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>
35 lines
836 B
Go
35 lines
836 B
Go
package text
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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 ShakeTextOptions struct {
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Slot pixel.Slot
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Scale int
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Seed int
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}
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// ShakeText jitters each character a dot, seeded, at 12 fps.
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func ShakeText(c *ui.Context, s string, o ShakeTextOptions) ui.Element {
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k, sc := pixel.K(c), scale(o.Scale)
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return block(c, k, s, pixel.Measure(s)*sc+2, pixel.LineHeight*sc+2, func(g pixel.Canvas) {
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step := g.Step(12)
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each(s, sc, func(i int, r rune, x int) {
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dx, dy := shake(k.Reduce(), o.Seed, i, step)
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g.Text(1+x+dx, 1+dy, string(r), o.Slot, sc)
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})
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})
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}
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// shake is a −1…1 offset, or none under Reduce Motion.
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func shake(reduce bool, seed, i, step int) (dx, dy int) {
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if reduce {
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return 0, 0
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}
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n := noise(seed, i, step)
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return int(n%3) - 1, int(n/3%3) - 1
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}
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