Files
8bitMyGoUI/data/tree.go
T
ZacharyZhang-NY b4b4d67b92 Audit keyboard, focus, veils, motion and clocks across all 500
A cross-cutting pass, each fix with a test that failed first.

Veils: MyGo still hands a key to a base that turned off this frame,
so every element key now goes through pixel.Shortcut, which an
archtest enforces. Input handlers record and the build applies them
only while enabled; the editor turns away a veil-frame letter or
copy; value bases get a copy and keep only enabled turns. Popups
give a held focus back to their opener when the veil lifts.

Motion: S5 is enforced at the clock. Every Tick, Since, Step,
Toward and Shot runs at 4-15 fps; blinks keep 1 Hz on 4 fps steps,
fast animations step at 15, and drawn time is quantized to frames.

Clocks stepping back: Since holds at zero without overflow, and
k.Elapsed moves a stored start to now, so nothing goes negative,
runs backward or indexes out of range.

Also: logs count typed text instead of holding it, gallery names
use glyphs the font has, removable rows are keyed, components take
their own Options (archtest), and sweeps over all 508 demos check
veiled keys, clicks, wheels, the clock stepping back and names.
2026-10-12 16:03:04 -04:00

154 lines
3.8 KiB
Go

package data
import (
"log/slog"
"strconv"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type TreeNode struct {
Label string
// Value follows the label in Slot, as a key's value.
Value string
Slot pixel.Slot
Children []TreeNode
}
type TreeOptions struct {
// Width is in dots; zero means 160.
Width int
Disabled bool
}
type TreeResult struct {
Element *ui.Element
Changed, Toggled bool
}
type treeKey struct{}
// Tree of ▸▾ items; *selected is a path, "0/2".
func Tree(c *ui.Context, text string, roots []TreeNode, selected *string, o TreeOptions) TreeResult {
k := pixel.K(c)
nodes := map[string]TreeNode{}
var index func(ns []TreeNode, at string)
index = func(ns []TreeNode, at string) {
for i, n := range ns {
p := at + strconv.Itoa(i)
nodes[p] = n
index(n.Children, p+"/")
}
}
index(roots, "")
children := func(p string) []string {
var out []string
for i := range nodes[p].Children {
out = append(out, p+"/"+strconv.Itoa(i))
}
return out
}
var tops []string
for i := range roots {
tops = append(tops, strconv.Itoa(i))
}
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleTree).Label(text).Disabled(o.Disabled)
})
opened := ui.Local(base, treeKey{}, func() map[string]bool { return map[string]bool{} })
// A choice set inside closed branches opens its way.
if _, ok := nodes[*selected]; ok {
for i, r := range *selected {
if r == '/' {
(*opened)[(*selected)[:i]] = true
}
}
}
rows := flatten(tops, children, *opened)
if len(rows) == 0 {
return TreeResult{Element: shell}
}
// An unknown choice stays, unlit, until a key or click.
at := -1
for i, r := range rows {
if r.key == *selected {
at = i
}
}
old := *selected
res := TreeResult{Element: shell}
if pixel.Shortcut(base, 0, ui.KeyDown) {
at = min(at+1, len(rows)-1)
}
if pixel.Shortcut(base, 0, ui.KeyUp) {
at = max(at-1, 0)
}
right, left := pixel.Shortcut(base, 0, ui.KeyRight), pixel.Shortcut(base, 0, ui.KeyLeft)
if (right || left) && at >= 0 {
at, res.Toggled = steer(rows, at, *opened, right)
}
enter, space := pixel.Shortcut(base, 0, ui.KeyEnter), pixel.Shortcut(base, 0, ui.KeySpace)
toggle := func(i int) {
if key := rows[i].key; rows[i].branch {
(*opened)[key], res.Toggled = !(*opened)[key], true
}
}
if (enter || space) && at >= 0 {
toggle(at)
}
// Enter and Space are taken, so clicks come from pointers.
if base.Clicked() {
x, y, _ := base.PointerPosition()
if i := int(y/k.Dot()) / pixel.LineHeight; i >= 0 && i < len(rows) {
at = i
if int(x/k.Dot()) < rows[i].depth*10+12 {
toggle(i)
}
}
}
if res.Toggled {
rows = flatten(tops, children, *opened)
at = min(at, len(rows)-1)
}
if at >= 0 {
*selected = rows[at].key
}
res.Changed = *selected != old
base.Description(strings.TrimSpace(nodes[*selected].Label + " " + nodes[*selected].Value))
shown := rows
shell.Size(k.D(pixel.Or("Tree Width", o.Width, 160)), k.D(len(shown)*pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, rw := range shown {
y, x, ink := i*pixel.LineHeight, rw.depth*10, pixel.Ink
if i == at {
g.Rect(0, y, g.W, pixel.LineHeight, pixel.Accent)
ink = pixel.AccentInk
}
if rw.branch {
if (*opened)[rw.key] {
g.Sprite(x+3, y+6, down, 0, ink, 1)
} else {
g.Sprite(x+4, y+5, pointer, 0, ink, 1)
}
}
n := nodes[rw.key]
g.Text(x+12, y, n.Label, ink, 1)
// On the chosen row the value takes its ink.
if vs := n.Slot; n.Value != "" {
if i == at {
vs = ink
}
g.Text(x+18+pixel.Measure(n.Label), y, n.Value, vs, 1)
}
}
g.Finish(st)
})
if res.Changed || res.Toggled {
slog.Debug("8bit: tree", "label", text, "path", *selected, "toggled", res.Toggled)
}
return res
}