Files
8bitMyGoUI/overlay/overlay.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

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// Package overlay floats windows, bubbles and veils over the view.
package overlay
import (
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// dim checkers the backdrop of a dialog.
func dim(k pixel.Kit, back *ui.Element, s pixel.Slot, level int) {
back.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Veil(0, 0, g.W, g.H, s, level)
})
}
// dark puts the deeper of Ink and Back first.
func dark(k pixel.Kit) (dark, light pixel.Slot) {
if k.Palette().Night {
return pixel.Back, pixel.Ink
}
return pixel.Ink, pixel.Back
}
// choose lists items under a hand; digits pick 1–9.
func choose(c *ui.Context, text string, items []string, cur *int, digits, off bool) int {
k := pixel.K(c)
n := len(items)
*cur = max(0, min(*cur, n-1))
off = off || pixel.Current(c).Inert
box := ui.Column(c).FocusRing(false).Role(ui.RoleList).Label(text)
if !off {
box.Focusable().AutoFocus()
}
pixel.Park(c, box, off)
picked := -1
if off {
box.Description(k.Msg("disabled"))
}
// The list stays enabled, so off is checked here.
if !off && pixel.Shortcut(box, 0, ui.KeyDown) {
*cur = (*cur + 1) % n
}
if !off && pixel.Shortcut(box, 0, ui.KeyUp) {
*cur = (*cur + n - 1) % n
}
enter, space := pixel.Shortcut(box, 0, ui.KeyEnter), pixel.Shortcut(box, 0, ui.KeySpace)
if (enter || space) && !off {
picked = *cur
}
for i := range min(9, n) {
if digits && !off && pixel.Shortcut(box, 0, ui.Key1+ui.Key(i)) {
*cur, picked = i, i
}
}
box.Children(func() {
for i, it := range items {
row := ui.Row(c).Height(k.D(pixel.LineHeight)).MinWidth(k.D(pixel.Measure(it) + 16)).Role(ui.RoleListItem).Label(it)
if !off && row.Clicked() {
*cur, picked = i, i
}
row.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
if i == *cur {
g.Sprite(g.Step(4)%2, (g.H-pixel.Hand.H)/2, pixel.Hand, 0, pixel.Edge, 1)
}
g.Text(14, 0, it, pixel.Ink, 1)
})
}
})
if !off {
box.Description(items[*cur])
}
return picked
}
// body builds content, inert while off.
func body(c *ui.Context, off bool, content func()) {
if !off {
content()
return
}
s := pixel.Current(c)
s.Inert = true
pixel.Scope(c, s, content)
}
type hintKey struct{}
// hinting is when hover began, and a press-given focus.
type hinting struct {
since time.Time
pressed bool
}
// hint holds after resting wait, or on keyboard focus.
func hint(c *ui.Context, e *ui.Element, wait time.Duration) bool {
k := pixel.K(c)
s := ui.Local(e, hintKey{}, func() hinting { return hinting{} })
_, _, over := e.PointerPosition()
hovered, focus := e.Hovered(), e.FocusWithin()
switch {
case over && !hovered:
// A press inside: its focus is not the keyboard's.
s.pressed = true
case !focus:
s.pressed = false
}
rested := false
if hovered {
if s.since.IsZero() {
s.since = k.Now()
}
steps := int(wait / (100 * time.Millisecond))
rested = k.Since(c, s.since, 10, steps) >= steps
} else {
s.since = time.Time{}
}
return rested || focus && !s.pressed
}
// arriving counts the steps, of four, a panel still slides.
func arriving(c *ui.Context, home *ui.Element, open bool) int {
k := pixel.K(c)
on := 0
if open {
on = 1
}
return 4 - k.Shot(c, home, on, 15, 4)
}