Add input components 086-105; park focus off disabled controls
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+116
@@ -0,0 +1,116 @@
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package input
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import (
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"log/slog"
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"time"
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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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// Direction is a d-pad arm.
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type Direction uint8
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const (
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None Direction = iota
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Up
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Down
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Left
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Right
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)
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func (d Direction) String() string { return [...]string{"none", "up", "down", "left", "right"}[d] }
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type DPadOptions struct {
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Disabled bool
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}
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type DPadResult struct {
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Element *ui.Element
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// Pressed is the arm pressed this frame.
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Pressed Direction
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}
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type dpadKey struct{}
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// flash is the arm a key lit, and when.
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type flash struct {
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arm Direction
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at time.Time
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}
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// DPad is a cross pad reporting arrows and pressed arms.
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func DPad(c *ui.Context, text string, o DPadOptions) DPadResult {
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k := pixel.K(c)
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
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})
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lit := ui.Local(base, dpadKey{}, func() flash { return flash{} })
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res := DPadResult{Element: shell}
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for _, m := range []struct {
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key ui.Key
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arm Direction
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}{{ui.KeyUp, Up}, {ui.KeyDown, Down}, {ui.KeyLeft, Left}, {ui.KeyRight, Right}} {
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if base.Shortcut(0, m.key) {
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res.Pressed = m.arm
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}
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}
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// Taking Enter and Space keeps keys from clicking.
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base.Shortcut(0, ui.KeyEnter)
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base.Shortcut(0, ui.KeySpace)
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at := func() Direction {
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x, y, _ := base.PointerPosition()
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return armAt(int(x/k.Dot()), int(y/k.Dot()))
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}
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if base.Clicked() {
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res.Pressed = at()
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}
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if res.Pressed != None {
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*lit = flash{res.Pressed, k.Now()}
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slog.Debug("8bit: dpad", "label", text, "arm", res.Pressed)
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}
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down := None
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if k.Now().Sub(lit.at) < 150*time.Millisecond {
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down = lit.arm
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k.Tick(c, 10)
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}
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if st.Press {
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down = at()
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}
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shell.Size(k.D(36), k.D(36)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Rect(12, 0, 12, 36, pixel.Edge)
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g.Rect(0, 12, 36, 12, pixel.Edge)
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for _, a := range []struct {
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arm Direction
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x, y, w, h int
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sp *pixel.Sprite
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}{{Up, 13, 1, 10, 11, tinyUp}, {Down, 13, 24, 10, 11, tinyDown}, {Left, 1, 13, 11, 10, tinyLeft}, {Right, 24, 13, 11, 10, tinyRight}} {
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fill, dy := pixel.Face, 0
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if down == a.arm {
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fill, dy = pixel.Shade, 1
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}
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g.Rect(a.x, a.y, a.w, a.h, fill)
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g.Sprite(a.x+(a.w-a.sp.W)/2, a.y+(a.h-a.sp.H)/2+dy, a.sp, 0, pixel.Ink, 1)
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}
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g.Rect(13, 13, 10, 10, pixel.Shade)
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finish(g, st)
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})
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return res
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}
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// armAt is the arm under a dot of the pad.
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func armAt(x, y int) Direction {
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switch {
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case x >= 12 && x < 24 && y < 12:
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return Up
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case x >= 12 && x < 24 && y >= 24:
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return Down
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case y >= 12 && y < 24 && x < 12:
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return Left
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case y >= 12 && y < 24 && x >= 24:
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return Right
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}
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return None
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}
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