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