Files
inkwell/ui.top_bar.go
T
mr.zeroandClaude Opus 5 2429ada090
ci/woodpecker/push/woodpecker Pipeline was successful
A widget declares its layer
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>
2026-08-30 22:19:17 +02:00

83 lines
2.0 KiB
Go

package inkwell
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// TopBar is a thin strip across the top of the screen with three sections:
// scene title on the left, a score number in the center, and a day/time
// string on the right. Empty fields are skipped.
type TopBar struct {
Name string
Height int
// LeftText overrides the auto-discovered scene Title/Name.
LeftText string
// ScoreVar is a State Var key whose value is fmt-printed as the
// center score; empty = no score shown.
ScoreVar string
ScoreMax int // when >0, rendered as "Score: X/MAX"
// TimeVar is a State Var key whose value is printed at the right
// edge (e.g. "Day 2 - 14:32"); empty = nothing on the right.
TimeVar string
}
func (t *TopBar) GetName() string { return t.Name }
func (t *TopBar) Layer() Layer { return LayerHUD }
func (t *TopBar) Tick(ctx *UICtx) {}
func (t *TopBar) Draw(dst *ebiten.Image, ctx *UICtx) {
g := ctx.Game
th := g.Theme()
h := t.Height
if h <= 0 {
h = 12
}
vector.DrawFilledRect(dst, 0, 0, float32(g.Width), float32(h), th.TopBarBG, false)
left := t.LeftText
if left == "" && g.currentScene != "" {
s := g.SceneManager.MustGet(g.currentScene)
if s.Title != "" {
left = s.Title
} else {
left = s.Name
}
}
if left != "" {
g.DrawText(dst, left, 4, -1, th.TopBarText)
}
if t.ScoreVar != "" {
var sc string
v := g.State.Var(t.ScoreVar)
if t.ScoreMax > 0 {
sc = fmt.Sprintf("Score: %v/%d", v, t.ScoreMax)
} else {
sc = fmt.Sprintf("Score: %v", v)
}
x := (g.Width - textWidth(sc)) / 2
g.DrawText(dst, sc, x, -1, th.TopBarAccent)
}
if t.TimeVar != "" {
tm := fmt.Sprint(g.State.Var(t.TimeVar))
x := g.Width - textWidth(tm) - 4
g.DrawText(dst, tm, x, -1, th.TopBarText)
}
}
// BlocksClickAt — the TopBar swallows clicks so the radial menu doesn't
// pop up under it.
func (t *TopBar) BlocksClickAt(p Point) bool {
h := t.Height
if h <= 0 {
h = 12
}
return p.Y < float64(h)
}