Files
8bitMyGoUI/pixel/clock.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

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package pixel
import (
"fmt"
"sync/atomic"
"time"
"github.com/egoist/mygo/ui"
)
var due atomic.Int64
// Due is the earliest repaint asked for since ResetDue.
func Due() time.Time {
n := due.Load()
if n == 0 {
return time.Time{}
}
return time.Unix(0, n)
}
func ResetDue() { due.Store(0) }
func ask(at int64) {
for {
cur := due.Load()
if cur != 0 && cur <= at || due.CompareAndSwap(cur, at) {
return
}
}
}
// Step is the frame at fps, frozen under Reduce Motion.
func (g Canvas) Step(fps int) int {
checkFPS(fps)
if g.k.reduce {
return 0
}
return g.Busy(fps)
}
// Busy is the frame at fps, ignoring Reduce Motion.
func (g Canvas) Busy(fps int) int {
n, d := frameAt(g.now(), fps)
g.p.After(d)
ask(g.p.Now().Add(d).UnixNano())
return n
}
// Tick is the frame at fps, rebuilding the view.
func (k Kit) Tick(c *ui.Context, fps int) int {
n, d := frameAt(k.now, fps)
c.After(d)
ask(c.Now().Add(d).UnixNano())
return n
}
// At builds the view again at t.
func (k Kit) At(c *ui.Context, t time.Time) {
d := max(0, t.Sub(k.now))
c.After(d)
ask(c.Now().Add(d).UnixNano())
}
// Elapsed: time since *t; clock steps back, *t becomes now.
func (k Kit) Elapsed(t *time.Time) time.Duration {
if k.now.Before(*t) {
*t = k.now
}
return k.now.Sub(*t)
}
// Since counts steps from t at fps, up to done.
func (k Kit) Since(c *ui.Context, t time.Time, fps, done int) int {
checkFPS(fps)
if t.IsZero() {
return done
}
// A clock stepping back holds at zero; division cannot overflow.
n := 0
if d := k.now.Sub(t); d > 0 {
n = int(min(d/(time.Second/time.Duration(fps)), time.Duration(done)))
}
if n < done {
k.Tick(c, fps)
}
return min(n, done)
}
type towardKey struct{}
// heading is a Toward's target, last turn and step then.
type heading struct {
on bool
at time.Time
from int
}
// Toward steps 0–n toward on, turning from where it is.
func (k Kit) Toward(c *ui.Context, e ui.Element, on bool, fps, n int) int {
checkFPS(fps)
if n < 1 {
panic(fmt.Sprintf("pixel: Toward needs steps, got %d", n))
}
end := func(on bool) int {
if on {
return n
}
return 0
}
// First shown, it already sits where on puts it.
s := ui.Local(e, towardKey{}, func() heading { return heading{on: on, from: end(on)} })
// Reduce Motion settles at the end, so nothing resumes later.
if k.reduce {
*s = heading{on: on, from: end(on)}
return s.from
}
shown := func() int {
if s.on {
return s.from + k.Since(c, s.at, fps, n-s.from)
}
return s.from - k.Since(c, s.at, fps, s.from)
}
if on != s.on {
s.from, s.on, s.at = shown(), on, k.now
}
return shown()
}
type shotKey struct{}
// shot is a one-shot's cue, start, and spent mark.
type shot struct {
cue int
at time.Time
spent bool
}
// Shot steps a cued one-shot; Reduce Motion spends it whole.
func (k Kit) Shot(c *ui.Context, e ui.Element, cue, fps, done int) int {
checkFPS(fps)
// Before any change the zero start reads as done.
s := ui.Local(e, shotKey{}, func() shot { return shot{cue: cue} })
if cue != s.cue {
s.cue, s.at, s.spent = cue, k.now, false
}
if k.reduce {
s.spent = true
}
if s.spent {
return done
}
return k.Since(c, s.at, fps, done)
}
type cueKey struct{}
// cued is a cue's last value and when it changed.
type cued struct {
n int
at time.Time
}
// Cue is when n last changed on e, zero before.
func (k Kit) Cue(e ui.Element, n int) time.Time {
s := ui.Local(e, cueKey{}, func() cued { return cued{n: n} })
if s.n != n {
s.n, s.at = n, k.now
}
return s.at
}
// frameAt is the frame at t and the next wait.
func frameAt(t time.Time, fps int) (int, time.Duration) {
checkFPS(fps)
period := int64(time.Second) / int64(fps)
ns := t.UnixNano()
n := ns / period
return int(n), time.Duration((n+1)*period - ns)
}
// checkFPS holds every clock to S5's 4–15 fps.
func checkFPS(fps int) {
if fps < 4 || fps > 15 {
panic(fmt.Sprintf("pixel: fps %d outside 4–15", fps))
}
}