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>
58 lines
1.1 KiB
Go
58 lines
1.1 KiB
Go
package inkwell
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import "github.com/hajimehoshi/ebiten/v2"
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// StatusLine renders a single line: either the active flash message (set
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// by FlashLine) or the hover-hint (verb + target under the cursor).
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type StatusLine struct {
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Name string
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When Condition
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Y int
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Align Align
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// ScreenWidth, if 0, uses Game.Width.
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ScreenWidth int
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}
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func (s *StatusLine) GetName() string { return s.Name }
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func (s *StatusLine) VisibleWhen() Condition { return s.When }
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func (s *StatusLine) Layer() Layer { return LayerHUD }
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func (s *StatusLine) Tick(ctx *UICtx) {
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g := ctx.Game
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if g.flashTimer > 0 {
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g.flashTimer -= ctx.DT
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if g.flashTimer <= 0 {
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g.flash = ""
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}
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}
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}
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func (s *StatusLine) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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th := g.Theme()
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w := s.ScreenWidth
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if w == 0 {
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w = g.Width
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}
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text := g.flash
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col := th.FlashText
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if text == "" {
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text = g.HoverHint()
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col = th.StatusText
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}
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if text == "" {
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return
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}
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tw := TextWidth(text)
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var x int
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switch s.Align {
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case AlignLeft:
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x = 2
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case AlignRight:
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x = w - tw - 2
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default:
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x = (w - tw) / 2
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}
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g.DrawText(dst, text, x, s.Y, col)
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}
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