Files
ZacharyZhang-NYandClaude Opus 5.5 bcce34cda1 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>
2026-10-17 01:37:54 -04:00

71 lines
2.0 KiB
Go

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