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>
55 lines
1.5 KiB
Go
55 lines
1.5 KiB
Go
package fx
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import (
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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 SunMoonOptions struct {
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// Width and Height are dots; zeros mean 160 by 96.
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Width, Height int
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Label string
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}
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// SunMoon arcs the sun by day, the moon by night.
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func SunMoon(c *ui.Context, hour int, o SunMoonOptions) ui.Element {
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checkHour("SunMoon", hour)
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k := pixel.K(c)
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w, h := size("SunMoon", o.Width, o.Height, 160, 96)
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return box(c, k, o.Label, w, h).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Clip(0, 0, g.W, g.H, func() { sunMoon(g, k, hour, g.Step(4)) })
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})
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}
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// arc centers the body: low at the ends, high midway.
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func arc(w, h, hour int) (int, int) {
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t := wrap(hour-6, 12)
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horizon, top := h*3/4, 10
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x := 10 + (w-20)*(2*t+1)/24
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return x, horizon - (horizon-top)*(2*t+1)*(23-2*t)/143
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}
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// sunMoon draws a sun with turning rays, or cratered moon.
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func sunMoon(g pixel.Canvas, k pixel.Kit, hour, step int) {
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x, y := arc(g.W, g.H, hour)
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if hour < 6 || hour >= 18 {
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g.Disc(x, y, 5, light(k))
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g.Dot(x-2, y-1, pixel.Faint)
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g.Rect(x+1, y+1, 2, 1, pixel.Faint)
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g.Dot(x+2, y-3, pixel.Faint)
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return
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}
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// Rays turn an eighth each step: straight, then slanted.
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for i := range 4 {
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dx, dy := [4]int{1, 0, -1, 0}[i], [4]int{0, 1, 0, -1}[i]
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if step%2 == 1 {
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dx, dy = [4]int{1, 1, -1, -1}[i], [4]int{1, -1, 1, -1}[i]
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}
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g.Line(x+7*dx, y+7*dy, x+8*dx, y+8*dy, pixel.Warn)
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}
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g.Disc(x, y, 5, pixel.Warn)
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g.Rect(x-2, y-2, 2, 2, light(k))
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}
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