Files
inkwell/ui.end_card.go
T
mr.zeroandClaude Opus 5 92fc36bdf5
ci/woodpecker/push/woodpecker Pipeline was successful
Nine things a domain kept having to invent
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>
2026-08-30 22:57:16 +02:00

42 lines
1.1 KiB
Go

package inkwell
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// EndCard is a fullscreen overlay shown when the ShowEnd action fires.
// While active it consumes every input so nothing underneath reacts.
type EndCard struct {
Name string
When Condition
}
func (e *EndCard) GetName() string { return e.Name }
func (e *EndCard) VisibleWhen() Condition { return e.When }
func (e *EndCard) Layer() Layer { return LayerCurtain }
func (e *EndCard) Tick(ctx *UICtx) {
if ctx.Game.endCard == "" {
return
}
// swallow every click while the end card is up
if ctx.Game.Input.LeftClicked() {
ctx.Game.Input.ConsumeLeft()
}
if ctx.Game.Input.RightClicked() {
ctx.Game.Input.ConsumeRight()
}
}
func (e *EndCard) Draw(dst *ebiten.Image, ctx *UICtx) {
g := ctx.Game
if g.endCard == "" {
return
}
th := g.Theme()
vector.DrawFilledRect(dst, 0, 0, float32(g.Width), float32(g.Height), th.EndCardBG, false)
w := TextWidth(g.endCard)
g.DrawText(dst, g.endCard, (g.Width-w)/2, g.Height/2-8, th.EndCardText)
}