Add navigation components 131-150; pixel Pad, Finish, Park, Since
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package navigation
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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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type NavItem struct {
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Icon *pixel.Sprite
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Label string
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}
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type NavRailOptions struct {
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Disabled bool
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}
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type NavRailResult struct {
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Element *ui.Element
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Changed bool
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}
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// NavRail is an icon rail, named on hover or focus.
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func NavRail(c *ui.Context, text string, items []NavItem, selected *int, o NavRailOptions) NavRailResult {
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k := pixel.K(c)
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res := NavRailResult{}
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res.Element = ui.RadioGroup(c, func() {
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for i, it := range items {
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.RadioBase(c, selected, i).Label(it.Label).Disabled(o.Disabled)
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})
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if base.Changed() {
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res.Changed = true
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}
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shell.Size(k.D(22), k.D(22)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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ink := pixel.Ink
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switch {
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case i == *selected:
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g.Frame(0, 0, g.W, g.H, pixel.Notched, pixel.Accent)
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ink = pixel.AccentInk
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case st.Hover:
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g.Frame(0, 0, g.W, g.H, pixel.Notched, pixel.Lit)
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}
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g.Sprite(5, 5, it.Icon, 0, ink, 1)
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g.Finish(st)
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})
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if st.Hover || st.Focus {
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tip(c, k, shell.Bounds(), it.Label)
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}
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}
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}).AlignSelf(ui.Start).Gap(k.D(2)).Padding(k.D(3)).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.Face)
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g.VLine(g.W-1, 0, g.H, pixel.Edge)
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})
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if res.Changed {
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slog.Debug("8bit: nav rail", "label", text, "selected", *selected)
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}
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return res
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}
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// tip names an item to its right, letting presses by.
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func tip(c *ui.Context, k pixel.Kit, at ui.Rect, s string) {
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ui.Overlay(c, func() {
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w := pixel.Measure(s) + 8
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ui.Box(c).Absolute().Left(at.X+at.W+k.D(4)).Top(at.Y+(at.H-k.D(pixel.LineHeight+2))/2).
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Size(k.D(w), k.D(pixel.LineHeight+2)).PassThrough().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.Notched, pixel.Ink)
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g.Text(4, 1, s, pixel.Back, 1)
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})
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})
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}
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type BottomNavOptions struct {
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Disabled bool
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}
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type BottomNavResult struct {
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Element *ui.Element
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Changed bool
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}
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// BottomNav is a bar of labeled icons for narrow screens.
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func BottomNav(c *ui.Context, text string, items []NavItem, selected *int, o BottomNavOptions) BottomNavResult {
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k := pixel.K(c)
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res := BottomNavResult{}
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res.Element = ui.RadioGroup(c, func() {
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for i, it := range items {
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.RadioBase(c, selected, i).Label(it.Label).Disabled(o.Disabled)
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})
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if base.Changed() {
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res.Changed = true
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}
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w := max(pixel.Measure(it.Label), 12) + 12
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shell.Size(k.D(w), k.D(16+pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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ink := pixel.Faint
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if i == *selected {
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ink = pixel.Accent
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g.HLine(2, 0, g.W-4, pixel.Accent)
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} else if st.Hover {
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ink = pixel.Ink
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}
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g.Sprite((g.W-it.Icon.W)/2, 2, it.Icon, 0, ink, 1)
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g.Text((g.W-pixel.Measure(it.Label))/2, 14, it.Label, ink, 1)
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g.Finish(st)
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})
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}
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}).Row().Gap(k.D(4)).Padding(k.D(2), k.D(6)).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.Face)
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g.HLine(0, 0, g.W, pixel.Edge)
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})
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if res.Changed {
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slog.Debug("8bit: bottom nav", "label", text, "selected", *selected)
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}
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return res
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}
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