Files
inkwell/ui.status.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

58 lines
1.1 KiB
Go

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