Files
MujicaUI/feedback/stagger.go
T
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

74 lines
1.8 KiB
Go

package feedback
import (
"log/slog"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/core"
"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/theme"
)
// StaggerOptions configure a Stagger.
type StaggerOptions struct {
// Interval between items; zero means 60 ms.
Interval time.Duration
// Duration of each item's entry; zero means PopupDuration.
Duration time.Duration
// Horizontal lays items in a row.
Horizontal bool
}
type staggerState struct {
born time.Time
done bool
}
// Stagger builds n items entering one after another, once.
func Stagger(c *ui.Context, n int, opts StaggerOptions, item func(i int)) ui.Element {
if n < 0 || opts.Interval < 0 || opts.Duration < 0 {
panic("mujica: Stagger needs non-negative n, Interval and Duration")
}
every, d := opts.Interval, opts.Duration
if every == 0 {
every = 60 * time.Millisecond
}
if d == 0 {
d = theme.PopupDuration
}
box := ui.Column(c).AlignItems(ui.Stretch)
if opts.Horizontal {
box.Row().AlignItems(ui.Start)
}
st := ui.Local(box, "stagger", func() *staggerState { return &staggerState{born: c.Now()} })
s := *st
if n == 0 {
return box
}
upto := n
if !s.done && !c.Preferences().ReduceMotion {
upto = min(n, 1+int(c.Now().Sub(s.born)/every))
if upto < n {
box.DrawOver(func(*ui.Painter, ui.Rect) { c.After(s.born.Add(time.Duration(upto) * every).Sub(c.Now())) })
} else {
s.done = true
slog.Debug("mujica: stagger done", "items", n)
}
}
if c.Preferences().ReduceMotion {
s.done = true
}
enter := &ui.Motion{Y: 8}
if opts.Horizontal {
enter = &ui.Motion{X: 8}
}
box.Children(func() {
for i := range upto {
ui.Column(c.Key(i)).AlignItems(ui.Stretch).
Transition(ui.ElementTransition{Duration: core.Motion(c, d), Enter: enter}).Children(func() { item(i) })
}
})
return box
}