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>
71 lines
2.0 KiB
Go
71 lines
2.0 KiB
Go
package feedback
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import (
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"testing"
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"time"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/core"
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)
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func TestStaggerRevealsInTurnOnce(t *testing.T) {
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count := 5
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tt, n := motionFrames(func(c *ui.Context) {
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ui.Column(c).Children(func() {
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Stagger(c, count, StaggerOptions{Interval: 50 * time.Millisecond}, func(i int) { ui.Textf(c, "Row %d", i) })
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})
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}, 300, 240)
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if !tt.HasText("Row 0") || tt.HasText("Row 4") {
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t.Fatalf("first frame: %q", tt.Texts())
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}
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tt.Advance(120 * time.Millisecond)
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if !tt.HasText("Row 2") || tt.HasText("Row 4") {
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t.Fatalf("after 120 ms: %q", tt.Texts())
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}
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tt.Advance(300 * time.Millisecond)
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tt.Advance(250 * time.Millisecond)
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if !tt.HasText("Row 4") || motionBusy(tt, n) {
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t.Fatalf("did not finish and settle: %q", tt.Texts())
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}
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count = 6
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tt.Frame()
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if !tt.HasText("Row 5") {
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t.Fatal("item added after the sequence waited")
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}
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}
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func TestStaggerReducedMotionAndInvalid(t *testing.T) {
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tt := ui.NewTester(func(c *ui.Context) {
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core.Use(c, core.Settings{})
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if c.Preferences().ReduceMotion {
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Stagger(c, 3, StaggerOptions{}, func(i int) { ui.Textf(c, "Row %d", i) })
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}
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}, 300, 200)
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tt.SetPreferences(ui.Preferences{ReduceMotion: true, TextScale: 1})
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if !tt.HasText("Row 2") {
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t.Fatalf("reduced motion staggered: %q", tt.Texts())
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}
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defer func() {
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if recover() == nil {
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t.Fatal("negative n did not panic")
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}
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}()
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ui.Render(func(c *ui.Context) { core.Use(c, core.Settings{}); Stagger(c, -1, StaggerOptions{}, nil) }, 100, 50, 1)
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}
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func TestStaggerSnapshot(t *testing.T) {
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snapshot(t, "stagger", 300, 140, func(c *ui.Context) {
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ui.Column(c).Padding(16).Children(func() {
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Stagger(c, 3, StaggerOptions{}, func(i int) { ui.Textf(c, "Guest %d arrives", i+1) })
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})
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})
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}
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func TestStaggerEmptySettles(t *testing.T) {
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tt, n := motionFrames(func(c *ui.Context) { Stagger(c, 0, StaggerOptions{}, func(int) { t.Fatal("empty item built") }) }, 200, 80)
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if motionBusy(tt, n) {
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t.Fatal("empty stagger animated")
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}
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}
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