Add input components 086-105; park focus off disabled controls
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+3058
-43
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@@ -0,0 +1,102 @@
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package input
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import (
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"fmt"
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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 SlotPickerOptions struct {
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Disabled bool
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}
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type SlotPickerResult struct {
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Element *ui.Element
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Changed bool
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}
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type reelKey struct{}
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// reel holds a drag's and the wheel's leftover DIPs.
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type reel struct {
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drag, wheel float32
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changed bool
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}
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// SlotPicker spins a looping reel; the centered option is chosen.
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func SlotPicker(c *ui.Context, text string, value *int, options []string, o SlotPickerOptions) SlotPickerResult {
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k := pixel.K(c)
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n := len(options)
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if *value < 0 || *value >= n {
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panic(fmt.Sprintf("input: SlotPicker value %d outside %d options", *value, n))
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}
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleSlider).Label(text).Description(options[*value]).Disabled(o.Disabled)
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})
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s := ui.Local(base, reelKey{}, func() reel { return reel{} })
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spin := func(d int) {
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*value = ((*value+d)%n + n) % n
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s.changed = true
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}
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row := k.D(pixel.LineHeight)
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base.HandleInput(func(ev ui.InputEvent) bool {
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if ev.Kind != ui.InputScroll || o.Disabled {
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return false
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}
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s.wheel += ev.DY
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turn(&s.wheel, row, spin)
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return true
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})
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if base.Shortcut(0, ui.KeyDown) {
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spin(1)
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}
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if base.Shortcut(0, ui.KeyUp) {
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spin(-1)
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}
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if _, dy, held := base.Dragged(); held && !o.Disabled {
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s.drag += dy
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turn(&s.drag, row, func(d int) { spin(-d) })
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} else {
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s.drag = 0
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}
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res := SlotPickerResult{Element: shell, Changed: s.changed}
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s.changed = false
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if res.Changed {
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slog.Debug("8bit: slot picker", "label", text, "value", options[*value])
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}
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off := int(s.drag / k.Dot())
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shell.Size(k.D(widest(options)+28), k.D(3*pixel.LineHeight+4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Frame(0, 0, g.W, g.H, pixel.Sunken, pixel.Well)
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g.Clip(2, 2, g.W-4, g.H-4, func() {
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for i := -2; i <= 2; i++ {
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ink := pixel.Faint
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if i == 0 {
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ink = pixel.Ink
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}
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opt := options[((*value+i)%n+n)%n]
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g.Text((g.W-pixel.Measure(opt))/2, 2+pixel.LineHeight*(1+i)+off, opt, ink, 1)
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}
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})
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g.Veil(2, 2, g.W-4, 6, pixel.Shade, 4)
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g.Veil(2, g.H-8, g.W-4, 6, pixel.Shade, 4)
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mid := 2 + pixel.LineHeight + (pixel.LineHeight-tinyRight.H)/2
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g.Sprite(3, mid, tinyRight, 0, pixel.Accent, 1)
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g.Sprite(g.W-6, mid, tinyLeft, 0, pixel.Accent, 1)
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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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// turn spends whole rows of *left on step.
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func turn(left *float32, row float32, step func(int)) {
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for ; *left >= row; *left -= row {
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step(1)
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}
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for ; *left <= -row; *left += row {
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step(-1)
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}
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}
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