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>
322 lines
9.7 KiB
Go
322 lines
9.7 KiB
Go
package input
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import (
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"fmt"
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"log/slog"
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"math"
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"strconv"
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"strings"
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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/internal"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/theme"
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)
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// NumberInputOptions configure a NumberInput.
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type NumberInputOptions struct {
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// Min and Max bound the value; equal bounds (the zero value) mean no bounds.
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Min, Max float64
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// Step is what Up, Down and the buttons add; zero means 1.
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Step float64
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// Precision is the decimals kept and shown; zero takes the decimals of Step.
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Precision int
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// AllowEmpty lets the field be empty, which sets the value to NaN.
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AllowEmpty bool
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// StepperOnly shows the value with step buttons and no typing; it needs bounds.
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StepperOnly bool
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Placeholder string
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// Label names the field for assistive technology.
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Label string
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Disabled bool
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// Error marks the value invalid and shows the message below.
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Error string
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}
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// NumberInputSpec is NumberInputOptions resolved.
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type NumberInputSpec struct {
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// lo and hi are the bounds on the precision grid; min and max the original ones.
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Lo, Hi, min, max, Step float64
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Decimals int
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}
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func (s NumberInputSpec) format(v float64) string {
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if math.IsNaN(v) {
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return ""
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}
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return strconv.FormatFloat(v, 'f', s.Decimals, 64)
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}
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// Round rounds v to the precision.
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func (s NumberInputSpec) Round(v float64) float64 {
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p := math.Pow(10, float64(s.Decimals))
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return math.Round(v*p)/p + 0 // + 0 turns -0 into 0
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}
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// clamp rounds v to the precision, then bounds it; the bounds sit on that grid.
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func (s NumberInputSpec) clamp(v float64) float64 {
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return math.Max(s.Lo, math.Min(s.Hi, s.Round(v)))
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}
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// StepBy moves v n grid steps from Min, exactly checked against the original bounds.
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func (s NumberInputSpec) StepBy(v float64, n int) float64 {
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if math.IsNaN(v) {
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// From empty, the first step lands next to zero.
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v = s.clamp(0)
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}
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base := s.Lo
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if math.IsInf(base, 0) {
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base = 0
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}
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at := func(k float64) float64 { return s.Round(base + k*s.Step) }
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k := math.Round((v - base) / s.Step)
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// Off the grid, the nearest point in the direction is the first step.
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if n > 0 && at(k) <= v || n < 0 && at(k) >= v {
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k += float64(n)
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}
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r := at(k)
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switch {
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case r > s.max:
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r = at(k - 1)
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case r < s.min:
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r = at(k + 1)
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}
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if r > s.max || r < s.min {
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return v
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}
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return r
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}
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// numberInputSame reports equal values, counting NaN (empty) as equal.
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func numberInputSame(a, b float64) bool { return a == b || math.IsNaN(a) && math.IsNaN(b) }
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func NumberInputResolve(opts NumberInputOptions) NumberInputSpec {
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s := NumberInputSpec{Lo: opts.Min, Hi: opts.Max, Step: opts.Step, Decimals: opts.Precision}
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if s.Lo > s.Hi {
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panic("mujica: NumberInput Min is above Max")
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}
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if s.Step < 0 || opts.Precision < 0 {
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panic("mujica: NumberInput Step and Precision cannot be negative")
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}
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if s.Lo == s.Hi {
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if opts.StepperOnly {
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panic("mujica: NumberInput StepperOnly needs Min < Max")
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}
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s.Lo, s.Hi = math.Inf(-1), math.Inf(1)
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}
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if s.Step == 0 {
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s.Step = 1
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}
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if s.Decimals == 0 {
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if t := strconv.FormatFloat(s.Step, 'f', -1, 64); strings.Contains(t, ".") {
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s.Decimals = len(t) - strings.IndexByte(t, '.') - 1
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}
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}
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// Bounds move inward onto the precision grid, compared exactly with the originals.
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s.min, s.max = s.Lo, s.Hi
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p := math.Pow(10, float64(s.Decimals))
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if s.Lo = s.Round(s.Lo); s.Lo < s.min {
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s.Lo = s.Round(s.Lo + 1/p)
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}
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if s.Hi = s.Round(s.Hi); s.Hi > s.max {
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s.Hi = s.Round(s.Hi - 1/p)
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}
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if s.Lo > s.Hi {
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panic("mujica: NumberInput has no value in range at this precision")
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}
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return s
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}
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// NumberInput edits *value as a number; Up and Down step it.
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func NumberInput(c *ui.Context, value *float64, opts NumberInputOptions) InputResult {
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if value == nil {
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panic("mujica: NumberInput needs a value")
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}
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if opts.StepperOnly && opts.AllowEmpty {
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panic("mujica: NumberInput StepperOnly cannot be empty")
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}
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if math.IsNaN(*value) && !opts.AllowEmpty {
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panic("mujica: NumberInput value is NaN without AllowEmpty")
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}
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s := NumberInputResolve(opts)
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if opts.StepperOnly {
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return numberInputStepper(c, value, s, opts)
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}
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var r InputResult
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set := func(v float64) {
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if !math.IsNaN(v) {
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v = s.clamp(v)
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}
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if v != *value && !(math.IsNaN(v) && math.IsNaN(*value)) {
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*value = v
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r.changed = true
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}
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}
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stepBy := func(n int) { set(s.StepBy(*value, n)) }
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look := &textInputLook{disabled: opts.Disabled, err: opts.Error}
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r.Element, r.Input = textInputFrame(c, look, func(frame ui.Element) ui.Element {
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text := ui.Local(frame, "text", func() string { return s.format(*value) })
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invalid := ui.Local(frame, "invalid", func() string { return "" })
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seen := ui.Local(frame, "seen", func() float64 { return *value })
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if !numberInputSame(*seen, *value) {
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// Set from outside: the text follows, and a typing error goes.
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*text, *invalid = s.format(*value), ""
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}
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in := TextInputEditor(c, frame, text, look.disabled, ui.TextInputBase).Grow(1).MinWidth(core.Density(c).Unit() * 12).
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Placeholder(opts.Placeholder).Label(opts.Label)
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if in.Changed() && !look.disabled {
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*invalid = numberInputParse(c, s, *text, opts.AllowEmpty, set)
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}
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switch {
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case look.disabled:
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case in.Shortcut(0, ui.KeyUp):
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stepBy(1)
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*text, *invalid = s.format(*value), ""
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case in.Shortcut(0, ui.KeyDown):
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stepBy(-1)
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*text, *invalid = s.format(*value), ""
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}
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if !in.Focused() && *invalid == "" {
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// Leaving shows the value rounded; invalid text stays to be fixed.
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*text = s.format(*value)
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}
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defer func() { *seen = *value }()
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for _, b := range []struct {
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name string
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icon string
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delta int
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can bool
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}{
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{core.Msg(c, "number_input.decrease"), "minus", -1, math.IsNaN(*value) || *value > s.Lo},
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{core.Msg(c, "number_input.increase"), "plus", 1, math.IsNaN(*value) || *value < s.Hi},
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} {
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if NumberInputButton(c, b.icon, b.name, b.can) {
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stepBy(b.delta)
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*text, *invalid = s.format(*value), ""
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in.Focus()
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}
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}
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if look.err == "" {
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look.err = *invalid
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}
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return in
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}, nil)
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if r.changed {
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slog.Debug("mujica: number_input change", "value", *value)
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}
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return r
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}
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// numberInputParse applies typed text and returns why it is invalid, if it is.
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func numberInputParse(c *ui.Context, s NumberInputSpec, text string, allowEmpty bool, set func(float64)) string {
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t := strings.TrimSpace(text)
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if t == "" && allowEmpty {
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set(math.NaN())
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return ""
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}
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v, err := strconv.ParseFloat(t, 64)
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if err != nil || math.IsNaN(v) || math.IsInf(v, 0) {
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return core.Msg(c, "number_input.invalid")
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}
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if v < s.Lo || v > s.Hi {
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return fmt.Sprintf(core.Msg(c, "number_input.range"), s.format(s.Lo), s.format(s.Hi))
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}
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set(v)
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return ""
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}
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// NumberInputButton builds a pointer-only step button; Up and Down are its keys.
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func NumberInputButton(c *ui.Context, icon, name string, can bool) bool {
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k := core.Tokens(c)
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b := ui.Box(c).Size(theme.MinHitSize, theme.MinHitSize).Shrink(0).Center().Radius(theme.ControlRadius).
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Role(ui.RoleButton).Label(name).Cursor(ui.CursorPointer).Disabled(!can)
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fg := k.TextMuted
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if b.Pressed() {
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b.Background(k.Selection)
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fg = k.Text
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} else if b.Hovered() {
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b.Background(k.SurfaceHover)
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fg = k.Text
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}
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b.Children(func() { ui.Icon(c, icons.Must(icon)).Size(14, 14).TextColor(fg) })
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return b.Clicked()
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}
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// numberInputStepper shows the value beside up and down arrows; it steps itself.
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func numberInputStepper(c *ui.Context, value *float64, s NumberInputSpec, opts NumberInputOptions) InputResult {
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k := core.Tokens(c)
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d := core.Density(c)
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var r InputResult
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r.Element = ui.Column(c).Gap(d.Unit()).Shrink(0).Disabled(opts.Disabled)
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disabled := r.Element.IsDisabled()
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set := func(v float64) {
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if v != *value && !disabled {
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*value = v
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r.changed = true
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}
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}
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r.Element.Children(func() {
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ui.Row(c).Gap(d.Unit() * 2).MinHeight(d.ControlHeight()).Children(func() {
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ui.Text(c, s.format(*value)).FontFeatures("tnum").MinWidth(d.Unit() * 8).TextAlign(ui.End)
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border := k.ControlBorder
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if opts.Error != "" {
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border = k.Danger
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}
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st := ui.Column(c).Focusable().Shrink(0).Width(d.Unit()*6).Radius(theme.ControlRadius).Clip().
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Background(k.Surface).Border(theme.BorderWidth, border).Role(ui.RoleStepper).Label(opts.Label).
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Description(s.format(*value)).Error(opts.Error)
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internal.Ring(st, k.Focus, theme.ControlRadius)
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switch {
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case st.Shortcut(0, ui.KeyUp), st.Shortcut(0, ui.KeyRight):
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set(s.StepBy(*value, 1))
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case st.Shortcut(0, ui.KeyDown), st.Shortcut(0, ui.KeyLeft):
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set(s.StepBy(*value, -1))
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case st.Shortcut(0, ui.KeyHome):
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set(s.Lo)
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case st.Shortcut(0, ui.KeyEnd):
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set(s.Hi)
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}
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st.Children(func() {
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if numberInputArrow(c, "chevron-up", *value < s.Hi, false) {
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set(s.StepBy(*value, 1))
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st.Focus()
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}
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if numberInputArrow(c, "chevron-down", *value > s.Lo, true) {
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set(s.StepBy(*value, -1))
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st.Focus()
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}
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})
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r.Input = st
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})
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if opts.Error != "" {
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ui.Text(c, opts.Error).TextColor(k.Danger).FontSize(core.FontSize(c, theme.CaptionSize))
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}
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})
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if r.changed {
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slog.Debug("mujica: number_input step", "value", *value)
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}
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return r
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}
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// numberInputArrow builds one half of the stepper and reports a click.
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func numberInputArrow(c *ui.Context, icon string, can, lower bool) bool {
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k := core.Tokens(c)
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h := core.Density(c).ControlHeight()/2 - theme.BorderWidth
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a := ui.Box(c).Height(h).Center().Role(ui.RoleNone).Cursor(ui.CursorPointer).Disabled(!can)
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if lower {
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a.BorderWidth(theme.BorderWidth, 0, 0, 0).BorderColor(k.Border)
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}
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fg := k.TextMuted
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if a.Pressed() {
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a.Background(k.Selection)
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fg = k.Text
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} else if a.Hovered() {
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a.Background(k.SurfaceHover)
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fg = k.Text
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}
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a.Children(func() { ui.Icon(c, icons.Must(icon)).Size(12, 12).TextColor(fg) })
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return a.Clicked()
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}
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