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>
84 lines
2.2 KiB
Go
84 lines
2.2 KiB
Go
package agent
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import (
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"fmt"
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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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// Outcome is how a cast went.
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type Outcome int
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const (
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Casting Outcome = iota
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OK
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Failed
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)
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type ToolCallOptions struct {
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// Args show under the spell, cut to a line.
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Args string
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// Width is in dots; zero means 200.
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Width int
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}
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var glow = []pixel.Slot{pixel.Magic, pixel.Info, pixel.Accent}
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// ToolCall is a spell card: CAST, then OK or FAILED.
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func ToolCall(c *ui.Context, tool string, out Outcome, o ToolCallOptions) ui.Element {
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k := pixel.K(c)
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if tool == "" || out < Casting || out > Failed {
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panic(fmt.Sprintf("agent: ToolCall %q with outcome %d", tool, out))
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}
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w := pixel.Or("ToolCall Width", o.Width, 200)
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spell := fmt.Sprintf(k.Msg("cast_tool"), tool)
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word, ink, mark := k.Msg("casting"), pixel.Info, (*pixel.Sprite)(nil)
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switch out {
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case OK:
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word, ink, mark = k.Msg("ok"), pixel.Good, icon.Check
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case Failed:
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word, ink, mark = k.Msg("failed"), pixel.Bad, icon.Close
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}
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// The outcome takes the right; the spell keeps some room.
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side := 13
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if mark != nil {
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side = 16 + pixel.Measure(word)
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}
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if w < side+60 {
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panic(fmt.Sprintf("agent: ToolCall Width %d is under %d", w, side+60))
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}
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h, said := pixel.LineHeight+6, word
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if o.Args != "" {
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h, said = h+pixel.LineHeight, o.Args+", "+word
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}
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return ui.Box(c).Size(k.D(w), k.D(h)).Role(ui.RoleImage).Label(spell).Description(said).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, w, h, pixel.Raised, pixel.Face)
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g.Rect(2, 2, 2, h-4, ink)
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x, rune := w-4-side, pixel.Magic
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if mark == nil {
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// The rune and dots glow in turn while it casts.
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step := g.Busy(8)
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rune = pixel.Cycle(glow, step)[0]
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for i := range 3 {
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dot := pixel.Faint
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if i == step%3 {
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dot = pixel.Info
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}
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g.Rect(x+i*5, 10, 3, 3, dot)
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}
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} else {
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g.Sprite(x, 5, mark, 0, ink, 1)
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g.Text(x+16, 3, word, ink, 1)
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}
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g.Sprite(7, 5, icon.Sparkle, 0, rune, 1)
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g.Text(22, 3, pixel.Wrap(spell, x-26, 1)[0], pixel.Ink, 1)
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if o.Args != "" {
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g.Text(22, 3+pixel.LineHeight, pixel.Wrap(o.Args, w-26, 1)[0], pixel.Faint, 1)
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}
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})
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}
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