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>
103 lines
2.5 KiB
Go
103 lines
2.5 KiB
Go
package data
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import (
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"log/slog"
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"slices"
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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 SortableOptions struct {
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// Width is in dots; zero means 160.
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Width int
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Disabled bool
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}
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type SortableResult struct {
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Element ui.Element
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Changed bool
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}
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type sortKey struct{}
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// sorting is the cursor row; held while pressed.
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type sorting struct {
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cur int
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held bool
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}
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// Sortable reorders rows by dragging, or Alt with the arrows.
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func Sortable(c *ui.Context, text string, items *[]string, o SortableOptions) SortableResult {
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k := pixel.K(c)
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n := len(*items)
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off := o.Disabled || pixel.Current(c).Inert
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shell, base, st := pixel.Shell(c, func() ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleList).Label(text).Disabled(o.Disabled)
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})
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s := ui.Local(base, sortKey{}, func() sorting { return sorting{} })
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res := SortableResult{Element: shell}
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if n == 0 {
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return res
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}
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s.cur = max(0, min(s.cur, n-1))
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move := func(from, to int) {
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if to < 0 || to >= n || to == from {
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return
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}
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it := (*items)[from]
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*items = slices.Insert(slices.Delete(*items, from, from+1), to, it)
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s.cur, res.Changed = to, true
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}
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if pixel.Shortcut(base, 0, ui.KeyDown) {
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s.cur = min(s.cur+1, n-1)
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}
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if pixel.Shortcut(base, 0, ui.KeyUp) {
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s.cur = max(s.cur-1, 0)
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}
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if pixel.Shortcut(base, ui.Alt, ui.KeyDown) {
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move(s.cur, s.cur+1)
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}
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if pixel.Shortcut(base, ui.Alt, ui.KeyUp) {
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move(s.cur, s.cur-1)
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}
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// A press takes a row; dragging carries it.
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_, _, held := base.Dragged()
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if held = held && !off; held {
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_, y, _ := base.PointerPosition()
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at := max(0, min(n-1, int(y/k.Dot())/pixel.LineHeight))
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if !s.held {
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s.cur = at
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}
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move(s.cur, at)
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}
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s.held = held
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base.Description((*items)[s.cur])
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shown, cur, held := append([]string(nil), *items...), s.cur, s.held
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shell.Size(k.D(pixel.Or("Sortable Width", o.Width, 160)), k.D(n*pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, it := range shown {
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y, ink := i*pixel.LineHeight, pixel.Ink
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switch {
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case i == cur && held:
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g.Rect(0, y, g.W, pixel.LineHeight, pixel.Lit)
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g.HLine(0, y+pixel.LineHeight-1, g.W, pixel.Shade)
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case i == cur:
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g.Rect(0, y, g.W, pixel.LineHeight, pixel.Accent)
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ink = pixel.AccentInk
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}
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for d := range 3 {
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g.Rect(4, y+4+d*3, 2, 2, ink)
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g.Rect(7, y+4+d*3, 2, 2, ink)
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}
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g.Text(14, y, it, ink, 1)
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}
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g.Finish(st)
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})
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if res.Changed {
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slog.Debug("8bit: sorted", "label", text, "items", *items)
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}
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return res
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}
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