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>
79 lines
1.6 KiB
Go
79 lines
1.6 KiB
Go
package project
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import (
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"fmt"
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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/pixel"
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)
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type PriorityOptions struct {
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// Scale is 1–4; zero means 1.
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Scale int
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}
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// Bars rise with the level; # dots take its ink.
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var bars = [3]*pixel.Sprite{pixel.MustSprite(`
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............
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............
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.........nnn
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.........nnn
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.........nnn
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.....nnn.nnn
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.....nnn.nnn
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.....nnn.nnn
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.###.nnn.nnn
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.###.nnn.nnn
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.###.nnn.nnn
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.###.nnn.nnn`), pixel.MustSprite(`
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............
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............
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.........nnn
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.........nnn
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.........nnn
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.....###.nnn
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.....###.nnn
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.....###.nnn
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.###.###.nnn
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.###.###.nnn
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.###.###.nnn
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.###.###.nnn`), pixel.MustSprite(`
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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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.....###.###
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.###.###.###
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.###.###.###
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.###.###.###
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.###.###.###`)}
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var levelInks = [...]pixel.Slot{pixel.Good, pixel.Warn, pixel.Bad, pixel.Bad}
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// Priority is a level's icon; critical is on fire.
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func Priority(c *ui.Context, l Level, o PriorityOptions) ui.Element {
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k := pixel.K(c)
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say := l.word(k)
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s := pixel.Or("Priority Scale", o.Scale, 1)
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if s > 4 {
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panic(fmt.Sprintf("project: Priority Scale %d is past 4", s))
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}
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return ui.Box(c).Size(k.D(12*s), k.D(12*s)).Role(ui.RoleImage).Label(say).Draw(func(p *ui.Painter, r ui.Rect) {
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mark(k.Canvas(p, r), 0, 0, l, s)
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})
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}
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// mark draws a level's icon at x, y.
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func mark(g pixel.Canvas, x, y int, l Level, s int) {
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art := icon.Flame
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if l < Critical {
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art = bars[l]
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}
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g.Sprite(x, y, art, 0, levelInks[l], s)
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}
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