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>
131 lines
3.5 KiB
Go
131 lines
3.5 KiB
Go
package media
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import (
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"fmt"
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"log/slog"
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"time"
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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 StepSequencerOptions struct {
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// Tempo is 1–225 BPM, four steps a beat; zero: 120.
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Tempo int
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Playing bool
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Disabled bool
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}
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type StepSequencerResult struct {
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Element ui.Element
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Changed bool
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// Step is the playhead, 0–15, or -1 when stopped.
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Step int
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}
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type seqKey struct{}
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// seq is when play began and the grid cursor.
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type seq struct {
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since time.Time
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cur int
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}
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// groups light steps by beat, like the drum machines.
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var groups = [4]pixel.Slot{pixel.Bad, pixel.Warn, pixel.Good, pixel.Info}
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// StepSequencer toggles 16 steps per track; a playhead runs along.
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func StepSequencer(c *ui.Context, text string, tracks []string, steps [][16]bool, o StepSequencerOptions) StepSequencerResult {
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k := pixel.K(c)
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if len(tracks) == 0 || len(tracks) != len(steps) {
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panic(fmt.Sprintf("media: StepSequencer has %d tracks and %d rows", len(tracks), len(steps)))
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}
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tempo := pixel.Or("StepSequencer Tempo", o.Tempo, 120)
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// S5 caps the playhead at fifteen steps a second.
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if tempo > 225 {
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panic(fmt.Sprintf("media: StepSequencer Tempo %d over 225", tempo))
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}
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res := StepSequencerResult{Step: -1}
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labels := 0
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for _, t := range tracks {
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labels = max(labels, pixel.Measure(t)+4)
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}
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res.Element = ui.Column(c).Gap(k.D(2))
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sq := ui.Local(res.Element, seqKey{}, func() seq { return seq{} })
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sq.cur = min(sq.cur, 16*len(tracks)-1)
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switch {
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case !o.Playing:
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sq.since = time.Time{}
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case sq.since.IsZero():
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sq.since = k.Now()
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}
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// The playhead is the music; Reduce Motion keeps it.
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if o.Playing {
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per := time.Minute / time.Duration(4*tempo)
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n := int(k.Elapsed(&sq.since) / per)
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res.Step = n % 16
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k.At(c, sq.since.Add(time.Duration(n+1)*per))
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}
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res.Element.Children(func() {
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ui.Row(c).Children(func() {
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ui.Box(c).Size(k.D(labels), k.D(4))
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ui.Box(c).Size(k.D(16*12), k.D(4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range 16 {
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led := pixel.Shade
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if i == res.Step {
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led = pixel.Bad
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}
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g.Rect(i*12+3, 0, 5, 3, led)
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}
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})
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})
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ui.Row(c).Children(func() {
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ui.Box(c).Size(k.D(labels), k.D(12*len(tracks))).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, t := range tracks {
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g.Text(0, i*12, t, pixel.Ink, 1)
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}
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})
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res.Changed = grid(c, k, text, tracks, steps, &sq.cur, res.Step, o.Disabled)
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})
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})
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return res
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}
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// grid is the Pad of steps; picking one toggles it.
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func grid(c *ui.Context, k pixel.Kit, text string, tracks []string, steps [][16]bool, cur *int, step int, disabled bool) bool {
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shell, base, st, picked := pixel.Pad(c, text, 16, 16*len(tracks), 12, 12, cur, disabled)
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if picked >= 0 {
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on := &steps[picked/16][picked%16]
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*on = !*on
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slog.Debug("8bit: step sequencer", "label", text, "track", tracks[picked/16], "step", picked%16+1, "on", *on)
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}
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state := k.Msg("off")
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if steps[*cur/16][*cur%16] {
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state = k.Msg("on")
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}
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base.Description(fmt.Sprintf("%s, %d, %s", tracks[*cur/16], *cur%16+1, state))
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at := *cur
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range 16 * len(tracks) {
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x, y, col := i%16*12, i/16*12, i%16
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if i == at && st.Focus {
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g.Cursor(x, y, 12, 12)
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}
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if !steps[i/16][col] {
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g.Frame(x+1, y+1, 10, 10, pixel.Sunken, pixel.Well)
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continue
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}
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g.Frame(x+1, y+1, 10, 10, pixel.Raised, groups[col/4])
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if col == step {
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g.Rect(x+3, y+3, 6, 6, pixel.Lit)
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}
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}
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g.Finish(st)
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})
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return picked >= 0
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}
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