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>
95 lines
2.3 KiB
Go
95 lines
2.3 KiB
Go
package inkwell
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import (
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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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// ChatLog renders the in-game message log (player commands + in-world
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// replies) as a scrolling box. The newest message is at the bottom; older
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// messages scroll up out of view as the buffer fills.
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type ChatLog struct {
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Name string
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When Condition
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Bounds Rectangle
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LineHeight int
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Padding int
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// ShowBorder draws a thin border around the box.
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ShowBorder bool
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}
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func (c *ChatLog) GetName() string { return c.Name }
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func (c *ChatLog) VisibleWhen() Condition { return c.When }
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func (c *ChatLog) Layer() Layer { return LayerHUD }
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func (c *ChatLog) Tick(ctx *UICtx) {}
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func (c *ChatLog) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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th := g.Theme()
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b := c.Bounds
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if b.W <= 0 || b.H <= 0 {
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return
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}
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lh := c.LineHeight
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if lh <= 0 {
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lh = 10
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}
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pad := c.Padding
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if pad <= 0 {
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pad = 3
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}
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vector.DrawFilledRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), th.ChatLogBG, false)
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if c.ShowBorder {
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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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}
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msgs := g.Messages()
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maxLines := int((b.H - float64(2*pad)) / float64(lh))
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if maxLines <= 0 {
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return
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}
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// Wrap each message; collect rendered lines (color + text).
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type line struct {
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text string
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col color.Color
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}
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wrapW := int(b.W) - pad*2
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var rendered []line
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for _, m := range msgs {
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var col color.Color
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switch m.Kind {
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case LogAction:
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col = th.ChatLogPrompt
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case LogResponse:
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col = th.ChatLogResponse
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default:
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col = th.ChatLogSystem
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}
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txt := m.Text
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if m.Kind == LogResponse && m.Speaker != "" {
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txt = m.Speaker + ": " + m.Text
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}
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for _, w := range WrapText(txt, wrapW) {
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rendered = append(rendered, line{text: w, col: col})
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}
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}
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// Show the LAST maxLines wrapped lines.
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start := len(rendered) - maxLines
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if start < 0 {
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start = 0
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}
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for i, ln := range rendered[start:] {
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y := int(b.Y) + pad + i*lh
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g.DrawText(dst, ln.text, int(b.X)+pad, y-1, ln.col)
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}
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}
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// BlocksClickAt — the log is non-interactive, but it sits over the bottom
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// of the scene; treat it as opaque so RadialVerbs doesn't pop up over it.
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func (c *ChatLog) BlocksClickAt(p Point) bool { return c.Bounds.Contains(p) }
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