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>
222 lines
6.8 KiB
Go
222 lines
6.8 KiB
Go
package data
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import (
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"log/slog"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/core"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/icons"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/internal"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/theme"
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)
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// TreeOptions configure a Tree of items of type K, which are also their keys.
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type TreeOptions[K comparable] struct {
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Roots []K
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// Children returns an item's children: nil for a leaf, empty while unloaded; required.
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Children func(item K) []K
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// Label returns an item's text, read out and matched by typing; required.
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Label func(item K) string
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// ItemStatus returns the load state of an item's children; nil means loaded.
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ItemStatus func(item K) DataStatus
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// Load asks for an item's children when it opens DataUnloaded, and on retry.
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Load func(item K)
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Multiple bool
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// Empty replaces the built-in "No items" text.
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Empty string
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Status DataStatus
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Error string
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}
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// TreeState is a Tree's open items, selection and place.
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type TreeState[K comparable] struct {
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// Selection holds the chosen items of a Multiple tree.
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Selection ui.Selection[K]
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Tree treeCore[K]
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}
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// Selected returns the chosen item, or the last chosen of a Multiple tree.
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func (s *TreeState[K]) Selected() (K, bool) { return s.Tree.Sel, s.Tree.Has }
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// SetOpen opens or closes an item.
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func (s *TreeState[K]) SetOpen(item K, open bool) { s.Tree.setOpen(item, open) }
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// IsOpen reports whether an item shows its children.
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func (s *TreeState[K]) IsOpen(item K) bool { return s.Tree.Outline.Open.Has(item) }
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// treeCore is the outline state shared by Tree and TreeTable.
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type treeCore[K comparable] struct {
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Outline ui.OutlineState[K]
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cursor int
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started bool
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Sel K
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Has bool
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// asked holds the open items whose children Load was asked for.
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asked map[K]bool
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}
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func (t *treeCore[K]) setOpen(item K, open bool) {
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if open {
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t.Outline.Open.Add(item)
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} else {
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t.Outline.Open.Remove(item)
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}
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}
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// begin wires the outline's selection before it is built.
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func (t *treeCore[K]) begin(label func(K) string, sel *ui.Selection[K], multiple bool) {
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if !t.started {
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t.started, t.cursor, t.asked = true, -1, map[K]bool{}
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}
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t.Outline.List.Selected = &t.cursor
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t.Outline.List.Label = func(i int) string { return label(t.Outline.Item(i)) }
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t.Outline.List.Selection = nil
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if multiple {
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t.Outline.List.Selection = sel
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}
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}
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// clear drops the choice and row state when the tree has no items.
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func (t *treeCore[K]) clear(sel *ui.Selection[K]) {
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var zero K
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t.cursor, t.Sel, t.Has = -1, zero, false
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sel.Clear()
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clear(t.asked)
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t.Outline = ui.OutlineState[K]{Open: t.Outline.Open}
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}
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// end reads a new choice, or finds the chosen item again after rows moved.
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func (t *treeCore[K]) end(c *ui.Context, changed bool) {
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rows := t.Outline.Rows()
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at := t.cursor >= 0 && t.cursor < rows
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if changed || !t.Has {
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t.Has = at
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if at {
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t.Sel = t.Outline.Item(t.cursor)
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}
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return
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}
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if at && t.Outline.Item(t.cursor) == t.Sel {
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return
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}
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t.cursor = -1
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for i := range rows {
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if t.Outline.Item(i) == t.Sel {
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t.cursor = i
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break
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}
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}
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if t.cursor < 0 {
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t.Has = false
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return
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}
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// The rows showed the old place: build them again at the new one.
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c.Invalidate()
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slog.Debug("mujica: tree selection moved", "row", t.cursor)
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}
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// chosen reports whether item shows as chosen.
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func (t *treeCore[K]) chosen(item K, sel *ui.Selection[K], multiple bool) bool {
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if multiple {
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return sel.Has(item)
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}
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return t.Has && t.Sel == item
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}
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// itemStatus asks for unloaded children of an open item and shows loading or failure.
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func (t *treeCore[K]) itemStatus(c *ui.Context, item K, status func(K) DataStatus, load func(K)) {
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if status == nil {
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return
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}
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st := status(item)
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open := t.Outline.Open.Has(item)
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if st != DataUnloaded || !open {
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delete(t.asked, item)
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}
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if st == DataUnloaded && open && !t.asked[item] {
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if load == nil {
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panic("mujica: tree item unloaded without Load")
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}
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t.asked[item] = true
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slog.Debug("mujica: tree load", "item", item)
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load(item)
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}
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k := core.Tokens(c)
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u := core.Density(c).Unit()
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switch st {
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case DataLoading:
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core.Spinner(c, core.SpinnerOptions{Size: 14, Label: core.Msg(c, "list.loading"), ShowLabel: true})
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case DataFailed:
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ui.Row(c).Gap(u).AlignItems(ui.Center).TextColor(k.Danger).Children(func() {
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ui.Icon(c, icons.Must("circle-alert")).Size(14, 14)
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ui.Text(c, core.Msg(c, "list.failed")).FontSize(core.FontSize(c, theme.CaptionSize)).SingleLine()
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})
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if input.Button(c, core.Msg(c, "list.retry"), input.ButtonOptions{Variant: input.Ghost}).MinHeight(theme.MinHitSize).Clicked() {
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slog.Debug("mujica: tree retry", "item", item)
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load(item)
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}
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}
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}
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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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changed, submitted, retry bool
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}
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// Changed reports a new selection.
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func (v TreeView) Changed() bool { return v.changed }
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// Submitted reports Enter or a double click on an item.
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func (v TreeView) Submitted() bool { return v.submitted }
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// Retried reports a click on the retry action of a failed first load.
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func (v TreeView) Retried() bool { return v.retry }
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// Tree shows items in a hierarchy, building only the rows in view.
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func Tree[K comparable](c *ui.Context, s *TreeState[K], opts TreeOptions[K]) TreeView {
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if opts.Children == nil || opts.Label == nil {
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panic("mujica: Tree needs Children and Label")
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}
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k := core.Tokens(c)
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d := core.Density(c)
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u := d.Unit()
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t := &s.Tree
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t.begin(opts.Label, &s.Selection, opts.Multiple)
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var v TreeView
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v.Element = ui.Column(c).MinHeight(0)
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v.Element.Children(func() {
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if len(opts.Roots) == 0 {
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t.clear(&s.Selection)
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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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// Outline rows pad by one unit above and below.
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h := d.ControlHeight() - 2*c.Theme().Space(1)
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restore := DataSelectTheme(c, 0)
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e := ui.Outline(c, &t.Outline, opts.Roots, opts.Children, func(item K) {
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ui.Row(c).Grow(1).MinWidth(0).MinHeight(h).Gap(u * 2).AlignItems(ui.Center).Children(func() {
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ui.Text(c, opts.Label(item)).SingleLine().Grow(1).MinWidth(0)
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t.itemStatus(c, item, opts.ItemStatus, opts.Load)
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if t.chosen(item, &s.Selection, opts.Multiple) {
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ui.Icon(c, icons.Must("check")).Size(16, 16).Shrink(0).TextColor(k.AccentText)
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}
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})
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})
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restore()
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e.Grow(1).MinHeight(0).Padding(u).Background(k.Surface).Border(theme.BorderWidth, k.Border).Radius(theme.ControlRadius)
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internal.Ring(e, k.Focus, theme.ControlRadius)
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v.changed, v.submitted = e.Changed(), e.Submitted()
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v.retry = dataFooter(c, opts.Status, opts.Error)
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})
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if len(opts.Roots) > 0 {
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t.end(c, v.changed)
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}
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if v.changed {
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slog.Debug("mujica: tree changed", "row", t.cursor, "count", s.Selection.Len())
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}
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return v
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}
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