Add chat components 321-345; named List rows, inert scroll views
Speech bubbles, a chat log that follows its end, a composer that sends on Enter, typing dots, chat and channel lists, read receipts, reactions, emoji and sticker pickers, mentions, date and unread rules, system lines, member lists, user cards, a mailbox, mail reader and letter, a notification bell, call controls, a voice meter, attachment chips, link previews and polls. pixel's editor takes EnterSends; display's Bubble takes a Fill and exports EmojiSprite. data.List names its rows, which also lets typing choose one. layout.ScrollArea and input.TextArea hold still under Inert, and an inert scroll view leaves the Tab order until it wakes.
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package chat
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import (
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"fmt"
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"log/slog"
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"strconv"
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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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// Reaction is an emoji count; Mine marks your own.
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type Reaction struct {
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Emoji string
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Count int
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Mine bool
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}
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type ReactionsOptions struct {
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Disabled bool
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}
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type ReactionsResult struct {
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Element *ui.Element
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// Toggled is the chip clicked this frame, else -1.
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Toggled int
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}
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// Reactions shows emoji chips with counts; a click toggles yours.
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func Reactions(c *ui.Context, text string, rs []Reaction, o ReactionsOptions) ReactionsResult {
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k := pixel.K(c)
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res := ReactionsResult{Toggled: -1}
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res.Element = ui.Row(c).Gap(k.D(2)).FocusGroup(ui.Horizontal).Role(ui.RoleGroup).Label(text).Children(func() {
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for i := range rs {
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r := &rs[i]
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if r.Count < 0 || r.Mine && r.Count == 0 {
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panic(fmt.Sprintf("chat: reaction %q counts %d, mine %v", r.Emoji, r.Count, r.Mine))
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}
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art := emoji(r.Emoji)
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.ToggleBase(c, &r.Mine).Label(fmt.Sprintf("%s %d", r.Emoji, r.Count)).Disabled(o.Disabled).FocusRing(false)
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})
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if base.Changed() {
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if r.Mine {
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r.Count++
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} else {
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r.Count--
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}
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res.Toggled = i
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slog.Debug("8bit: reaction toggled", "label", text, "emoji", r.Emoji, "mine", r.Mine)
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}
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n, mine := strconv.Itoa(r.Count), r.Mine
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shell.Size(k.D(20+pixel.MicroWidth(n)), k.D(16)).Draw(func(p *ui.Painter, rc ui.Rect) {
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g := k.Canvas(p, rc)
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fill, ink := pixel.Face, pixel.Ink
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if mine {
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fill, ink = pixel.Accent, pixel.AccentInk
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}
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g.Frame(0, 0, g.W, g.H, pixel.Notched, fill)
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g.Sprite(2, 2, art.sp, 0, art.ink, 1)
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g.Micro(16, 6, n, ink, 1)
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g.Finish(st)
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})
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}
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})
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return res
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}
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