widgets
This commit is contained in:
+103
-19
@@ -2,11 +2,14 @@ package pncdsl
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import (
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"fmt"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// Game is the root aggregate. It carries every Manager plus the runtime
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// state. A domain package builds one via NewGame, registers entities, then
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// calls Run (or hands it to pncdsl.Run).
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// state. A domain package builds one via NewGame, registers entities,
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// optionally calls RegisterDefaultUI / UseTheme, then hands it to Run.
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type Game struct {
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Title string
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Width, Height int
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@@ -18,30 +21,58 @@ type Game struct {
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ScriptManager *ScriptManager
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AssetManager *AssetManager
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VerbManager *VerbManager
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UIManager *UIManager
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ThemeManager *ThemeManager
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State *State
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Inventory *Inventory
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UI *UI
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Audio *AudioPlayer
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Camera *Camera
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Input *Input
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startID string
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onStart Action
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startID string
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onStart Action
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activeTheme string
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// runtime
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loaded *loadedAssets
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input *Input
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currentScene string
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chars map[string]*runtimeChar
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scriptRunner Runner
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scriptCtx *Ctx // for click consumption
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scriptCtx *Ctx
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transition *transition
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dialog *dialogBox
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activeDialog string
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selectedVerb string
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// UI runtime state (read by widgets, written by actions / engine)
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hoverLabel string
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flash string
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flashTimer float64
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endCard string
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speech speechState
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dialog *runtimeDialog
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activeDialog string
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}
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// NewGame initializes a game with empty managers and the SCUMM-style verb set.
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// speechState is what the SpeechBubble widget renders. Mutated by Say.
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type speechState struct {
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Active bool
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Speaker string
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Text string
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}
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// runtimeDialog holds the in-flight Dialogue state. Mutated by the
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// startDialogue/gotoDialogueNode/endDialogue plumbing and read by the
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// DialogBox widget.
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type runtimeDialog struct {
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Dialogue *Dialogue
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Node *DialogueNode
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LineIdx int
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ChoiceHits []Rectangle
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}
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// NewGame initializes a game with empty entity managers, the SCUMM-style
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// verb set, all preset themes, and "classic-scumm" selected. Widgets are
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// NOT auto-registered — call RegisterDefaultUI(g) explicitly.
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func NewGame(title string, w, h int) *Game {
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g := &Game{
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Title: title,
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@@ -54,27 +85,77 @@ func NewGame(title string, w, h int) *Game {
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ScriptManager: NewManager[Script](),
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AssetManager: NewManager[Asset](),
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VerbManager: NewManager[Verb](),
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UIManager: NewManager[Widget](),
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ThemeManager: NewManager[Theme](),
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State: NewState(),
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Inventory: NewInventory(),
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Audio: NewAudioPlayer(),
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Camera: NewCamera(),
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Input: newInput(),
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loaded: newLoadedAssets(w, h),
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input: newInput(),
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chars: make(map[string]*runtimeChar),
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transition: &transition{},
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selectedVerb: "look",
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}
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g.UI = newUI(g)
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for _, v := range defaultVerbs() {
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g.VerbManager.Register(v)
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}
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RegisterPresetThemes(g)
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g.UseTheme("classic-scumm")
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return g
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}
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func (g *Game) StartAt(name string) *Game { g.startID = name; return g }
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func (g *Game) OnStart(a Action) *Game { g.onStart = a; return g }
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// Validate cross-checks name references between managers.
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// ----- theme + UI conveniences ------------------------------------------
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func (g *Game) Theme() Theme { return g.ThemeManager.MustGet(g.activeTheme) }
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func (g *Game) UseTheme(name string) { g.activeTheme = name }
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func (g *Game) SelectedVerb() string { return g.selectedVerb }
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func (g *Game) SetSelectedVerb(s string) { g.selectedVerb = s }
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func (g *Game) HoverLabel() string { return g.hoverLabel }
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func (g *Game) SetHoverLabel(s string) { g.hoverLabel = s }
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// SetSpeech / ClearSpeech are called by the Say action; widgets render
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// whatever the current state says.
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func (g *Game) SetSpeech(speaker, text string) {
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g.speech = speechState{Active: true, Speaker: speaker, Text: text}
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}
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func (g *Game) ClearSpeech() { g.speech = speechState{} }
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// FlashLine shows a status-line message for ~2 seconds.
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func (g *Game) FlashLine(text string) {
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g.flash = text
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g.flashTimer = 2.0
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}
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// DrawText is a thin wrapper that lets widgets accept a Theme-supplied color
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// today and switch to text/v2 later without changing call sites.
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func (g *Game) DrawText(dst *ebiten.Image, s string, x, y int, c color.Color) {
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drawText(dst, s, x, y, c)
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}
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// HoverHint composes the "verb + target" string used by the StatusLine.
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func (g *Game) HoverHint() string {
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verbLabel := ""
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if v, ok := g.VerbManager.Get(g.selectedVerb); ok {
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verbLabel = v.Label
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}
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if sel := g.Inventory.Selected(); sel != "" {
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if g.hoverLabel != "" {
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return verbLabel + " " + sel + " ezen: " + g.hoverLabel
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}
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return verbLabel + " " + sel
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}
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if g.hoverLabel == "" {
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return ""
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}
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return verbLabel + " " + g.hoverLabel
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}
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// ----- validation -------------------------------------------------------
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func (g *Game) Validate() error {
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if !g.SceneManager.Has(g.startID) {
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return fmt.Errorf("%w: %q", ErrNoStartScene, g.startID)
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@@ -96,10 +177,13 @@ func (g *Game) Validate() error {
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}
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}
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}
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if g.activeTheme == "" || !g.ThemeManager.Has(g.activeTheme) {
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return fmt.Errorf("pncdsl: no active theme (got %q)", g.activeTheme)
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}
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return nil
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}
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// ----- runtime helpers ---------------------------------------------------
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// ----- runtime: characters & scenes -------------------------------------
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type runtimeChar struct {
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def Character
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@@ -231,7 +315,7 @@ func (g *Game) startDialogue(name string) {
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return
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}
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g.activeDialog = name
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g.dialog = newDialogBox(&d, &node)
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g.dialog = &runtimeDialog{Dialogue: &d, Node: &node, LineIdx: 0}
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}
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func (g *Game) endDialogue() {
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@@ -249,11 +333,11 @@ func (g *Game) gotoDialogueNode(name string) {
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logf("gotoNode: unknown %q in %q", name, g.activeDialog)
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return
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}
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g.dialog.node = &node
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g.dialog.lineIdx = 0
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g.dialog.choiceHits = nil
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g.dialog.Node = &node
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g.dialog.LineIdx = 0
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g.dialog.ChoiceHits = nil
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}
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func (g *Game) dialogueActive() bool { return g.dialog != nil }
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func (g *Game) showEndCard(text string) { g.UI.endCard = text }
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func (g *Game) showEndCard(text string) { g.endCard = text }
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