Add data components 151-175; clear MyGo row highlights
Lists, tables, trees, grids, inventories and records in data/. Outline and GridView build on ui.List: ui.Outline strokes its arrows and ui.GridView spaces and tints items. The pixel theme keeps MyGo's row highlights clear so scrolled rows stay on whole dots; off lists take a veil against the wheel. Adds Canvas.Silhouette, SwitchOptions Label and exports Rarity.Slot.
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+104
@@ -0,0 +1,104 @@
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package data
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import (
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"log/slog"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type OutlineOptions struct {
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// Height is in dots; zero means 140.
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Height int
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Disabled bool
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}
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type OutlineResult struct {
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Element *ui.Element
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Changed, Submitted bool
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}
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type outlineKey[K comparable] struct{}
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// outline is a tree's open branches and its chosen row.
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type outline[K comparable] struct {
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opened map[K]bool
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list ui.ListState
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at int
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}
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// Outline is a virtual tree for huge hierarchies.
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func Outline[K comparable](c *ui.Context, text string, roots []K, children func(K) []K, label func(K) string, selected *K, o OutlineOptions) OutlineResult {
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k := pixel.K(c)
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off := o.Disabled || pixel.Current(c).Inert
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box := ui.Box(c)
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st := ui.Local(box, outlineKey[K]{}, func() outline[K] { return outline[K]{opened: map[K]bool{}} })
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rows := flatten(roots, children, st.opened)
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st.at = -1
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for i, r := range rows {
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if r.key == *selected {
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st.at = i
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}
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}
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st.list.Selected = &st.at
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st.list.Key = func(i int) any { return rows[i].key }
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st.list.Label = func(i int) string { return label(rows[i].key) }
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if off {
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st.list.Selected = nil
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}
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var e *ui.Element
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box.Children(func() {
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e = ui.List(c, &st.list, len(rows), pixel.Lazy(c, func(i int) {
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r, on, ink := rows[i], i == st.at, pixel.Ink
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if on {
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ink = pixel.AccentInk
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}
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ui.Row(c).Height(k.D(pixel.LineHeight)).AlignItems(ui.Center).Draw(func(p *ui.Painter, rc ui.Rect) {
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if on {
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g := k.Canvas(p, rc)
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g.Rect(0, 0, g.W, g.H, pixel.Accent)
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}
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}).Children(func() {
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ui.Box(c).Width(k.D(r.depth * 10)).Shrink(0)
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arrow := ui.Box(c).Size(k.D(12), k.D(pixel.LineHeight)).Shrink(0).Role(ui.RoleNone)
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if r.branch && !off && arrow.Clicked() {
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st.opened[r.key] = !st.opened[r.key]
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slog.Debug("8bit: outline toggled", "label", text, "row", i, "open", st.opened[r.key])
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}
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shut := !st.opened[r.key]
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arrow.Draw(func(p *ui.Painter, rc ui.Rect) {
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g := k.Canvas(p, rc)
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switch {
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case !r.branch:
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case shut:
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g.Sprite(4, 3, pointer, 0, ink, 1)
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default:
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g.Sprite(3, 4, down, 0, ink, 1)
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}
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})
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pixel.Text(c, label(r.key), pixel.TextOptions{Slot: ink})
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})
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})).Height(k.D(pixel.Or("Outline Height", o.Height, 140))).Label(text)
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right, left := e.Shortcut(0, ui.KeyRight), e.Shortcut(0, ui.KeyLeft)
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if (right || left) && st.at >= 0 && !off {
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at, toggled := steer(rows, st.at, st.opened, right)
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if toggled {
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slog.Debug("8bit: outline toggled", "label", text, "row", at, "open", right)
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}
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st.at, rows = at, flatten(roots, children, st.opened)
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}
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veil(c, off)
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})
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pixel.Park(c, e, off)
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if off {
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e.Description(k.Msg("disabled"))
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}
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well(c, box, pixel.State{Focus: e.FocusRing(false).FocusVisible(), Disabled: o.Disabled})
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res := OutlineResult{Element: box, Submitted: e.Submitted()}
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if st.at >= 0 && rows[st.at].key != *selected {
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*selected, res.Changed = rows[st.at].key, true
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slog.Debug("8bit: outline", "label", text, "row", st.at)
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}
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return res
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}
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