package ui // HUD layout. // // 0 394│396 639 // ┌────────────────────────────────────────────────────────────────────┐ // 0 │ ALLEY — paused SRP: 1 tape │ TopBar (20) // 20 ├────────────────────────────────────────────────────────────────────┤ // │ │ // │ scene — hotspots, characters, SpeechBubble │ Scene (244) // │ │ // 264├─────────────────────────────────────────┬──────────────────────────┤ // │ Use hook on: floor grate │ DEX │ // │ ┌───┬───┬───┬───┐ ┌───────┐┌────────┐ │ "The hook is a hand │ HUD (135) // │ ├───┼───┼───┼───┤ │ 1 DEX ││ 2 — │ │ shorter than the gap." │ // │ └───┴───┴───┴───┘ └───────┘└────────┘ │ │ // 399└─────────────────────────────────────────┴──────────────────────────┘ // InventoryBar TapeSlots TapeChannel // // On the resolution: the wiki's art brief asks for a "320×200 VGA look", and // inkwell's widget defaults are authored for exactly that. We render at 640×400 // — the same 16:10, exactly 2× the brief, so art drawn at 320×200 upscales // cleanly — because the engine's text is a fixed 6×16 debug font. At 320×200 a // 16px glyph is 8% of the screen height and nothing fits; at 640×400 it lands // at 4%, which is the proportion the design was drawn for. // // Everything vertical is derived from LineH below rather than from the // wireframe deck's ratios, so the layout cannot drift out of step with the font // again. import ( inkwell "git.teletypegames.org/engines/inkwell" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/vector" "realworld/internal/names" "realworld/internal/world" ) // Screen and layout, in internal (unscaled) pixels. const ( ScreenW = 640 ScreenH = 400 // LineH is one text row: the glyph cell plus leading. Every text-bearing // box is sized as a multiple of this, so rows can never overlap. LineH = glyphH + 2 // 18 Pad = 6 // inner padding for every panel TopBarH = LineH + 2 // 20 — one row plus a hairline of breathing room HUDTop = 264 // the scene | HUD divider DividerX = 394 // world | tape channel (61.6% of the width) // Derived HUD rows. statusY = HUDTop + Pad // 270 slotsY = HUDTop + Pad + LineH // 288 slotsH = LineH*2 + Pad*2 // 48 — two rows plus padding invY = slotsY + 4 // 292 invSlot = 40 invGap = 4 ) // Register assembles the whole HUD in the conventional Z-order: the debug // overlay at the back, the cursor in front. func Register(w *world.World) { g := w.G // The guard goes FIRST so it ticks LAST among the widgets — widgets tick // in reverse registration order, so every HUD widget gets the click before // it does, and it only ever catches clicks that land on the scene. g.UIManager.Register(&UseWithGuard{Name: "usewith_guard", W: w}) g.UIManager.Register(&world.ActionPump{Name: "pump", W: w}) g.UIManager.Register(&windowSizer{Name: "window", Scale: 2}) g.UIManager.Register(&inkwell.HotspotDebug{Name: "hotspot_debug"}) top := &inkwell.TopBar{ Name: "topbar", Height: TopBarH, // The right section prints State.Var(TimeVar). We deliberately reuse // it for the Armilla's single-line phosphor strip: in canon the device // display is one line of text, not a phone screen. TimeVar: names.VarArmillaStrip, } w.SetTopBar(top) g.UIManager.Register(gated(w, "topbar_gate", top)) g.UIManager.Register(&Letterbox{Name: "letterbox", W: w, Bar: 36}) g.UIManager.Register(&hudFrame{Name: "hudframe", W: w}) g.UIManager.Register(gated(w, "status_gate", &inkwell.StatusLine{ Name: "status", Y: statusY, Align: inkwell.AlignLeft, ScreenWidth: DividerX, })) g.UIManager.Register(gated(w, "inventory_gate", &inkwell.InventoryBar{ Name: "inventory", Origin: inkwell.Point{X: Pad + 2, Y: invY}, Slots: 8, Cols: 4, SlotSize: invSlot, Gap: invGap, })) g.UIManager.Register(&TapeSlots{ Name: "tapes", W: w, Bounds: inkwell.Rect(192, slotsY, 194, slotsH), }) g.UIManager.Register(&TapeChannel{ Name: "channel", W: w, Bounds: inkwell.Rect(DividerX+2, HUDTop+2, ScreenW-DividerX-4, ScreenH-HUDTop-4), }) g.UIManager.Register(&inkwell.SpeechBubble{ Name: "speech", MaxWidth: 360, Padding: Pad, OffsetY: 8, FallbackY: TopBarH + Pad, }) // The dialogue box deliberately covers only the left region, so a tape can // comment ALONGSIDE the conversation. It consumes every click while active, // so the tape channel stays visible but inert — which is what we want. g.UIManager.Register(&inkwell.DialogBox{ Name: "dialog", Bounds: inkwell.Rect(0, ScreenH-LineH*9, DividerX, LineH*9), LineHeight: LineH, Padding: Pad, }) // A verb coin, not a verb bar: a permanent VerbBar would eat the left // region, leaving room for neither the inventory nor the tape slots. g.UIManager.Register(&inkwell.RadialVerbs{ Name: "verbs", Trigger: inkwell.MouseButtonRight, Radius: 58, Labels: map[string]string{ "look": "Look", "use": "Use", "talk": "Talk", "take": "Take", }, }) g.UIManager.Register(&inkwell.EndCard{Name: "endcard"}) g.UIManager.Register(&inkwell.Cursor{Name: "cursor"}) } // ----- windowSizer ------------------------------------------------------ // windowSizer resizes the window once, on the first frame. // // inkwell.Run hardcodes a 4× window (core.dsl.go), which at 640×400 would be // 2560×1600 — larger than most laptop screens. Run sets the size before // entering the loop, so the only place to override it is the first tick. type windowSizer struct { Name string Scale int done bool } func (s *windowSizer) GetName() string { return s.Name } func (s *windowSizer) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {} func (s *windowSizer) Tick(ctx *inkwell.UICtx) { if s.done { return } s.done = true scale := s.Scale if scale <= 0 { scale = 2 } ebiten.SetWindowSize(ctx.Game.Width*scale, ctx.Game.Height*scale) } // ----- gate ------------------------------------------------------------- // gate switches built-in widgets off in cutscene and menu mode. inkwell's // widgets have no Visible field and the Manager cannot unregister, so we wrap. // BlocksClickAt is forwarded, otherwise the verb coin would open over the HUD. type gate struct { Name string W *world.World Inner inkwell.Widget } func gated(w *world.World, name string, inner inkwell.Widget) inkwell.Widget { return &gate{Name: name, W: w, Inner: inner} } func (n *gate) GetName() string { return n.Name } func (n *gate) Tick(ctx *inkwell.UICtx) { if n.W.HUDVisible() { n.Inner.Tick(ctx) } } func (n *gate) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) { if n.W.HUDVisible() { n.Inner.Draw(dst, ctx) } } func (n *gate) BlocksClickAt(p inkwell.Point) bool { if !n.W.HUDVisible() { return false } b, ok := n.Inner.(interface{ BlocksClickAt(inkwell.Point) bool }) return ok && b.BlocksClickAt(p) } // ----- hudFrame --------------------------------------------------------- // hudFrame paints the HUD strip's backdrop and the two dividers. The rule: the // two channels always have a visible, continuous separator between them. type hudFrame struct { Name string W *world.World } func (h *hudFrame) GetName() string { return h.Name } func (h *hudFrame) Tick(ctx *inkwell.UICtx) {} func (h *hudFrame) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) { if !h.W.HUDVisible() { return } th := ctx.Game.Theme() vector.DrawFilledRect(dst, 0, HUDTop+1, ScreenW, ScreenH-HUDTop-1, th.PanelBG, false) // horizontal: scene | HUD vector.StrokeLine(dst, 0, HUDTop, ScreenW, HUDTop, 1, th.CharacterPanelBorder, false) // vertical: world | tape vector.StrokeLine(dst, DividerX, HUDTop+1, DividerX, ScreenH, 1, th.CharacterPanelBorder, false) } func (h *hudFrame) BlocksClickAt(p inkwell.Point) bool { return h.W.HUDVisible() && p.Y >= HUDTop }