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