Add canvas, dither, sprites, clock and pixel elements
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package pixel
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import (
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"fmt"
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"strings"
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"github.com/egoist/mygo/ui"
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)
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type TextOptions struct {
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Slot Slot
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// Scale is 1–4; zero means 1.
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Scale int
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// Wrap breaks lines at the width the layout gives.
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Wrap bool
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MaxLines int
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}
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// Text is a pixel-font label that screen readers read.
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func Text(c *ui.Context, s string, o TextOptions) *ui.Element {
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k := K(c)
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scale := scaleOr1(o.Scale)
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e := ui.Box(c).Label(s).Role(ui.RoleText)
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width, check := 0, func(ui.Rect) {}
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if o.Wrap {
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width, check = WrapWidth(c, e)
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}
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lines := textLines(s, width/scale, o.MaxLines)
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if o.Wrap {
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e.Height(k.D(len(lines) * LineHeight * scale))
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} else {
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w := 0
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for _, l := range lines {
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w = max(w, Measure(l))
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}
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e.Size(k.D(w*scale), k.D(len(lines)*LineHeight*scale))
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}
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return e.Draw(func(p *ui.Painter, r ui.Rect) {
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check(r)
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g := k.Canvas(p, r)
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for i, l := range lines {
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g.Text(0, i*LineHeight*scale, l, o.Slot, scale)
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}
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})
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}
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// textLines wraps s, cutting to maxLines with an ellipsis.
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func textLines(s string, width, maxLines int) []string {
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if maxLines < 0 {
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panic(fmt.Sprintf("pixel: MaxLines %d", maxLines))
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}
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lines := Lines(s, width)
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if maxLines == 0 || len(lines) <= maxLines {
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return lines
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}
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lines = lines[:maxLines]
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last := []rune(strings.TrimRight(lines[maxLines-1], " "))
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for width > 0 && len(last) > 0 && Measure(string(last)+"…") > width {
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last = last[:len(last)-1]
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}
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lines[maxLines-1] = string(last) + "…"
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return lines
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}
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type wrapKey struct{}
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// WrapWidth is e's last painted width; Draw must call check.
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func WrapWidth(c *ui.Context, e *ui.Element) (int, func(r ui.Rect)) {
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dot := K(c).dot
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w := ui.Local(e, wrapKey{}, func() int { return 0 })
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used := *w
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return used, func(r ui.Rect) {
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if now := int(r.W / dot); now != *w {
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*w = now
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c.Invalidate()
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}
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}
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}
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type IconOptions struct {
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Slot Slot
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Scale int
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// Label names the icon; empty hides it from assistive technology.
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Label string
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}
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func Icon(c *ui.Context, sp *Sprite, o IconOptions) *ui.Element {
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k := K(c)
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scale := scaleOr1(o.Scale)
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e := ui.Box(c).Size(k.D(sp.W*scale), k.D(sp.H*scale))
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if o.Label != "" {
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e.Label(o.Label).Role(ui.RoleImage)
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} else {
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e.Role(ui.RoleNone)
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}
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return e.Draw(func(p *ui.Painter, r ui.Rect) {
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k.Canvas(p, r).Sprite(0, 0, sp, 0, o.Slot, scale)
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})
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}
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func scaleOr1(s int) int {
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if s == 0 {
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return 1
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}
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checkScale(s)
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return s
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}
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// State is how a control looks this frame.
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type State struct{ Hover, Press, Focus, Disabled bool }
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// Shell wraps base in an enabled box that paints.
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func Shell(c *ui.Context, base func() *ui.Element) (shell, b *ui.Element, st State) {
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shell = ui.Box(c)
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shell.Children(func() { b = base().Fill().FocusRing(false) })
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st = State{Hover: b.Hovered(), Press: b.Pressed(), Focus: b.FocusVisible(), Disabled: b.IsDisabled()}
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return shell, b, st
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}
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var hand = MustSprite(`
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.eee......
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elllleeee.
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elllllllle
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elllleeee.
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elllle....
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.eeee.....
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`)
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// FocusMark rings a box with dots and points a hand.
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func (g Canvas) FocusMark(x, y, w, h int) {
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rx, ry, rw, rh := x-2, y-2, w+4, h+4
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for i := range rw {
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g.ant(rx+i, ry)
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g.ant(rx+i, ry+rh-1)
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}
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for j := 1; j < rh-1; j++ {
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g.ant(rx, ry+j)
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g.ant(rx+rw-1, ry+j)
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}
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g.Sprite(rx-hand.W-1+g.Step(4)%2, y+(h-hand.H)/2, hand, 0, Edge, 1)
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}
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func (g Canvas) ant(x, y int) {
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if (g.gx+x+g.gy+y)&1 == 0 {
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g.Dot(x, y, Accent)
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}
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}
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