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>
84 lines
2.0 KiB
Go
84 lines
2.0 KiB
Go
package chart
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import (
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"fmt"
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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 SpectrumBarsOptions struct {
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// Segments is each bar's height in blocks; zero means 10.
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Segments int
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}
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type peaksKey struct{}
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// peaks are the falling dots, when built last, whether falling.
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type peaks struct {
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at []float64
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last time.Time
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moving bool
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}
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// SpectrumBars lights segmented bars; peak dots fall behind them.
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func SpectrumBars(c *ui.Context, text string, levels []float64, o SpectrumBarsOptions) ui.Element {
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k := pixel.K(c)
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n := pixel.Or("SpectrumBars Segments", o.Segments, 10)
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for _, l := range levels {
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if !(l >= 0 && l <= 1) {
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panic(fmt.Sprintf("chart: SpectrumBars level %v outside 0–1", l))
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}
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}
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e := ui.Box(c).Size(k.D(len(levels)*6), k.D(n*3)).Role(ui.RoleImage).Label(text).Description(nums(levels))
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pk := ui.Local(e, peaksKey{}, func() peaks { return peaks{} })
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if len(pk.at) != len(levels) {
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pk.at = append([]float64(nil), levels...)
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}
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// Peaks fall a bar a second, stepped; reduced, they rest.
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now := k.Now().Truncate(time.Second / 15)
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fall := max(0, now.Sub(pk.last).Seconds())
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switch {
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case pk.last.IsZero() || k.Reduce():
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fall = 1
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case !pk.moving:
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// Resting peaks start falling now, not at the last build.
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fall = 0
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}
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pk.last, pk.moving = now, false
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for i, l := range levels {
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pk.at[i] = max(l, pk.at[i]-fall)
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pk.moving = pk.moving || pk.at[i] > l
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}
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if pk.moving {
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k.Tick(c, 15)
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}
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shown := append([]float64(nil), pk.at...)
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return e.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, l := range levels {
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lit := int(l*float64(n) + 0.5)
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for s := range n {
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y := (n - 1 - s) * 3
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ink := pixel.Good
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switch {
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case s >= n*8/10:
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ink = pixel.Bad
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case s >= n*6/10:
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ink = pixel.Warn
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}
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if s < lit {
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g.Rect(i*6, y, 5, 2, ink)
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} else {
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g.Checker(i*6, y, 5, 2, pixel.Shade)
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}
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}
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if top := int(shown[i]*float64(n) + 0.5); top > 0 {
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g.Rect(i*6, (n-top)*3, 5, 1, pixel.Ink)
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}
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}
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})
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}
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