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>
158 lines
4.0 KiB
Go
158 lines
4.0 KiB
Go
package desk
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import (
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"fmt"
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"log/slog"
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"math/rand/v2"
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"slices"
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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 DiskDefragOptions struct {
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// Blocks on the disk; zero means 160.
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Blocks int
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// Seed scatters the files; zero takes the clock.
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Seed uint64
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}
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type DiskDefragResult struct {
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Element ui.Element
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// Done is the frame the last block falls in place.
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Done bool
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}
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type defragKey struct{}
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// disk is the first layout, its swaps and moves made.
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type disk struct {
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from []int
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plan [][2]int
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moves, last int
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done bool
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}
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// files color the six files on the disk.
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var files = []pixel.Slot{pixel.Info, pixel.Good, pixel.Magic, pixel.Accent, pixel.Warn, pixel.Bad}
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const dblock, dcols = 6, 32
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// DiskDefrag moves scattered blocks into order while running.
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func DiskDefrag(c *ui.Context, text string, running bool, o DiskDefragOptions) DiskDefragResult {
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k := pixel.K(c)
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n := pixel.Or("DiskDefrag Blocks", o.Blocks, 160)
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e := ui.Box(c).Role(ui.RoleProgress).Label(text)
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d := ui.Local(e, defragKey{}, func() disk {
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seed := o.Seed
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if seed == 0 {
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seed = uint64(k.Now().UnixNano())
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}
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from := scatter(n, seed)
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return disk{from: from, plan: swaps(from), last: -1}
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})
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if len(d.from) != n {
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panic(fmt.Sprintf("desk: DiskDefrag went from %d blocks to %d", len(d.from), n))
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}
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// A loader keeps time: it runs on under Reduce Motion.
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if running && d.moves < len(d.plan) {
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tick := k.Tick(c, 15)
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// A clock stepping back moves nothing; a long gap, four.
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if d.last >= 0 {
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d.moves = min(len(d.plan), d.moves+max(0, min(tick-d.last, 4)))
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}
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d.last = tick
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} else {
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d.last = -1
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}
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res := DiskDefragResult{Element: e, Done: d.moves == len(d.plan) && !d.done}
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d.done = d.moves == len(d.plan)
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cells := slices.Clone(d.from)
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for _, s := range d.plan[:d.moves] {
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cells[s[0]], cells[s[1]] = cells[s[1]], cells[s[0]]
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}
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want := slices.Clone(d.from)
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slices.SortFunc(want, func(a, b int) int { return order(a) - order(b) })
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read, write := -1, -1
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if running && d.moves > 0 && !d.done {
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read, write = d.plan[d.moves-1][0], d.plan[d.moves-1][1]
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}
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pct := 100
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if len(d.plan) > 0 {
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pct = 100 * d.moves / len(d.plan)
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}
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status := fmt.Sprintf(k.Msg("percent_done"), pct)
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e.Description(status)
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if res.Done {
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slog.Debug("8bit: defrag done", "label", text, "moves", d.moves)
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}
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rows := (n + dcols - 1) / dcols
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w, h := dcols*dblock+4, rows*dblock+4
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e.Size(k.D(w), k.D(h+pixel.LineHeight+2)).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.Sunken, pixel.Well)
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for i, f := range cells {
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x, y := 2+i%dcols*dblock, 2+i/dcols*dblock
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switch {
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case i == read:
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g.Rect(x, y, dblock-1, dblock-1, pixel.Lit)
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case i == write:
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g.Rect(x, y, dblock-1, dblock-1, pixel.Ink)
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case f < 0:
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g.Dot(x+2, y+2, pixel.Shade)
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default:
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g.Rect(x, y, dblock-1, dblock-1, files[f])
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// A block not yet in its place is still fragmented.
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if f != want[i] {
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g.Checker(x, y, dblock-1, dblock-1, pixel.Lit)
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}
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}
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}
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g.Text(0, h+2, status, pixel.Ink, 1)
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})
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return res
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}
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// order sorts files first, by number, and free blocks last.
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func order(f int) int {
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if f < 0 {
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return len(files)
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}
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return f
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}
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// scatter puts six files on two thirds of n blocks.
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func scatter(n int, seed uint64) []int {
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rng := rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))
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cells := make([]int, n)
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for i := range cells {
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cells[i] = -1
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}
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used := n * 2 / 3
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for j, at := range rng.Perm(n)[:used] {
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cells[at] = j * len(files) / max(1, used)
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}
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return cells
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}
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// swaps sorts the disk a block at a time.
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func swaps(cells []int) [][2]int {
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cur, want := slices.Clone(cells), slices.Clone(cells)
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slices.SortFunc(want, func(a, b int) int { return order(a) - order(b) })
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var plan [][2]int
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for p := range cur {
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if cur[p] == want[p] {
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continue
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}
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for q := p + 1; q < len(cur); q++ {
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if cur[q] == want[p] {
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cur[p], cur[q] = cur[q], cur[p]
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plan = append(plan, [2]int{q, p})
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break
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}
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}
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}
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return plan
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}
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