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>
51 lines
1.9 KiB
Markdown
51 lines
1.9 KiB
Markdown
# 334 CompletionMenu · 补全菜单
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## 用途
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在编辑器下方显示补全候选:类型徽记、详情与说明;方向键选择,Tab 或 Enter 接受,焦点始终留在编辑器。
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## 最小示例
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```go
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text := "se"
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open := true
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items := []code.Completion{{Label: "Seal", Kind: code.SymbolMethod, Detail: "func()"}, {Label: "Search", Kind: code.SymbolFunction}}
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var state code.CompletionMenuState
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view := func(c *ui.Context) {
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core.Use(c, core.Settings{})
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in := input.TextInput(c, &text, input.TextInputOptions{Label: "Code"})
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if r := code.CompletionMenu(c, in.Input, &open, items, &state, code.CompletionMenuOptions{}); r.Accepted != nil {
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text = r.Accepted.Label
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}
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}
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ui.Render(view, 400, 300, 1)
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```
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## 参数
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`func CompletionMenu(c *ui.Context, anchor ui.Element, open *bool, items []Completion, s *CompletionMenuState, opts CompletionMenuOptions) CompletionMenuResult`。`anchor` 是编辑器元素(如 `InputResult.Input`);打开期间组件替换它的 `HandleInput` 以先拿到菜单按键。候选为空、禁用或编辑器禁用时自动关闭。列表虚拟化,最多显示 8 行后滚动;窗口下方空间不足时在上方弹出。
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| 字段 | 类型 | 默认值 | 含义 |
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| --- | --- | --- | --- |
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| `Completion.Label` | `string` | 必填 | 候选文字。 |
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| `Completion.Kind` | `SymbolKind` | `SymbolFunction` | 类型徽记;越界 panic。 |
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| `Completion.Detail`, `Doc` | `string` | "" | 右侧详情与当前候选的说明。 |
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| `CompletionMenuState.Selected` | `int` | 0 | 当前候选。 |
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| `Disabled` | `bool` | false | 关闭菜单。 |
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## 状态
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当前候选 Selection 背景与菱形;弹层 160 ms 淡入(减少动画时直接显示)。
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## 事件
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`Accepted`:被接受的候选,同时 `*open` 置为 false。
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## 键盘操作
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- ↓/↑:循环移动;Tab 或 Enter:接受;Escape:关闭。点击候选也接受。
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## 限制
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- 打开期间编辑器自身设置的 `HandleInput` 会被覆盖。
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