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>
178 lines
5.5 KiB
Go
178 lines
5.5 KiB
Go
package input
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import (
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"log/slog"
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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/icons"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/internal"
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"git.zacharyzhang.com/ZacharyZhang-NY/MujicaUI/theme"
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)
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// InputResult is a value input's outer element and its events.
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type InputResult struct {
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Element ui.Element
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// Input is the text field inside, for focus and keys.
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Input ui.Element
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changed bool
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submitted bool
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}
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// Changed reports that the user changed the value this frame.
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func (r InputResult) Changed() bool { return r.changed }
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// Submitted reports Enter, or the submit shortcut of a TextArea.
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func (r InputResult) Submitted() bool { return r.submitted }
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// NewInputResult reports a text control built from parts in another component.
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func NewInputResult(e, input ui.Element, changed, submitted bool) InputResult {
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return InputResult{e, input, changed, submitted}
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}
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// TextInputOptions configure a TextInput.
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type TextInputOptions struct {
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Placeholder string
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// Label names the field for assistive technology.
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Label string
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// Leading and Trailing build content inside the field's edges.
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Leading func()
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Trailing func()
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// Clearable shows a clear button while there is text; Escape clears too.
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Clearable bool
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Disabled bool
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// ReadOnly keeps the text selectable and copyable but not editable.
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ReadOnly bool
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// Error marks the value invalid and shows the message below.
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Error string
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}
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// TextInput is a single-line field editing *value.
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func TextInput(c *ui.Context, value *string, opts TextInputOptions) InputResult {
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if value == nil {
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panic("mujica: TextInput needs a value")
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}
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var r InputResult
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look := &textInputLook{disabled: opts.Disabled, readOnly: opts.ReadOnly, err: opts.Error}
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r.Element, r.Input = textInputFrame(c, look, func(frame ui.Element) ui.Element {
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if opts.Leading != nil {
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opts.Leading()
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}
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in := TextInputEditor(c, frame, value, opts.ReadOnly || look.disabled, ui.TextInputBase).Grow(1).MinWidth(core.Density(c).Unit() * 10).
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Placeholder(opts.Placeholder).Label(opts.Label)
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r.changed = in.Changed() && !opts.ReadOnly && !look.disabled
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r.submitted = in.Submitted() && !look.disabled
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if opts.Clearable && *value != "" && !opts.ReadOnly && !look.disabled {
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if textInputClear(c, in) {
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*value = ""
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r.changed = true
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slog.Debug("mujica: text_input clear")
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}
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}
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if opts.Trailing != nil {
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opts.Trailing()
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}
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return in
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}, nil)
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return r
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}
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// textInputLook is the state a field frame shows; disabled gains any disabled ancestor.
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type textInputLook struct {
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disabled, readOnly, area bool
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err string
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}
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// textInputFrame builds the bordered field around what build returns as the input.
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func textInputFrame(c *ui.Context, look *textInputLook, build func(frame ui.Element) ui.Element, footer func()) (outer, in ui.Element) {
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k := core.Tokens(c)
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d := core.Density(c)
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outer = ui.Column(c).Gap(d.Unit()).Shrink(0).Disabled(look.disabled)
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// One disabled state, the field's own or an ancestor's, for build to obey.
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look.disabled = outer.IsDisabled()
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outer.Children(func() {
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frame := ui.Row(c).Radius(theme.ControlRadius).Gap(d.Unit() * 2).Cursor(ui.CursorText)
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if look.area {
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frame.AlignItems(ui.Stretch)
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} else {
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frame.MinHeight(d.ControlHeight()).Padding(0, d.Unit()*3)
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}
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frame.Children(func() { in = build(frame) })
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in.FocusRing(false)
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if look.disabled && outer.FocusWithin() {
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// A field disabled while focused gives the focus up.
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outer.FocusRing(false).Focus()
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}
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if look.err != "" {
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in.Error(look.err)
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}
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if frame.Clicked() {
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in.Focus()
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}
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bg, border := k.Surface, k.ControlBorder
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switch {
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case look.readOnly:
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bg, border = k.Background, k.Border
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case frame.Hovered():
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border = k.ControlBorder.Mix(k.Text, 0.35)
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}
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switch {
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case look.err != "":
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border = k.Danger
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case in.Focused() && !look.readOnly:
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border = k.Focus
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}
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frame.Background(bg).Border(theme.BorderWidth, border).Transition(core.ColorFade)
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frame.DrawOver(func(p *ui.Painter, r ui.Rect) {
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if in.FocusVisible() {
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internal.FocusRing(p, r, theme.ControlRadius, k.Focus)
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}
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})
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if look.err == "" && footer == nil {
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return
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}
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ui.Row(c).Gap(d.Unit() * 2).AlignItems(ui.Start).Children(func() {
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if look.err != "" {
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ui.Text(c, look.err).TextColor(k.Danger).FontSize(core.FontSize(c, theme.CaptionSize)).Grow(1)
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} else {
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ui.Spacer(c)
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}
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if footer != nil {
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footer()
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}
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})
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})
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return outer, in
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}
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// TextInputEditor builds the MyGo editor; a locked one edits a copy, undone at once.
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func TextInputEditor(c *ui.Context, frame ui.Element, value *string, locked bool, base func(*ui.Context, *string) ui.Element) ui.Element {
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if !locked {
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return base(c, value)
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}
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shown := ui.Local(frame, "locked", func() string { return *value })
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*shown = *value
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in := base(c, shown)
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*shown = *value
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return in
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}
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// textInputClear builds the clear button and reports a clear by click or Escape.
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func textInputClear(c *ui.Context, in ui.Element) bool {
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k := core.Tokens(c)
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b := ui.Box(c).Size(theme.MinHitSize, theme.MinHitSize).Shrink(0).Center().Radius(theme.ControlRadius).
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Role(ui.RoleButton).Label(core.Msg(c, "text_input.clear")).Cursor(ui.CursorPointer)
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fg := k.TextMuted
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if b.Hovered() {
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b.Background(k.SurfaceHover)
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fg = k.Text
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}
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b.Children(func() { ui.Icon(c, icons.Must("x")).Size(14, 14).TextColor(fg) })
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if b.Clicked() || in.Shortcut(0, ui.KeyEscape) {
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in.Focus()
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return true
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}
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return false
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}
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