Files
8bitMyGoUI/navigation/tabs.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

146 lines
3.7 KiB
Go

// Package navigation moves the player between screens and places.
package navigation
import (
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type TabsOptions struct {
Disabled bool
}
type TabsResult struct {
Element *ui.Element
Changed bool
}
// Tabs are folder tabs; the chosen one joins its panel.
func Tabs(c *ui.Context, text string, labels []string, selected *int, o TabsOptions, panel func()) TabsResult {
return tabs(c, text, labels, selected, false, o, panel)
}
type VerticalTabsOptions struct {
Disabled bool
}
type VerticalTabsResult struct {
Element *ui.Element
Changed bool
}
// VerticalTabs are tabs down the panel's left edge.
func VerticalTabs(c *ui.Context, text string, labels []string, selected *int, o VerticalTabsOptions, panel func()) VerticalTabsResult {
return VerticalTabsResult(tabs(c, text, labels, selected, true, TabsOptions(o), panel))
}
// tabs lays tabs beside a panel; side means left.
func tabs(c *ui.Context, text string, labels []string, selected *int, side bool, o TabsOptions, panel func()) TabsResult {
k := pixel.K(c)
th := pixel.LineHeight + 6
tw := 0
for _, l := range labels {
tw = max(tw, pixel.Measure(l)+12)
}
// size is tab i's extent along the strip.
size := func(i int) int {
if side {
return th
}
return pixel.Measure(labels[i]) + 12
}
outer := ui.Column(c)
if side {
outer = ui.Row(c).FillWidth().AlignItems(ui.Stretch)
}
res := TabsResult{Element: outer}
outer.Children(func() {
// The base turns before it learns it is off.
v := *selected
p := ui.TabsBase(c, &v, len(labels))
if side {
p.List.Column().Width(k.D(tw))
}
p.List.Label(text).Children(func() {
for i, l := range labels {
shell, _, st := pixel.Shell(c, func() *ui.Element { return p.Tab(i).Label(l).Disabled(o.Disabled) })
w, h := size(i), th
if side {
w = tw
}
shell.Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
folder(k.Canvas(p, r), l, i == *selected, side, st)
})
}
})
res.Changed = keep(c, v, selected, o.Disabled)
at := 0
for i := range *selected {
at += size(i)
}
body := ui.Column(c).Padding(k.D(8)).Gap(k.D(4))
if side {
body.Grow(1)
}
body.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
if g.W < 3 || g.H < 3 {
return
}
g.Frame(0, 0, g.W, g.H, pixel.Raised, pixel.Face)
// The chosen tab opens into the panel.
if side {
g.Rect(0, at+1, 2, th-2, pixel.Face)
} else {
g.Rect(at+1, 0, size(*selected)-2, 2, pixel.Face)
}
}).Children(panel)
})
if res.Changed {
slog.Debug("8bit: tabs", "label", text, "selected", *selected)
}
return res
}
// folder draws a tab: the chosen one stands taller, open-ended.
func folder(g pixel.Canvas, l string, on, side bool, st pixel.State) {
fill, ink, in := pixel.Shade, pixel.Faint, 2
if on {
fill, ink, in = pixel.Face, pixel.Ink, 0
} else if st.Hover {
fill = pixel.Lit
}
if side {
g.VLine(in, 1, g.H-2, pixel.Edge)
g.HLine(in+1, 0, g.W-in-1, pixel.Edge)
g.HLine(in+1, g.H-1, g.W-in-1, pixel.Edge)
g.Rect(in+1, 1, g.W-in-1, g.H-2, fill)
g.Text(in+6, 3, l, ink, 1)
if !on {
g.VLine(g.W-1, 0, g.H, pixel.Edge)
}
} else {
g.HLine(1, in, g.W-2, pixel.Edge)
g.VLine(0, in+1, g.H-in-1, pixel.Edge)
g.VLine(g.W-1, in+1, g.H-in-1, pixel.Edge)
g.Rect(1, in+1, g.W-2, g.H-in-1, fill)
g.Text(6, in+3, l, ink, 1)
if !on {
g.HLine(0, g.H-1, g.W, pixel.Edge)
}
}
g.Finish(st)
}
// keep takes v as *selected while the control is on.
func keep(c *ui.Context, v int, selected *int, disabled bool) bool {
if v == *selected || disabled || pixel.Current(c).Inert {
return false
}
*selected = v
return true
}