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>
95 lines
2.4 KiB
Go
95 lines
2.4 KiB
Go
package inkwell
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// TopBar is a thin strip across the top of the screen with three sections:
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// scene title on the left, a score number in the center, and a day/time
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// string on the right. Empty fields are skipped.
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type TopBar struct {
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Name string
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When Condition
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Height int
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// LeftText overrides the auto-discovered scene Title/Name.
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LeftText string
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// ScoreVar is a State Var key whose value is fmt-printed as the
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// center score; empty = no score shown.
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ScoreVar string
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ScoreMax int // when >0, rendered as "Score: X/MAX"
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// TimeVar is a State Var key whose value is printed at the right
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// edge (e.g. "Day 2 - 14:32"); empty = nothing on the right.
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TimeVar string
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// NoteVar is a State Var key whose value is appended to the left
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// text after an em dash — "ALLEY — paused". Empty or unset = no
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// note, and the title stands alone.
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NoteVar string
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}
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func (t *TopBar) GetName() string { return t.Name }
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func (t *TopBar) VisibleWhen() Condition { return t.When }
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func (t *TopBar) Layer() Layer { return LayerHUD }
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func (t *TopBar) Tick(ctx *UICtx) {}
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func (t *TopBar) Draw(dst *ebiten.Image, ctx *UICtx) {
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g := ctx.Game
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th := g.Theme()
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h := t.Height
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if h <= 0 {
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h = 12
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}
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vector.DrawFilledRect(dst, 0, 0, float32(g.Width), float32(h), th.TopBarBG, false)
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left := t.LeftText
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if left == "" && g.currentScene != "" {
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s := g.SceneManager.MustGet(g.currentScene)
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if s.Title != "" {
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left = s.Title
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} else {
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left = s.Name
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}
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}
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if t.NoteVar != "" {
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if note := fmt.Sprint(g.State.Var(t.NoteVar)); note != "" && note != "<nil>" {
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left += " — " + note
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}
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}
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if left != "" {
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g.DrawText(dst, left, 4, -1, th.TopBarText)
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}
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if t.ScoreVar != "" {
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var sc string
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v := g.State.Var(t.ScoreVar)
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if t.ScoreMax > 0 {
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sc = fmt.Sprintf("Score: %v/%d", v, t.ScoreMax)
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} else {
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sc = fmt.Sprintf("Score: %v", v)
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}
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x := (g.Width - TextWidth(sc)) / 2
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g.DrawText(dst, sc, x, -1, th.TopBarAccent)
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}
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if t.TimeVar != "" {
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tm := fmt.Sprint(g.State.Var(t.TimeVar))
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x := g.Width - TextWidth(tm) - 4
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g.DrawText(dst, tm, x, -1, th.TopBarText)
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}
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}
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// BlocksClickAt — the TopBar swallows clicks so the radial menu doesn't
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// pop up under it.
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func (t *TopBar) BlocksClickAt(p Point) bool {
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h := t.Height
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if h <= 0 {
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h = 12
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}
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return p.Y < float64(h)
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}
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