Files
8bitMyGoUI/layout/split.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

118 lines
2.6 KiB
Go

package layout
import (
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
const gripW = 6
type SplitOptions struct {
// Vertical stacks the panes top and bottom.
Vertical bool
// Min is the smallest pane in dots; zero means 24.
Min int
Label string
Disabled bool
}
type SplitResult struct {
Element *ui.Element
Changed bool
}
// Split shows two panes and a grip moving *size dots.
func Split(c *ui.Context, size *int, o SplitOptions, first, second func()) SplitResult {
k := pixel.K(c)
least := pixel.Or("Split Min", o.Min, 24)
var e *ui.Element
var total float32
back, fwd := ui.KeyLeft, ui.KeyRight
if o.Vertical {
e = ui.Column(c)
total, back, fwd = e.Bounds().H, ui.KeyUp, ui.KeyDown
} else {
e = ui.Row(c)
total = e.Bounds().W
}
limit := func(n int) int {
if total > 0 {
n = min(n, int(total/k.Dot())-gripW-least)
}
return max(n, least)
}
start := *size
e.AlignItems(ui.Stretch).Children(func() {
pane := ui.Box(c).Clip().Children(first)
shell, base, st := pixel.Shell(c, func() *ui.Element {
cur := ui.CursorResizeEW
if o.Vertical {
cur = ui.CursorResizeNS
}
return ui.Box(c).Focusable().Role(ui.RoleSplitter).Label(label(k, o.Label, "resize")).Disabled(o.Disabled).Cursor(cur)
})
if dx, dy, ok := drag(k, base); ok {
if o.Vertical {
dx = dy
}
*size += dx
}
if !o.Disabled && pixel.Shortcut(base, 0, back) {
*size -= 4
}
if !o.Disabled && pixel.Shortcut(base, 0, fwd) {
*size += 4
}
*size = limit(*size)
if o.Vertical {
pane.FillWidth().Height(k.D(*size))
shell.FillWidth().Height(k.D(gripW))
} else {
pane.FillHeight().Width(k.D(*size))
shell.FillHeight().Width(k.D(gripW))
}
shell.Draw(func(p *ui.Painter, r ui.Rect) { grip(k.Canvas(p, r), st, o.Vertical) })
ui.Box(c).Grow(1).Clip().Children(second)
})
e.Draw(func(p *ui.Painter, r ui.Rect) {
now := r.W
if o.Vertical {
now = r.H
}
if now != total {
c.Invalidate()
}
})
res := SplitResult{Element: e, Changed: *size != start}
if res.Changed {
slog.Debug("8bit: split moved", "size", *size)
}
return res
}
// grip is a bar with three bumps across its length.
func grip(g pixel.Canvas, st pixel.State, vertical bool) {
fill := pixel.Face
if st.Hover || st.Press {
fill = pixel.Lit
}
g.Rect(0, 0, g.W, g.H, fill)
for i := -1; i <= 1; i++ {
x, y := g.W/2-1, g.H/2-1+i*4
if vertical {
x, y = g.W/2-1+i*4, g.H/2-1
}
g.Dot(x, y, pixel.Lit)
g.Dot(x+1, y+1, pixel.Shade)
}
if st.Disabled {
g.Checker(0, 0, g.W, g.H, pixel.Face)
}
if st.Focus {
g.FocusMark(0, 0, g.W, g.H)
}
}