Files
8bitMyGoUI/pixel/element.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 pixel
import (
"fmt"
"strings"
"github.com/egoist/mygo/ui"
)
type TextOptions struct {
Slot Slot
// Scale is 1–4; zero means 1.
Scale int
// Wrap breaks lines at the width the layout gives.
Wrap bool
MaxLines int
}
// Text is a pixel-font label that screen readers read.
func Text(c *ui.Context, s string, o TextOptions) *ui.Element {
k := K(c)
scale := scaleOr1(o.Scale)
e := ui.Box(c).Label(s).Role(ui.RoleText)
width, check := 0, func(ui.Rect) {}
if o.Wrap {
width, check = WrapWidth(c, e)
}
lines := Wrap(s, width/scale, o.MaxLines)
if o.Wrap {
e.Height(k.D(len(lines) * LineHeight * scale))
} else {
w := 0
for _, l := range lines {
w = max(w, Measure(l))
}
e.Size(k.D(w*scale), k.D(len(lines)*LineHeight*scale))
}
return e.Draw(func(p *ui.Painter, r ui.Rect) {
check(r)
g := k.Canvas(p, r)
for i, l := range lines {
g.Text(0, i*LineHeight*scale, l, o.Slot, scale)
}
})
}
// Wrap wraps s to width; past maxLines, an ellipsis.
func Wrap(s string, width, maxLines int) []string {
if maxLines < 0 {
panic(fmt.Sprintf("pixel: MaxLines %d", maxLines))
}
lines := Lines(s, width)
if maxLines == 0 || len(lines) <= maxLines {
return lines
}
lines = lines[:maxLines]
last := []rune(strings.TrimRight(lines[maxLines-1], " "))
for width > 0 && len(last) > 0 && Measure(string(last)+"…") > width {
last = last[:len(last)-1]
}
lines[maxLines-1] = string(last) + "…"
return lines
}
type wrapKey struct{}
// WrapWidth is e's last painted width; Draw must call check.
func WrapWidth(c *ui.Context, e *ui.Element) (int, func(r ui.Rect)) {
dot := K(c).dot
w := ui.Local(e, wrapKey{}, func() int { return 0 })
used := *w
return used, func(r ui.Rect) {
if now := int(r.W / dot); now != *w {
*w = now
c.Invalidate()
}
}
}
func scaleOr1(s int) int {
if s == 0 {
return 1
}
checkScale(s)
return s
}
// State is how a control looks this frame.
type State struct{ Hover, Press, Focus, Disabled bool }
// Shell wraps base in an enabled box that paints.
func Shell(c *ui.Context, base func() *ui.Element) (shell, b *ui.Element, st State) {
shell = ui.Box(c)
shell.Children(func() { b = base().Fill().FocusRing(false) })
own, inert := b.IsDisabled(), current(c).cur.Inert
if inert {
b.Disabled(true)
}
off := own || inert
Park(c, b, off)
st = State{Hover: b.Hovered(), Press: b.Pressed() && !off, Focus: b.FocusVisible(), Disabled: own}
return shell, b, st
}
// Shortcut is e's key this frame, while e is enabled.
func Shortcut(e *ui.Element, mods ui.Modifiers, key ui.Key) bool {
// MyGo still hands keys to a base just turned off.
return e.Shortcut(mods, key) && !e.IsDisabled()
}
type parkKey struct{}
// Park moves focus off e while off, back once on.
func Park(c *ui.Context, e *ui.Element, off bool) {
parked := ui.Local(e, parkKey{}, func() bool { return false })
spot := c.Root()
if h := current(c).harbor; h != nil {
spot = h
}
switch {
case off && e.Focused():
spot.Focus()
*parked = true
case !off && *parked:
// Focus comes back unless something else took it.
if spot.Focused() || !c.Root().FocusWithin() {
e.Focus()
}
*parked = false
}
}
// Harbor keeps focus in e while controls in fn rest.
func Harbor(c *ui.Context, e *ui.Element, fn func()) {
f := current(c)
prev := f.harbor
f.harbor = e
fn()
f.harbor = prev
}
// Hand is the pointing cursor of focus and menus.
var Hand = MustSprite(`
.eee......
elllleeee.
elllllllle
elllleeee.
elllle....
.eeee.....
`)
// Finish dithers out a disabled control and marks its focus.
func (g Canvas) Finish(st State) {
if st.Disabled {
g.Checker(0, 0, g.W, g.H, Face)
}
if st.Focus {
g.FocusMark(0, 0, g.W, g.H)
}
}
// FocusMark rings a box with dots and points a hand.
func (g Canvas) FocusMark(x, y, w, h int) {
rx, ry, rw, rh := x-2, y-2, w+4, h+4
for i := range rw {
g.ant(rx+i, ry)
g.ant(rx+i, ry+rh-1)
}
for j := 1; j < rh-1; j++ {
g.ant(rx, ry+j)
g.ant(rx+rw-1, ry+j)
}
g.Sprite(rx-Hand.W-1+g.Step(4)%2, y+(h-Hand.H)/2, Hand, 0, Edge, 1)
}
func (g Canvas) ant(x, y int) {
if (g.gx+x+g.gy+y)&1 == 0 {
g.Dot(x, y, Accent)
}
}