Files
8bitMyGoUI/desk/startmenu.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

262 lines
6.8 KiB
Go

package desk
import (
"fmt"
"log/slog"
"slices"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Program is a START entry; with Programs, a submenu.
type Program struct {
Name string
Icon *pixel.Sprite
Programs []Program
}
type StartMenuOptions struct {
Disabled bool
}
type StartMenuResult struct {
Element *ui.Element
// Launched is the program run this frame, as "GAMES/SNAKE".
Launched string
}
type startKey struct{}
// start is the open menu: each open level's lit row.
type start struct {
open bool
path []int
ptr [2]float32
}
const rowH = pixel.LineHeight + 2
// StartMenu is the START button and its cascading programs.
func StartMenu(c *ui.Context, text string, programs []Program, o StartMenuOptions) StartMenuResult {
k := pixel.K(c)
checkPrograms(programs)
off := o.Disabled || pixel.Current(c).Inert
b := input.Button(c, k.Msg("start"), input.ButtonOptions{Icon: icon.Gamepad, Label: text, Disabled: o.Disabled})
m := ui.Local(b.Element, startKey{}, func() start { return start{} })
// START keeps the focus and parks it while off.
if off {
m.open = false
}
res := StartMenuResult{Element: b.Element}
// It rises from a taskbar, so Up opens it too.
switch {
case b.Clicked && m.open:
m.open = false
case b.Clicked, !m.open && !off && pixel.Shortcut(b.Element, 0, ui.KeyUp):
m.open, m.path = true, []int{0}
}
if m.open {
m.fit(programs)
res.Launched = m.keys(b.Element.Shortcut, programs)
}
if run := m.list(c, k, b.Element, programs); run != "" {
res.Launched = run
}
if res.Launched != "" {
slog.Debug("8bit: start menu launched", "label", text, "program", res.Launched)
}
return res
}
// checkPrograms fails on blank, slashed or twin names.
func checkPrograms(ps []Program) {
if len(ps) == 0 {
panic("desk: a START menu level is empty")
}
seen := map[string]bool{}
for _, p := range ps {
sprite("StartMenu "+p.Name, p.Icon)
if p.Name == "" || strings.Contains(p.Name, "/") || seen[p.Name] {
panic(fmt.Sprintf("desk: START menu program %q is blank, slashed or twice", p.Name))
}
seen[p.Name] = true
if p.Programs != nil {
checkPrograms(p.Programs)
}
}
}
// fit trims the path to the programs now given.
func (m *start) fit(ps []Program) {
items := ps
for d, i := range m.path {
if i >= len(items) {
m.path = append(m.path[:d], len(items)-1)
return
}
if d+1 < len(m.path) {
if items = items[i].Programs; items == nil {
m.path = m.path[:d+1]
return
}
}
}
}
// level is the programs at a depth of the path.
func level(ps []Program, path []int, depth int) []Program {
for _, i := range path[:depth] {
ps = ps[i].Programs
}
return ps
}
// launch closes the menu and names the path's program.
func (m *start) launch(ps []Program) string {
names := make([]string, len(m.path))
for d, i := range m.path {
names[d] = level(ps, m.path, d)[i].Name
}
m.open = false
return strings.Join(names, "/")
}
// keys walks the deepest level; Right or Enter goes in.
func (m *start) keys(short func(ui.Modifiers, ui.Key) bool, ps []Program) string {
down, up, left, right := short(0, ui.KeyDown), short(0, ui.KeyUp), short(0, ui.KeyLeft), short(0, ui.KeyRight)
enter, space := short(0, ui.KeyEnter), short(0, ui.KeySpace)
d := len(m.path) - 1
items := level(ps, m.path, d)
switch {
case down:
m.path[d] = (m.path[d] + 1) % len(items)
case up:
m.path[d] = (m.path[d] - 1 + len(items)) % len(items)
case left && d > 0:
m.path = m.path[:d]
case (right || enter || space) && items[m.path[d]].Programs != nil:
m.path = append(m.path, 0)
case enter || space:
return m.launch(ps)
}
return ""
}
// list shows each open level beside its parent row.
func (m *start) list(c *ui.Context, k pixel.Kit, anchor *ui.Element, ps []Program) string {
run := ""
ui.PopoverBase(c, anchor, &m.open, func(panel *ui.Element) {
// Only a pointer that moves lights the row under it.
px, py, over := panel.PointerPosition()
moved := over && [2]float32{px, py} != m.ptr
m.ptr = [2]float32{px, py}
path := slices.Clone(m.path)
// Submenus grow away from START, so open rows hold still.
below, align := panel.Bounds().Y > anchor.Bounds().Y, ui.End
if below {
align = ui.Start
}
panel.Children(func() {
ui.Row(c).AlignItems(align).Children(func() {
shift := 0
for d := range path {
items := level(ps, path, d)
col := ui.Column(c).Padding(k.D(3))
// A submenu lines up with its parent row.
if d > 0 && below {
shift += path[d-1] * rowH
col.Margin(k.D(shift), 0, 0, 0)
}
if d > 0 && !below {
shift += (len(level(ps, path, d-1)) - 1 - path[d-1]) * rowH
col.Margin(0, 0, k.D(shift), 0)
}
col.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Frame(0, 0, g.W, g.H, pixel.Window, pixel.Face)
}).Children(func() {
ui.Row(c).Children(func() {
if d == 0 {
banner(c, k, len(items))
}
ui.Column(c).Children(func() {
for i, p := range items {
if r := m.row(c, k, p, d, i, moved); r == launched {
run = m.launch(ps)
}
}
})
})
})
}
})
})
})
return run
}
type rowEvent int
const (
quiet rowEvent = iota
launched
)
// row is one program; hover or click opens a submenu.
func (m *start) row(c *ui.Context, k pixel.Kit, p Program, d, i int, moved bool) rowEvent {
w := 20 + pixel.Measure(p.Name) + 16
row := ui.Row(c).Height(k.D(rowH)).MinWidth(k.D(w)).Role(ui.RoleListItem).Label(p.Name)
// open lights the row and shows its submenu, if any.
open := func() {
m.path = append(m.path[:d], i)
if p.Programs != nil {
m.path = append(m.path, 0)
}
}
// A level a row before closed takes no input.
ev, alive := quiet, len(m.path) > d
shut := alive && m.path[d] == i && len(m.path) == d+1 && p.Programs != nil
if alive && moved && row.Hovered() && (m.path[d] != i || shut) {
open()
c.Invalidate()
}
if alive && row.Clicked() {
open()
if p.Programs == nil {
ev = launched
}
}
row.Draw(func(pt *ui.Painter, r ui.Rect) {
g := k.Canvas(pt, r)
ink := pixel.Ink
if len(m.path) > d && m.path[d] == i {
g.Rect(0, 0, g.W, g.H, pixel.Accent)
ink = pixel.AccentInk
}
g.Sprite(2, (g.H-p.Icon.H)/2, p.Icon, 0, ink, 1)
g.Text(18, 1, p.Name, ink, 1)
if p.Programs != nil {
for j := range 4 {
g.VLine(g.W-8+j, g.H/2-3+j, 7-2*j, ink)
}
}
})
return ev
}
// banner is START's dithered side strip.
func banner(c *ui.Context, k pixel.Kit, rows int) {
ui.Box(c).Size(k.D(10), k.D(rows*rowH)).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for b := range 17 {
top, foot := b*g.H/17, (b+1)*g.H/17
g.Dither(0, top, g.W, foot-top, pixel.Accent, pixel.Magic, 16-b)
}
})
}