Speech bubbles, a chat log that follows its end, a composer that sends on Enter, typing dots, chat and channel lists, read receipts, reactions, emoji and sticker pickers, mentions, date and unread rules, system lines, member lists, user cards, a mailbox, mail reader and letter, a notification bell, call controls, a voice meter, attachment chips, link previews and polls. pixel's editor takes EnterSends; display's Bubble takes a Fill and exports EmojiSprite. data.List names its rows, which also lets typing choose one. layout.ScrollArea and input.TextArea hold still under Inert, and an inert scroll view leaves the Tab order until it wakes.
160 lines
4.3 KiB
Go
160 lines
4.3 KiB
Go
package layout
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import (
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"log/slog"
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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 barW = 10
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var (
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upArrow = pixel.MustSprite(`
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..#..
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.###.
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#####
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`)
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downArrow = pixel.MustSprite(`
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#####
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.###.
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..#..
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`)
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)
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type ScrollAreaOptions struct {
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// Label names the region for assistive technology.
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Label string
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Disabled bool
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}
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type ScrollAreaResult struct {
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Element *ui.Element
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// Changed reports the view moved since the last frame.
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Changed bool
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}
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type scrollKey struct{}
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// ScrollArea scrolls children vertically beside a pixel scrollbar.
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func ScrollArea(c *ui.Context, s *ui.ScrollState, o ScrollAreaOptions, children func()) ScrollAreaResult {
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k := pixel.K(c)
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// The bar comes first: TrackScroll reads s when called.
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row := ui.Row(c).AlignItems(ui.Stretch).Reverse()
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last := ui.Local(row, scrollKey{}, func() float32 { return s.Y })
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view := row.Bounds().H
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// Off freezes the view: any move is undone before paint.
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inert := pixel.Current(c).Inert
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if o.Disabled || inert {
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s.Y = *last
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}
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var v *ui.Element
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row.Children(func() {
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scrollBar(c, k, s, view, o.Disabled || inert, o.Disabled)
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// A disabled view is a new element; the focus leaves.
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v = ui.Scroll(c).Key(o.Disabled).TrackScroll(s).Grow(1).Label(o.Label).FocusRing(false)
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switch {
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case o.Disabled:
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v.Role(ui.RoleGroup).Description(k.Msg("disabled"))
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case inert:
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// Out of the Tab order, so Tab moves past it.
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v.Role(ui.RoleScroll)
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default:
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v.Role(ui.RoleScroll).Focusable()
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}
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v.Children(children)
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// Inert parks the focus and gives it back after.
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pixel.Park(c, v, inert)
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})
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focus := v.FocusVisible()
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row.Draw(func(p *ui.Painter, r ui.Rect) {
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if r.H != view {
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c.Invalidate()
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}
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}).DrawOver(func(p *ui.Painter, r ui.Rect) {
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if focus {
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g := k.Canvas(p, r)
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w := g.W - barW
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g.Checker(0, 0, w, 1, pixel.Accent)
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g.Checker(0, g.H-1, w, 1, pixel.Accent)
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g.Checker(0, 0, 1, g.H, pixel.Accent)
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g.Checker(w-1, 0, 1, g.H, pixel.Accent)
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}
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})
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res := ScrollAreaResult{Element: row, Changed: s.Y != *last}
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*last = s.Y
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if res.Changed {
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slog.Debug("8bit: scrollarea scrolled", "y", s.Y)
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}
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return res
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}
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// scrollBar moves s unless off; dim draws it disabled.
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func scrollBar(c *ui.Context, k pixel.Kit, s *ui.ScrollState, view float32, disabled, dim bool) {
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clamp := func(y float32) { s.Y = max(0, min(y, s.MaxY)) }
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ui.Column(c).Width(k.D(barW)).DrawOver(func(p *ui.Painter, r ui.Rect) {
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if dim {
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g := k.Canvas(p, r)
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g.Checker(0, 0, g.W, g.H, pixel.Face)
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}
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}).Children(func() {
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if arrow(c, k, upArrow, k.Msg("scroll_up"), disabled) {
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clamp(s.Y - k.D(16))
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}
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track := ui.Box(c).Grow(1)
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h := track.Bounds().H
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size, at := thumb(h, view, s.Y, s.MaxY, k.Dot())
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track.Draw(func(p *ui.Painter, r ui.Rect) {
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if r.H != h {
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c.Invalidate()
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}
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box(k.Canvas(p, r), pixel.Sunken, pixel.Well)
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}).Children(func() {
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th := ui.Box(c).Absolute().Top(at).Left(0).FillWidth().Height(size)
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th.Clicked()
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if _, dy, ok := th.Dragged(); ok && !disabled && dy != 0 && h > size {
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clamp(s.Y + dy*s.MaxY/(h-size))
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}
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th.Draw(func(p *ui.Painter, r ui.Rect) { box(k.Canvas(p, r), pixel.Raised, pixel.Face) })
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})
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if track.Clicked() && !disabled {
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if _, y, _ := track.PointerPosition(); y < at {
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clamp(s.Y - view)
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} else if y > at+size {
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clamp(s.Y + view)
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}
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}
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if arrow(c, k, downArrow, k.Msg("scroll_down"), disabled) {
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clamp(s.Y + k.D(16))
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}
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})
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}
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// thumb sizes and places the thumb in track h.
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func thumb(h, view, y, maxY, dot float32) (size, at float32) {
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if maxY <= 0 || view <= 0 {
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return h, 0
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}
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size = min(h, max(8*dot, h*view/(view+maxY)))
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size = float32(int(size/dot)) * dot
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return size, float32(int((h-size)*y/maxY/dot)) * dot
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}
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// arrow is a scrollbar button; keys scroll the view instead.
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func arrow(c *ui.Context, k pixel.Kit, sp *pixel.Sprite, label string, disabled bool) bool {
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Role(ui.RoleButton).Label(label).Disabled(disabled)
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})
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shell.Size(k.D(barW), k.D(barW)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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style, y := pixel.Raised, 0
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if st.Press {
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style, y = pixel.Sunken, 1
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}
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box(g, style, pixel.Face)
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g.Sprite((g.W-sp.W)/2, (g.H-sp.H)/2+y, sp, 0, pixel.Ink, 1)
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})
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return base.Clicked()
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}
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