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
+19
View File
@@ -54,6 +54,25 @@ type Layered interface {
Layer() Layer
}
// Gated is implemented by a widget that can be switched off by game
// state — every built-in is, through its When field. A widget that does
// not implement it, or whose condition is nil, is always live.
type Gated interface {
VisibleWhen() Condition
}
// WidgetVisible reports whether a widget takes part in this frame at all.
// A widget switched off neither ticks nor draws, and does not block a
// click, so a HUD can be hidden for a cutscene without unregistering it.
func WidgetVisible(ctx *Ctx, w Widget) bool {
g, ok := w.(Gated)
if !ok {
return true
}
c := g.VisibleWhen()
return c == nil || c.Eval(ctx)
}
// LayerOf reports the layer a widget paints on. A wrapper widget that
// forwards to an inner one — a visibility gate, say — should return
// LayerOf(inner) so that wrapping does not move the widget.