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