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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@@ -13,13 +13,13 @@ type ContextMenuOptions struct {
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// contextMenuState is where the menu opened, relative to the target.
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type contextMenuState struct {
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open bool
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x, y float32
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open, fresh bool // fresh: opened by a press the menu has not yet seen
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x, y float32
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}
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// ContextMenu gives the container target an in-window menu at the pointer or below the focus.
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func ContextMenu(c *ui.Context, target *ui.Element, opts ContextMenuOptions, build func(m *PopupMenu)) *ui.Element {
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if target == nil {
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func ContextMenu(c *ui.Context, target ui.Element, opts ContextMenuOptions, build func(m *PopupMenu)) ui.Element {
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if !target.Valid() {
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panic("mujica: ContextMenu needs a target")
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}
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if build == nil {
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@@ -34,7 +34,7 @@ func ContextMenu(c *ui.Context, target *ui.Element, opts ContextMenuOptions, bui
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if ev.Kind != ui.InputPointerDown || ev.Button != 1 {
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return false
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}
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st.open, st.x, st.y = true, ev.X, ev.Y
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st.open, st.fresh, st.x, st.y = true, true, ev.X, ev.Y
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slog.Debug("mujica: context_menu open", "by", "pointer")
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return true
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})
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@@ -45,10 +45,15 @@ func ContextMenu(c *ui.Context, target *ui.Element, opts ContextMenuOptions, bui
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if !st.open {
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return target
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}
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var anchor *ui.Element
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var anchor ui.Element
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target.Children(func() {
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anchor = ui.Box(c).Key("mujica.contextmenu.anchor").Absolute().Left(st.x).Top(st.y).Size(1, 1).PassThrough()
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anchor = ui.Box(c.Key("mujica.contextmenu.anchor")).Absolute().Left(st.x).Top(st.y).Size(1, 1).PassThrough()
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})
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PopupMenuOpen(c, anchor, &st.open, build)
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panel := PopupMenuOpen(c, anchor, &st.open, build)
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// The opening press fell outside the new panel; it must not dismiss it.
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if st.fresh && panel.Valid() && panel.Dismissed() {
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st.open = true
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}
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st.fresh = false
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return target
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}
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