Files
ZacharyZhang-NYandClaude Opus 5.5 03e1f91706 Upgrade MyGo to v0.5.5
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>
2026-10-17 01:31:08 -04:00

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package code
import (
"fmt"
"log/slog"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type SpriteSheetOptions struct {
// Scale is dots per sprite dot, 1–4; zero means 2.
Scale int
// Columns of frames; zero means 4.
Columns int
// FPS is the playback speed, 4–15; zero means 6.
FPS int
Disabled bool
}
type SpriteSheetResult struct {
Element ui.Element
// Changed is a frame chosen or play pressed.
Changed bool
}
type sheetKey struct{}
// sheet is the frame play began on, and when.
type sheet struct {
from int
since time.Time
}
// SpriteSheet lays frames in a grid; playing steps through them.
func SpriteSheet(c *ui.Context, text string, sp *pixel.Sprite, frame *int, playing *bool, o SpriteSheetOptions) SpriteSheetResult {
k := pixel.K(c)
n, s := sp.Frames(), pixel.Or("SpriteSheet Scale", o.Scale, 2)
fps, cols := pixel.Or("SpriteSheet FPS", o.FPS, 6), min(n, pixel.Or("SpriteSheet Columns", o.Columns, 4))
if s > 4 || *frame < 0 || *frame >= n {
panic(fmt.Sprintf("code: SpriteSheet frame %d of %d at scale %d", *frame, n, s))
}
if fps < 4 || fps > 15 {
panic(fmt.Sprintf("code: SpriteSheet FPS %d outside 4–15", fps))
}
var res SpriteSheetResult
res.Element = ui.Row(c).Gap(k.D(8)).AlignItems(ui.Start)
sh := ui.Local(res.Element, sheetKey{}, func() sheet { return sheet{} })
// Playback is the content asked for, so it keeps time.
switch {
case !*playing:
sh.since = time.Time{}
case sh.since.IsZero():
sh.from, sh.since = *frame, k.Now()
}
if *playing {
per := time.Second / time.Duration(fps)
m := int(k.Elapsed(&sh.since) / per)
*frame = (sh.from + m) % n
k.At(c, sh.since.Add(time.Duration(m+1)*per))
}
cw, ch := sp.W*s+4, sp.H*s+4
res.Element.Children(func() {
old := *frame
shell, base, st, _ := pixel.Pad(c, text, cols, n, cw, ch, frame, o.Disabled)
base.Description(fmt.Sprintf("%d / %d", *frame+1, n))
if *frame != old {
res.Changed, sh.from, sh.since = true, *frame, k.Now()
}
at := *frame
shell.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i := range n {
x, y := i%cols*cw, i/cols*ch
g.Frame(x, y, cw, ch, pixel.Flat, pixel.Well)
if i == at {
g.Cursor(x, y, cw, ch)
}
g.Sprite(x+2, y+2, sp, i, pixel.Ink, s)
}
g.Finish(st)
})
ui.Column(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
// The preview doubles the grid's scale, up to 4.
big := min(4, 2*s)
ui.Box(c).Size(k.D(sp.W*big+8), k.D(sp.H*big+8)).Role(ui.RoleImage).Label(fmt.Sprintf("%s %d", text, at+1)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Frame(0, 0, g.W, g.H, pixel.Sunken, pixel.Well)
g.Sprite(4, 4, sp, at, pixel.Ink, big)
})
sym := icon.Play
if *playing {
sym = icon.Pause
}
if input.Toggle(c, "", playing, input.ToggleOptions{Icon: sym, Label: k.Msg("play"), Disabled: o.Disabled}).Changed {
res.Changed = true
}
})
})
if res.Changed {
slog.Debug("8bit: sprite sheet", "label", text, "frame", *frame, "playing", *playing)
}
return res
}