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>
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@@ -24,7 +24,7 @@ type LoaderOptions struct {
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type loaderDraw func(p *ui.Painter, r ui.Rect, t float64, col ui.Color, still bool)
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// loaderMark builds a loader that repaints only while painted.
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func loaderMark(c *ui.Context, opts LoaderOptions, key string, aspect float32, period int64, draw loaderDraw) *ui.Element {
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func loaderMark(c *ui.Context, opts LoaderOptions, key string, aspect float32, period int64, draw loaderDraw) ui.Element {
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if !(opts.Size >= 0) || math.IsInf(float64(opts.Size), 1) {
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panic("mujica: loader Size must be finite and not negative")
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}
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@@ -44,7 +44,7 @@ func loaderMark(c *ui.Context, opts LoaderOptions, key string, aspect float32, p
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still := c.Preferences().ReduceMotion
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row := ui.Row(c).Gap(core.Density(c).Unit() * 2).AlignItems(ui.Center).Shrink(0).Role(ui.RoleProgress).Label(label)
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row.Children(func() {
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ui.Box(c).Key(still).Size(size*aspect, size).Shrink(0).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
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ui.Box(c.Key(still)).Size(size*aspect, size).Shrink(0).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
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t := 0.0
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if !still {
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t = float64(p.Now().UnixMilli()%period) / float64(period)
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@@ -64,7 +64,7 @@ func loaderMark(c *ui.Context, opts LoaderOptions, key string, aspect float32, p
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func loaderWave(t float64) float32 { return float32(0.5 - 0.5*math.Cos(2*math.Pi*t)) }
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// DotsLoader shows three dots lighting up in turn.
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func DotsLoader(c *ui.Context, opts LoaderOptions) *ui.Element {
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func DotsLoader(c *ui.Context, opts LoaderOptions) ui.Element {
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return loaderMark(c, opts, "dots_loader", 2.5, 1200, func(p *ui.Painter, r ui.Rect, t float64, col ui.Color, still bool) {
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d := r.H * 0.36
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for i := range 3 {
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