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>
127 lines
3.4 KiB
Go
127 lines
3.4 KiB
Go
package data
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import (
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"log/slog"
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"strings"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type Column struct {
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Title string
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// Width is in dots; zero means 60.
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Width int
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}
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// Sort is the sorting column and its direction.
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type Sort struct {
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Column int
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Desc bool
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}
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type TableOptions struct {
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// Height is the rows' in dots; zero means 120.
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Height int
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Disabled bool
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}
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type TableResult struct {
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Element ui.Element
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// Sorted reports a header click; sort the rows by *sort.
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Changed, Submitted, Sorted bool
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}
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type tableKey struct{}
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// Table sorts by its headers over virtual, dithered zebra rows.
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func Table(c *ui.Context, text string, cols []Column, rows int, sort *Sort, selected *int, o TableOptions, cell func(row, col int) string) TableResult {
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k := pixel.K(c)
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off := o.Disabled || pixel.Current(c).Inert
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ws, total := make([]int, len(cols)), 0
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for i, col := range cols {
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ws[i] = pixel.Or("Column Width", col.Width, 60)
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total += ws[i]
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}
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box := ui.Box(c).Width(k.D(total + 4))
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st := ui.Local(box, tableKey{}, func() ui.ListState { return ui.ListState{} })
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st.Selected, st.Label = selected, func(r int) string { return cell(r, 0) }
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if off {
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st.Selected = nil
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}
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res := TableResult{Element: box}
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var list ui.Element
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box.Children(func() {
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ui.Row(c).FocusGroup(ui.Horizontal).Role(ui.RoleRow).Children(func() {
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for i, col := range cols {
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shell, base, hs := pixel.Shell(c, func() ui.Element {
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return ui.ButtonBase(c).Role(ui.RoleColumnHeader).Label(col.Title).Disabled(o.Disabled)
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})
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if base.Clicked() {
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*sort = Sort{Column: i, Desc: sort.Column == i && !sort.Desc}
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res.Sorted = true
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}
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on, desc := sort.Column == i, sort.Desc
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if dir := "up"; on {
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if desc {
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dir = "down"
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}
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base.Description(k.Msg(dir))
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}
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shell.Size(k.D(ws[i]), k.D(pixel.LineHeight+4)).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.Raised, pixel.Face)
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g.Clip(0, 0, g.W-10, g.H, func() { g.Text(4, 2, col.Title, pixel.Ink, 1) })
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if on {
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arrow := up
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if desc {
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arrow = down
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}
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g.Sprite(g.W-9, 7, arrow, 0, pixel.Accent, 1)
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}
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g.Finish(hs)
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})
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}
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})
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list = ui.List(c, st, rows, pixel.Lazy(c, func(r int) {
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texts := make([]string, len(cols))
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for j := range cols {
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texts[j] = cell(r, j)
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}
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chosen := r == *selected
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ui.Row(c).Height(k.D(pixel.LineHeight)).Label(strings.Join(texts, ", ")).Draw(func(p *ui.Painter, rc ui.Rect) {
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g := k.Canvas(p, rc)
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switch {
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case chosen:
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g.Rect(0, 0, g.W, g.H, pixel.Accent)
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case r%2 == 1:
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g.Veil(0, 0, g.W, g.H, pixel.Shade, 4)
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}
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ink, x := pixel.Ink, 0
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if chosen {
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ink = pixel.AccentInk
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}
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for j, s := range texts {
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g.Clip(x, 0, ws[j], g.H, func() { g.Text(x+4, 0, s, ink, 1) })
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x += ws[j]
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}
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})
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})).Width(k.D(total)).Height(k.D(pixel.Or("Table Height", o.Height, 120))).Label(text)
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veil(c, off)
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})
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pixel.Park(c, list, off)
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if off {
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list.Description(k.Msg("disabled"))
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}
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well(c, box, pixel.State{Focus: list.FocusRing(false).FocusVisible(), Disabled: o.Disabled})
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res.Changed, res.Submitted = list.Changed(), list.Submitted()
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if res.Changed {
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slog.Debug("8bit: table chose", "label", text, "row", *selected)
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}
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if res.Sorted {
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slog.Debug("8bit: table sorted", "label", text, "column", sort.Column, "desc", sort.Desc)
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}
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return res
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}
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