Add layout components 001-020 with demos and behavior tests
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package layout
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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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const barW = 10
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var (
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upArrow = pixel.MustSprite(`
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..#..
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.###.
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#####
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`)
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downArrow = pixel.MustSprite(`
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#####
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.###.
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..#..
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`)
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)
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type ScrollAreaOptions struct {
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// Label names the region for assistive technology.
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Label string
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Disabled bool
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}
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type ScrollAreaResult struct {
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Element *ui.Element
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// Changed reports the view moved since the last frame.
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Changed bool
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}
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type scrollKey struct{}
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// ScrollArea scrolls children vertically beside a pixel scrollbar.
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func ScrollArea(c *ui.Context, s *ui.ScrollState, o ScrollAreaOptions, children func()) ScrollAreaResult {
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k := pixel.K(c)
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// The bar comes first: TrackScroll reads s when called.
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row := ui.Row(c).AlignItems(ui.Stretch).Reverse()
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last := ui.Local(row, scrollKey{}, func() float32 { return s.Y })
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view := row.Bounds().H
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// Disabled freezes the view: any move is undone before paint.
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if o.Disabled {
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s.Y = *last
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}
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var v *ui.Element
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row.Children(func() {
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scrollBar(c, k, s, view, o.Disabled)
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// A disabled view is a new element, so the focus leaves it.
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v = ui.Scroll(c).Key(o.Disabled).TrackScroll(s).Grow(1).Label(o.Label).FocusRing(false)
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if o.Disabled {
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v.Role(ui.RoleGroup).Description(k.Msg("disabled"))
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} else {
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v.Role(ui.RoleScroll).Focusable()
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}
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v.Children(children)
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})
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focus := v.FocusVisible()
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row.Draw(func(p *ui.Painter, r ui.Rect) {
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if r.H != view {
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c.Invalidate()
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}
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}).DrawOver(func(p *ui.Painter, r ui.Rect) {
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if focus {
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g := k.Canvas(p, r)
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w := g.W - barW
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g.Checker(0, 0, w, 1, pixel.Accent)
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g.Checker(0, g.H-1, w, 1, pixel.Accent)
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g.Checker(0, 0, 1, g.H, pixel.Accent)
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g.Checker(w-1, 0, 1, g.H, pixel.Accent)
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}
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})
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res := ScrollAreaResult{Element: row, Changed: s.Y != *last}
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*last = s.Y
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if res.Changed {
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slog.Debug("8bit: scrollarea scrolled", "y", s.Y)
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}
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return res
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}
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// scrollBar draws arrows, track and thumb, and moves s.
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func scrollBar(c *ui.Context, k pixel.Kit, s *ui.ScrollState, view float32, disabled bool) {
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clamp := func(y float32) { s.Y = max(0, min(y, s.MaxY)) }
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ui.Column(c).Width(k.D(barW)).DrawOver(func(p *ui.Painter, r ui.Rect) {
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if disabled {
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g := k.Canvas(p, r)
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g.Checker(0, 0, g.W, g.H, pixel.Face)
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}
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}).Children(func() {
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if arrow(c, k, upArrow, k.Msg("scroll_up"), disabled) {
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clamp(s.Y - k.D(16))
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}
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track := ui.Box(c).Grow(1)
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h := track.Bounds().H
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size, at := thumb(h, view, s.Y, s.MaxY, k.Dot())
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track.Draw(func(p *ui.Painter, r ui.Rect) {
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if r.H != h {
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c.Invalidate()
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}
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box(k.Canvas(p, r), pixel.Sunken, pixel.Well)
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}).Children(func() {
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th := ui.Box(c).Absolute().Top(at).Left(0).FillWidth().Height(size)
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th.Clicked()
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if _, dy, ok := th.Dragged(); ok && !disabled && dy != 0 && h > size {
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clamp(s.Y + dy*s.MaxY/(h-size))
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}
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th.Draw(func(p *ui.Painter, r ui.Rect) { box(k.Canvas(p, r), pixel.Raised, pixel.Face) })
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})
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if track.Clicked() && !disabled {
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if _, y, _ := track.PointerPosition(); y < at {
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clamp(s.Y - view)
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} else if y > at+size {
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clamp(s.Y + view)
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}
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}
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if arrow(c, k, downArrow, k.Msg("scroll_down"), disabled) {
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clamp(s.Y + k.D(16))
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}
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})
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}
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// thumb sizes and places the thumb in track h.
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func thumb(h, view, y, maxY, dot float32) (size, at float32) {
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if maxY <= 0 || view <= 0 {
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return h, 0
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}
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size = min(h, max(8*dot, h*view/(view+maxY)))
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size = float32(int(size/dot)) * dot
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return size, float32(int((h-size)*y/maxY/dot)) * dot
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}
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// arrow is a scrollbar button; keys scroll the view instead.
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func arrow(c *ui.Context, k pixel.Kit, sp *pixel.Sprite, label string, disabled bool) bool {
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Role(ui.RoleButton).Label(label).Disabled(disabled)
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})
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shell.Size(k.D(barW), k.D(barW)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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style, y := pixel.Raised, 0
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if st.Press {
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style, y = pixel.Sunken, 1
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}
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box(g, style, pixel.Face)
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g.Sprite((g.W-sp.W)/2, (g.H-sp.H)/2+y, sp, 0, pixel.Ink, 1)
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})
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return base.Clicked()
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}
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