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

276 lines
7.7 KiB
Go

package layout
import (
"fmt"
"log/slog"
"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"
)
// SplitPaneSide names a pane of a SplitPane.
type SplitPaneSide int
const (
SplitPaneNeither SplitPaneSide = iota
SplitPaneFirst
SplitPaneSecond
)
// SplitPaneState is the app-held layout of a SplitPane.
type SplitPaneState struct {
// Size is the first pane's width, or height when vertical, in DIPs; zero starts at half.
Size float32
// Collapsed hides the Collapsible pane; Size is kept for when it opens again.
Collapsed bool
}
// SplitPaneOptions configure a SplitPane.
type SplitPaneOptions struct {
// Vertical puts the first pane above the second.
Vertical bool
// MinFirst and MinSecond bound the panes in DIPs; zero is 10 spacing units.
MinFirst, MinSecond float32
// Collapsible names the pane that may collapse.
Collapsible SplitPaneSide
}
// SplitPaneResult is a SplitPane and its events in this frame.
type SplitPaneResult struct {
Element ui.Element
Resized bool
Toggled bool
}
type splitPaneDrag struct {
held bool
// want is where the pointer asks the divider to be, before clamping.
want float32
}
// SplitPane lays two panes side by side with a divider the pointer drags and the arrow keys move.
func SplitPane(c *ui.Context, state *SplitPaneState, opts SplitPaneOptions, first, second func()) SplitPaneResult {
if state == nil || first == nil || second == nil {
panic("mujica: SplitPane needs a state and two panes")
}
if opts.MinFirst < 0 || opts.MinSecond < 0 {
panic("mujica: SplitPane minimums must not be negative")
}
if opts.Collapsible < SplitPaneNeither || opts.Collapsible > SplitPaneSecond {
panic("mujica: invalid SplitPane Collapsible")
}
if state.Collapsed && opts.Collapsible == SplitPaneNeither {
panic("mujica: SplitPane collapsed without a Collapsible pane")
}
u := core.Density(c).Unit()
lo, minSecond := opts.MinFirst, opts.MinSecond
if lo == 0 {
lo = 10 * u
}
if minSecond == 0 {
minSecond = 10 * u
}
e := ui.Row(c).AlignItems(ui.Stretch)
if opts.Vertical {
e.Column()
}
var res SplitPaneResult
e.Children(func() {
// Sizes come from this inner box: the caller's border and padding stay outside it.
in := ui.Row(c.Key("in")).Grow(1).MinWidth(0).AlignItems(ui.Stretch)
if opts.Vertical {
in.Column().MinHeight(0)
}
splitPaneBuild(c, in, state, opts, lo, minSecond, &res, first, second)
})
if res.Resized || res.Toggled {
c.Invalidate()
}
res.Element = e
return res
}
// splitPaneBuild lays the panes, divider and drag handle out in the inner box in.
func splitPaneBuild(c *ui.Context, in ui.Element, state *SplitPaneState, opts SplitPaneOptions, lo, minSecond float32, res *SplitPaneResult, first, second func()) {
k := core.Tokens(c)
u := core.Density(c).Unit()
was := in.Bounds()
internal.Remeasure(c, in, was.W, was.H)
total := was.W
if opts.Vertical {
total = was.H
}
hi := max(lo, total-theme.BorderWidth-minSecond)
clamp := func(v float32) float32 { return max(lo, min(v, hi)) }
if state.Size <= 0 && total > 0 {
state.Size = clamp((total - theme.BorderWidth) / 2)
} else if total > 0 {
state.Size = clamp(state.Size)
}
resize := func(v float32) {
if v = clamp(v); v != state.Size {
state.Size = v
res.Resized = true
}
}
toggle := func() {
state.Collapsed = !state.Collapsed
res.Toggled = true
slog.Debug("mujica: split_pane toggled", "collapsed", state.Collapsed)
}
firstShown := !(state.Collapsed && opts.Collapsible == SplitPaneFirst)
secondShown := !(state.Collapsed && opts.Collapsible == SplitPaneSecond)
along := func(el ui.Element, v float32) {
if opts.Vertical {
el.Height(v)
} else {
el.Width(v)
}
}
in.Children(func() {
if firstShown {
a := ui.Box(c.Key("first")).Shrink(0).Clip()
switch {
case !secondShown:
a.Grow(1).Shrink(1)
case state.Size <= 0 && opts.Vertical:
a.HeightPercent(50)
case state.Size <= 0:
a.WidthPercent(50)
default:
along(a, state.Size)
}
a.Children(first)
}
div := ui.Box(c.Key("divider")).Shrink(0).Focusable().FocusRing(false).Role(ui.RoleSplitter).Label(core.Msg(c, "split_pane.divider"))
along(div, theme.BorderWidth)
if state.Collapsed {
div.Description(core.Msg(c, "split_pane.collapsed"))
} else if total > 0 {
div.Description(fmt.Sprintf("%.0f%%", 100*state.Size/total))
}
splitPaneKeys(c, div, state, opts, lo, hi, u, resize, toggle)
if secondShown {
b := ui.Box(c.Key("second")).Grow(1).Shrink(1).Clip()
if opts.Vertical {
b.MinHeight(0)
} else {
b.MinWidth(0)
}
b.Children(second)
}
at := state.Size
switch {
case !firstShown:
at = 0
case !secondShown:
at = total - theme.BorderWidth
}
grip := 1.5 * u
handle := ui.Box(c.Key("handle")).Absolute()
if opts.Vertical {
handle.Left(0).Right(0).Top(at - (grip-1)/2).Height(grip).Cursor(ui.CursorResizeNS)
} else {
handle.Top(0).Bottom(0).Left(at - (grip-1)/2).Width(grip).Cursor(ui.CursorResizeEW)
}
drag := ui.Local(handle, "split_pane.drag", func() splitPaneDrag { return splitPaneDrag{} })
dx, dy, held := handle.Dragged()
if held {
div.Focus()
if !drag.held {
drag.want = at
}
delta := dx
if opts.Vertical {
delta = dy
}
if delta != 0 {
drag.want += delta
splitPaneFollow(state, opts, drag.want, lo, minSecond, total, resize, toggle)
}
}
drag.held = held
if opts.Collapsible != SplitPaneNeither && handle.DoubleClicked() {
toggle()
}
active := held || handle.Hovered()
div.Draw(func(p *ui.Painter, r ui.Rect) {
line := k.ControlBorder
if active {
line = k.AccentText
}
p.Fill(r, line, 0)
if state.Collapsed {
// A short tab marks the edge a collapsed pane opens from.
if opts.Vertical {
p.Fill(ui.Rect{X: r.X + r.W/2 - 12, Y: r.Y - 1, W: 24, H: 3}, line, 1.5)
} else {
p.Fill(ui.Rect{X: r.X - 1, Y: r.Y + r.H/2 - 12, W: 3, H: 24}, line, 1.5)
}
}
})
handle.Draw(func(p *ui.Painter, r ui.Rect) {
if div.FocusVisible() {
internal.FocusRing(p, r, 0, k.Focus)
}
})
})
}
// splitPaneFollow moves the divider where the pointer wants it; past half its minimum, a collapsible pane closes.
func splitPaneFollow(state *SplitPaneState, opts SplitPaneOptions, want, lo, minSecond, total float32, resize func(float32), toggle func()) {
var past bool
switch opts.Collapsible {
case SplitPaneFirst:
past = want < lo/2
case SplitPaneSecond:
past = total-theme.BorderWidth-want < minSecond/2
}
if past != state.Collapsed {
toggle()
}
if !state.Collapsed {
resize(want)
}
}
// splitPaneKeys moves the divider with the arrows, Home and End, and toggles the collapsible pane with Enter.
func splitPaneKeys(c *ui.Context, div ui.Element, state *SplitPaneState, opts SplitPaneOptions, lo, hi, u float32, resize func(float32), toggle func()) {
back, forth := ui.KeyLeft, ui.KeyRight
if opts.Vertical {
back, forth = ui.KeyUp, ui.KeyDown
}
step := 4 * u
switch {
case div.Shortcut(0, back):
switch {
case state.Collapsed && opts.Collapsible == SplitPaneSecond:
toggle()
case state.Collapsed:
case opts.Collapsible == SplitPaneFirst && state.Size <= lo:
toggle()
default:
resize(state.Size - step)
}
case div.Shortcut(0, forth):
switch {
case state.Collapsed && opts.Collapsible == SplitPaneFirst:
toggle()
case state.Collapsed:
case opts.Collapsible == SplitPaneSecond && state.Size >= hi:
toggle()
default:
resize(state.Size + step)
}
case div.Shortcut(0, ui.KeyHome) && !state.Collapsed:
resize(lo)
case div.Shortcut(0, ui.KeyEnd) && !state.Collapsed:
resize(hi)
case opts.Collapsible != SplitPaneNeither && div.Shortcut(0, ui.KeyEnter):
toggle()
}
}