Files
inkwell/ui.scene_nav.go
mr.zeroandClaude Opus 5 92fc36bdf5
ci/woodpecker/push/woodpecker Pipeline was successful
Nine things a domain kept having to invent
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>
2026-08-30 22:57:16 +02:00

50 lines
1.2 KiB
Go

package inkwell
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
// SceneNav is a development aid: the left and right arrow keys step
// through the registered scenes in registration order, wrapping at both
// ends. It draws nothing. Gate it with When — or leave it unregistered —
// when a build should not let the player walk the catalogue.
type SceneNav struct {
Name string
When Condition
}
func (n *SceneNav) GetName() string { return n.Name }
func (n *SceneNav) VisibleWhen() Condition { return n.When }
func (n *SceneNav) Layer() Layer { return LayerScene }
func (n *SceneNav) Draw(dst *ebiten.Image, ctx *UICtx) {}
func (n *SceneNav) Tick(ctx *UICtx) {
step := 0
switch {
case inpututil.IsKeyJustPressed(ebiten.KeyArrowRight):
step = 1
case inpututil.IsKeyJustPressed(ebiten.KeyArrowLeft):
step = -1
default:
return
}
if next := n.neighbour(ctx.Game, step); next != "" {
ctx.Game.Do(GoTo(next))
}
}
func (n *SceneNav) neighbour(g *Game, step int) string {
deck := g.SceneManager.Names()
if len(deck) < 2 {
return ""
}
for i, name := range deck {
if name == g.CurrentScene() {
return deck[((i+step)%len(deck)+len(deck))%len(deck)]
}
}
return deck[0]
}