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>
31 lines
761 B
Go
31 lines
761 B
Go
package feedback
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import (
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"math"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/internal"
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)
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// WaveLoader draws a sine line flowing to the right.
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func WaveLoader(c *ui.Context, opts LoaderOptions) ui.Element {
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return loaderMark(c, opts, "wave_loader", 2.5, 1400, func(p *ui.Painter, r ui.Rect, t float64, col ui.Color, still bool) {
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var path ui.Path
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amp := r.H * 0.3
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const steps = 24
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for i := 0; i <= steps; i++ {
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f := float64(i) / steps
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x := r.X + r.W*float32(f)
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y := r.Y + r.H/2 - amp*float32(math.Sin(2*math.Pi*(1.5*f-t)))
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x, y = internal.Snap(p, x), internal.Snap(p, y)
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if i == 0 {
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path.MoveTo(x, y)
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} else {
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path.LineTo(x, y)
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}
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}
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p.StrokePath(&path, max(1.5, r.H/10), col)
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})
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}
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