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.
157 lines
4.4 KiB
Go
157 lines
4.4 KiB
Go
package project
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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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"strconv"
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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/pixel"
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)
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type QuestBoardOptions struct {
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// Width is each column's in dots; zero means 96.
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Width int
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Disabled bool
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}
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type QuestBoardResult struct {
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Element *ui.Element
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// Moved reports a card that changed column or place.
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Moved bool
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}
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type boardKey struct{}
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// board is the cursor; held while a press carries it.
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type board struct {
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col, row int
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press, held bool
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}
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// Cards hold two lines of title.
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const headH, cardH, colGap = pixel.LineHeight + 4, 2*pixel.LineHeight + 6, 4
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var stages = [3]string{"todo", "doing", "done"}
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// QuestBoard keeps cards in TODO, DOING and DONE.
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func QuestBoard(c *ui.Context, text string, cols *[3][]string, o QuestBoardOptions) QuestBoardResult {
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k := pixel.K(c)
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cw, most := pixel.Or("QuestBoard Width", o.Width, 96), 1
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for _, col := range cols {
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if slices.Contains(col, "") {
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panic("project: QuestBoard has a card with no title")
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}
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most = max(most, len(col))
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}
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
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})
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b := ui.Local(base, boardKey{}, func() board { return board{} })
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fit := func() {
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b.col = max(0, min(2, b.col))
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b.row = max(0, min(len(cols[b.col])-1, b.row))
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}
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fit()
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res := QuestBoardResult{Element: shell}
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// move carries the cursor's card to a column and place.
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move := func(col, row int) {
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if col < 0 || col > 2 || len(cols[b.col]) == 0 {
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return
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}
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limit := len(cols[col])
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if col == b.col {
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limit--
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}
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if row = max(0, min(limit, row)); col == b.col && row == b.row {
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return
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}
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title := cols[b.col][b.row]
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cols[b.col] = slices.Delete(cols[b.col], b.row, b.row+1)
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cols[col] = slices.Insert(cols[col], row, title)
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b.col, b.row, res.Moved = col, row, true
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}
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pressed := false
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if !base.IsDisabled() {
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for _, m := range []struct {
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key ui.Key
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dc, dr int
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}{{ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}, {ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}} {
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if pixel.Shortcut(base, 0, m.key) {
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b.col, b.row = b.col+m.dc, b.row+m.dr
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fit()
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}
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if pixel.Shortcut(base, ui.Alt, m.key) {
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move(b.col+m.dc, b.row+m.dr)
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}
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}
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_, _, pressed = base.Dragged()
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}
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if pressed {
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x, y, _ := base.PointerPosition()
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col, dy := int(x/k.Dot())/(cw+colGap), int(y/k.Dot())-headH
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row := dy / cardH
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switch {
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case !b.press:
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// A new press takes the card under it, if any.
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b.held = col >= 0 && col < 3 && dy >= 0 && row < len(cols[col])
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if b.held {
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b.col, b.row = col, row
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}
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case b.held:
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move(col, max(0, dy)/cardH)
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}
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}
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b.held, b.press = b.held && pressed, pressed
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names := [3]string{k.Msg(stages[0]), k.Msg(stages[1]), k.Msg(stages[2])}
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if n := len(cols[b.col]); n > 0 {
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base.Description(fmt.Sprintf("%s %d/%d, %s", names[b.col], b.row+1, n, cols[b.col][b.row]))
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} else {
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base.Description(names[b.col] + ", " + k.Msg("empty"))
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}
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shown := [3][]string{slices.Clone(cols[0]), slices.Clone(cols[1]), slices.Clone(cols[2])}
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at, held := [2]int{b.col, b.row}, b.held
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shell.Size(k.D(3*cw+2*colGap), k.D(headH+most*cardH+4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for ci, col := range shown {
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x := ci * (cw + colGap)
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g.Frame(x, 0, cw, g.H, pixel.Sunken, pixel.Well)
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g.Text(x+4, 2, names[ci]+" "+strconv.Itoa(len(col)), pixel.Faint, 1)
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g.HLine(x+2, headH-1, cw-4, pixel.Shade)
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for ri, t := range col {
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cx, cy := x+3, headH+ri*cardH+1
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on := ci == at[0] && ri == at[1]
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fill := pixel.Face
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// A carried card lifts off its shadow.
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if on && held {
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g.Rect(cx+1, cy+1, cw-6, cardH-2, pixel.Shade)
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cx, cy, fill = cx-1, cy-1, pixel.Lit
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}
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g.Frame(cx, cy, cw-6, cardH-2, pixel.Raised, fill)
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ink, room := pixel.Ink, cw-14
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if ci == 2 {
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ink, room = pixel.Faint, room-14
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g.Sprite(cx+cw-20, cy+3, icon.Check, 0, pixel.Good, 1)
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}
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for i, l := range pixel.Wrap(t, room, 2) {
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g.Text(cx+4, cy+2+i*pixel.LineHeight, l, ink, 1)
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}
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if on && (st.Focus || held) {
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g.Rect(cx-1, cy-1, cw-4, 1, pixel.Accent)
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g.Rect(cx-1, cy+cardH-2, cw-4, 1, pixel.Accent)
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g.Rect(cx-1, cy-1, 1, cardH, pixel.Accent)
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g.Rect(cx+cw-6, cy-1, 1, cardH, pixel.Accent)
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}
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}
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}
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g.Finish(st)
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})
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if res.Moved {
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slog.Debug("8bit: quest board", "label", text, "column", b.col, "row", b.row)
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}
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return res
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}
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