ci/woodpecker/push/woodpecker Pipeline was successful
Registration order was the only thing deciding what a widget was drawn over, which forced a domain to keep one ordered list of every widget it owns — the one shape that cannot be split into a file per widget. A widget now says where it belongs: Layer, the eight LayerScene..LayerCursor constants, the optional Layered interface and LayerOf for wrappers. Draw runs from the bottom layer up, Tick from the top down, and registration order only breaks ties inside a layer. Every built-in declares its own; anything that stays quiet sits on LayerHUD, so existing HUDs come out where they were. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
136 lines
3.4 KiB
Go
136 lines
3.4 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/vector"
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)
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// DialogBox renders the active conversation: one line at a time (advanced
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// on click) followed by the player's choices. The widget is dormant
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// unless ctx.Game.dialogueActive() — and while active it consumes input
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// so nothing underneath reacts.
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type DialogBox struct {
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Name string
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Bounds Rectangle
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LineHeight int
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Padding int
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}
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func (d *DialogBox) GetName() string { return d.Name }
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func (d *DialogBox) Layer() Layer { return LayerDialog }
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func (d *DialogBox) Tick(ctx *UICtx) {
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g := ctx.Game
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if !g.dialogueActive() {
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return
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}
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// while a dialog is open, ALL clicks belong to it
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if g.Input.RightClicked() {
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g.Input.ConsumeRight()
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}
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if !g.Input.LeftClicked() {
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return
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}
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g.Input.ConsumeLeft()
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mp := g.Input.Point()
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dlg := g.dialog
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if dlg.LineIdx >= 0 && dlg.LineIdx < len(dlg.Node.Lines) {
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dlg.LineIdx++
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if dlg.LineIdx >= len(dlg.Node.Lines) {
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dlg.LineIdx = -1
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dlg.ChoiceHits = nil
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}
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return
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}
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// pick the clicked choice
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for i, r := range dlg.ChoiceHits {
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if r.Contains(mp) {
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choice := d.resolveChoices(ctx)[i]
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if choice.Once {
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g.State.NoteTalked(dlg.Node.Name + ":" + choice.Text)
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}
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if len(choice.Actions) > 0 {
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g.queueAction(Seq(choice.Actions...), "choice")
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}
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return
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}
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}
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}
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func (d *DialogBox) resolveChoices(ctx *UICtx) []DialogueChoice {
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g := ctx.Game
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dlg := g.dialog
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out := make([]DialogueChoice, 0, len(dlg.Node.Choices))
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for _, c := range dlg.Node.Choices {
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gctx := g.makeCtx()
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if c.Show != nil && !c.Show.Eval(gctx) {
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continue
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}
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if c.Once && g.State.Talked(dlg.Node.Name+":"+c.Text) > 0 {
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continue
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}
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out = append(out, c)
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}
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return out
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}
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// BlocksClickAt — when a dialog is open, every click is ours.
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func (d *DialogBox) BlocksClickAt(p Point) bool {
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// without ctx we can't know if a dialog is active; conservatively block
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// when the cursor is in the dialog bounds (used only by RadialVerbs).
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b := d.Bounds
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if b.W == 0 {
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return false
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}
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return b.Contains(p)
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}
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func (d *DialogBox) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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if !g.dialogueActive() {
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return
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}
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th := g.Theme()
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b := d.Bounds
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if b.W == 0 {
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b = Rect(0, 140, float64(g.Width), 60)
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}
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pad := d.Padding
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if pad <= 0 {
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pad = 6
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}
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lh := d.LineHeight
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if lh <= 0 {
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lh = 14
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}
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vector.DrawFilledRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), th.DialogBG, false)
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vector.StrokeRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), 1, th.DialogBorder, false)
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dlg := g.dialog
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if dlg.LineIdx >= 0 && dlg.LineIdx < len(dlg.Node.Lines) {
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ln := dlg.Node.Lines[dlg.LineIdx]
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g.DrawText(dst, ln.Speaker+":", int(b.X)+pad, int(b.Y)+2, th.DialogSpeaker)
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lines := wrapText(ln.Text, int(b.W)-pad*2)
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for i, l := range lines {
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g.DrawText(dst, l, int(b.X)+pad, int(b.Y)+18+i*lh, th.DialogText)
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}
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return
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}
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choices := d.resolveChoices(ctx)
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dlg.ChoiceHits = dlg.ChoiceHits[:0]
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mp := g.Input.Point()
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for i, c := range choices {
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r := Rect(b.X+float64(pad), b.Y+4+float64(i*lh), b.W-float64(pad)*2, float64(lh-1))
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dlg.ChoiceHits = append(dlg.ChoiceHits, r)
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bg := th.DialogChoiceBG
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if r.Contains(mp) {
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bg = th.DialogChoiceHover
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}
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vector.DrawFilledRect(dst, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), bg, false)
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g.DrawText(dst, c.Text, int(r.X)+2, int(r.Y)-1, th.DialogText)
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}
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}
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