Files
8bitMyGoUI/datetime/timer.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

110 lines
3.0 KiB
Go

package datetime
import (
"fmt"
"log/slog"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type TimerOptions struct {
Disabled bool
}
type TimerResult struct {
Element *ui.Element
// Done is true in the frame the time runs out.
Done bool
}
type timerKey struct{}
// ticking is time left when paused, the end, the ring.
type ticking struct {
left time.Duration
ends, rang time.Time
}
// Timer counts *set down; it flashes at zero.
func Timer(c *ui.Context, text string, set *time.Duration, o TimerOptions) TimerResult {
k := pixel.K(c)
if *set < 0 || *set >= 100*time.Minute || *set%time.Second != 0 {
panic(fmt.Sprintf("datetime: Timer set %v is not whole seconds under 100 min", *set))
}
col := ui.Column(c).Gap(k.D(4)).Role(ui.RoleGroup).Label(text)
t := ui.Local(col, timerKey{}, func() ticking { return ticking{} })
now := k.Now()
running := !t.ends.IsZero()
left := t.left
res := TimerResult{Element: col}
if running {
left = max(0, t.ends.Sub(now))
k.Tick(c, 4)
if left == 0 {
t.ends, t.left, t.rang, res.Done, running = time.Time{}, 0, now, true, false
slog.Debug("8bit: timer done", "label", text)
}
}
// It flashes for three seconds after ringing.
flash := !t.rang.IsZero() && k.Elapsed(&t.rang) < 3*time.Second
if flash {
k.Tick(c, 4)
}
if !running && !flash && t.left == 0 {
left = *set
}
col.Children(func() {
s := clock((left + time.Second - 1).Truncate(time.Second))
face := ui.Box(c).Size(k.D(pixel.Measure(s)*2), k.D(pixel.LineHeight*2)).Role(ui.RoleStatus).Label(s)
face.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
if !flash {
g.Text(0, 0, s, pixel.Ink, 2)
return
}
// Reduced, the ring holds steady in Bad.
if k.Reduce() || g.Busy(4)%2 == 0 {
g.Text(0, 0, s, pixel.Bad, 2)
}
})
ui.Row(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
locked := o.Disabled || running
mins, secs := int(*set/time.Minute), int(*set%time.Minute/time.Second)
for _, f := range []struct {
name string
v *int
top int
}{{k.Msg("minutes"), &mins, 99}, {k.Msg("seconds"), &secs, 59}} {
pixel.Text(c, f.name, pixel.TextOptions{Slot: pixel.Faint})
if input.Stepper(c, f.name, f.v, input.StepperOptions{Max: f.top, Disabled: locked}).Changed {
*set, t.left = time.Duration(mins)*time.Minute+time.Duration(secs)*time.Second, 0
// The face above, built already, reads the new setting.
s = clock(*set)
face.Label(s)
}
}
})
toggle := k.Msg("start")
if running {
toggle = k.Msg("pause")
}
if input.Button(c, toggle, input.ButtonOptions{Size: input.Small, Variant: input.Primary, Disabled: o.Disabled}).Clicked {
switch {
case running:
t.left, t.ends = left, time.Time{}
case t.left > 0:
t.ends = now.Add(t.left)
default:
t.ends = now.Add(*set)
}
t.rang = time.Time{}
slog.Debug("8bit: timer", "label", text, "running", !running)
}
})
return res
}