- Changed BrowserScrollOffset and ListView.ScrollOffset from int (row index)
to ui.Dp (pixel offset) for smooth per-pixel scrolling
- Updated HandleBrowserScroll to use raw Dp delta instead of row-based
scrolling with minimum ±1 row jumps
- Fixed search not triggering new frames by detecting query changes in
main.go FrameEvent handler
- Fixed click misalignment by indexing RowFilenames with local index i
instead of rowGlobalIndex
- Fixed bottom clamping using actual BrowserListHeight and corrected
formula: maxScroll = totalRows * rowHeight - BrowserListHeight
- Add clippableElement interface for elements that need their own clip region
- ListView implements NeedsClip() so drawElement pushes a clip before Draw
- RegisterScroll no longer has its own clip; relies on element clip context
- Aligns with Gio's clip-based gesture registration model
- Fix scroll events firing outside the visible list area on browser page
Also:
- Update touch.md documentation to reflect clip-based interaction model
- Remove debug logging from ListView.Draw
- Remove TODO-click-fixes.md (all items resolved)
- Added Page state (BrowserPage/EditorPage) and SortMode
- BrowserLayout with 30 static entries, sort toggle, search placeholder
- ListView rows clickable via per-row RegisterClick
- Scroll gesture registered at START of ListView.Draw (before clicks)
so click gestures registered later are checked first during hit test
- Unique IDs for interactive elements: editor_text, browser_list, search_bar
- ListView.Interactions() filters out Scroll (registered in Draw, not registerInteraction)
- RegisterScroll added to Renderer, called from element Draw methods
- lastLineYChan frame loop fixed: only re-layout if value changed
- Back icon added, editor status bar shows active filename
- Renderer computes word wrap via single LayoutString pass with
WrapHeuristically policy; glyphs drawn inline at FlagLineBreak
- Fixed line height (fontSize * 1.2), independent of glyph metrics
- Two-finger trackpad scroll via gesture.Scroll with vertical axis
- Display line feedback: renderer reports last glyph Y after each
Draw; logic uses it to clamp scroll offset so last line stops
at bottom of viewport with lineHeight/2 padding
- ScrollRange fix: {Min: -(1<<30), Max: 1<<30} ensures scroll
delta is consumed (empty range consumes nothing via clampSplit)
- Line counting fix: only FlagLineBreak increments count; buffer
flushes (32-glyph cap) draw but don't count
- Fix render.go: replace broken material.Label with shaper-based text
rendering (LayoutString + Shape + glyph iteration) per Gio's paintGlyph
- Fix render.go: only apply clip rects at container boundaries; leaf
elements have zero-size regions that were clipping all text out
- Fix render.go: call r.drawElement recursively for container children
so nested containers work and clips are applied correctly
- Fix render.go: add drawLineText/drawLine helpers matching Gio's
paintGlyph offset calculation (x + first.X, y + first.Y)
- Fix element.go: Button.Draw now uses r.drawText instead of duplicate
broken material.Label code; Label defaults to black when color is unset
- Fix state.go: container children use relative coordinates instead of
mixed screen-space/container-relative positions
- Fix main.go: ConfigEvent carries raw pixel dimensions only; ScaleEvent
carries scale only; layout is computed once per frame using both,
eliminating the infinite Invalidate() loop
- Add Draw(gtx, r *Renderer) to Element interface
- Add Container type that implements Element and holds []Element children
- Leaf types (Label, Icon, Button) implement Draw themselves
- Single recursive drawElement function in Renderer — no switch/case
- Remove StatusBar/BottomBar — replaced by Container
- Remove shaper.go — no longer needed with Gio material labels
- Simplify main.go — scale via ScaleProvider interface
- 5 files changed, shaper.go deleted
- Remove Renderer.scale field and SetScale method
- Add ScaleProvider interface to avoid editor/ui import cycle
- Add Scale() method to State, rename Scale field to scale
- Renderer reads scale through r.scale.Scale()
- Fix icons.go blank import preventing embed.FS usage
- Update main.go to pass State as ScaleProvider to Renderer
- StateReader interface in ui package (Scale(), ScreenWidth(), ScreenHeight())
- State implements StateReader
- Renderer reads scale/window size via interface, never imports editor
- State fields are private (screenWidth, screenHeight, scale) with accessor methods
- No SetScale/SetWindowSize calls from main.go — Renderer reads from State directly
- State.Scale stores the scale factor (default 1.0)
- ScaleEvent applies SetScale() which updates State.Scale
- Logic.Scale() accessor returns current scale
- Renderer.SetScale() updates renderer's scale from State
- main.go: uses logic.Scale() to get scale, calls renderer.SetScale()
- No more references to gtx.Metric.PxPerDp in render.go or main.go
- Add ui.Dp and ui.Px as distinct named types
- Logic layer works exclusively in Dp (positions, sizes, regions)
- Renderer converts Dp→Px at Gio interop boundaries
- Capture gtx.Constraints once at start of Draw() for consistent positioning
- main.go converts app.ConfigEvent pixels to Dp before passing to logic layer
- Update documentation with new coordinate system architecture
- Create internal/editor/state.go with State struct and EditorLayout
- Create internal/editor/logic.go with Logic struct and Run method
- Logic owns all state, provides channels for config, frames, input, results
- Main goroutine uses editor.NewLogic() and logic.Run()
- Proper separation for testing later
Co-authored-by: Qwen-Coder <qwen-coder@alibabacloud.com>