A terminal with history, a Go-colored code block, a log viewer that follows, a hex viewer, a memory map, a JSON tree, a line diff, a GAME OVER crash screen, an FPS meter, profiler bars, breakpoints, variables, command history, a shortcut list, a debug grid, a pixel editor that exports string art, a palette editor, a sprite sheet, a glyph map and a 6502 register view. layout.ScrollArea takes Follow, and ChatLog now uses it. data.TreeNode takes a Value drawn in its Slot. pixel gains Has, and Sprite.Art writes MustSprite art. pixel.Editor takes the caller's value at each input event, so a value changed between frames is never typed onto.
178 lines
4.8 KiB
Go
178 lines
4.8 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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// Follow keeps the view at the end while there.
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Follow bool
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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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// area is the last view and the end last reached.
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type area struct {
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last, end float32
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}
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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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st := ui.Local(row, scrollKey{}, func() area { return area{last: 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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off := o.Disabled || inert
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if off {
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s.Y = st.last
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}
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// Content grew under a view at its old end: follow.
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grew := func() bool { return o.Follow && s.MaxY > st.end && s.Y >= st.end }
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// Off, the end waits until it wakes.
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if !off {
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if grew() {
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s.Y = s.MaxY
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}
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st.end = s.MaxY
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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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// Layout has just measured; resize or follow next frame.
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if r.H != view || !off && grew() {
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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 != st.last}
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st.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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