The engine already had the registry the game was reimplementing: inkwell.Manager[T Named], and every entity type here is an alias of an engine struct, so they all carry GetName() already. manager.manager.go and manager.interface.go are gone; a category manager is now one call to inkwell.NewManager. registerAll goes with it — Each does the hand-off — and the selector writes its derived pins back with Set, which keeps the scene in place in the registration order. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -8,7 +8,7 @@ import (
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type Theme = inkwell.Theme
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var ThemeManager = NewManager(func(entity Theme) string { return entity.Name })
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var ThemeManager = inkwell.NewManager[Theme]()
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const (
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RealWorld = "realworld-93"
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@@ -34,5 +34,5 @@ func RGBA(hex uint32, a uint8) color.Color {
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}
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func registerTheme() {
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registerAll(ThemeManager, World.G.ThemeManager.Register)
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ThemeManager.Each(World.G.ThemeManager.Register)
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}
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