Files
inkwell/ui.panel.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

48 lines
1.2 KiB
Go

package inkwell
import (
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// Panel is a generic background widget — a colored rectangle. Useful as a
// backdrop for grouping other widgets or as a chat/notebook frame.
type Panel struct {
Name string
When Condition
Bounds Rectangle
// BG, if nil, falls back to the active Theme.PanelBG.
BG color.Color
// Border thickness in pixels (0 = no border).
Border int
// BorderColor, if nil, falls back to Theme.DialogBorder.
BorderColor color.Color
}
func (p *Panel) GetName() string { return p.Name }
func (p *Panel) VisibleWhen() Condition { return p.When }
func (p *Panel) Layer() Layer { return LayerPanel }
func (p *Panel) Tick(ctx *UICtx) {}
func (p *Panel) Draw(dst *ebiten.Image, ctx *UICtx) {
bg := p.BG
if bg == nil {
bg = ctx.Game.Theme().PanelBG
}
vector.DrawFilledRect(dst,
float32(p.Bounds.X), float32(p.Bounds.Y),
float32(p.Bounds.W), float32(p.Bounds.H), bg, false)
if p.Border > 0 {
bc := p.BorderColor
if bc == nil {
bc = ctx.Game.Theme().DialogBorder
}
vector.StrokeRect(dst,
float32(p.Bounds.X), float32(p.Bounds.Y),
float32(p.Bounds.W), float32(p.Bounds.H),
float32(p.Border), bc, false)
}
}