Files
8bitMyGoUI/navigation/menubar.go
T
ZacharyZhang-NYandClaude Opus 5.5 03e1f91706 Upgrade MyGo to v0.5.5
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>
2026-10-17 01:31:08 -04:00

111 lines
2.8 KiB
Go

package navigation
import (
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type Menu struct {
Title string
Items []MenuItem
}
type MenuBarOptions struct {
Disabled bool
}
type MenuBarResult struct {
Element ui.Element
// Menu and Item are this frame's choice, else -1.
Menu, Item int
}
type barKey struct{}
// bar is the open menu, its state and the pointer.
type bar struct {
open int
m menu
ptr [2]float32
}
// MenuBar is a bar of menus; arrows go across, down.
func MenuBar(c *ui.Context, text string, menus []Menu, o MenuBarOptions) MenuBarResult {
k := pixel.K(c)
off := o.Disabled || pixel.Current(c).Inert
row := ui.Row(c).Gap(k.D(2)).Padding(k.D(2), k.D(4)).AlignItems(ui.Center).FocusGroup(ui.Horizontal).Role(ui.RoleToolbar).Label(text)
b := ui.Local(row, barKey{}, func() bar { return bar{open: -1} })
res := MenuBarResult{Element: row, Menu: -1, Item: -1}
open := func(i int) {
b.open = i
b.m.show(menus[i].Items)
}
// The title keeps the focus and parks it while off.
if off && b.open >= 0 {
b.open = -1
}
if b.open >= 0 && !b.m.open {
b.open = -1
}
n := len(menus)
// Left and Right hand an open menu to its neighbor.
if b.open >= 0 {
left, right := pixel.Shortcut(row, 0, ui.KeyLeft), pixel.Shortcut(row, 0, ui.KeyRight)
switch {
case left:
open((b.open + n - 1) % n)
case right:
open((b.open + 1) % n)
}
}
// Only a moving pointer hands the bar to another title.
px, py, over := row.PointerPosition()
moved := over && [2]float32{px, py} != b.ptr
b.ptr = [2]float32{px, py}
var anchor ui.Element
row.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Rect(0, 0, g.W, g.H, pixel.Face)
g.HLine(0, g.H-1, g.W, pixel.Edge)
}).Children(func() {
for i, mn := range menus {
t := input.Button(c, mn.Title, input.ButtonOptions{Variant: input.Ghost, Size: input.Small, Disabled: o.Disabled})
if _, _, on := t.Element.PointerPosition(); on && moved && b.open >= 0 && i != b.open {
open(i)
}
if i == b.open {
anchor = t.Element
}
switch {
case t.Clicked && b.open == i:
b.open = -1
case t.Clicked:
open(i)
anchor = t.Element
case b.open < 0 && !off && t.Element.FocusWithin() && pixel.Shortcut(row, 0, ui.KeyDown):
open(i)
anchor = t.Element
}
}
})
if b.open >= 0 && anchor.Valid() {
items := menus[b.open].Items
res.Item = b.m.keys(row.Shortcut, items)
if _, clicked := b.m.list(c, anchor, items); clicked >= 0 {
res.Item = clicked
}
if res.Item >= 0 {
res.Menu = b.open
b.open = -1
}
}
if res.Item >= 0 {
slog.Debug("8bit: menu bar", "menu", menus[res.Menu].Title, "item", menus[res.Menu].Items[res.Item].Label)
}
return res
}