- JNI: open_file_in_termux via ACTION_SEND intent (text/plain + file:// uri), global context ref kept from registerFragment - impl_android.go: OpenFile(path) attaches current thread if needed - NewLogic takes openfunc; State.open + ui.OpenFile now func(string) - ChunkedBuffer.VisibleByteRange: word-wrap path using GlyphLayout.VisualLineStarts (+byteOffset, lineHeight, visual index param) - GlyphLayout gains LineHeight; drawWrappedText records VisualLineStarts - WordWrap default true; State.ByteOffset tracks first visible line - types: VisualLineIndex - scroll_fix_test.go (new) - debug prints left in place (WIP; cleanup in later phase)
116 lines
3.7 KiB
Go
116 lines
3.7 KiB
Go
package ui
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import (
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"gioui.org/unit"
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"pad/internal/io/pool/types"
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)
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// Dp represents device-independent pixels. Use for all element positions,
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// sizes, and spacing in the logic/layout layer.
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type Dp unit.Dp
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// Px represents physical device pixels. Use only when interfacing with
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// Gio's layout.Context (gtx.Constraints, gtx.Dp(), etc.).
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type Px int
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// ToDp converts physical pixels to device-independent pixels using the
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// given scale factor (pixels per DP). Typically from gtx.Metric.PxPerDp.
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func ToDp(px Px, scale float32) Dp {
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return Dp(float32(px) / scale)
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}
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// ToPx converts device-independent pixels to physical pixels using the
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// given scale factor (pixels per DP).
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func ToPx(dp Dp, scale float32) Px {
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return Px(float32(dp) * scale)
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}
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// PxPerDp returns the scale factor: how many physical pixels per DP.
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// Use this to convert between Dp and Px.
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func PxPerDp(scale float32) float32 { return scale }
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// --- Gio interop helpers ---
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// DpToPx converts a gioui unit.Dp to our Px using the scale factor.
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func DpToPx(d unit.Dp, scale float32) Px {
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return Px(float32(d) * scale)
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}
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// PxToDp converts our Px to a gioui unit.Dp using the scale factor.
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func PxToDp(p Px, scale float32) unit.Dp {
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return unit.Dp(float32(p) / scale)
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}
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// RegionPx is a region in physical pixels. Used for Gio interop only.
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type RegionPx struct {
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X, Y Px
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W, H Px
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}
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// ToDp converts a RegionPx to a Region (Dp) using the scale factor.
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func (r RegionPx) ToDp(scale float32) Region {
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return Region{
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X: ToDp(r.X, scale),
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Y: ToDp(r.Y, scale),
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W: ToDp(r.W, scale),
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H: ToDp(r.H, scale),
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}
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}
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// FromDp converts a Region (Dp) to a RegionPx using the scale factor.
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func FromDp(r Region, scale float32) RegionPx {
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return RegionPx{
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X: ToPx(r.X, scale),
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Y: ToPx(r.Y, scale),
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W: ToPx(r.W, scale),
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H: ToPx(r.H, scale),
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}
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}
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// GlyphLayout holds per-glyph layout data captured during text shaping.
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// Each index i represents one glyph (one rune in the source string).
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// ByteOffsets[i] is the byte position in the buffer, (X[i], Y[i]) is the
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// glyph's screen location in Dp (X relative to text region origin, Y is the
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// shaper baseline), and Advance[i] is the glyph's width in Dp.
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// LineHeight is the shaper's actual baseline-to-baseline line height in Dp,
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// derived from consecutive lines' Y values.
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type GlyphLayout struct {
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ByteOffsets []int // byte offset of each glyph in the buffer
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X []Dp // screen X (Dp) of each glyph, relative to text region origin
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Y []Dp // screen Y (Dp) baseline of each glyph (shaper value)
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Advance []Dp // advance width (Dp) of each glyph
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LineHeight Dp // shaper's actual baseline-to-baseline line height in Dp
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VisualLineStarts []int // byte offsets where each visual line starts (for word wrap)
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VisualLineIndex *types.VisualLineIndex // Optional: pre-computed visual line index for this layout
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}
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// VisualLineOffsets returns the byte offset of each visual line start.
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// Uses pre-captured VisualLineStarts if available, otherwise computes from glyph data.
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func (gl GlyphLayout) VisualLineOffsets() []int32 {
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if len(gl.VisualLineStarts) > 0 {
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// Use pre-captured visual line starts (more accurate for word wrap)
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offsets := make([]int32, len(gl.VisualLineStarts))
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for i, v := range gl.VisualLineStarts {
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offsets[i] = int32(v)
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}
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return offsets
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}
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// Fallback: compute from glyph data (less accurate for word wrap)
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var offsets []int32
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if len(gl.ByteOffsets) == 0 {
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return offsets
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}
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// The first line always starts at byte 0
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offsets = append(offsets, int32(gl.ByteOffsets[0]))
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// Add byte offset for each new Y coordinate
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for i := 1; i < len(gl.Y); i++ {
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if gl.Y[i] != gl.Y[i-1] {
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offsets = append(offsets, int32(gl.ByteOffsets[i]))
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}
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}
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return offsets
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}
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