Lists, tables, trees, grids, inventories and records in data/. Outline and GridView build on ui.List: ui.Outline strokes its arrows and ui.GridView spaces and tints items. The pixel theme keeps MyGo's row highlights clear so scrolled rows stay on whole dots; off lists take a veil against the wheel. Adds Canvas.Silhouette, SwitchOptions Label and exports Rarity.Slot.
131 lines
3.1 KiB
Go
131 lines
3.1 KiB
Go
package data
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import (
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"log/slog"
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"strconv"
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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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type TreeNode struct {
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Label string
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Children []TreeNode
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}
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type TreeOptions struct {
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// Width is in dots; zero means 160.
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Width int
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Disabled bool
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}
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type TreeResult struct {
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Element *ui.Element
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Changed, Toggled bool
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}
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type treeKey struct{}
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// Tree of ▸▾ items; *selected is a path, "0/2".
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func Tree(c *ui.Context, text string, roots []TreeNode, selected *string, o TreeOptions) TreeResult {
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k := pixel.K(c)
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nodes := map[string]TreeNode{}
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var index func(ns []TreeNode, at string)
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index = func(ns []TreeNode, at string) {
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for i, n := range ns {
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p := at + strconv.Itoa(i)
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nodes[p] = n
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index(n.Children, p+"/")
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}
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}
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index(roots, "")
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children := func(p string) []string {
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var out []string
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for i := range nodes[p].Children {
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out = append(out, p+"/"+strconv.Itoa(i))
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}
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return out
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}
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var tops []string
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for i := range roots {
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tops = append(tops, strconv.Itoa(i))
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}
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleTree).Label(text).Disabled(o.Disabled)
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})
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opened := ui.Local(base, treeKey{}, func() map[string]bool { return map[string]bool{} })
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rows := flatten(tops, children, *opened)
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if len(rows) == 0 {
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return TreeResult{Element: shell}
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}
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at := 0
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for i, r := range rows {
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if r.key == *selected {
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at = i
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}
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}
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old := *selected
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res := TreeResult{Element: shell}
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if base.Shortcut(0, ui.KeyDown) {
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at = min(at+1, len(rows)-1)
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}
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if base.Shortcut(0, ui.KeyUp) {
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at = max(at-1, 0)
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}
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right, left := base.Shortcut(0, ui.KeyRight), base.Shortcut(0, ui.KeyLeft)
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if right || left {
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at, res.Toggled = steer(rows, at, *opened, right)
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}
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enter, space := base.Shortcut(0, ui.KeyEnter), base.Shortcut(0, ui.KeySpace)
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toggle := func(i int) {
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if key := rows[i].key; rows[i].branch {
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(*opened)[key], res.Toggled = !(*opened)[key], true
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}
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}
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if enter || space {
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toggle(at)
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}
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// Enter and Space are taken, so clicks come from pointers.
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if base.Clicked() {
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x, y, _ := base.PointerPosition()
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if i := int(y/k.Dot()) / pixel.LineHeight; i >= 0 && i < len(rows) {
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at = i
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if int(x/k.Dot()) < rows[i].depth*10+12 {
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toggle(i)
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}
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}
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}
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if res.Toggled {
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rows = flatten(tops, children, *opened)
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at = min(at, len(rows)-1)
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}
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*selected = rows[at].key
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res.Changed = *selected != old
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base.Description(nodes[*selected].Label)
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shown := rows
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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) {
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g := k.Canvas(p, r)
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for i, rw := range shown {
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y, x, ink := i*pixel.LineHeight, rw.depth*10, pixel.Ink
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if i == at {
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g.Rect(0, y, g.W, pixel.LineHeight, pixel.Accent)
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ink = pixel.AccentInk
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}
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if rw.branch {
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if (*opened)[rw.key] {
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g.Sprite(x+3, y+6, down, 0, ink, 1)
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} else {
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g.Sprite(x+4, y+5, pointer, 0, ink, 1)
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}
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}
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g.Text(x+12, y, nodes[rw.key].Label, ink, 1)
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}
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g.Finish(st)
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})
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if res.Changed || res.Toggled {
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slog.Debug("8bit: tree", "label", text, "path", *selected, "toggled", res.Toggled)
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}
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return res
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}
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