Upgrade MyGo to v0.5.5
MyGo v0.5.5 returns ui.Element as a checked value handle instead of a
pointer. Migrated with `mygo migrate-ui`, then fixed what the codemod
leaves to review:
- Element nil checks become .Valid(); absent elements are ui.Element{}.
- Input handlers and paint callbacks run outside the build pass, where
elements expire and Context methods are inert: read IsDisabled into a
local during the build, keep a ui.Handle for Focus, use c.Services()
for clipboard access, create ui.Local state during the build.
- Add core.AutoFocus: v0.5.5 records an overlay's opener after its
content builds, so same-frame autofocus lost focus restore on close.
It focuses one frame later; cascader rows defer their focus likewise.
- core.OverlayLayer identifies build passes by the root element, not
c.Now(), which repeats across passes and under the Tester clock.
- Context menus survive the opening press counted as PressedOutside;
split button tooltip no longer reorders its open menu; disabled
menubar rows pass presses to the panel; Form defers blur-started
async checks so the growing message no longer moves Submit away
from the release; Combobox drops its disabled copy now that MyGo
blocks typing under a disabled wrapper (canary flipped to a guard).
- The Tester clock is virtual: tests use Advance/Now instead of
time.Sleep/time.Now and read element state inside the view. The web
mirror advances the clock to wall time before each frame and input.
- AGENTS.md and docs describe the value Element API and the new pin.
Snapshot goldens are darwin-only and were not re-verified here.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
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603 files changed
+1366
-1277
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+3
-3
@@ -46,7 +46,7 @@ func Accordion(c *ui.Context, open *[]string, items []AccordionItem, opts Accord
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focusTo := ui.Local(v.Element, "focus", func() int { return -1 })
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v.Element.Children(func() {
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for i, it := range items {
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ui.Column(c).Key(it.ID).Children(func() {
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ui.Column(c.Key(it.ID)).Children(func() {
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if i > 0 {
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ui.Box(c).Height(1).FillWidth().Background(k.Border)
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}
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@@ -75,7 +75,7 @@ func Accordion(c *ui.Context, open *[]string, items []AccordionItem, opts Accord
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ui.Text(c, it.Title).FontWeight(600).Grow(1).MinWidth(0)
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ui.Icon(c, icons.Must("chevron-down")).Size(16, 16).Rotate(180 * prog).TextColor(k.TextMuted).Shrink(0)
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})
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if panel := collapsiblePanel(c, isOpen, prog, it.Content); panel != nil {
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if panel := collapsiblePanel(c, isOpen, prog, it.Content); panel.Valid() {
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panel.Padding(0, u*4, u*4).Gap(u * 2)
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}
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})
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@@ -85,7 +85,7 @@ func Accordion(c *ui.Context, open *[]string, items []AccordionItem, opts Accord
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}
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// accordionKey returns the header the arrows, Home or End move to from header i, or -1.
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func accordionKey(tr *ui.Element, items []AccordionItem, i int) int {
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func accordionKey(tr ui.Element, items []AccordionItem, i int) int {
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step, from := 0, i
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switch {
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case tr.Shortcut(0, ui.KeyDown):
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+1
-1
@@ -22,7 +22,7 @@ type CardOptions struct {
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const cardInset float32 = 4
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// Card groups content on a surface with an outline. It adds no click behavior.
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func Card(c *ui.Context, opts CardOptions, body func()) *ui.Element {
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func Card(c *ui.Context, opts CardOptions, body func()) ui.Element {
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k := core.Tokens(c)
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u := core.Density(c).Unit()
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pad := u * 4
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+3
-3
@@ -97,7 +97,7 @@ func Carousel(c *ui.Context, index *int, n int, opts CarouselOptions, slide func
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ui.Column(c).Grow(1).MinWidth(0).FillHeight().Clip().Background(k.Surface).Border(theme.BorderWidth, k.Border).Radius(theme.CardRadius).
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Role(ui.RoleGroup).Label(fmt.Sprintf(core.Msg(c, "carousel.position"), *index+1, n)).Children(func() {
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if n > 0 {
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ui.Column(c).Key(*index).Grow(1).Children(func() { slide(*index) })
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ui.Column(c.Key(*index)).Grow(1).Children(func() { slide(*index) })
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}
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})
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next := input.Button(c, "", input.ButtonOptions{Variant: input.Ghost, Icon: icons.Must("chevron-right"), Label: core.Msg(c, "carousel.next"), Disabled: n < 2 || !wrap && *index == n-1})
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@@ -133,7 +133,7 @@ func Carousel(c *ui.Context, index *int, n int, opts CarouselOptions, slide func
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}
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// carouselDot is a position button: a filled diamond for the current slide.
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func carouselDot(c *ui.Context, i, n int, on bool) *ui.Element {
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func carouselDot(c *ui.Context, i, n int, on bool) ui.Element {
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k := core.Tokens(c)
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b := ui.ButtonBase(c).Size(theme.MinHitSize, theme.MinHitSize).Radius(theme.ControlRadius).
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Label(fmt.Sprintf(core.Msg(c, "carousel.position"), i+1, n)).Role(ui.RoleTab).Selected(on)
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@@ -154,7 +154,7 @@ func carouselDot(c *ui.Context, i, n int, on bool) *ui.Element {
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}
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// carouselPause is the pause button: two bars, or a play triangle while paused.
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func carouselPause(c *ui.Context, paused bool) *ui.Element {
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func carouselPause(c *ui.Context, paused bool) ui.Element {
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k := core.Tokens(c)
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label := core.Msg(c, "carousel.pause")
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if paused {
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@@ -82,8 +82,7 @@ func TestCarouselKeyboard(t *testing.T) {
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func TestCarouselNoAutoplayByDefault(t *testing.T) {
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h := &carouselHarness{opts: CarouselOptions{Interval: 10 * time.Millisecond}}
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tt := ui.NewTester(h.view, 420, 280)
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time.Sleep(30 * time.Millisecond)
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tt.Frame()
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tt.Advance(30 * time.Millisecond)
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if h.index != 0 || tt.HasText("Pause autoplay") {
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t.Fatalf("advanced without Autoplay: %d", h.index)
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}
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@@ -92,8 +91,7 @@ func TestCarouselNoAutoplayByDefault(t *testing.T) {
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func TestCarouselAutoplayPause(t *testing.T) {
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h := &carouselHarness{opts: CarouselOptions{Autoplay: true, Interval: 20 * time.Millisecond}}
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tt := ui.NewTester(h.view, 420, 280)
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time.Sleep(30 * time.Millisecond)
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tt.Frame()
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tt.Advance(30 * time.Millisecond)
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if h.index != 1 {
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t.Fatalf("autoplay did not advance: %d", h.index)
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}
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@@ -102,8 +100,7 @@ func TestCarouselAutoplayPause(t *testing.T) {
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tt.SetFocused(false)
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tt.SetFocused(true)
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at := h.index
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time.Sleep(50 * time.Millisecond)
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tt.Frame()
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tt.Advance(50 * time.Millisecond)
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if h.index != at || !tt.HasText("") {
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t.Fatalf("paused carousel advanced: %d -> %d", at, h.index)
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}
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@@ -113,8 +110,7 @@ func TestCarouselAutoplayPause(t *testing.T) {
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r, _ := tt.Find("Window " + fmt.Sprint(at+1))
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_ = tt.Click("Resume autoplay")
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tt.Move(r.X+2, r.Y+2) // hover pauses too
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time.Sleep(50 * time.Millisecond)
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tt.Frame()
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tt.Advance(50 * time.Millisecond)
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if h.index != at {
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t.Fatalf("hovered carousel advanced: %d -> %d", at, h.index)
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}
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+4
-4
@@ -55,7 +55,7 @@ func Collapsible(c *ui.Context, open *bool, opts CollapsibleOptions, content fun
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ui.Text(c, opts.Title).FontWeight(600).SingleLine()
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}
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})
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if panel := collapsiblePanel(c, *open, prog, content); panel != nil {
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if panel := collapsiblePanel(c, *open, prog, content); panel.Valid() {
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panel.Padding(u*2, u*2, u*2, u*8).Gap(u * 2)
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}
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})
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@@ -73,13 +73,13 @@ func collapsibleTarget(open bool) float32 {
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}
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// collapsiblePanel builds fn while open or animating, clipped to its progress.
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func collapsiblePanel(c *ui.Context, open bool, prog float32, fn func()) *ui.Element {
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func collapsiblePanel(c *ui.Context, open bool, prog float32, fn func()) ui.Element {
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if !open && prog == 0 {
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return nil
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return ui.Element{}
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}
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// Closing content takes no input or focus while it shrinks away.
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clip := ui.Column(c).Shrink(0).Disabled(!open)
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var inner *ui.Element
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var inner ui.Element
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clip.Children(func() {
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inner = ui.Column(c).Shrink(0)
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inner.Children(fn)
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+1
-1
@@ -89,7 +89,7 @@ func (s *DataTableState[K]) VisibleRows() (first, last int) { return s.rows.Visi
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// DataTableView is a built DataTable and what happened to it in this frame.
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type DataTableView struct {
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Element *ui.Element
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Element ui.Element
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changed, submitted, sorted, retry bool
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}
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@@ -43,12 +43,12 @@ func tableColumnMenu(c *ui.Context, cols []tableColumn, sort *ui.SortOrder, layo
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}
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}
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}
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ui.PopoverBase(c, b, open, func(panel *ui.Element) {
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ui.PopoverBase(c, b, open, func(panel ui.Element) {
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panel.Background(k.Surface).Border(theme.BorderWidth, k.ControlBorder).Radius(theme.PopupRadius).
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Padding(u * 2).Gap(u).MinWidth(240).MarginY(u)
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for at, id := range order {
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col := cols[slices.IndexFunc(cols, func(col tableColumn) bool { return col.ID == id })]
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ui.Row(c).Key(id).Gap(u).AlignItems(ui.Center).Children(func() {
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ui.Row(c.Key(id)).Gap(u).AlignItems(ui.Center).Children(func() {
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if hidden != nil {
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tableVisibility(c, col, hidden, visible)
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} else {
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@@ -33,7 +33,7 @@ type DescriptionListOptions struct {
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// DescriptionListView is a built DescriptionList and what happened to it in this frame.
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type DescriptionListView struct {
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Element *ui.Element
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Element ui.Element
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copied int
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}
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@@ -47,7 +47,7 @@ func ImageViewer(c *ui.Context, open *bool, index *int, images []ViewerImage) co
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k := core.Tokens(c)
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u := core.Density(c).Unit()
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w, h := c.Size()
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v.Element = ui.DialogBase(c, open, func(back, panel *ui.Element) {
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v.Element = ui.DialogBase(c, open, func(back, panel ui.Element) {
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back.Background(ui.RGBA(0, 0, 0, 0.55))
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panel.Background(k.Surface).Border(theme.BorderWidth, k.Border).Radius(theme.PopupRadius).
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Size(w-u*12, h-u*12).Padding(u * 3).Gap(u * 3).Label(core.Msg(c, "image_viewer.title"))
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@@ -92,7 +92,7 @@ func ImageViewer(c *ui.Context, open *bool, index *int, images []ViewerImage) co
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if tool("chevron-left", "image_viewer.prev", *index == 0) {
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goTo(*index - 1)
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}
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stage := ui.Box(c).Grow(1).FillHeight().MinWidth(0).Focusable().AutoFocus().Clip().
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stage := core.AutoFocus(c, ui.Box(c).Grow(1).FillHeight().MinWidth(0).Focusable()).Clip().
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Radius(theme.ControlRadius).Background(k.Background).Role(ui.RoleImage).Label(img.Alt).Cursor(ui.CursorGrab)
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internal.Ring(stage, k.Focus, theme.ControlRadius)
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if dx, dy, ok := stage.Dragged(); ok {
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@@ -143,7 +143,7 @@ func ImageViewer(c *ui.Context, open *bool, index *int, images []ViewerImage) co
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}
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// viewerKeys, anywhere in the panel, zooms with + - 0, switches with Left and Right, and pans with Shift+arrows.
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func viewerKeys(panel *ui.Element, st *viewerState, zoom func(float32), goTo func(int), at int) {
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func viewerKeys(panel ui.Element, st *viewerState, zoom func(float32), goTo func(int), at int) {
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switch {
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case panel.Shortcut(0, ui.KeyEqual), panel.Shortcut(ui.Shift, ui.KeyEqual):
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zoom(viewerZoomStep)
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+4
-4
@@ -67,7 +67,7 @@ func (s *ListState[K]) ScrollTo(i int) {
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// ListView is a built List and what happened to it in this frame.
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type ListView struct {
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Element *ui.Element
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Element ui.Element
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changed, submitted, retry bool
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}
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@@ -100,7 +100,7 @@ func List[K comparable](c *ui.Context, s *ListState[K], n int, opts ListOptions[
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v.retry = DataPlaceholder(c, opts.Status, opts.Error, opts.Empty, core.Msg(c, "list.empty"))
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return
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}
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var e *ui.Element
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var e ui.Element
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if opts.Grid {
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e = listGrid(c, s, n, opts, item)
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} else {
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@@ -136,7 +136,7 @@ func listLocate[K comparable](s *ListState[K], n int, key func(int) K) {
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slog.Debug("mujica: list selection moved", "row", s.cursor)
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}
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func listRows[K comparable](c *ui.Context, s *ListState[K], n int, opts ListOptions[K], item func(i int)) *ui.Element {
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func listRows[K comparable](c *ui.Context, s *ListState[K], n int, opts ListOptions[K], item func(i int)) ui.Element {
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d := core.Density(c)
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s.Rows.Key = func(i int) any { return opts.Key(i) }
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s.Rows.Label = opts.Label
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@@ -159,7 +159,7 @@ func listRows[K comparable](c *ui.Context, s *ListState[K], n int, opts ListOpti
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}).Padding(d.Unit())
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}
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func listGrid[K comparable](c *ui.Context, s *ListState[K], n int, opts ListOptions[K], item func(i int)) *ui.Element {
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func listGrid[K comparable](c *ui.Context, s *ListState[K], n int, opts ListOptions[K], item func(i int)) ui.Element {
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d := core.Density(c)
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w, h := opts.ItemWidth, opts.ItemHeight
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if w <= 0 {
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+1
-1
@@ -29,7 +29,7 @@ type StatisticOptions struct {
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}
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// Statistic shows a headline number with its title, unit and change.
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func Statistic(c *ui.Context, value float64, opts StatisticOptions) *ui.Element {
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func Statistic(c *ui.Context, value float64, opts StatisticOptions) ui.Element {
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if opts.Precision < 0 {
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panic("mujica: Statistic with negative Precision")
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}
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+1
-1
@@ -29,7 +29,7 @@ type TimelineItem struct {
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}
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// Timeline lists events top to bottom with markers joined by a line; long text wraps.
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func Timeline(c *ui.Context, items []TimelineItem) *ui.Element {
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func Timeline(c *ui.Context, items []TimelineItem) ui.Element {
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k := core.Tokens(c)
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u := core.Density(c).Unit()
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return ui.Column(c).Role(ui.RoleList).Children(func() {
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+1
-1
@@ -162,7 +162,7 @@ func (t *treeCore[K]) itemStatus(c *ui.Context, item K, status func(K) DataStatu
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// TreeView is a built Tree and what happened to it in this frame.
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type TreeView struct {
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Element *ui.Element
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Element ui.Element
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changed, submitted, retry bool
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}
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