374 lines
11 KiB
Go
374 lines
11 KiB
Go
package ui
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import (
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"image"
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"image/color"
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"gioui.org/f32"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/text"
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"gioui.org/unit"
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"gioui.org/widget/material"
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"golang.org/x/image/math/fixed"
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)
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// Renderer consumes a slice of elements and draws them.
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type Renderer struct {
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theme Theme
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shp *text.Shaper
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scale float32 // pixels per DP, from gtx.Metric.PxPerDp
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}
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// New creates a new Renderer.
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func New(th Theme, shp *text.Shaper) *Renderer {
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return &Renderer{theme: th, shp: shp, scale: 1.0}
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}
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// setScale updates the renderer's scale factor from a layout.Context.
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func (r *Renderer) setScale(gtx layout.Context) {
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r.scale = gtx.Metric.PxPerDp
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}
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// toPx converts Dp to physical pixels using the renderer's scale.
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func (r *Renderer) toPx(dp Dp) Px {
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return ToPx(dp, r.scale)
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}
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// toDp converts physical pixels to Dp using the renderer's scale.
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func (r *Renderer) toDp(px Px) Dp {
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return ToDp(px, r.scale)
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}
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// Draw iterates elements and draws each in slice order (back-to-front).
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// It captures the initial constraints once at the start, then passes them
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// to each render function for consistent positioning.
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func (r *Renderer) Draw(gtx layout.Context, elems []Element) {
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// Update scale from the frame context
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r.setScale(gtx)
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// Capture initial constraints once — before any clips modify them.
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// These are in physical pixels and serve as the window bounds for all positioning.
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initialConstraints := WindowConstraints{
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Min: gtx.Constraints.Min,
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Max: gtx.Constraints.Max,
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}
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for _, e := range elems {
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if !e.Visible() {
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continue
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}
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switch v := e.(type) {
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case Label:
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r.drawLabel(gtx, v, initialConstraints)
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case ListView:
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r.drawListView(gtx, v, initialConstraints)
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case StatusBar:
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r.drawStatusBar(gtx, v, initialConstraints)
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case BottomBar:
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r.drawBottomBar(gtx, v, initialConstraints)
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case Button:
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r.drawButton(gtx, v, initialConstraints)
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default:
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// unknown element type, skip
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}
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}
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}
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func (r *Renderer) drawLabel(gtx layout.Context, l Label, _ WindowConstraints) {
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reg := l.Region()
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th := material.NewTheme()
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th.Shaper = r.shp
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size := l.FontSize
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if size == 0 {
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size = r.theme.FontSize
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}
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// Convert region to pixels for Gio interop
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gtx.Constraints.Min.X = int(r.toPx(reg.X))
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gtx.Constraints.Min.Y = int(r.toPx(reg.Y))
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material.Label(th, size, l.Text).Layout(gtx)
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}
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func (r *Renderer) drawListView(gtx layout.Context, lv ListView, _ WindowConstraints) {
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reg := lv.Region()
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th := material.NewTheme()
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th.Shaper = r.shp
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// Convert region to pixels for Gio interop
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gtx.Constraints.Min.X = int(r.toPx(reg.X))
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gtx.Constraints.Min.Y = int(r.toPx(reg.Y))
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for _, item := range lv.Items {
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material.Label(th, r.theme.FontSize, item.Text).Layout(gtx)
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}
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}
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func (r *Renderer) drawStatusBar(gtx layout.Context, sb StatusBar, _ WindowConstraints) {
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reg := sb.Region()
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th := material.NewTheme()
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th.Shaper = r.shp
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// Draw light gray background
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bgColor := color.NRGBA{R: 230, G: 230, B: 230, A: 255}
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bgClip := clip.Rect{
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Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
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Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
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}.Push(gtx.Ops)
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paint.ColorOp{Color: bgColor}.Add(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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bgClip.Pop()
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// Clip to status bar region for text (convert Dp to pixels)
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c := clip.Rect{
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Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
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Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
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}.Push(gtx.Ops)
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// Line 1: Filename (truncated with ellipsis if needed)
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filenameLineY := reg.Y
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// Truncate filename only if it doesn't fit
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displayFilename := sb.Filename
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availableWidth := int(r.toPx(reg.W - Dp(8) - Dp(40))) // left margin + right icons in DP
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// Layout ellipsis once and get its width
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th.Shaper.LayoutString(text.Parameters{
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PxPerEm: fixed.I(gtx.Sp(r.theme.FontSize)),
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MinWidth: 0,
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MaxWidth: 1000,
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MaxLines: 1,
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}, "...")
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var ellipsisWidth int
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for {
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g, ok := th.Shaper.NextGlyph()
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if !ok {
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break
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}
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ellipsisWidth = int((g.X + g.Advance) >> 6)
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}
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// Measure how wide "..." is, then find how many chars fit in availableWidth - ellipsisWidth
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spaceForText := availableWidth - ellipsisWidth
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// Layout filename, measure widths, and draw in a single pass
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r.drawTruncatedText(gtx, th.Shaper, displayFilename, r.theme.FontSize, reg.X+Dp(8), filenameLineY, availableWidth, spaceForText, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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// Line 2: Icons — positioned 20DP below filename baseline.
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iconsLineY := filenameLineY + Dp(20)
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// Left side: Cut, Copy, Paste icons (always visible)
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leftX := reg.X + Dp(8)
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iconY := iconsLineY
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r.drawText(gtx, th.Shaper, "✂", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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leftX += Dp(36)
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r.drawText(gtx, th.Shaper, "⎘", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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leftX += Dp(36)
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r.drawText(gtx, th.Shaper, "⎘", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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leftX += Dp(12)
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// Right side: Conflict (conditional), Search (always visible)
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rightX := reg.X + reg.W - Dp(8)
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if sb.ConflictIcon {
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rightX -= Dp(36)
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r.drawText(gtx, th.Shaper, "⚠", r.theme.FontSize, rightX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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}
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rightX -= Dp(36)
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r.drawText(gtx, th.Shaper, "🔍", r.theme.FontSize, rightX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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c.Pop()
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}
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func (r *Renderer) drawBottomBar(gtx layout.Context, bb BottomBar, constraints WindowConstraints) {
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reg := bb.Region()
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// Draw light gray background
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bgColor := color.NRGBA{R: 230, G: 230, B: 230, A: 255}
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bgClip := clip.Rect{
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Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
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Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
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}.Push(gtx.Ops)
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paint.ColorOp{Color: bgColor}.Add(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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bgClip.Pop()
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// Use captured constraints for positioning — they are in pixels and
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// represent the actual window bounds. Never use gtx.Constraints here
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// because clips modify them.
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windowW := constraints.Max.X
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windowH := constraints.Max.Y
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// Convert region to pixels for positioning
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regXPx := r.toPx(reg.X)
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regWPx := r.toPx(reg.W)
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// Clamp right edge to window width
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rightXPx := regXPx + regWPx
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if rightXPx > Px(windowW) {
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rightXPx = Px(windowW)
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}
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barW := rightXPx - regXPx
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// Position BottomBar at bottom of visible window (in pixels)
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bottomBarHeightPx := r.toPx(Dp(24))
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marginPx := r.toPx(Dp(10))
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drawYPx := Px(windowH) - bottomBarHeightPx - marginPx
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// Convert draw position back to Dp for text rendering
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drawY := r.toDp(drawYPx)
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// Left: Cursor position
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cursorXPx := regXPx + r.toPx(Dp(8))
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cursorXDp := r.toDp(cursorXPx)
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r.drawText(gtx, r.shp, bb.CursorPos, r.theme.FontSize, cursorXDp, drawY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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// Center: Byte position
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byteXPx := regXPx + barW/2 - r.toPx(Dp(60))
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byteXDp := r.toDp(byteXPx)
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r.drawText(gtx, r.shp, bb.BytePos, r.theme.FontSize, byteXDp, drawY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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// Right: Word wrap button
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wordWrapXPx := regXPx + barW - r.toPx(Dp(80))
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wordWrapXDp := r.toDp(wordWrapXPx)
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r.drawText(gtx, r.shp, "W:"+boolToString(bb.WordWrap), r.theme.FontSize, wordWrapXDp, drawY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
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}
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func (r *Renderer) drawButton(gtx layout.Context, btn Button, _ WindowConstraints) {
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reg := btn.Region()
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th := material.NewTheme()
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th.Shaper = r.shp
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// Convert region to pixels for Gio interop
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gtx.Constraints.Min.X = int(r.toPx(reg.X))
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gtx.Constraints.Min.Y = int(r.toPx(reg.Y))
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material.Label(th, r.theme.FontSize, btn.Text).Layout(gtx)
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}
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func boolToString(b bool) string {
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if b {
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return "On"
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}
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return "Off"
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}
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// drawTruncatedText layouts text, measures widths, truncates if needed, and draws in a single pass.
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func (r *Renderer) drawTruncatedText(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp, x, y Dp, availableWidth, spaceForText int, col color.NRGBA) {
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// Layout text with width constraints so the shaper doesn't wrap every character.
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shp.LayoutString(text.Parameters{
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PxPerEm: fixed.I(gtx.Sp(size)),
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MinWidth: 0,
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MaxWidth: availableWidth,
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MaxLines: 1,
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}, str)
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// Measure widths and find truncation point
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var widths []int
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var cumWidth fixed.Int26_6
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fullStr := str
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for {
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g, ok := shp.NextGlyph()
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if !ok {
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break
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}
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cumWidth += g.Advance
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w := int(cumWidth >> 6)
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widths = append(widths, w)
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}
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// Truncate if needed
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if len(widths) > 0 && widths[len(widths)-1] > availableWidth {
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// Find truncation point (from longest to shortest)
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for i := len(widths)-1; i >= 0; i-- {
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if widths[i] <= spaceForText {
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fullStr = str[:i] + "..."
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break
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}
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}
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}
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// Re-layout truncated text and draw glyphs directly
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shp.LayoutString(text.Parameters{
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PxPerEm: fixed.I(gtx.Sp(size)),
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MinWidth: 0,
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MaxWidth: availableWidth,
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MaxLines: 1,
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}, fullStr)
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r.drawLineText(gtx, shp, x, y, col)
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}
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// drawText draws text using the same approach as Gio's textView:
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// layout text, iterate glyphs, buffer into lines, and draw using shaper.Shape().
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func (r *Renderer) drawText(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp, x, y Dp, col color.NRGBA) {
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// Layout text with width constraints so the shaper doesn't wrap every character.
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shp.LayoutString(text.Parameters{
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PxPerEm: fixed.I(gtx.Sp(size)),
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MinWidth: 0,
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MaxWidth: 1000,
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MaxLines: 1,
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}, str)
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r.drawLineText(gtx, shp, x, y, col)
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}
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// drawLineText draws already-laid-out glyphs using shaper.Shape() and shaper.Bitmaps().
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func (r *Renderer) drawLineText(gtx layout.Context, shp *text.Shaper, x, y Dp, col color.NRGBA) {
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// Convert Dp to pixels for glyph positioning
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xPx := r.toPx(x)
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yPx := r.toPx(y)
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// Match Gio's textView: record into a macro for clipping
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m := op.Record(gtx.Ops)
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var glyphs [32]text.Glyph
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line := glyphs[:0]
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for g, ok := shp.NextGlyph(); ok; g, ok = shp.NextGlyph() {
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line = append(line, g)
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if g.Flags&text.FlagLineBreak != 0 || cap(line)-len(line) == 0 {
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r.drawLine(gtx, shp, line, xPx, yPx, col)
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line = line[:0]
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}
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}
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if len(line) > 0 {
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r.drawLine(gtx, shp, line, xPx, yPx, col)
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}
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call := m.Stop()
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call.Add(gtx.Ops)
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}
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// drawLine draws a line of glyphs using shaper.Shape() and shaper.Bitmaps().
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// Matches Gio's paintGlyph exactly: offset by (x + first.X, y + first.Y).
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func (r *Renderer) drawLine(gtx layout.Context, shp *text.Shaper, line []text.Glyph, x, y Px, col color.NRGBA) {
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if len(line) == 0 {
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return
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}
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first := line[0]
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// shaper.Shape(line) returns a path where glyph positions are relative to
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// the first glyph. Offset by (x + first.X, y + first.Y) to place the line
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// at the desired document position. Matches Gio's paintGlyph:
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// lineOff = (glyph.X, glyph.Y) - viewport.Min
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// op.Affine(f32.Affine2D{}.Offset(lineOff))
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offX := float32(x) + float32(first.X)/64.0
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offY := float32(y) + float32(first.Y)
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t := op.Affine(f32.Affine2D{}.Offset(f32.Pt(offX, offY))).Push(gtx.Ops)
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// Draw vector glyphs
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path := shp.Shape(line)
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outline := clip.Outline{Path: path}.Op().Push(gtx.Ops)
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paint.ColorOp{Color: col}.Add(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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outline.Pop()
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// Draw bitmap glyphs (emoji, etc.)
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if call := shp.Bitmaps(line); call != (op.CallOp{}) {
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call.Add(gtx.Ops)
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}
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t.Pop()
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}
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// WindowConstraints tracks the initial window constraints captured at the start of Draw.
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// All elements are positioned relative to these bounds to ensure consistency.
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type WindowConstraints struct {
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Min image.Point
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Max image.Point
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}
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