Add code components 366-385; ScrollArea Follow, editor sync
A terminal with history, a Go-colored code block, a log viewer that follows, a hex viewer, a memory map, a JSON tree, a line diff, a GAME OVER crash screen, an FPS meter, profiler bars, breakpoints, variables, command history, a shortcut list, a debug grid, a pixel editor that exports string art, a palette editor, a sprite sheet, a glyph map and a 6502 register view. layout.ScrollArea takes Follow, and ChatLog now uses it. data.TreeNode takes a Value drawn in its Slot. pixel gains Has, and Sprite.Art writes MustSprite art. pixel.Editor takes the caller's value at each input event, so a value changed between frames is never typed onto.
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@@ -0,0 +1,105 @@
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package code
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import (
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"fmt"
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"log/slog"
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"math"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type PaletteEditorOptions struct {
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Disabled bool
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}
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type PaletteEditorResult struct {
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Element *ui.Element
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Changed bool
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}
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type tintKey struct{}
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// PaletteEditor sets *pal in channel levels; a preview follows.
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func PaletteEditor(c *ui.Context, text string, pal *pixel.Palette, o PaletteEditorOptions) PaletteEditorResult {
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k := pixel.K(c)
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if pal == nil {
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panic("code: PaletteEditor needs a palette")
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}
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// Inside the scope everything draws in the edited colors.
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in := pixel.Current(c)
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in.Palette = pal
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var res PaletteEditorResult
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res.Element = ui.Row(c).Gap(k.D(8)).AlignItems(ui.Start)
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sel := ui.Local(res.Element, tintKey{}, func() int { return int(pixel.Accent) })
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res.Element.Children(func() {
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ui.Column(c).Gap(k.D(4)).Children(func() {
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pixel.Scope(c, in, func() {
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// Paint runs after the scope: keep its kit now.
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sk := pixel.K(c)
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shell, base, st, _ := pixel.Pad(c, text, 8, int(pixel.Slots), 14, 14, sel, o.Disabled)
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base.Description(fmt.Sprintf("%v, %s", pixel.Slot(*sel), hex(pal.Colors[*sel])))
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at := *sel
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := sk.Canvas(p, r)
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for s := range int(pixel.Slots) {
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x, y := s%8*14, s/8*14
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if s == at {
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g.Rect(x, y, 14, 14, pixel.Accent)
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}
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g.Frame(x+1, y+1, 12, 12, pixel.Flat, pixel.Slot(s))
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}
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g.Finish(st)
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})
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})
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col := &pal.Colors[*sel]
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pixel.Text(c, fmt.Sprintf("%v %s", pixel.Slot(*sel), hex(*col)), pixel.TextOptions{Slot: pixel.Faint})
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for _, ch := range []struct {
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name string
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v *uint8
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}{{"R", &col.R}, {"G", &col.G}, {"B", &col.B}} {
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// Levels 0–15, each worth 17.
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level := math.Round(float64(*ch.v) / 17)
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ui.Row(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
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// Drawn, not named: the slider carries the name.
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ui.Box(c).Size(k.D(pixel.Measure(ch.name)), k.D(pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
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k.Canvas(p, r).Text(0, 0, ch.name, pixel.Faint, 1)
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})
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if input.StepSlider(c, ch.name, &level, input.StepSliderOptions{Max: 15, Step: 1, Width: 96, Disabled: o.Disabled}).Changed {
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*ch.v, res.Changed = uint8(level)*17, true
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}
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})
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}
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})
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pixel.Scope(c, in, func() { preview(c, k.Msg("preview")) })
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})
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if res.Changed {
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slog.Debug("8bit: palette editor", "label", text, "slot", pixel.Slot(*sel), "color", hex(pal.Colors[*sel]))
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}
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return res
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}
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// preview is a small window drawn in the edited colors.
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func preview(c *ui.Context, text string) {
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k := pixel.K(c)
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ui.Box(c).Size(k.D(112), k.D(84)).Role(ui.RoleImage).Label(text).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Rect(0, 0, g.W, g.H, pixel.Back)
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g.Frame(0, 0, 112, 84, pixel.Window, pixel.Face)
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g.Rect(3, 3, 106, 12, pixel.Accent)
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g.Text(6, 3, "HELLO!", pixel.AccentInk, 1)
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g.Text(6, 18, "PRESS START", pixel.Ink, 1)
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g.Text(6, 30, "HI 9999", pixel.Faint, 1)
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g.Frame(6, 44, 46, 14, pixel.Raised, pixel.Face)
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g.Text(12, 45, "OK", pixel.Ink, 1)
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g.Frame(58, 44, 46, 14, pixel.Sunken, pixel.Well)
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for i, s := range []pixel.Slot{pixel.Good, pixel.Warn, pixel.Bad, pixel.Info, pixel.Magic, pixel.AccentLit} {
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g.Rect(6+i*17, 66, 15, 10, s)
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}
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})
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}
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// hex prints a color as #RRGGBB.
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func hex(col ui.Color) string { return fmt.Sprintf("#%02X%02X%02X", col.R, col.G, col.B) }
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