game.makeCtx(), w) {
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continue
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}
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// DialogBox advertises its bounds via clickBlocker even when no
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// dialog is open, so the verb-coin would refuse to pop up over
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// scenery that happens to sit under the dialog rect. Skip the
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@@ -248,7 +253,7 @@ func (r *RadialVerbs) Draw(dst *ebiten.Image, ctx *UICtx) {
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ly := r.center.Y + math.Sin(a)*labelDist
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label := r.labelFor(g, name)
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tw := textWidth(label)
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tw := TextWidth(label)
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col := th.VerbButtonText
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isSelected := name == selected
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isHover := i == hover
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