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>
69 lines
2.1 KiB
Go
69 lines
2.1 KiB
Go
package project
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import (
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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/theme"
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)
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// PriorityIndicatorOptions configure a PriorityIndicator.
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type PriorityIndicatorOptions struct {
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// IconOnly hides the text; the name stays in the label.
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IconOnly bool
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}
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var priorityKeys = [...]string{"priority_indicator.none", "priority_indicator.low", "priority_indicator.medium",
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"priority_indicator.high", "priority_indicator.urgent"}
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// PriorityName is a priority's localized name.
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func PriorityName(c *ui.Context, p Priority) string {
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projectCheckPriority(p)
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return core.Msg(c, priorityKeys[p])
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}
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// PriorityIndicator displays urgency with shapes and localized text.
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func PriorityIndicator(c *ui.Context, p Priority, opts PriorityIndicatorOptions) ui.Element {
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name := PriorityName(c, p)
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k := core.Tokens(c)
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d := core.Density(c)
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col := k.TextMuted
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switch p {
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case PriorityUrgent:
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col = k.Danger
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case PriorityHigh:
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col = k.Warning
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}
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row := ui.Row(c).Gap(d.Unit()).AlignItems(ui.Center).Shrink(0).Role(ui.RoleImage).Label(name)
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row.Children(func() {
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ui.Box(c).Size(14, 14).Shrink(0).Draw(func(pp *ui.Painter, r ui.Rect) { priorityGlyph(pp, r, p, col, k.Surface, k.Border) })
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if !opts.IconOnly {
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ui.Text(c, name).FontSize(core.FontSize(c, theme.CaptionSize)).TextColor(col).SingleLine()
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}
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})
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return row
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}
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// priorityGlyph draws level bars, urgency marks or empty dashes.
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func priorityGlyph(p *ui.Painter, r ui.Rect, pr Priority, col, bg, faint ui.Color) {
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switch pr {
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case PriorityUrgent:
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p.Fill(r, col, 2)
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p.Fill(ui.Rect{X: r.X + r.W/2 - 1, Y: r.Y + 3, W: 2, H: r.H - 8}, bg, 0)
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p.Fill(ui.Rect{X: r.X + r.W/2 - 1, Y: r.Y + r.H - 4, W: 2, H: 2}, bg, 0)
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case PriorityNone:
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for i := range 3 {
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p.Fill(ui.Rect{X: r.X + 1 + float32(i)*4.5, Y: r.Y + r.H/2 - 1, W: 3, H: 2}, col, 0)
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}
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default:
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for i := range 3 {
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h := r.H * float32(i+1) / 3
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c := faint
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if i < int(pr) {
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c = col
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}
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p.Fill(ui.Rect{X: r.X + 1 + float32(i)*4.5, Y: r.Y + r.H - h, W: 3, H: h}, c, 1)
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}
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}
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}
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