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

60 lines
1.7 KiB
Go

package overlay
import (
"log/slog"
"github.com/egoist/mygo/ui"
)
// ContextMenuOptions configure a ContextMenu.
type ContextMenuOptions struct {
Disabled bool
}
// contextMenuState is where the menu opened, relative to the target.
type contextMenuState struct {
open, fresh bool // fresh: opened by a press the menu has not yet seen
x, y float32
}
// ContextMenu gives the container target an in-window menu at the pointer or below the focus.
func ContextMenu(c *ui.Context, target ui.Element, opts ContextMenuOptions, build func(m *PopupMenu)) ui.Element {
if !target.Valid() {
panic("mujica: ContextMenu needs a target")
}
if build == nil {
panic("mujica: ContextMenu needs a build function")
}
st := ui.Local(target, "mujica.contextmenu", func() contextMenuState { return contextMenuState{} })
if opts.Disabled {
st.open = false
return target
}
target.HandleInput(func(ev ui.InputEvent) bool {
if ev.Kind != ui.InputPointerDown || ev.Button != 1 {
return false
}
st.open, st.fresh, st.x, st.y = true, true, ev.X, ev.Y
slog.Debug("mujica: context_menu open", "by", "pointer")
return true
})
if target.Shortcut(0, ui.KeyContextMenu) || target.Shortcut(ui.Shift, ui.KeyF10) {
st.open, st.x, st.y = true, 0, target.Bounds().H
slog.Debug("mujica: context_menu open", "by", "keyboard")
}
if !st.open {
return target
}
var anchor ui.Element
target.Children(func() {
anchor = ui.Box(c.Key("mujica.contextmenu.anchor")).Absolute().Left(st.x).Top(st.y).Size(1, 1).PassThrough()
})
panel := PopupMenuOpen(c, anchor, &st.open, build)
// The opening press fell outside the new panel; it must not dismiss it.
if st.fresh && panel.Valid() && panel.Dismissed() {
st.open = true
}
st.fresh = false
return target
}