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.
54 lines
1.4 KiB
Go
54 lines
1.4 KiB
Go
package text
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import (
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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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const scrambleRunes = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789#$%&*+?"
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type ScrambleTextOptions struct {
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Slot pixel.Slot
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Scale int
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// FPS is 4–15, zero for 15; two steps settle one.
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FPS int
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}
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type scrambleKey struct{}
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type scrambleState struct {
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text string
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start, step int
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}
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// ScrambleText settles from random glyphs to s, left to right.
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func ScrambleText(c *ui.Context, s string, o ScrambleTextOptions) *ui.Element {
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k, sc := pixel.K(c), scale(o.Scale)
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fps := pixel.Or("ScrambleText FPS", o.FPS, 15)
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rs := []rune(s)
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e := ui.Box(c).Size(k.D(pixel.Measure(s)*sc), k.D(pixel.LineHeight*sc)).Label(s).Role(ui.RoleText)
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st := ui.Local(e, scrambleKey{}, func() scrambleState { return scrambleState{start: -1} })
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if st.text != s {
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*st = scrambleState{text: s, start: -1}
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}
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settled := len(rs)
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if !k.Reduce() && (st.start < 0 || (st.step-st.start)/2 < len(rs)) {
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st.step = k.Tick(c, fps)
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if st.start < 0 {
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st.start = st.step
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}
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settled = min(len(rs), (st.step-st.start)/2)
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}
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step := st.step
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return e.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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each(s, sc, func(i int, ch rune, x int) {
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if i >= settled && ch != ' ' {
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ch = rune(scrambleRunes[noise(len(rs), i, step)%uint32(len(scrambleRunes))])
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}
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g.Text(x, 0, string(ch), o.Slot, sc)
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})
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})
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}
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