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

178 lines
4.8 KiB
Go

package layout
import (
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
const barW = 10
var (
upArrow = pixel.MustSprite(`
..#..
.###.
#####
`)
downArrow = pixel.MustSprite(`
#####
.###.
..#..
`)
)
type ScrollAreaOptions struct {
// Label names the region for assistive technology.
Label string
// Follow keeps the view at the end while there.
Follow bool
Disabled bool
}
type ScrollAreaResult struct {
Element ui.Element
// Changed reports the view moved since the last frame.
Changed bool
}
type scrollKey struct{}
// area is the last view and the end last reached.
type area struct {
last, end float32
}
// ScrollArea scrolls children vertically beside a pixel scrollbar.
func ScrollArea(c *ui.Context, s *ui.ScrollState, o ScrollAreaOptions, children func()) ScrollAreaResult {
k := pixel.K(c)
// The bar comes first: TrackScroll reads s when called.
row := ui.Row(c).AlignItems(ui.Stretch).Reverse()
st := ui.Local(row, scrollKey{}, func() area { return area{last: s.Y} })
view := row.Bounds().H
// Off freezes the view: any move is undone before paint.
inert := pixel.Current(c).Inert
off := o.Disabled || inert
if off {
s.Y = st.last
}
// Content grew under a view at its old end: follow.
grew := func() bool { return o.Follow && s.MaxY > st.end && s.Y >= st.end }
// Off, the end waits until it wakes.
if !off {
if grew() {
s.Y = s.MaxY
}
st.end = s.MaxY
}
var v ui.Element
row.Children(func() {
scrollBar(c, k, s, view, o.Disabled || inert, o.Disabled)
// A disabled view is a new element; the focus leaves.
v = ui.Scroll(c).Key(o.Disabled).TrackScroll(s).Grow(1).Label(o.Label).FocusRing(false)
switch {
case o.Disabled:
v.Role(ui.RoleGroup).Description(k.Msg("disabled"))
case inert:
// Out of the Tab order, so Tab moves past it.
v.Role(ui.RoleScroll)
default:
v.Role(ui.RoleScroll).Focusable()
}
v.Children(children)
// Inert parks the focus and gives it back after.
pixel.Park(c, v, inert)
})
focus := v.FocusVisible()
row.Draw(func(p *ui.Painter, r ui.Rect) {
// Layout has just measured; resize or follow next frame.
if r.H != view || !off && grew() {
c.Invalidate()
}
}).DrawOver(func(p *ui.Painter, r ui.Rect) {
if focus {
g := k.Canvas(p, r)
w := g.W - barW
g.Checker(0, 0, w, 1, pixel.Accent)
g.Checker(0, g.H-1, w, 1, pixel.Accent)
g.Checker(0, 0, 1, g.H, pixel.Accent)
g.Checker(w-1, 0, 1, g.H, pixel.Accent)
}
})
res := ScrollAreaResult{Element: row, Changed: s.Y != st.last}
st.last = s.Y
if res.Changed {
slog.Debug("8bit: scrollarea scrolled", "y", s.Y)
}
return res
}
// scrollBar moves s unless off; dim draws it disabled.
func scrollBar(c *ui.Context, k pixel.Kit, s *ui.ScrollState, view float32, disabled, dim bool) {
clamp := func(y float32) { s.Y = max(0, min(y, s.MaxY)) }
ui.Column(c).Width(k.D(barW)).DrawOver(func(p *ui.Painter, r ui.Rect) {
if dim {
g := k.Canvas(p, r)
g.Checker(0, 0, g.W, g.H, pixel.Face)
}
}).Children(func() {
if arrow(c, k, upArrow, k.Msg("scroll_up"), disabled) {
clamp(s.Y - k.D(16))
}
track := ui.Box(c).Grow(1)
h := track.Bounds().H
size, at := thumb(h, view, s.Y, s.MaxY, k.Dot())
track.Draw(func(p *ui.Painter, r ui.Rect) {
if r.H != h {
c.Invalidate()
}
box(k.Canvas(p, r), pixel.Sunken, pixel.Well)
}).Children(func() {
th := ui.Box(c).Absolute().Top(at).Left(0).FillWidth().Height(size)
th.Clicked()
if _, dy, ok := th.Dragged(); ok && !disabled && dy != 0 && h > size {
clamp(s.Y + dy*s.MaxY/(h-size))
}
th.Draw(func(p *ui.Painter, r ui.Rect) { box(k.Canvas(p, r), pixel.Raised, pixel.Face) })
})
if track.Clicked() && !disabled {
if _, y, _ := track.PointerPosition(); y < at {
clamp(s.Y - view)
} else if y > at+size {
clamp(s.Y + view)
}
}
if arrow(c, k, downArrow, k.Msg("scroll_down"), disabled) {
clamp(s.Y + k.D(16))
}
})
}
// thumb sizes and places the thumb in track h.
func thumb(h, view, y, maxY, dot float32) (size, at float32) {
if maxY <= 0 || view <= 0 {
return h, 0
}
size = min(h, max(8*dot, h*view/(view+maxY)))
size = float32(int(size/dot)) * dot
return size, float32(int((h-size)*y/maxY/dot)) * dot
}
// arrow is a scrollbar button; keys scroll the view instead.
func arrow(c *ui.Context, k pixel.Kit, sp *pixel.Sprite, label string, disabled bool) bool {
shell, base, st := pixel.Shell(c, func() ui.Element {
return ui.Box(c).Role(ui.RoleButton).Label(label).Disabled(disabled)
})
shell.Size(k.D(barW), k.D(barW)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
style, y := pixel.Raised, 0
if st.Press {
style, y = pixel.Sunken, 1
}
box(g, style, pixel.Face)
g.Sprite((g.W-sp.W)/2, (g.H-sp.H)/2+y, sp, 0, pixel.Ink, 1)
})
return base.Clicked()
}