Revert to last working state (68437c3) before PNG icon changes

This commit is contained in:
Greg Pomerantz 2026-05-10 06:45:47 -04:00
parent 1b1cf51528
commit fe3e7c3d75
4 changed files with 67 additions and 136 deletions

View File

@ -38,15 +38,12 @@ func run(w *app.Window) error {
initialDPW := ui.Dp(390)
initialDPH := ui.Dp(844)
// Track previous scale to detect changes
prevScale := float32(1.0)
// Track pixel dimensions from ConfigEvent (for resize handling)
var pixelW, pixelH int
// Create logic instance with initial DP size and scale=1.0
logic := editor.NewLogic(initialDPW, initialDPH)
// Set State reference on Renderer — it reads scale/window size from State directly
renderer.SetState(logic.State())
// Shared state protected by mutex
var mu sync.Mutex
var elems []ui.Element
@ -63,9 +60,12 @@ func run(w *app.Window) error {
case app.DestroyEvent:
return e.Err
case app.ConfigEvent:
// Convert pixel dimensions to DP using current scale (starts at 1.0)
dpW := ui.ToDp(ui.Px(e.Config.Size.X), 1.0)
dpH := ui.ToDp(ui.Px(e.Config.Size.Y), 1.0)
// Store pixel dimensions from ConfigEvent
pixelW = e.Config.Size.X
pixelH = e.Config.Size.Y
// Convert to DP using current scale (starts at 1.0)
dpW := ui.ToDp(ui.Px(pixelW), 1.0)
dpH := ui.ToDp(ui.Px(pixelH), 1.0)
// Send config event to logic goroutine (in DP)
logic.ConfigChan() <- editor.ConfigEvent{
Width: dpW,
@ -73,20 +73,30 @@ func run(w *app.Window) error {
}
case app.FrameEvent:
gtx := app.NewContext(&ops, e)
newScale := gtx.Metric.PxPerDp
// If scale changed, send scale event to logic goroutine
if newScale != prevScale {
logic.ConfigChan() <- editor.ScaleEvent{Scale: newScale}
prevScale = newScale
// Get scale from State — this is updated by ScaleEvent
newScale := logic.Scale()
// Convert pixel dimensions to DP using actual scale
dpW := ui.ToDp(ui.Px(pixelW), newScale)
dpH := ui.ToDp(ui.Px(pixelH), newScale)
// Send updated config to logic goroutine
logic.ConfigChan() <- editor.ConfigEvent{
Width: dpW,
Height: dpH,
}
// Acquire mutex, read frame, draw, e.Frame(), release mutex
// Update renderer with current scale from State
renderer.SetScale(newScale)
// Acquire mutex, read frame, draw, release mutex
mu.Lock()
currentElems := elems
mu.Unlock()
renderer.Draw(gtx, currentElems)
e.Frame(&ops)
mu.Unlock()
}
}
}

View File

@ -25,7 +25,9 @@ type ConfigUpdate interface {
}
func (e ConfigEvent) apply(s *State) {
s.SetSize(e.Width, e.Height)
s.ScreenWidth = e.Width
s.ScreenHeight = e.Height
s.Elems = EditorLayout(e.Width, e.Height)
}
func (e ScaleEvent) apply(s *State) {
@ -91,14 +93,14 @@ func (l *Logic) ResultChan() <-chan ResultEvent {
func (l *Logic) ScreenSize() (ui.Dp, ui.Dp) {
l.mu.Lock()
defer l.mu.Unlock()
return l.state.ScreenWidth(), l.state.ScreenHeight()
return l.state.ScreenWidth, l.state.ScreenHeight
}
// Scale returns the current scale factor (pixels per DP).
func (l *Logic) Scale() float32 {
l.mu.Lock()
defer l.mu.Unlock()
return l.state.Scale()
return l.state.Scale
}
// Run runs the logic goroutine loop.

View File

@ -7,9 +7,9 @@ import (
// State holds all application state owned by the logic goroutine.
// All dimensions are in device-independent pixels (Dp).
type State struct {
screenWidth ui.Dp
screenHeight ui.Dp
scale float32 // pixels per DP, default 1.0
ScreenWidth ui.Dp
ScreenHeight ui.Dp
Scale float32 // pixels per DP, default 1.0
Elems []ui.Element
}
@ -18,33 +18,17 @@ type State struct {
// scale defaults to 1.0 until updated by ScaleEvent.
func NewState(screenWidth, screenHeight ui.Dp) *State {
return &State{
screenWidth: screenWidth,
screenHeight: screenHeight,
scale: 1.0,
ScreenWidth: screenWidth,
ScreenHeight: screenHeight,
Scale: 1.0,
Elems: EditorLayout(screenWidth, screenHeight),
}
}
// Scale returns the current scale factor (pixels per DP).
func (s *State) Scale() float32 { return s.scale }
// ScreenWidth returns the current screen width in Dp.
func (s *State) ScreenWidth() ui.Dp { return s.screenWidth }
// ScreenHeight returns the current screen height in Dp.
func (s *State) ScreenHeight() ui.Dp { return s.screenHeight }
// SetScale updates the scale factor and recomputes layout.
func (s *State) SetScale(scale float32) {
s.scale = scale
s.Elems = EditorLayout(s.screenWidth, s.screenHeight)
}
// SetSize updates the screen dimensions and recomputes layout.
func (s *State) SetSize(width, height ui.Dp) {
s.screenWidth = width
s.screenHeight = height
s.Elems = EditorLayout(width, height)
s.Scale = scale
s.Elems = EditorLayout(s.ScreenWidth, s.ScreenHeight)
}
// EditorLayout computes regions for the editor page.

View File

@ -1,12 +1,8 @@
package ui
import (
"bytes"
"embed"
"image"
"image/color"
_ "image/png"
"strings"
"gioui.org/f32"
"gioui.org/layout"
@ -19,75 +15,43 @@ import (
"golang.org/x/image/math/fixed"
)
//go:embed icons/*.png
var iconFS embed.FS
// StateReader provides access to scale and window dimensions from State.
// Implemented by editor.State to avoid import cycles.
type StateReader interface {
Scale() float32
ScreenWidth() Dp
ScreenHeight() Dp
}
// Renderer consumes a slice of elements and draws them.
type Renderer struct {
theme Theme
shp *text.Shaper
state StateReader // read-only access to State for scale/window size
icons map[string]image.Image // loaded PNG icons
scale float32 // pixels per DP, from State.Scale
}
// New creates a new Renderer.
func New(th Theme, shp *text.Shaper) *Renderer {
r := &Renderer{theme: th, shp: shp, icons: make(map[string]image.Image)}
r.loadIcons()
return r
return &Renderer{theme: th, shp: shp, scale: 1.0}
}
// loadIcons loads all PNG icons from the embedded filesystem.
func (r *Renderer) loadIcons() {
files := []string{"cut.png", "copy.png", "paste.png", "search.png", "conflict.png", "wrapOn.png", "wrapOff.png"}
for _, filename := range files {
data, err := iconFS.ReadFile(filename)
if err != nil {
continue // skip missing icons
}
img, _, err := image.Decode(bytes.NewReader(data))
if err != nil {
continue
}
name := strings.TrimSuffix(filename, ".png")
r.icons[name] = img
}
// SetScale updates the renderer's scale factor from State.Scale.
func (r *Renderer) SetScale(scale float32) {
r.scale = scale
}
// SetState sets the State reference for the Renderer.
// The Renderer reads scale and window size from State directly.
func (r *Renderer) SetState(state StateReader) {
r.state = state
}
// toPx converts Dp to physical pixels using the scale from State.
// toPx converts Dp to physical pixels using the renderer's scale.
func (r *Renderer) toPx(dp Dp) Px {
return ToPx(dp, r.state.Scale())
return ToPx(dp, r.scale)
}
// toDp converts physical pixels to Dp using the scale from State.
// toDp converts physical pixels to Dp using the renderer's scale.
func (r *Renderer) toDp(px Px) Dp {
return ToDp(px, r.state.Scale())
return ToDp(px, r.scale)
}
// Draw iterates elements and draws each in slice order (back-to-front).
// All scale and window size values come from State, never from gtx.
// It captures the initial constraints once at the start, then passes them
// to each render function for consistent positioning.
// The scale is set externally via SetScale() from State.Scale.
func (r *Renderer) Draw(gtx layout.Context, elems []Element) {
// Use window dimensions from State — convert DP to pixels using State.Scale
state := r.state
windowWPx := int(r.toPx(state.ScreenWidth()))
windowHPx := int(r.toPx(state.ScreenHeight()))
// Capture initial constraints once — before any clips modify them.
// These are in physical pixels and serve as the window bounds for all positioning.
initialConstraints := WindowConstraints{
Min: image.Point{X: 0, Y: 0},
Max: image.Point{X: windowWPx, Y: windowHPx},
Min: gtx.Constraints.Min,
Max: gtx.Constraints.Max,
}
for _, e := range elems {
@ -194,15 +158,22 @@ func (r *Renderer) drawStatusBar(gtx layout.Context, sb StatusBar, _ WindowConst
// Left side: Cut, Copy, Paste icons (always visible)
leftX := reg.X + Dp(8)
iconY := iconsLineY
iconSize := Dp(16) // 16dp icons
r.drawPng(gtx, r.icons["cut"], leftX, iconY, iconSize, iconSize, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(28)
r.drawPng(gtx, r.icons["copy"], leftX, iconY, iconSize, iconSize, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(28)
r.drawPng(gtx, r.icons["paste"], leftX, iconY, iconSize, iconSize, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
r.drawText(gtx, th.Shaper, "✂", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(36)
r.drawText(gtx, th.Shaper, "⎘", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(36)
r.drawText(gtx, th.Shaper, "⎘", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(12)
// Right side: Conflict (conditional), Search (always visible)
rightX := reg.X + reg.W - Dp(8)
if sb.ConflictIcon {
rightX -= Dp(36)
r.drawText(gtx, th.Shaper, "⚠", r.theme.FontSize, rightX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
}
rightX -= Dp(36)
r.drawText(gtx, th.Shaper, "🔍", r.theme.FontSize, rightX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
c.Pop()
}
@ -392,42 +363,6 @@ func (r *Renderer) drawLine(gtx layout.Context, shp *text.Shaper, line []text.Gl
t.Pop()
}
// drawPng draws a PNG image at the given position and size.
// x, y are in Dp (top-left corner).
// width, height are in Dp (target size).
// col is the tint color — if alpha < 255, the image is tinted using blendOp.DstIn.
func (r *Renderer) drawPng(gtx layout.Context, img image.Image, x, y Dp, width, height Dp, col color.NRGBA) {
if img == nil {
return
}
// Convert Dp to pixels
xPx := int(r.toPx(x))
yPx := int(r.toPx(y))
wPx := int(r.toPx(width))
hPx := int(r.toPx(height))
// Compute source rectangle (full image)
src := image.Rect(0, 0, img.Bounds().Dx(), img.Bounds().Dy())
_ = src // unused, but kept for clarity
// Compute destination rectangle
dst := image.Rect(xPx, yPx, xPx+wPx, yPx+hPx)
// If tint color has alpha < 255, apply tint using blendOp.DstIn
if col.A < 255 {
// Draw tinted rectangle over the image
bgClip := clip.Rect(dst).Push(gtx.Ops)
paint.ColorOp{Color: col}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
bgClip.Pop()
}
// Draw the image
paint.NewImageOp(img).Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}
// WindowConstraints tracks the initial window constraints captured at the start of Draw.
// All elements are positioned relative to these bounds to ensure consistency.
type WindowConstraints struct {