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>
50 lines
1.2 KiB
Go
50 lines
1.2 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/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// HotspotDebug overlays a colored outline on every hotspot of the current
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// scene. F1 toggles it at runtime; the default is off.
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type HotspotDebug struct {
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Name string
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When Condition
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Enabled bool
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// ToggleKey, if non-zero, overrides the default F1 toggle.
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ToggleKey ebiten.Key
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}
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func (h *HotspotDebug) GetName() string { return h.Name }
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func (h *HotspotDebug) VisibleWhen() Condition { return h.When }
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func (h *HotspotDebug) Layer() Layer { return LayerScene }
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func (h *HotspotDebug) Tick(ctx *UICtx) {
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key := h.ToggleKey
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if key == 0 {
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key = ebiten.KeyF1
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}
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if inpututil.IsKeyJustPressed(key) {
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h.Enabled = !h.Enabled
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}
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}
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func (h *HotspotDebug) Draw(dst *ebiten.Image, ctx *UICtx) {
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if !h.Enabled {
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return
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}
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g := ctx.Game
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if g.currentScene == "" {
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return
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}
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col := g.Theme().HotspotOutline
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for _, hs := range g.SceneHotspots(g.currentScene) {
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b := hs.Area.Bounds()
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vector.StrokeRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), 1, col, false)
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if hs.Label != "" {
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g.DrawText(dst, hs.Label, int(b.X)+1, int(b.Y)+1, col)
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}
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}
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}
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