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>
85 lines
2.6 KiB
Go
85 lines
2.6 KiB
Go
package overlay
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import (
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"fmt"
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"log/slog"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/layout"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/text"
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)
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type AlertDialogOptions struct {
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// Icon heads the message; nil means a warning sign.
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Icon *pixel.Sprite
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// Buttons label the answers; nil means OK.
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Buttons []string
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// Default is the button Enter presses.
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Default int
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Disabled bool
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}
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type AlertDialogResult struct {
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Element ui.Element
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// Pressed is the button pressed this frame, or -1.
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Pressed int
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Closed bool
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}
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// AlertDialog asks for an answer; Enter presses the default.
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func AlertDialog(c *ui.Context, title, message string, open *bool, o AlertDialogOptions) AlertDialogResult {
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k := pixel.K(c)
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buttons, art := o.Buttons, o.Icon
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if buttons == nil {
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buttons = []string{k.Msg("ok")}
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}
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if art == nil {
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art = icon.Warning
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}
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if o.Default < 0 || o.Default >= len(buttons) {
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panic(fmt.Sprintf("overlay: AlertDialog Default %d of %d buttons", o.Default, len(buttons)))
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}
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was := *open
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res := AlertDialogResult{Pressed: -1}
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press := func(i int) { res.Pressed, *open = i, false }
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res.Element = ui.DialogBase(c, open, func(back, panel ui.Element) {
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dim(k, back, pixel.Back, 8)
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panel.Width(k.D(220)).Role(ui.RoleAlertDialog).Label(title).Description(message).Focusable().FocusRing(false)
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if pixel.Shortcut(panel, 0, ui.KeyEnter) && !o.Disabled && !pixel.Current(c).Inert {
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press(o.Default)
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}
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panel.Children(func() {
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pixel.Harbor(c, panel, func() {
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layout.Window(c, layout.WindowOptions{Title: title}, func() {
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ui.Row(c).Gap(k.D(8)).Children(func() {
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ui.Box(c).Size(k.D(art.W*2), k.D(art.H*2)).Shrink(0).Draw(func(p *ui.Painter, r ui.Rect) {
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k.Canvas(p, r).Sprite(0, 0, art, 0, pixel.Warn, 2)
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})
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ui.Column(c).Grow(1).Children(func() { text.Paragraph(c, message, text.ParagraphOptions{}) })
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})
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ui.Row(c).Gap(k.D(4)).Justify(ui.End).Padding(k.D(6), 0, 0, 0).Children(func() {
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for i, b := range buttons {
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v := input.Normal
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if i == o.Default {
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v = input.Primary
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}
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if input.Button(c, b, input.ButtonOptions{Size: input.Small, Variant: v, Disabled: o.Disabled}).Clicked {
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press(i)
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}
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}
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})
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})
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})
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})
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})
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res.Closed = was && !*open && res.Pressed < 0
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if res.Pressed >= 0 || res.Closed {
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slog.Debug("8bit: alert", "title", title, "pressed", res.Pressed, "closed", res.Closed)
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}
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return res
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}
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