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>
109 lines
3.1 KiB
Go
109 lines
3.1 KiB
Go
package inkwell
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import (
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"fmt"
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"image/color"
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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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// CharStat is one (Label, VarKey) row rendered inside a CharacterPanel.
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// VarKey is read from g.State.Var; the value is fmt.Sprint'd verbatim.
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type CharStat struct {
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Label string
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VarKey string
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}
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// CharacterPanel is a small floating panel that shows portrait + stats for
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// one registered character. The panel auto-hides when the character isn't
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// listed as an actor in the current scene, so the same panel registration
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// works across scenes.
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type CharacterPanel struct {
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Name string
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When Condition
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Bounds Rectangle
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Character string // Character.Name to display
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Title string // "PLAYER", "NPC", role badge
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Stats []CharStat
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}
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func (c *CharacterPanel) GetName() string { return c.Name }
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func (c *CharacterPanel) VisibleWhen() Condition { return c.When }
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func (c *CharacterPanel) Layer() Layer { return LayerHUD }
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func (c *CharacterPanel) Tick(ctx *UICtx) {}
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func (c *CharacterPanel) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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if c.Character == "" || !g.CharacterInScene(c.Character) {
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return
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}
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th := g.Theme()
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b := c.Bounds
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vector.DrawFilledRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), th.CharacterPanelBG, false)
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vector.StrokeRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), 1, th.CharacterPanelBorder, false)
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// portrait box on the left
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portraitW := 22.0
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px := b.X + 2
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py := b.Y + 2
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drawCharacterPortrait(dst, g, c.Character, px, py, portraitW, b.H-4)
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// text column
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tx := int(b.X + portraitW + 6)
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ty := int(b.Y) + 1
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if c.Title != "" {
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g.DrawText(dst, c.Title, tx, ty, th.CharacterPanelTitle)
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ty += 10
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}
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if ch, ok := g.CharacterManager.Get(c.Character); ok && ch.Name != "" {
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g.DrawText(dst, ch.Name, tx, ty, th.StatusText)
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ty += 10
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}
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for _, st := range c.Stats {
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v := g.State.Var(st.VarKey)
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line := fmt.Sprintf("%s: %v", st.Label, v)
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g.DrawText(dst, line, tx, ty, th.StatusText)
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ty += 10
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}
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}
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// BlocksClickAt — the panel sits on top of the scene; clicks inside it
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// shouldn't trigger hotspots underneath.
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func (c *CharacterPanel) BlocksClickAt(p Point) bool {
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return c.Bounds.Contains(p)
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}
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// drawCharacterPortrait renders a tiny version of the character's
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// placeholder shape (or sprite if available) inside the panel.
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func drawCharacterPortrait(dst *ebiten.Image, g *Game, name string, x, y, w, h float64) {
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c, ok := g.CharacterManager.Get(name)
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if !ok {
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return
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}
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if c.Sprite != "" && !g.loaded.isPlaceholder(c.Sprite) {
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img := g.loaded.image(g.AssetManager, c.Sprite)
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sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
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if sw > 0 && sh > 0 {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(w/float64(sw), h/float64(sh))
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op.GeoM.Translate(x, y)
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dst.DrawImage(img, op)
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return
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}
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}
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bodyCol := color.RGBA{200, 200, 200, 255}
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if rgba, ok := c.SpeechColor.(color.RGBA); ok {
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bodyCol = rgba
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}
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if c.W > c.H && c.W > 0 {
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drawQuadrupedPlaceholder(dst, x, y, w, h, bodyCol)
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} else {
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drawHumanoidPlaceholder(dst, x, y, w, h, bodyCol)
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}
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}
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