new file structure
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package inc
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// HUD layout.
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//
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// 0 394│396 639
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// ┌────────────────────────────────────────────────────────────────────┐
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// 0 │ ALLEY — paused SRP: 1 tape │ TopBar (20)
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// 20 ├────────────────────────────────────────────────────────────────────┤
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// │ │
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// │ scene — hotspots, characters, SpeechBubble │ Scene (242)
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// │ │
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// 262├─────────────────────────────────────────┬──────────────────────────┤
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// │ Use hook on: floor grate │ DEX │
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// │ ┌───┬───┬───┬───┐ ┌───────┐┌────────┐ │ "The hook is a hand │ HUD (118)
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// │ ├───┼───┼───┼───┤ │ 1 DEX ││ 2 — │ │ shorter than the gap." │
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// 379└─────────────────────────────────────────┴──────────────────────────┘
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// InventoryBar TapeSlots TapeChannel
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//
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// On the resolution: the screen is exactly one painted background. inkwell
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// stretches a scene background over the WHOLE screen (core.engine.go), not over
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// the region left free by the HUD, so any screen size other than the art's own
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// squashes every painting — and the deck is drawn at 640×380
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// (games/realworld_screen_assets). Hence 640×380: the art lands pixel for
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// pixel, and the HUD is an opaque strip laid over its foot.
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//
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// That still satisfies what the wiki's "320×200 VGA look" brief was after — a
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// low, wide VGA frame at an exact 2× of a 320-wide canvas — and it still keeps
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// the engine's fixed 6×16 debug font readable: a 16px glyph is 4% of 380, the
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// proportion the design was drawn for. (At 320×190 it would be 8%, rows would
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// overlap and the top bar could not hold a line.)
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//
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// Everything vertical is derived from LineH and from ScreenH below, never from
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// the wireframe deck's ratios, so the layout cannot drift out of step with the
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// font — or with the art — again.
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import (
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inkwell "git.teletypegames.org/engines/inkwell"
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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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// Screen and layout, in internal (unscaled) pixels.
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const (
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// The screen is the size of one painted background, because the engine
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// scales a background to the full screen: at any other size the art is
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// squashed. See the note above.
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ScreenW = 640
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ScreenH = 380
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// LineH is one text row: the glyph cell plus leading. Every text-bearing
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// box is sized as a multiple of this, so rows can never overlap.
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LineH = glyphH + 2 // 18
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Pad = 6 // inner padding for every panel
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TopBarH = LineH + 2 // 20 — one row plus a hairline of breathing room
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DividerX = 394 // world | tape channel (61.6% of the width)
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// The HUD strip is as short as its own contents allow, and is measured
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// from the bottom of the screen — every pixel it takes is a pixel of the
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// painting it covers. It has to hold the status row and, under it, the two
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// rows of inventory slots (the tallest thing in the strip), padded above
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// and below.
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HUDH = Pad + LineH + 4 + invSlot*2 + invGap + Pad // 118
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HUDTop = ScreenH - HUDH // 262 — the scene | HUD divider
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// Derived HUD rows.
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statusY = HUDTop + Pad // 268
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slotsY = HUDTop + Pad + LineH // 286
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slotsH = LineH*2 + Pad*2 // 48 — two rows plus padding
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invY = slotsY + 4 // 290
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invSlot = 40
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invGap = 4
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)
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// registerUI assembles the whole HUD in the conventional Z-order: the debug
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// overlay at the back, the cursor in front.
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func registerUI(w *World) {
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g := w.G
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// The guard goes FIRST so it ticks LAST among the widgets — widgets tick
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// in reverse registration order, so every HUD widget gets the click before
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// it does, and it only ever catches clicks that land on the scene.
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g.UIManager.Register(&UseWithGuard{Name: "usewith_guard", W: w})
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g.UIManager.Register(&ActionPump{Name: "pump", W: w})
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g.UIManager.Register(&screenNav{Name: "screen_nav", W: w})
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g.UIManager.Register(&windowSizer{Name: "window", Scale: 2})
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g.UIManager.Register(&inkwell.HotspotDebug{Name: "hotspot_debug"})
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top := &inkwell.TopBar{
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Name: "topbar",
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Height: TopBarH,
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// The right section prints State.Var(TimeVar). We deliberately reuse
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// it for the Armilla's single-line phosphor strip: in canon the device
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// display is one line of text, not a phone screen.
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TimeVar: VarArmillaStrip,
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}
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w.SetTopBar(top)
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g.UIManager.Register(gated(w, "topbar_gate", top))
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g.UIManager.Register(&Letterbox{Name: "letterbox", W: w, Bar: 36})
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g.UIManager.Register(&hudFrame{Name: "hudframe", W: w})
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g.UIManager.Register(gated(w, "status_gate", &inkwell.StatusLine{
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Name: "status", Y: statusY, Align: inkwell.AlignLeft, ScreenWidth: DividerX,
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}))
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g.UIManager.Register(gated(w, "inventory_gate", &inkwell.InventoryBar{
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Name: "inventory", Origin: inkwell.Point{X: Pad + 2, Y: invY},
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Slots: 8, Cols: 4, SlotSize: invSlot, Gap: invGap,
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}))
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g.UIManager.Register(&TapeSlots{
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Name: "tapes", W: w,
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Bounds: inkwell.Rect(192, slotsY, 194, slotsH),
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})
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g.UIManager.Register(&TapeChannel{
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Name: "channel", W: w,
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Bounds: inkwell.Rect(DividerX+2, HUDTop+2, ScreenW-DividerX-4, ScreenH-HUDTop-4),
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})
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g.UIManager.Register(&inkwell.SpeechBubble{
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Name: "speech", MaxWidth: 360, Padding: Pad, OffsetY: 8, FallbackY: TopBarH + Pad,
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})
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// The dialogue box deliberately covers only the left region, so a tape can
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// comment ALONGSIDE the conversation. It consumes every click while active,
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// so the tape channel stays visible but inert — which is what we want.
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g.UIManager.Register(&inkwell.DialogBox{
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Name: "dialog", Bounds: inkwell.Rect(0, ScreenH-LineH*9, DividerX, LineH*9),
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LineHeight: LineH, Padding: Pad,
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})
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// A verb coin, not a verb bar: a permanent VerbBar would eat the left
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// region, leaving room for neither the inventory nor the tape slots.
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g.UIManager.Register(&inkwell.RadialVerbs{
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Name: "verbs", Trigger: inkwell.MouseButtonRight, Radius: 58,
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Labels: map[string]string{
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"look": "Look", "use": "Use", "talk": "Talk", "take": "Take",
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},
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})
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g.UIManager.Register(&inkwell.EndCard{Name: "endcard"})
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g.UIManager.Register(&inkwell.Cursor{Name: "cursor"})
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}
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// ----- windowSizer ------------------------------------------------------
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// windowSizer resizes the window once, on the first frame.
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//
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// inkwell.Run hardcodes a 4× window (core.dsl.go), which at 640×380 would be
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// 2560×1520 — larger than most laptop screens. Run sets the size before
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// entering the loop, so the only place to override it is the first tick.
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type windowSizer struct {
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Name string
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Scale int
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done bool
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}
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func (s *windowSizer) GetName() string { return s.Name }
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func (s *windowSizer) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {}
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func (s *windowSizer) Tick(ctx *inkwell.UICtx) {
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if s.done {
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return
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}
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s.done = true
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scale := s.Scale
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if scale <= 0 {
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scale = 2
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}
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ebiten.SetWindowSize(ctx.Game.Width*scale, ctx.Game.Height*scale)
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}
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// ----- gate -------------------------------------------------------------
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// gate switches built-in widgets off in cutscene and menu mode. inkwell's
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// widgets have no Visible field and the Manager cannot unregister, so we wrap.
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// BlocksClickAt is forwarded, otherwise the verb coin would open over the HUD.
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type gate struct {
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Name string
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W *World
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Inner inkwell.Widget
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}
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func gated(w *World, name string, inner inkwell.Widget) inkwell.Widget {
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return &gate{Name: name, W: w, Inner: inner}
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}
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func (n *gate) GetName() string { return n.Name }
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func (n *gate) Tick(ctx *inkwell.UICtx) {
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if n.W.HUDVisible() {
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n.Inner.Tick(ctx)
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}
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}
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func (n *gate) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
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if n.W.HUDVisible() {
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n.Inner.Draw(dst, ctx)
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}
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}
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func (n *gate) BlocksClickAt(p inkwell.Point) bool {
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if !n.W.HUDVisible() {
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return false
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}
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b, ok := n.Inner.(interface{ BlocksClickAt(inkwell.Point) bool })
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return ok && b.BlocksClickAt(p)
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}
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// ----- hudFrame ---------------------------------------------------------
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// hudFrame paints the HUD strip's backdrop and the two dividers. The rule: the
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// two channels always have a visible, continuous separator between them.
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type hudFrame struct {
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Name string
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W *World
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}
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func (h *hudFrame) GetName() string { return h.Name }
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func (h *hudFrame) Tick(ctx *inkwell.UICtx) {}
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func (h *hudFrame) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
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if !h.W.HUDVisible() {
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return
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}
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th := ctx.Game.Theme()
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vector.DrawFilledRect(dst, 0, HUDTop+1, ScreenW, ScreenH-HUDTop-1, th.PanelBG, false)
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// horizontal: scene | HUD
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vector.StrokeLine(dst, 0, HUDTop, ScreenW, HUDTop, 1, th.CharacterPanelBorder, false)
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// vertical: world | tape
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vector.StrokeLine(dst, DividerX, HUDTop+1, DividerX, ScreenH, 1, th.CharacterPanelBorder, false)
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}
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func (h *hudFrame) BlocksClickAt(p inkwell.Point) bool {
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return h.W.HUDVisible() && p.Y >= HUDTop
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}
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