Pad/doc/element_model.md
Greg Pomerantz 6720359360 Add Gioui scaffolding with Label and ListView rendering
- 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>
2026-05-07 17:45:56 -04:00

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# 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.
```go
// 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
```go
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
```go
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
```go
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
```go
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
```go
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
```go
type MergeHunk struct {
Element
HunkNumber int // N of M
TotalHunks int
LineRange string // display text, e.g., "Lines 142148"
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
```go
type StatusBar struct {
Element
Left string // e.g., "Ln 10, Col 5"
Right string // e.g., "1024 / 50000 bytes"
}
```
### 3.9 Toast / Notification
```go
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
```go
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:
1. Tracks scroll offset (pixels or item index)
2. Computes which items are visible given the offset and viewport height
3. Emits only those items
4. Updates `ScrollOffset` field 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:
```go
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:
```go
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 142148)"},
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`:
```go
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