Files
inkwell/ui.verb_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

113 lines
2.9 KiB
Go

package inkwell
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// VerbBar is the SCUMM-style permanent verb panel. It reads the
// VerbManager every frame so newly-registered verbs show up automatically.
type VerbBar struct {
Name string
Origin Point
Cols int
Button Size
Gap Point
// PanelBG, if non-nil, paints a backdrop behind the buttons. nil = use Theme.PanelBG.
PanelBG bool
}
func (v *VerbBar) GetName() string { return v.Name }
func (v *VerbBar) Layer() Layer { return LayerHUD }
func (v *VerbBar) buttons(ctx *UICtx) []verbButton {
cols := v.Cols
if cols <= 0 {
cols = 2
}
names := ctx.Game.VerbManager.Names()
out := make([]verbButton, 0, len(names))
for i, n := range names {
col := i % cols
row := i / cols
x := int(v.Origin.X) + col*(v.Button.W+int(v.Gap.X))
y := int(v.Origin.Y) + row*(v.Button.H+int(v.Gap.Y))
verb := ctx.Game.VerbManager.MustGet(n)
out = append(out, verbButton{
Name: n,
Label: verb.Label,
Bounds: Rect(float64(x), float64(y), float64(v.Button.W), float64(v.Button.H)),
})
}
return out
}
func (v *VerbBar) Tick(ctx *UICtx) {
g := ctx.Game
if !g.Input.LeftClicked() {
return
}
mp := g.Input.Point()
for _, b := range v.buttons(ctx) {
if b.Bounds.Contains(mp) {
g.SetSelectedVerb(b.Name)
g.Input.ConsumeLeft()
return
}
}
}
func (v *VerbBar) Draw(dst *ebiten.Image, ctx *UICtx) {
g := ctx.Game
th := g.Theme()
if v.PanelBG {
// rough bounding box of the buttons
buttons := v.buttons(ctx)
if len(buttons) > 0 {
x, y := buttons[0].Bounds.X, buttons[0].Bounds.Y
rx, ry := x, y
for _, b := range buttons {
if b.Bounds.X+b.Bounds.W > rx {
rx = b.Bounds.X + b.Bounds.W
}
if b.Bounds.Y+b.Bounds.H > ry {
ry = b.Bounds.Y + b.Bounds.H
}
}
vector.DrawFilledRect(dst, float32(x-2), float32(y-2), float32(rx-x+4), float32(ry-y+4), th.PanelBG, false)
}
}
for _, b := range v.buttons(ctx) {
bg := th.VerbButtonBG
if b.Name == g.SelectedVerb() {
bg = th.VerbButtonSelectedBG
}
vector.DrawFilledRect(dst, float32(b.Bounds.X), float32(b.Bounds.Y), float32(b.Bounds.W), float32(b.Bounds.H), bg, false)
g.DrawText(dst, b.Label, int(b.Bounds.X)+2, int(b.Bounds.Y)-1, th.VerbButtonText)
}
}
type verbButton struct {
Name string
Label string
Bounds Rectangle
}
// BlocksClickAt is part of the clickBlocker contract — keeps the
// RadialVerbs widget from popping up over the verb bar.
func (v *VerbBar) BlocksClickAt(p Point) bool {
cols := v.Cols
if cols <= 0 {
cols = 2
}
// rough bounding box: rows = ceil(verbCount/cols), but without a Game
// reference we approximate by assuming the bar is small (at most 2 rows
// in the default SCUMM layout).
x := v.Origin.X
y := v.Origin.Y
w := float64(cols*(v.Button.W+int(v.Gap.X)) - int(v.Gap.X))
h := float64(2*(v.Button.H+int(v.Gap.Y)) - int(v.Gap.Y))
return Rect(x, y, w, h).Contains(p)
}