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>
115 lines
3.5 KiB
Go
115 lines
3.5 KiB
Go
package inkwell
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import "github.com/hajimehoshi/ebiten/v2"
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// Widget is the minimal surface a HUD element must implement to participate
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// in the per-frame loop. The library ships several built-in widgets
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// (VerbBar, InventoryBar, DialogBox, etc.) and the domain can register
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// arbitrary new ones — chat panels, minimaps, hotbars — as long as they
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// satisfy this interface.
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//
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// Lifecycle:
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// - Tick runs once per frame from the TOP layer down so the top-most
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// widget gets a chance to consume input first via
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// ctx.Game.Input.ConsumeLeft / ConsumeRight.
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// - Draw runs once per frame from the BOTTOM layer up, so a widget on a
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// higher layer is painted on top.
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//
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// Registration order only decides ties inside one layer — see Layer.
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type Widget interface {
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Named
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Tick(ctx *UICtx)
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Draw(dst *ebiten.Image, ctx *UICtx)
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}
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// Layer is a widget's place in the paint order. A widget says where it
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// belongs rather than depending on the order it happened to be registered
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// in, which frees a domain to register its widgets one file at a time.
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type Layer int
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const (
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// LayerScene is over the picture and under the HUD: hotspot outlines,
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// cutscene bars, and the invisible widgets that only tick.
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LayerScene Layer = 0
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// LayerPanel is the plate the HUD is drawn on.
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LayerPanel Layer = 100
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// LayerHUD is everything mounted on that plate: verbs, inventory,
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// status line, top bar.
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LayerHUD Layer = 200
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// LayerSpeech is speech bubbles, which float over the scene.
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LayerSpeech Layer = 300
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// LayerDialog is the dialogue box.
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LayerDialog Layer = 400
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// LayerMenu is what opens on top of the game: radial verbs, menus.
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LayerMenu Layer = 500
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// LayerCurtain is what covers the game: end cards, fades.
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LayerCurtain Layer = 600
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// LayerCursor is the pointer, and nothing else belongs above it.
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LayerCursor Layer = 700
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)
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// Layered is implemented by a widget that declares its own layer. Every
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// built-in widget does. A widget that does not sits on LayerHUD.
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type Layered interface {
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Layer() Layer
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}
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// Gated is implemented by a widget that can be switched off by game
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// state — every built-in is, through its When field. A widget that does
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// not implement it, or whose condition is nil, is always live.
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type Gated interface {
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VisibleWhen() Condition
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}
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// WidgetVisible reports whether a widget takes part in this frame at all.
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// A widget switched off neither ticks nor draws, and does not block a
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// click, so a HUD can be hidden for a cutscene without unregistering it.
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func WidgetVisible(ctx *Ctx, w Widget) bool {
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g, ok := w.(Gated)
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if !ok {
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return true
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}
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c := g.VisibleWhen()
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return c == nil || c.Eval(ctx)
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}
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// LayerOf reports the layer a widget paints on. A wrapper widget that
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// forwards to an inner one — a visibility gate, say — should return
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// LayerOf(inner) so that wrapping does not move the widget.
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func LayerOf(w Widget) Layer {
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if l, ok := w.(Layered); ok {
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return l.Layer()
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}
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return LayerHUD
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}
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// UICtx is the per-tick context handed to widgets. Game is the root
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// aggregate; DT is seconds since the previous frame.
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type UICtx struct {
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Game *Game
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DT float64
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}
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// MouseButton identifies which mouse button a widget binds to (e.g. the
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// RadialVerbs widget uses MouseButtonRight by default).
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type MouseButton int
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const (
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MouseButtonLeft MouseButton = iota
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MouseButtonRight
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)
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// Size is a {Width, Height} pair in screen-space pixels.
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type Size struct {
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W, H int
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}
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// Align controls horizontal text alignment for widgets that draw a single line.
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type Align int
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const (
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AlignLeft Align = iota
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AlignCenter
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AlignRight
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)
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