Files
MujicaUI/input/hold_to_confirm.go
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

115 lines
3.5 KiB
Go

package input
import (
"fmt"
"log/slog"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/core"
"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/internal"
"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/theme"
)
// HoldToConfirmOptions configure a HoldToConfirm.
type HoldToConfirmOptions struct {
// Duration is how long to hold; zero is 1.5 s.
Duration time.Duration
Disabled bool
}
// holdToConfirmState tracks one hold: by key or pointer, since start.
type holdToConfirmState struct {
key, done bool
start time.Time
}
// step advances the hold to now; it reports completion once per hold.
func (s *holdToConfirmState) step(held bool, now time.Time, d time.Duration) (progress float64, confirmed bool) {
switch {
case !held:
s.start, s.done = time.Time{}, false
return 0, false
case s.done:
return 1, false
case s.start.IsZero():
s.start = now
}
progress = min(1, float64(now.Sub(s.start))/float64(d))
if progress >= 1 {
s.done = true
return 1, true
}
return progress, false
}
// HoldToConfirm runs a dangerous action only after the pointer or Space is held for Duration.
func HoldToConfirm(c *ui.Context, label string, opts HoldToConfirmOptions) core.ChoiceResult {
if label == "" {
panic("mujica: HoldToConfirm needs a label")
}
if opts.Duration < 0 {
panic("mujica: negative HoldToConfirm Duration")
}
d := opts.Duration
if d == 0 {
d = 1500 * time.Millisecond
}
k := core.Tokens(c)
den := core.Density(c)
b := ui.ButtonBase(c).MinHeight(den.ControlHeight()).MinWidth(theme.MinHitSize).Padding(0, den.Unit()*4).
Radius(theme.ControlRadius).Disabled(opts.Disabled).Description(core.Msg(c, "hold_to_confirm.hint")).Clip()
internal.Ring(b, k.Focus, theme.ControlRadius)
st := ui.Local(b, "hold_to_confirm", func() *holdToConfirmState { return &holdToConfirmState{} })
s := *st
disabled := b.IsDisabled()
// Space holds; Enter and Space never click, so no single key press confirms.
b.HandleInput(func(ev ui.InputEvent) bool {
if ev.Key != ui.KeySpace && ev.Key != ui.KeyEnter || disabled {
return false
}
if ev.Key == ui.KeySpace && (ev.Kind == ui.InputKeyDown || ev.Kind == ui.InputKeyUp) {
s.key = ev.Kind == ui.InputKeyDown
}
return true
})
_ = b.Clicked() // a click alone does nothing; it keeps the base pressable
held := !disabled && (s.key || b.Pressed())
if !b.Focused() {
s.key = false
held = !disabled && b.Pressed()
}
progress, confirmed := s.step(held, c.Now(), d)
still := c.Preferences().ReduceMotion
if held && !confirmed && progress < 1 {
if still {
c.After(100 * time.Millisecond)
} else {
c.AnimationFrame()
}
}
bg, fg, _ := ButtonColors(k, Danger, b.Hovered() && !disabled, false)
b.Background(bg).TextColor(fg)
text := label
if held && still && progress < 1 {
left := d - time.Duration(progress*float64(d))
text = fmt.Sprintf(core.Msg(c, "hold_to_confirm.left"), left.Seconds())
}
b.Draw(func(p *ui.Painter, r ui.Rect) {
if progress > 0 && !still {
p.Fill(ui.Rect{X: r.X, Y: r.Y, W: r.W * float32(progress), H: r.H}, k.OnDanger.Alpha(0.28), 0)
}
})
// Room for the countdown, so the width holds.
w1, _ := c.MeasureText(0, ui.Span{Text: label})
w2, _ := c.MeasureText(0, ui.Span{Text: fmt.Sprintf(core.Msg(c, "hold_to_confirm.left"), d.Seconds())})
b.MinWidth(max(w1, w2) + den.Unit()*8)
b.Children(func() { ui.Text(c, text).SingleLine() })
if confirmed {
c.Announce(core.Msg(c, "hold_to_confirm.done"))
slog.Debug("mujica: hold_to_confirm confirmed", "label", label)
}
return core.NewChoiceResult(b, confirmed)
}