Add navigation components 131-150; pixel Pad, Finish, Park, Since
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+2776
-87
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@@ -55,6 +55,18 @@ func (k Kit) Tick(c *ui.Context, fps int) int {
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return n
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}
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// Since counts steps from t at fps, up to done.
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func (k Kit) Since(c *ui.Context, t time.Time, fps, done int) int {
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if t.IsZero() {
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return done
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}
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n := int(k.now.Sub(t) * time.Duration(fps) / time.Second)
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if n < done {
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k.Tick(c, fps)
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}
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return min(n, done)
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}
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// frameAt is the frame at t and the next wait.
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func frameAt(t time.Time, fps int) (int, time.Duration) {
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checkFPS(fps)
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+27
-13
@@ -97,25 +97,29 @@ func Shell(c *ui.Context, base func() *ui.Element) (shell, b *ui.Element, st Sta
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b.Disabled(true)
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}
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off := own || inert
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// MyGo keeps focus and keys on a newly disabled element.
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parked := ui.Local(b, parkKey{}, func() bool { return false })
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switch {
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case off && b.Focused():
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c.Root().Focus()
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*parked = true
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case !off && *parked:
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// Focus comes back unless something else took it.
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if root := c.Root(); root.Focused() || !root.FocusWithin() {
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b.Focus()
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}
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*parked = false
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}
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Park(c, b, off)
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st = State{Hover: b.Hovered(), Press: b.Pressed() && !off, Focus: b.FocusVisible(), Disabled: own}
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return shell, b, st
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}
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type parkKey struct{}
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// Park moves focus off e while off, back once on.
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func Park(c *ui.Context, e *ui.Element, off bool) {
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parked := ui.Local(e, parkKey{}, func() bool { return false })
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switch {
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case off && e.Focused():
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c.Root().Focus()
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*parked = true
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case !off && *parked:
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// Focus comes back unless something else took it.
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if root := c.Root(); root.Focused() || !root.FocusWithin() {
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e.Focus()
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}
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*parked = false
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}
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}
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// Hand is the pointing cursor of focus and menus.
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var Hand = MustSprite(`
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.eee......
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@@ -126,6 +130,16 @@ var Hand = MustSprite(`
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.eeee.....
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`)
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// Finish dithers out a disabled control and marks its focus.
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func (g Canvas) Finish(st State) {
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if st.Disabled {
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g.Checker(0, 0, g.W, g.H, Face)
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}
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if st.Focus {
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g.FocusMark(0, 0, g.W, g.H)
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}
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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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@@ -15,6 +15,7 @@ var messages = map[Locale]map[string]string{
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"hold": "HOLD TO CONFIRM", "del": "DEL", "end": "END", "lives": "+30 LIVES!",
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"retry": "RETRY", "stage_clear": "STAGE CLEAR!", "level_up": "LEVEL UP!", "achievement": "ACHIEVEMENT UNLOCKED",
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"combo": "COMBO!", "saving": "SAVING", "saved": "SAVED", "go": "GO!", "wait": "PLEASE WAIT",
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"prev": "PREVIOUS", "next": "NEXT", "back": "BACK", "forward": "FORWARD", "history": "HISTORY",
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},
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Zh: {
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"ok": "确定", "cancel": "取消", "yes": "是", "no": "否", "close": "关闭",
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@@ -28,6 +29,7 @@ var messages = map[Locale]map[string]string{
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"hold": "长按确认", "del": "删", "end": "完", "lives": "命数 +30!",
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"retry": "重试", "stage_clear": "过关!", "level_up": "升级!", "achievement": "成就解锁",
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"combo": "连击!", "saving": "存档中", "saved": "已存档", "go": "开始!", "wait": "请稍候",
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"prev": "上一页", "next": "下一页", "back": "后退", "forward": "前进", "history": "历史",
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},
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}
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@@ -0,0 +1,43 @@
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package pixel
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import "github.com/egoist/mygo/ui"
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// Pad is a focusable grid; it returns the picked cell.
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func Pad(c *ui.Context, text string, cols, n, cw, ch int, cur *int, disabled bool) (shell, base *ui.Element, st State, picked int) {
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k := K(c)
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shell, base, st = Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(disabled)
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})
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shell.Size(k.D(cols*cw), k.D((n+cols-1)/cols*ch))
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for _, m := range []struct {
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key ui.Key
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to func() int
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}{
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{ui.KeyLeft, func() int { return *cur - 1 }}, {ui.KeyRight, func() int { return *cur + 1 }},
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{ui.KeyUp, func() int { return *cur - cols }}, {ui.KeyDown, func() int { return *cur + cols }},
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{ui.KeyHome, func() int { return 0 }}, {ui.KeyEnd, func() int { return n - 1 }},
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} {
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if to := m.to(); base.Shortcut(0, m.key) && to >= 0 && to < n {
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*cur = to
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}
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}
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picked = -1
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enter, space := base.Shortcut(0, ui.KeyEnter), base.Shortcut(0, ui.KeySpace)
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if enter || space {
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picked = *cur
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}
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// Enter and Space are taken, so clicks come from pointers.
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if base.Clicked() {
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x, y, _ := base.PointerPosition()
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if col, i := int(x/k.D(cw)), int(y/k.D(ch))*cols+int(x/k.D(cw)); x >= 0 && y >= 0 && col < cols && i < n {
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*cur, picked = i, i
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}
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}
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return shell, base, st, picked
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}
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// Cursor lights a cell with an Accent ring.
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func (g Canvas) Cursor(x, y, w, h int) {
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g.Rect(x, y, w, h, Accent)
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g.Rect(x+1, y+1, w-2, h-2, Lit)
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}
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