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>
41 lines
1.3 KiB
Go
41 lines
1.3 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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// Cursor renders the mouse cursor. When the player has an inventory item
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// selected, the item's sprite is drawn at the cursor instead of the
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// default crosshair. Registered last so it draws on top.
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type Cursor struct {
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Name string
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When Condition
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}
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func (c *Cursor) GetName() string { return c.Name }
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func (c *Cursor) VisibleWhen() Condition { return c.When }
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func (c *Cursor) Layer() Layer { return LayerCursor }
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func (c *Cursor) Tick(ctx *UICtx) {}
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func (c *Cursor) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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x, y := g.Input.Pos()
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if sel := g.Inventory.Selected(); sel != "" {
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if it, ok := g.ItemManager.Get(sel); ok {
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img := g.loaded.image(g.AssetManager, it.Sprite)
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sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
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if sw > 0 && sh > 0 && !g.loaded.isPlaceholder(it.Sprite) {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(16/float64(sw), 16/float64(sh))
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op.GeoM.Translate(float64(x-8), float64(y-8))
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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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}
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col := g.Theme().CursorColor
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vector.StrokeLine(dst, float32(x-3), float32(y), float32(x+4), float32(y), 1, col, false)
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vector.StrokeLine(dst, float32(x), float32(y-3), float32(x), float32(y+4), 1, col, false)
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}
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