Elements are now pass-scoped value handles: tests that read bounds after a frame bind a ui.Handle. pixel tells frames apart by the build pass's root, since the Tester clock no longer moves on its own. Fix the regressions the upgrade brought: - Clipboard reads in input handlers go through c.Services(). - MyGo notes an overlay's opener after building it, so AutoFocus inside lost it; pixel.AutoFocus focuses through a Handle, and archtest bans the raw call. Dialogs hand the focus back again. - Elements around a press stay hovered: Tooltip tells a press-given focus by focus arriving under the pointer. - The web host moves the Tester clock with real time, at most 500 ms a call, and gives components the real clock. The gallery's source index also accepts CRLF checkouts. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
91 lines
2.5 KiB
Go
91 lines
2.5 KiB
Go
package agent
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import (
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"fmt"
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"log/slog"
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"slices"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type MemoryCrystalsOptions struct {
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// Slots is how many crystals; zero means 8.
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Slots int
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Disabled bool
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}
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type MemoryCrystalsResult struct {
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Element ui.Element
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// Picked is the crystal chosen this frame, else -1.
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Picked int
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}
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var (
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twinkle = 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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)
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type crystalKey struct{}
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const crystalW, crystalH = 26, 30
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// MemoryCrystals keeps memories in crystals; empty ones stay dark.
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func MemoryCrystals(c *ui.Context, text string, memories []string, o MemoryCrystalsOptions) MemoryCrystalsResult {
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k := pixel.K(c)
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n := pixel.Or("MemoryCrystals Slots", o.Slots, 8)
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if len(memories) > n || slices.Contains(memories, "") {
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panic(fmt.Sprintf("agent: MemoryCrystals has %d memories for %d slots, or a blank", len(memories), n))
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}
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cols := min(n, 8)
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col := ui.Column(c).Gap(k.D(4))
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cur := ui.Local(col, crystalKey{}, func() int { return 0 })
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*cur = min(*cur, n-1)
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res := MemoryCrystalsResult{Picked: -1}
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res.Element = col.Children(func() {
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shell, base, st, picked := pixel.Pad(c, text, cols, n, crystalW, crystalH, cur, o.Disabled)
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res.Picked = picked
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at, held := *cur, len(memories)
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line, ink := fmt.Sprintf("%d/%d: %s", at+1, n, k.Msg("empty_crystal")), pixel.Faint
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if at < held {
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line, ink = fmt.Sprintf("%d/%d: %s", at+1, n, memories[at]), pixel.Ink
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}
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base.Description(line)
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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if st.Focus {
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g.Cursor(at%cols*crystalW, at/cols*crystalH, crystalW, crystalH)
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}
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// Held crystals twinkle in turn; Reduce Motion stills them.
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step := g.Step(4)
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for i := range n {
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x, y := i%cols*crystalW, i/cols*crystalH
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if i >= held {
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g.Sprite(x+1, y+3, icon.Crystal, 0, pixel.Well, 2)
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continue
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}
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g.Sprite(x+1, y+3, icon.Crystal, 0, pixel.Magic, 2)
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if (step+i*3)%8 == 0 {
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g.Sprite(x+15, y+5, twinkle, 0, pixel.Lit, 1)
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}
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}
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g.Finish(st)
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})
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ui.Box(c).Size(k.D(cols*crystalW), k.D(pixel.LineHeight+6)).Role(ui.RoleNone).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.Sunken, pixel.Well)
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g.Text(4, 3, pixel.Wrap(line, g.W-8, 1)[0], ink, 1)
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})
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})
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if res.Picked >= 0 {
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slog.Debug("8bit: memory crystal picked", "label", text, "slot", res.Picked)
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}
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return res
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}
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