Files
8bitMyGoUI/navigation/menubar.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

111 lines
2.8 KiB
Go

package navigation
import (
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type Menu struct {
Title string
Items []MenuItem
}
type MenuBarOptions struct {
Disabled bool
}
type MenuBarResult struct {
Element *ui.Element
// Menu and Item are this frame's choice, else -1.
Menu, Item int
}
type barKey struct{}
// bar is the open menu, its state and the pointer.
type bar struct {
open int
m menu
ptr [2]float32
}
// MenuBar is a bar of menus; arrows go across, down.
func MenuBar(c *ui.Context, text string, menus []Menu, o MenuBarOptions) MenuBarResult {
k := pixel.K(c)
off := o.Disabled || pixel.Current(c).Inert
row := ui.Row(c).Gap(k.D(2)).Padding(k.D(2), k.D(4)).AlignItems(ui.Center).FocusGroup(ui.Horizontal).Role(ui.RoleToolbar).Label(text)
b := ui.Local(row, barKey{}, func() bar { return bar{open: -1} })
res := MenuBarResult{Element: row, Menu: -1, Item: -1}
open := func(i int) {
b.open = i
b.m.show(menus[i].Items)
}
// The title keeps the focus and parks it while off.
if off && b.open >= 0 {
b.open = -1
}
if b.open >= 0 && !b.m.open {
b.open = -1
}
n := len(menus)
// Left and Right hand an open menu to its neighbor.
if b.open >= 0 {
left, right := pixel.Shortcut(row, 0, ui.KeyLeft), pixel.Shortcut(row, 0, ui.KeyRight)
switch {
case left:
open((b.open + n - 1) % n)
case right:
open((b.open + 1) % n)
}
}
// Only a moving pointer hands the bar to another title.
px, py, over := row.PointerPosition()
moved := over && [2]float32{px, py} != b.ptr
b.ptr = [2]float32{px, py}
var anchor *ui.Element
row.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Rect(0, 0, g.W, g.H, pixel.Face)
g.HLine(0, g.H-1, g.W, pixel.Edge)
}).Children(func() {
for i, mn := range menus {
t := input.Button(c, mn.Title, input.ButtonOptions{Variant: input.Ghost, Size: input.Small, Disabled: o.Disabled})
if _, _, on := t.Element.PointerPosition(); on && moved && b.open >= 0 && i != b.open {
open(i)
}
if i == b.open {
anchor = t.Element
}
switch {
case t.Clicked && b.open == i:
b.open = -1
case t.Clicked:
open(i)
anchor = t.Element
case b.open < 0 && !off && t.Element.FocusWithin() && pixel.Shortcut(row, 0, ui.KeyDown):
open(i)
anchor = t.Element
}
}
})
if b.open >= 0 && anchor != nil {
items := menus[b.open].Items
res.Item = b.m.keys(row.Shortcut, items)
if _, clicked := b.m.list(c, anchor, items); clicked >= 0 {
res.Item = clicked
}
if res.Item >= 0 {
res.Menu = b.open
b.open = -1
}
}
if res.Item >= 0 {
slog.Debug("8bit: menu bar", "menu", menus[res.Menu].Title, "item", menus[res.Menu].Items[res.Item].Label)
}
return res
}