fix(editor): wire key events to cursor movement

- Replace gtx.Event(nil) with key.Filter{Focus: focusedID} and
  key.FocusFilter{Target: focusedID} so Gio correctly routes key
  and edit events to the focused editor text field.

- Convert EditorState.CursorPosition (byte offset) to line/column
  coordinates for accurate cursor rendering.

- Add debug logging in HandleKeyDown and HandleCursorMove.
This commit is contained in:
Greg Pomerantz 2026-06-03 07:41:18 -04:00
parent a17c3760f2
commit 0dac354f2a
13 changed files with 467 additions and 77 deletions

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@ -10,6 +10,7 @@ import (
"gioui.org/text"
"gioui.org/unit"
"gioui.org/font/gofont"
"gioui.org/io/key"
"pad/internal/editor"
"pad/internal/ui"
@ -71,11 +72,49 @@ func run(w *app.Window) error {
if newQuery != logic.State().Browser.Query {
sendQuery = true
}
if events := renderer.CheckGestures(e.Source, gtx.Metric); len(events) > 0 {
logic.InputChan() <- events
events := renderer.CheckGestures(e.Source, gtx.Metric)
// Gather key events
focusedID := logic.State().FocusedElementID
log.Printf("focusedID = %s", focusedID)
if focusedID != "" {
if reg, ok := renderer.Keys[focusedID]; ok {
log.Printf("looking for events")
// Use key.Filter to only receive events destined for the focused element.
// We need both Key events (for arrow keys) and Edit events (for text input).
// In Gio, key.Filter covers key presses, while key.FocusFilter covers
// focus and text edit events.
for {
// Filter for key events and focus/edit events targeted at focusedID
evt, ok := gtx.Event(key.Filter{Focus: focusedID}, key.FocusFilter{Target: focusedID})
if !ok {
break
}
log.Printf("found an event: %T", evt)
switch k := evt.(type) {
case key.Event:
log.Printf("key event: %v state=%v", k.Name, k.State)
if k.State == key.Press {
events = append(events, ui.InputEvent{
Handler: reg.Handler,
Data: k.Name,
})
}
case key.EditEvent:
log.Printf("edit event: %v", k.Text)
events = append(events, ui.InputEvent{
Handler: reg.Handler,
Data: k,
})
}
}
}
}
e.Frame(&ops)
mu.Unlock()
if len(events) > 0 {
logic.InputChan() <- events
}
if sendQuery {
logic.SearchQueryChan() <- newQuery
}

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@ -4,7 +4,7 @@
This plan specifies the implementation of the directory browser for Pad, covering lazy loading, virtualized rendering, alphabetical indexing, and search functionality.
### Current State (as of 2026-05-30)
### Current State (as of 2026-06-02)
| Feature | Status | Location |
|---|---|---|
@ -13,8 +13,8 @@ This plan specifies the implementation of the directory browser for Pad, coverin
| Search (case-insensitive) | ✅ Implemented | `internal/browser/search.go:HandleSearch()` |
| Sort (4 modes only) | ✅ Implemented | `internal/browser/sort.go` (4 modes, not 6) |
| Worker pool | ✅ Implemented | `internal/io/pool/` |
| Filesystem-backed entries | ❌ Not started | Uses static `browserEntries` slice |
| Lazy loading / pagination | ⏳ Partial | Page model + eviction implemented; disk I/O not wired |
| Mock filesystem-backed entries | ✅ Implemented | `internal/browser/manager.go` |
| Lazy loading / pagination | ✅ Implemented | `internal/browser/manager.go` |
| Directory index / caching | ✅ Implemented | `internal/browser/index.go:buildIndex()` |
| Alphabetical index sidebar | ⏸ Deferred | See §14 |
@ -632,24 +632,23 @@ The browser scroll position is persisted in the existing `state.json`:
## 10. Implementation Phases
### Phase 1: Core Browser (MVP)
- [ ] `internal/browser/types.go` — Define Entry, Page, BrowserState
- [ ] `internal/browser/index.go` — Directory index build/cache
- [ ] `internal/browser/browser.go` — State management, page loading
- [ ] `internal/browser/layout.go` — BrowserLayout function
- [ ] Wire into main event loop (replace placeholder browser)
- [ ] Basic scroll and tap-to-open
- [x] `internal/browser/types.go` — Define Entry, Page, BrowserState
- [x] `internal/browser/index.go` — Directory index build/cache
- [x] `internal/browser/browser.go` — State management, page loading
- [x] `internal/browser/layout.go` — BrowserLayout function
- [x] Wire into main event loop (replace placeholder browser)
- [x] Basic scroll and tap-to-open
### Phase 2: Lazy Loading (Detailed Plan)
See §15 for the complete lazy loading implementation plan with step-by-step details.
- [ ] Create `BrowserManager` orchestrator (Step 1)
- [ ] Wire initial directory load via `BuildIndexTask` (Step 2)
- [ ] Implement scroll-based prefetching (Step 3)
- [ ] Handle worker results in logic goroutine (Step 4)
- [ ] Implement page eviction (Step 5)
- [ ] Implement dirty page refresh (Step 6)
- [ ] Write E2E tests with mock filesystem (Step 7)
Completed:
- [x] Create `BrowserManager` orchestrator
- [x] Wire initial directory load via `BuildIndexTask`
- [x] Implement scroll-based prefetching
- [x] Handle worker results in logic goroutine
- [x] Implement page eviction
- [ ] Implement dirty page refresh (Pending)
- [x] Write E2E tests with mock filesystem
### Phase 3: Deferred — Alphabetical Index Sidebar
@ -661,14 +660,15 @@ Deferred items:
- Tap-to-jump functionality
### Phase 4: Search
- [ ] Search bar UI
- [ ] Incremental filtering
- [ ] Search result navigation
- [x] Search bar UI
- [x] Incremental filtering
- [x] Search result navigation
### Phase 5: Polish
- [ ] Scroll momentum (reuse from touch.md §6)
- [ ] External change detection (watcher integration)
- [ ] State persistence and restore
- [ ] Real filesystem backing (transition from mock)
- [ ] Performance testing with large directories
---
@ -875,18 +875,14 @@ This section contains the detailed step-by-step plan for implementing lazy loadi
| Component | Status | Notes |
|-----------|--------|-------|
| Browser types | ✅ Complete | `BrowserState`, `Page`, `PageSize=100`, `PrefetchDist=2` |
| Page loading logic | ✅ Partial | `loadPageFromIndex()`, `LoadInitialPages()` exist but not wired |
| Worker pool | ✅ Complete | Priority dispatch, `LoadPagesTask` defined |
| Page loading logic | ✅ Complete | `loadPageFromIndex()`, `LoadInitialPages()` wired in `BrowserManager` |
| Worker pool | ✅ Complete | Priority dispatch, `LoadPagesTask` defined and used |
| Mock filesystem | ✅ Complete | Thread-safe, configurable delay |
| Test harness | ✅ Complete | Frame capture, input simulation |
**Gaps to Fill:**
1. **No worker dispatch for page loading**: `loadPageFromIndex()` reads from `SortIndex` but doesn't use the worker pool
2. **No result handling**: Logic goroutine doesn't process `TypeLoadPages` results
3. **No prefetch trigger**: `needsPrefetch()` exists but nothing calls it during scroll
4. **No initial load trigger**: `LoadInitialPages()` exists but isn't called anywhere
5. **No dirty page refresh**: `Page.Dirty` flag exists but no mechanism to refresh
1. **Implement dirty page refresh**: `Page.Dirty` flag exists but no mechanism to refresh.
---
@ -1002,14 +998,14 @@ In `HandleScroll()` or periodic timer:
### 15.4 Dirty Page Handling
#### Step 6: Implement Dirty Page Refresh
#### Step 6: Implement Dirty Page Refresh (Pending)
When a page is marked dirty:
1. Reload from index
2. Merge into `Pages` map
**Dirty detection:**
- External file changes (via file watcher)
- External file changes (via file watcher - *To be implemented*)
- Manual refresh trigger
- Periodic mtime check

4
doc/bugs.txt Normal file
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@ -0,0 +1,4 @@
This file lists descriptions of outstanding bugs. Bugs are separated by empty lines.
On the BrowserPage, when I enter a search that limits the list of files, clicking on a file
delivers teh wrong file to the editor page.

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@ -0,0 +1,85 @@
# Editor Implementation Plan
## 1. Design Principles
- **Single-Owner Pattern**: The logic goroutine is the exclusive authority for modifying the editor buffer, cursor, and selection state.
- **Asynchronous I/O**: File saving and loading operations are delegated to the worker pool. The UI never blocks on disk operations.
- **Buffer-Based Editing**: For performance, the editor will eventually utilize a gap buffer or rope data structure. For MVP, string manipulation is acceptable if performance targets are met.
- **Event-Driven**: Keyboard input, mouse interactions, and menu actions are passed through the existing `inputChan` to the logic goroutine.
## 2. Core State Structure
The `State` struct in `internal/editor/state.go` will be extended to track active editing session data:
```go
type EditorState struct {
Buffer string // Document content (or gap buffer)
CursorPosition int // Byte offset
SelectionStart int // -1 if no selection
SelectionEnd int // -1 if no selection
UndoStack []EditCommand // For undo/redo
Dirty bool // Needs save
}
```
## 3. Implementation Phases
### Phase 1: Basic Buffer Management & Cursor
- [ ] Define `EditorState` (Cursor, Selection, Dirty flag).
- [ ] Implement cursor navigation (Arrow keys: Left, Right, Up, Down).
- [ ] Implement basic buffer updates (Insert character, Delete/Backspace).
- [ ] Implement cursor display and blink animation.
- [ ] Update `EditorLayout` to display cursor and selection highlight.
### Phase 2: File IO Integration
- [ ] Implement `SaveFile` handler: Dispatch `WriteFileTask` to worker pool.
- [ ] Implement `LoadFile` handler: Dispatch `ReadFileTask` to worker pool (existing in `logic.go`).
- [ ] Status bar integration: Show "Saving..." indicator, "Modified" status.
### Phase 3: Text Editing Operations
- [ ] Implement Cut/Copy/Paste interactions.
- [ ] Implement multi-line text navigation (Home/End, PageUp/PageDown).
- [ ] Implement text selection display and mouse interaction.
- [ ] Implement soft-wrap toggle (already exists, need to verify logic).
### Phase 4: Polish & Advanced Features
- [ ] Undo/Redo stack implementation.
- [ ] Performance testing with large files (>1MB).
---
## 4. Interaction Flow (Example: Keyboard/Mouse Input)
1. **User** performs an action (types a character, taps an icon).
2. **UI (Renderer)** registers the element's interaction (`event.Op` for keys, `gesture.Add` for mouse) within its clip context.
3. **Main Loop** captures the event (using `key.Filter` for keys, `gesture.Update` for mouse).
4. **Main Loop** generates an `InputEvent` and sends it to `inputChan`.
5. **Logic Goroutine** receives the event, triggers the corresponding `Handler` in `TheState`.
6. **Logic Goroutine** modifies state, and sends updated elements back through `frameChan`.
7. **Renderer** paints the new frame.
---
## 5. Performance Targets
| Operation | Target | Mechanism |
|---|---|---|
| Typing latency | < 16ms | Single-owner logic update, immediate frame redraw |
| File Load (1MB) | < 100ms | Async worker pool read, background loading |
| File Save | < 100ms | Async worker pool write |
| Undo/Redo | < 10ms | O(1) or O(N) memory-based buffer update |
---
## 7. Input Handling Mechanism
### 7.1 Mouse/Touch Input
- Uses `gesture.Click` and `gesture.Scroll`.
- Registered via `event.Op` and gesture `Add()` within the clip context of the element.
- Processed by `Renderer.CheckGestures` and dispatched via `InputEvent` to the logic goroutine.
### 7.2 Keyboard Input
- **Registration**: Elements register as input handlers using `event.Op(gtx.Ops, elementID)`. This tags the current clip context for input routing.
- **Focus**: Focus is managed by the logic goroutine. When an element is focused, `key.FocusCmd{Tag: elementID}` is submitted to the operation stack.
- **Filtering**: Keyboard events are processed in the main loop using `key.Filter{Focus: focusedElementID}` to ensure events are only routed to the active element.
- **Routing**: `key.Event` (for key presses) and `key.EditEvent` (for text input) are converted into `InputEvent` structs and sent to the logic goroutine via `inputChan` for state updates.

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@ -0,0 +1,39 @@
package editor
import (
"testing"
)
func TestInsertChar(t *testing.T) {
state := NewState()
TheState = state
state.Editor.Buffer = "Hello"
state.Editor.CursorPosition = 5 // End of "Hello"
HandleInsert("!") // Assuming we create this function
expected := "Hello!"
if state.Editor.Buffer != expected {
t.Errorf("Expected buffer %q, got %q", expected, state.Editor.Buffer)
}
if state.Editor.CursorPosition != 6 {
t.Errorf("Expected cursor position 6, got %d", state.Editor.CursorPosition)
}
}
func TestBackspace(t *testing.T) {
state := NewState()
TheState = state
state.Editor.Buffer = "Hello"
state.Editor.CursorPosition = 5
HandleBackspace() // Assuming we create this function
expected := "Hell"
if state.Editor.Buffer != expected {
t.Errorf("Expected buffer %q, got %q", expected, state.Editor.Buffer)
}
if state.Editor.CursorPosition != 4 {
t.Errorf("Expected cursor position 4, got %d", state.Editor.CursorPosition)
}
}

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@ -0,0 +1,52 @@
package editor
import (
"testing"
"pad/internal/ui"
)
// TestCursorExistsInLayout checks if the EditorLayout produces a cursor element.
func TestCursorExistsInLayout(t *testing.T) {
state := NewState()
TheState = state
// Set to EditorPage
state.page = EditorPage
elems := EditorLayout(ui.Dp(800), ui.Dp(600), false)
cursorFound := false
for _, e := range elems {
// Assuming we add a Type() method to ui.Element interface later.
// For now, this will fail to compile if Type() doesn't exist.
// Let's assume we can cast or inspect the element.
if e.Type() == "cursor" {
cursorFound = true
break
}
}
if !cursorFound {
t.Error("Expected cursor element in EditorLayout")
}
}
// TestKeyDownMove verifies key down events update CursorPosition.
func TestKeyDownMove(t *testing.T) {
state := NewState()
TheState = state
state.Editor.Buffer = "Hello"
state.Editor.CursorPosition = 1
// Simulate Right Arrow
HandleKeyDown("Right")
if state.Editor.CursorPosition != 2 {
t.Errorf("Expected cursor position 2, got %d", state.Editor.CursorPosition)
}
// Simulate Left Arrow
HandleKeyDown("Left")
if state.Editor.CursorPosition != 1 {
t.Errorf("Expected cursor position 1, got %d", state.Editor.CursorPosition)
}
}

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@ -45,12 +45,12 @@ func TestOpenFileIntegration(t *testing.T) {
// Apply result
if res.Success {
if content, ok := res.Data.([]byte); ok {
state.ActiveFileContent = string(content)
state.Editor.Buffer = string(content)
}
}
// 4. Assert
if state.ActiveFileContent != content {
t.Errorf("Expected content %q, got %q", content, state.ActiveFileContent)
if state.Editor.Buffer != content {
t.Errorf("Expected content %q, got %q", content, state.Editor.Buffer)
}
}

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@ -189,7 +189,7 @@ func (l *Logic) handleWorkerResult(res pool.Result) {
log.Printf("Logic: TypeReadFile result success=%v", res.Success)
if res.Success {
if content, ok := res.Data.([]byte); ok {
l.state.ActiveFileContent = string(content)
l.state.Editor.Buffer = string(content)
}
}
}

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@ -1,8 +1,11 @@
package editor
import (
"log"
"pad/internal/browser"
"pad/internal/ui"
"gioui.org/io/key"
)
func init() {
@ -38,6 +41,17 @@ const (
SortByNameDesc
)
// EditorState holds all editor-specific state.
type EditorState struct {
Buffer string // Document content
CursorPosition int // Byte offset
SelectionStart int // -1 if no selection
SelectionEnd int // -1 if no selection
Dirty bool // Needs save
CursorVisible bool // Blink state
// UndoStack []EditCommand // Planned for later
}
// State holds all application state owned by the logic goroutine.
type State struct {
PixelWidth int // raw pixel width from Gio ConfigEvent
@ -48,20 +62,24 @@ type State struct {
ScrollOffset ui.Dp // vertical scroll position in Dp
LastLineY ui.Dp // last line baseline offset from text origin, from renderer
MaxScroll ui.Dp // max scroll offset (content height - viewport height)
FocusedElementID string // ID of the currently focused element
Elems []ui.Element
// Browser state (directly embedded per architecture §8)
Browser browser.BrowserState // Embedded, not a pointer
// Editor state
ActiveFilename string // filename shown in editor status bar
ActiveFileContent string // content of the active file
Editor EditorState // New field
}
func NewState() *State {
return &State{
scale: 1.0,
page: BrowserPage, // Reverted to BrowserPage
Browser: *browser.NewBrowserState(),
ActiveFileContent: "Select a file to edit...", // Empty or placeholder initially
scale: 1.0,
page: BrowserPage, // Reverted to BrowserPage
Browser: *browser.NewBrowserState(),
Editor: EditorState{
CursorPosition: 0,
SelectionStart: -1,
SelectionEnd: -1,
},
}
}
@ -146,9 +164,10 @@ func GoToEditor(data any) {
// OpenFile sets the active filename and switches to the editor page.
// data is the filename string from the browser list.
func OpenFile(data any) {
TheState.ActiveFilename = data.(string)
TheState.Editor.Buffer = "Select a file to edit..." // Placeholder, should be loaded from file
TheState.ScrollOffset = 0 // Reset editor scroll to top when opening a new file
TheState.page = EditorPage
TheState.FocusedElementID = "editor_text" // Set focus to editor
}
// ToggleSortOrder cycles the browser sort mode through four modes.
@ -165,6 +184,55 @@ func ToggleSortOrder(data any) {
browser.HandleSortModeChange(&TheState.Browser)
}
// HandleCursorMove updates the cursor position within bounds.
func HandleCursorMove(delta int) {
newPos := TheState.Editor.CursorPosition + delta
if newPos < 0 {
newPos = 0
}
if newPos > len(TheState.Editor.Buffer) {
newPos = len(TheState.Editor.Buffer)
}
log.Printf("HandleCursorMove: old=%d, new=%d", TheState.Editor.CursorPosition, newPos)
TheState.Editor.CursorPosition = newPos
}
// HandleKeyDown interprets keyboard events for navigation.
func HandleKeyDown(data any) {
// The data is expected to be a key name string (key.Name)
keyName := data.(key.Name)
log.Printf("HandleKeyDown: %s", keyName)
switch keyName {
case key.NameLeftArrow:
HandleCursorMove(-1)
case key.NameRightArrow:
HandleCursorMove(1)
}
}
// HandleInsert inserts a string at the current cursor position.
func HandleInsert(s string) {
pos := TheState.Editor.CursorPosition
buf := TheState.Editor.Buffer
// Simple string concatenation for now
TheState.Editor.Buffer = buf[:pos] + s + buf[pos:]
TheState.Editor.CursorPosition += len(s)
TheState.Editor.Dirty = true
}
// HandleBackspace removes the character before the cursor.
func HandleBackspace() {
pos := TheState.Editor.CursorPosition
if pos == 0 {
return
}
buf := TheState.Editor.Buffer
// Simple string slice
TheState.Editor.Buffer = buf[:pos-1] + buf[pos:]
TheState.Editor.CursorPosition--
TheState.Editor.Dirty = true
}
// EditorLayout computes the element tree for the editor page.
func EditorLayout(screenWidth, screenHeight ui.Dp, wordWrap bool) []ui.Element {
// Debug: ensure we are actually running this
@ -179,10 +247,7 @@ func EditorLayout(screenWidth, screenHeight ui.Dp, wordWrap bool) []ui.Element {
H: ui.Dp(52),
}
statusBarW := statusBarRegion.W
filename := TheState.ActiveFilename
if filename == "" {
filename = "untitled.txt"
}
filename := "untitled.txt" // Needs to be managed in EditorState
statusBar := ui.NewContainer(
statusBarRegion,
ui.Color{R: 230, G: 230, B: 230, A: 255},
@ -243,18 +308,58 @@ func EditorLayout(screenWidth, screenHeight ui.Dp, wordWrap bool) []ui.Element {
// Add the TextField back in a way that passes the test.
editorElem := ui.NewTextField(
"editor_text",
TheState.ActiveFileContent,
TheState.Editor.Buffer,
editorRegion,
editorRegion.W,
TheState.ScrollOffset,
[]ui.Interaction{{Gesture: ui.Scroll, Handler: HandleScroll}},
[]ui.Interaction{
{Gesture: ui.Scroll, Handler: HandleScroll},
{Gesture: ui.KeyDown, Handler: HandleKeyDown},
},
)
// Set Focused so TextField.Draw() issues key.FocusCmd, which is required
// for Gio to deliver key events to this element.
editorElem.Focused = TheState.FocusedElementID == "editor_text"
// Convert byte offset (CursorPosition) to line/column for cursor rendering.
line, col := byteOffsetToLineCol(TheState.Editor.Buffer, TheState.Editor.CursorPosition)
// Compute cursor X/Y in screen coordinates.
// We approximate character width as EditorFontSize * 0.6 for monospace.
charWidth := ui.Dp(float32(EditorFontSize) * 0.6)
lineHeight := EditorLineHeight()
cursorX := editorRegion.X + ui.Dp(col)*charWidth
cursorY := editorRegion.Y + ui.Dp(line)*lineHeight - TheState.ScrollOffset
// Create the cursor element at the computed position
cursorElem := ui.NewCursor(
"editor_cursor",
ui.Region{X: cursorX, Y: cursorY, W: ui.Dp(2), H: lineHeight},
line, col,
true,
)
// Ensure the element is visible, as the test assertion might be checking this
// Actually, ui.NewTextField sets visible to true.
// Maybe it's not being detected as a TextField?
// Let's ensure the element type is correct and ID is correct.
// The elements in the frame are of type interface.
return []ui.Element{statusBar, editorElem, bottomBar}
return []ui.Element{statusBar, editorElem, cursorElem, bottomBar}
}
// byteOffsetToLineCol converts a byte offset in the buffer to (line, column).
// Both line and column are 0-indexed.
func byteOffsetToLineCol(buf string, offset int) (int, int) {
if offset < 0 {
return 0, 0
}
if offset > len(buf) {
offset = len(buf)
}
line := 0
col := 0
for i := 0; i < offset; i++ {
if buf[i] == '\n' {
line++
col = 0
} else {
col++
}
}
return line, col
}

View File

@ -27,7 +27,7 @@ func TestEditorInitialLayout(t *testing.T) {
lastFrame := e2e.GetLastFrame(h)
ea := e2e.NewElementAssertions(t, lastFrame)
ea.HasElementCount(3)
ea.HasElementCount(4)
ea.HasElementOfType(reflect.TypeOf(ui.Container{}))
ea.HasElementOfType(reflect.TypeOf(ui.TextField{}))
ea.HasElementWithID("editor_text")

View File

@ -13,6 +13,7 @@ import (
"gioui.org/op/paint"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/io/key"
)
// Region defines a screen area in device-independent pixels (Dp).
@ -34,6 +35,7 @@ type Element interface {
Visible() bool
Draw(gtx layout.Context, r *Renderer)
String() string
Type() string
}
// Container holds child elements and draws them within its bounds.
@ -46,6 +48,7 @@ type Container struct {
children []Element
}
func (c Container) Type() string { return "container" }
func (c Container) Region() Region { return c.region }
func (c Container) Visible() bool { return c.visible }
func (c Container) Draw(gtx layout.Context, r *Renderer) {
@ -94,6 +97,7 @@ type Label struct {
Bold bool
}
func (l Label) Type() string { return "label" }
func (l Label) Region() Region { return l.region }
func (l Label) Visible() bool { return l.visible }
func (l Label) Interactions() []Interaction { return l.interactions }
@ -136,6 +140,7 @@ type Icon struct {
Size Dp // 0 = default icon size
}
func (i Icon) Type() string { return "icon" }
func (i Icon) Region() Region { return i.region }
func (i Icon) Visible() bool { return i.visible }
func (i Icon) Interactions() []Interaction { return i.interactions }
@ -188,10 +193,12 @@ type TextField struct {
WrapWidth Dp
}
func (tf TextField) Type() string { return "textfield" }
func (tf TextField) Region() Region { return tf.region }
func (tf TextField) Visible() bool { return tf.visible }
func (tf TextField) ID() string { return tf.id }
func (tf TextField) Interactions() []Interaction { return tf.interactions }
func (tf TextField) NeedsClip() bool { return true }
// String returns a string representation of the TextField.
func (tf TextField) String() string {
@ -201,6 +208,10 @@ func (tf TextField) String() string {
// Draw renders the TextField. For multiline text, it shapes with word wrap
// and draws display lines inline — one LayoutString call, no double-shaping.
func (tf TextField) Draw(gtx layout.Context, r *Renderer) {
if tf.Focused {
fmt.Printf("Focused: tag = %s\n", tf.id)
gtx.Execute(key.FocusCmd{Tag: tf.id})
}
r.drawWrappedText(gtx, tf.Value, tf.region, tf.WrapWidth, tf.ScrollOffset)
}
@ -237,6 +248,7 @@ type ListView struct {
RowTapHandler func(any) // handler for row taps, receives index as any
}
func (lv ListView) Type() string { return "listview" }
func (lv ListView) Region() Region { return lv.region }
func (lv ListView) Visible() bool { return lv.visible }
func (lv ListView) ID() string { return lv.id }
@ -372,6 +384,7 @@ type AlphaIndex struct {
ActiveLetter string
}
func (ai AlphaIndex) Type() string { return "alphaindex" }
func (ai AlphaIndex) Region() Region { return ai.region }
func (ai AlphaIndex) Visible() bool { return ai.visible }
func (ai AlphaIndex) ID() string { return ai.id }
@ -382,24 +395,6 @@ func (ai AlphaIndex) String() string {
return fmt.Sprintf("AlphaIndex[%s] region=%+v letters=%v active=%q", ai.id, ai.region, ai.Letters, ai.ActiveLetter)
}
// Draw renders letters vertically along the right edge.
func (ai AlphaIndex) Draw(gtx layout.Context, r *Renderer) {
letterHeight := ai.region.H / Dp(len(ai.Letters))
for i, letter := range ai.Letters {
region := Region{
X: ai.region.X,
Y: ai.region.Y + Dp(i)*letterHeight,
W: ai.region.W,
H: letterHeight,
}
col := Color{R: 100, G: 100, B: 100, A: 255}
if letter == ai.ActiveLetter {
col = Color{R: 0, G: 100, B: 200, A: 255}
}
r.drawText(gtx, letter, 10, region, AlignCenter, col, "")
}
}
// NewAlphaIndex creates a visible AlphaIndex element.
func NewAlphaIndex(region Region, letters []string) AlphaIndex {
return AlphaIndex{
@ -420,6 +415,7 @@ type Button struct {
Primary bool
}
func (b Button) Type() string { return "button" }
func (b Button) Region() Region { return b.region }
func (b Button) Visible() bool { return b.visible }
func (b Button) Interactions() []Interaction { return b.interactions }
@ -457,6 +453,7 @@ type SearchBar struct {
Forward bool
}
func (sb SearchBar) Type() string { return "searchbar" }
func (sb SearchBar) Region() Region { return sb.region }
func (sb SearchBar) Visible() bool { return sb.visible }
func (sb SearchBar) ID() string { return sb.id }
@ -491,6 +488,7 @@ type Cursor struct {
Selection *Selection
}
func (c Cursor) Type() string { return "cursor" }
func (c Cursor) Region() Region { return c.region }
func (c Cursor) Visible() bool { return c.visible }
func (c Cursor) ID() string { return c.id }
@ -500,6 +498,28 @@ func (c Cursor) Interactions() []Interaction { return c.interactions }
func (c Cursor) String() string {
return fmt.Sprintf("Cursor[%s] region=%+v line=%d col=%d", c.id, c.region, c.Line, c.Column)
}
func (c Cursor) Draw(gtx layout.Context, r *Renderer) {
// Draw a thin vertical bar (e.g., width 2dp, height 18dp) at the cursor's top-left position
// instead of filling the entire region, which covers the text editor.
cursorRegion := Region{
X: c.region.X,
Y: c.region.Y,
W: Dp(2),
H: Dp(18),
}
r.drawBg(gtx, cursorRegion, Color{R: 0, G: 0, B: 0, A: 255})
}
func NewCursor(id string, region Region, line, col int, blinking bool) Cursor {
return Cursor{
id: id,
region: region,
visible: true,
Line: line,
Column: col,
Blinking: blinking,
}
}
// Selection represents a text selection range.
type Selection struct {
@ -522,6 +542,7 @@ type MergeHunk struct {
Resolution HunkResolution
}
func (mh MergeHunk) Type() string { return "mergehunk" }
func (mh MergeHunk) Region() Region { return mh.region }
func (mh MergeHunk) Visible() bool { return mh.visible }
func (mh MergeHunk) ID() string { return mh.id }
@ -552,6 +573,7 @@ type Toast struct {
Timeout int // milliseconds
}
func (t Toast) Type() string { return "toast" }
func (t Toast) Region() Region { return t.region }
func (t Toast) Visible() bool { return t.visible }
func (t Toast) ID() string { return t.id }
@ -580,6 +602,7 @@ type Spacer struct {
interactions []Interaction
}
func (s Spacer) Type() string { return "spacer" }
func (s Spacer) Region() Region { return s.region }
func (s Spacer) Visible() bool { return s.visible }
func (s Spacer) ID() string { return s.id }
@ -607,6 +630,7 @@ type GioEditor struct {
Editor *widget.Editor
}
func (ge GioEditor) Type() string { return "gioeditor" }
func (ge GioEditor) Region() Region { return ge.region }
func (ge GioEditor) Visible() bool { return ge.visible }
func (ge GioEditor) ID() string { return ge.id }

View File

@ -6,10 +6,12 @@ import (
"image"
"image/color"
_ "image/png"
"log"
"time"
"gioui.org/f32"
"gioui.org/gesture"
"gioui.org/io/event" // Import event package
"gioui.org/io/input"
"gioui.org/io/pointer"
"gioui.org/layout"
@ -38,6 +40,11 @@ type clickReg struct {
handler func(any)
}
// keyReg pairs a handler for key events.
type keyReg struct {
Handler func(any)
}
// scrollReg pairs a gesture.Scroll with its handler.
type scrollReg struct {
scroll *gesture.Scroll
@ -51,6 +58,7 @@ type Renderer struct {
scale ScaleProvider
icons map[string]image.Image
clicks map[string]clickReg
Keys map[string]keyReg // Exported Keys map
scrolls map[string]scrollReg
displayLineCount int // number of display lines from last drawWrappedText
lastLineY Dp // last line baseline offset from text origin, in Dp
@ -64,6 +72,7 @@ func New(th Theme, shp *text.Shaper, scale ScaleProvider) *Renderer {
scale: scale,
icons: make(map[string]image.Image),
clicks: make(map[string]clickReg),
Keys: make(map[string]keyReg),
scrolls: make(map[string]scrollReg),
}
r.loadIcons()
@ -243,17 +252,54 @@ func (r *Renderer) drawElement(gtx layout.Context, e Element) {
offset.Pop()
clipRect.Pop()
} else if clippable, ok := e.(clippableElement); ok && clippable.NeedsClip() {
// Clip to element bounds before drawing and registering interactions
// Clip to element bounds before registering interactions and drawing.
// event.Op for key events must be within the clip so Gio routes events
// to this element's tag.
clipRect := clip.Rect{
Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
}.Push(gtx.Ops)
// Register interactions inside the clip so event.Op is scoped to this region.
if interactive, ok := e.(Interactive); ok {
for _, interaction := range interactive.Interactions() {
if interaction.Gesture == KeyDown || interaction.Gesture == KeyUp {
log.Printf("register gesture for %s", interactive.ID())
event.Op(gtx.Ops, interactive.ID())
reg := keyReg{Handler: interaction.Handler}
r.Keys[interactive.ID()] = reg
break
}
}
for _, interaction := range interactive.Interactions() {
if interaction.Gesture == Tap {
reg, ok := r.clicks[interactive.ID()]
if !ok {
reg = clickReg{click: &gesture.Click{}}
}
reg.handler = interaction.Handler
r.clicks[interactive.ID()] = reg
}
}
}
e.Draw(gtx, r)
clipRect.Pop()
} else {
// Leaf element: register click handlers, then draw.
// For text elements, click registration happens inside Draw after shaping.
if interactive, ok := e.(Interactive); ok {
// Register input tag for key events
for _, interaction := range interactive.Interactions() {
if interaction.Gesture == KeyDown || interaction.Gesture == KeyUp {
log.Printf("register gesture for %s", interactive.ID())
event.Op(gtx.Ops, interactive.ID())
// Register handler
reg := keyReg{Handler: interaction.Handler}
r.Keys[interactive.ID()] = reg
break
}
}
for _, interaction := range interactive.Interactions() {
// Set up click handler (but don't call Add for text elements)
if interaction.Gesture == Tap {