Add navigation components 131-150; pixel Pad, Finish, Park, Since
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@@ -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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