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:
ZacharyZhang-NYandClaude Opus 5.5 committed 2026-10-17 01:37:54 -04:00
1 parent bc716d27be
commit bcce34cda1
603 files changed
+1366 -1277

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+5 -7
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@@ -39,11 +39,11 @@ func motionCount(tt *ui.Tester, s string) int {
return n
}
var loaderCases = map[string]func(c *ui.Context, o LoaderOptions) *ui.Element{
var loaderCases = map[string]func(c *ui.Context, o LoaderOptions) ui.Element{
"dots": DotsLoader, "bars": BarsLoader, "pulse": PulseLoader, "orbit": OrbitLoader, "wave": WaveLoader,
}
func testLoaderBehavior(t *testing.T, loader func(*ui.Context, LoaderOptions) *ui.Element) {
func testLoaderBehavior(t *testing.T, loader func(*ui.Context, LoaderOptions) ui.Element) {
show := true
tt, n := motionFrames(func(c *ui.Context) {
if show {
@@ -57,8 +57,7 @@ func testLoaderBehavior(t *testing.T, loader func(*ui.Context, LoaderOptions) *u
t.Fatal("label shown without ShowLabel")
}
a := encode(t, tt.Image())
time.Sleep(120 * time.Millisecond)
tt.Frame()
tt.Advance(120 * time.Millisecond)
if bytes.Equal(a, encode(t, tt.Image())) || !motionBusy(tt, n) {
t.Fatal("loader does not move")
}
@@ -67,8 +66,7 @@ func testLoaderBehavior(t *testing.T, loader func(*ui.Context, LoaderOptions) *u
t.Fatalf("reduced motion: still repainting or no static label: %q", tt.Texts())
}
a = encode(t, tt.Image())
time.Sleep(120 * time.Millisecond)
tt.Frame()
tt.Advance(120 * time.Millisecond)
if !bytes.Equal(a, encode(t, tt.Image())) {
t.Fatal("loader moved under reduced motion")
}
@@ -96,7 +94,7 @@ func TestLoadersInvalidSize(t *testing.T) {
}
}
func loaderSnapshot(t *testing.T, name string, loader func(c *ui.Context, o LoaderOptions) *ui.Element) {
func loaderSnapshot(t *testing.T, name string, loader func(c *ui.Context, o LoaderOptions) ui.Element) {
snapshot(t, name, 480, 90, func(c *ui.Context) {
ui.Row(c).Padding(20).Gap(24).AlignItems(ui.Center).Children(func() {
loader(c, LoaderOptions{})