- Element interface with Region() and Visible() methods - Label and ListView element types with constructors - Renderer that clips and draws elements in slice order - Main app loop with Gioui window and frame events Co-authored-by: Qwen-Coder <qwen-coder@alibabacloud.com>
10 KiB
Element Model Specification
1. Overview
Pad's logic layer produces a slice of positioned element structs. The renderer consumes the slice, draws each element, and routes input events back to the logic layer. Elements are plain Go structs — no framework types, no interfaces required for testing.
Logic: (State, Event) → ([]Element, Commands)
Render: []Element → pixels
Test: assert on []Element directly
2. Core Types
2.1 Coordinate System
Consistent with Gioui and standard 2D graphics:
- Origin (0, 0): top-left corner of the application surface
- Y-axis: increases downward
- X-axis: increases rightward
- Screen orientation: the application surface rotates with the device (handled by the OS / Gioui surface). The logic layer receives the current surface dimensions and recomputes layouts accordingly.
2.2 Units
Consistent with Gioui's unit package:
| Unit | Go Type | Use |
|---|---|---|
| Dp (device-independent pixels) | unit.Dp (float32) |
Element positions, sizes, spacing |
| Sp (scaled pixels) | unit.Sp (float32) |
Font sizes (respects user text scaling preference) |
| Px (raw device pixels) | int |
Never used in the logic layer; the renderer converts Dp→Px using Metric.PxPerDp |
The logic layer works exclusively in Dp (positions/sizes) and Sp (fonts). The renderer converts to raw pixels using the Metric provided by Gioui's transaction context.
// Region defines a screen area in device-independent pixels (Dp).
type Region struct {
X, Y unit.Dp
W, H unit.Dp
}
// Element is the base of all UI elements.
type Element struct {
ID string // unique identifier for input routing
Region Region // where to draw (computed by logic/layout pass, in Dp)
Visible bool // false = skip rendering
}
Each concrete element embeds `Element` and adds its own fields.
## 3. Element Catalog
### 3.1 Static Text
```go
type Label struct {
Element
Text string
Align TextAlign // start, center, end
FontSize unit.Sp // 0 = theme default
Color Color // 0 = theme default
Bold bool
}
type TextAlign int // Start, Center, End
Used for: headers, status bar text, file sizes, line numbers.
3.2 Interactive Text
type TextField struct {
Element
Value string
Placeholder string
Focused bool // true = show cursor, accept keyboard input
Multiline bool // true = full-height text area (editor)
ScrollOffset unit.Dp // vertical scroll position (Dp)
VisibleLines []Line // for multiline: the lines to render
}
type Line struct {
Text string
LineNumber int // 1-indexed, for display
}
Used for: search bar (Multiline: false), editor buffer (Multiline: true).
The editor's TextField only contains lines visible in the current viewport. The logic layer determines which lines to include based on scroll offset and viewport height.
3.3 Cursor
type Cursor struct {
Element // region is the cursor rectangle within the text field
Line int // line number (0-indexed into VisibleLines)
Column int // character offset within the line
Blinking bool // current blink state
Selection *Selection
}
type Selection struct {
StartLine, StartCol int
EndLine, EndCol int
}
Rendered as an overlay inside a TextField. The logic layer computes cursor position from byte offset.
3.4 Lists
type ListView struct {
Element
Items []ListItem
ScrollOffset int // index of the first visible item
Selected int // index of selected item (-1 = none)
OnSelect string // callback ID for routing
}
type ListItem struct {
Text string
Subtext string // optional secondary text (e.g., file size, date)
Selected bool // highlighted
}
Used for: directory browser. Only contains items for the current viewport.
3.5 Alphabet Index
type AlphaIndex struct {
Element
Letters []string // visible letters (e.g., ["A", "B", "C", ...])
ActiveLetter string // currently pressed letter (for highlighting)
OnTap string // callback ID
}
Used for: quick navigation in the directory browser.
3.6 Buttons
type Button struct {
Element
Text string
Enabled bool
Primary bool // true = emphasized style (e.g., filled background)
OnPress string // callback ID
}
Used for: merge resolution (ours/theirs/both), dismiss, apply.
3.7 Merge Hunk
type MergeHunk struct {
Element
HunkNumber int // N of M
TotalHunks int
LineRange string // display text, e.g., "Lines 142–148"
ContextLines []string // unchanged lines (shared)
OurLines []string // our version of the changed region
TheirLines []string // their version of the changed region
Resolution HunkResolution
}
type HunkResolution int // Unresolved, KeepOurs, KeepTheirs, MergeBoth
Used for: conflict resolution UI. The logic layer produces one MergeHunk element plus navigation buttons.
3.8 Status Bar
type StatusBar struct {
Element
Left string // e.g., "Ln 10, Col 5"
Right string // e.g., "1024 / 50000 bytes"
}
3.9 Toast / Notification
type Toast struct {
Element
Text string
Timeout time.Duration // auto-dismiss after this duration
}
Used for: "undo skipped (text changed)", "file saved", "conflict detected".
3.10 Spacer
type Spacer struct {
Element
// Region.H defines the spacer height
}
4. Layout Model
The logic layer performs a layout pass before emitting elements. Each element's Region is already computed. The renderer draws elements in slice order (back-to-front).
Layout Pass
1. Given: screen width, screen height, state
2. Compute: region for each element
3. Emit: []Element with filled Region fields
The layout pass is pure: (State, ScreenSize) → []Element. It is testable.
Example for the browser page (values in Dp):
Screen: 390 × 844 Dp
Label (header) → Region{X:0, Y:0, W:390, H:48}
TextField (search) → Region{X:8, Y:48, W:330, H:40}
AlphaIndex → Region{X:354, Y:48, W:28, H:716}
ListView → Region{X:8, Y:96, W:346, H:716}
The logic layer knows the screen dimensions (from the renderer on init) and computes regions accordingly.
Scrolling
Scrollable elements (ListView, TextField multiline) contain only the visible items. The logic layer:
- Tracks scroll offset (pixels or item index)
- Computes which items are visible given the offset and viewport height
- Emits only those items
- Updates
ScrollOffsetfield for the renderer to maintain scroll position
Scroll events from the renderer are routed back to the logic layer, which updates the offset and re-renders.
5. Input Routing
Interactive elements have an ID field. The renderer reports input events as:
type InputEvent struct {
ElementID string
Type InputType // Tap, DoubleTap, LongPress, Scroll, KeyDown, KeyUp
Data any // type-specific payload (key code, scroll delta, etc.)
}
The logic layer routes InputEvent to the appropriate handler based on ElementID.
6. Rendering Order
Elements are rendered in slice order. Later elements draw on top of earlier ones. Typical order:
1. Background (full screen)
2. Header / Label
3. Search bar or main content
4. List or text area
5. Overlay elements (cursor, selection highlight, toast)
6. Status bar (bottom)
7. Theme
Minimal theming via a Theme struct passed to the layout pass:
type Theme struct {
ScreenWidth unit.Dp
ScreenHeight unit.Dp
FontSize unit.Sp
HeaderH unit.Dp
StatusBarH unit.Dp
Padding unit.Dp
TextColor Color
BgColor Color
AccentColor Color
Metric unit.Metric // PxPerDp, PxPerSp — for renderer use
}
Elements that don't specify explicit colors/sizes use theme defaults. The theme is part of the app state, not a global.
8. Page Compositions
8.1 Browser Page
[]Element{
Label{Text: "My Documents"}, // header
TextField{Placeholder: "Search..."}, // search bar
ListView{Items: [...], ScrollOffset: 0}, // file list
AlphaIndex{Letters: ["A"..."Z"]}, // right sidebar
}
8.2 Editor Page
[]Element{
Label{Text: "notes.txt"}, // header (filename)
TextField{Multiline: true, VisibleLines: [...], ScrollOffset: 420},
Cursor{Line: 5, Column: 12},
StatusBar{Left: "Ln 47, Col 12", Right: "1024 / 50000"},
}
8.3 Merge Page
[]Element{
Label{Text: "notes.txt — Conflict"},
Label{Text: "Hunk 3 of 7 (Lines 142–148)"},
MergeHunk{ContextLines: [...], OurLines: [...], TheirLines: [...]},
Button{Text: "Ours", OnPress: "resolve_ours"},
Button{Text: "Theirs", OnPress: "resolve_theirs"},
Button{Text: "Both", OnPress: "resolve_both"},
Button{Text: "Next", Primary: true, OnPress: "next_hunk"},
}
9. Testing
Tests import the logic layer, call render functions, and assert on the resulting []Element:
func TestBrowserFiltersBySearch(t *testing.T) {
state := BrowserState{Entries: allFiles, Search: "foo"}
elems := BrowserLayout(state, theme)
list := elems[2].(ListView)
assert.Equal(t, 3, len(list.Items))
assert.Equal(t, "foo.txt", list.Items[0].Text)
}
func TestEditorCursorPosition(t *testing.T) {
state := EditorState{Cursor: 1024, Buffer: buffer}
elems := EditorLayout(state, theme)
cursor := elems[1].(Cursor)
assert.Equal(t, 42, cursor.Line)
assert.Equal(t, 10, cursor.Column)
}
func TestMergeHunkDisplay(t *testing.T) {
state := MergeState{CurrentHunk: 2, Hunks: hunks}
elems := MergeLayout(state, theme)
hunk := elems[2].(MergeHunk)
assert.Equal(t, 3, hunk.HunkNumber)
assert.Equal(t, 7, hunk.TotalHunks)
assert.Equal(t, Unresolved, hunk.Resolution)
}
No Android SDK, no Gioui, no display server. Pure Go tests.
10. Out of Scope
- Element animations (may be added later)
- Element transitions between pages
- Right-to-left text
- Dynamic font sizing / accessibility scaling
- Custom element types beyond the catalog above