- 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
386 lines
8.8 KiB
Go
386 lines
8.8 KiB
Go
package ui
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import (
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"gioui.org/layout"
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"gioui.org/unit"
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"gioui.org/widget/material"
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)
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// Region defines a screen area in device-independent pixels (Dp).
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// All element positions and sizes use Dp for device independence.
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type Region struct {
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X, Y Dp
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W, H Dp
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}
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// Element is the base interface for all UI elements.
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// Elements know how to draw themselves when given a Renderer.
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type Element interface {
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Region() Region
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Visible() bool
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Draw(gtx layout.Context, r *Renderer)
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}
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// Container holds child elements and draws them within its bounds.
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// Children's regions are screen-space; clipping handles containment.
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type Container struct {
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id string
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region Region
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visible bool
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background Color
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children []Element
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}
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func (c Container) Region() Region { return c.region }
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func (c Container) Visible() bool { return c.visible }
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func (c Container) Draw(gtx layout.Context, r *Renderer) {
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// Draw background
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if c.background != (Color{}) {
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r.drawBg(gtx, c.region, c.background)
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}
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// Draw children
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for _, child := range c.children {
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child.Draw(gtx, r)
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}
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}
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// NewContainer creates a Container with the given region, background, and children.
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func NewContainer(region Region, bg Color, children []Element) Container {
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return Container{
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region: region,
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visible: true,
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background: bg,
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children: children,
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}
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}
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// --- Leaf element types (each implements Element and knows how to Draw itself) ---
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// Label displays static text.
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type Label struct {
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id string
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region Region
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visible bool
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Text string
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Align TextAlign
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FontSize unit.Sp // 0 = theme default
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Color Color // 0 = theme default
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Bold bool
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}
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func (l Label) Region() Region { return l.region }
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func (l Label) Visible() bool { return l.visible }
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func (l Label) Draw(gtx layout.Context, r *Renderer) {
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r.drawText(gtx, l.Text, l.FontSize, l.region, l.Color)
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}
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func (l Label) ID() string { return l.id }
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// NewLabel creates a visible Label element.
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func NewLabel(text string, fontSize unit.Sp, region Region) Label {
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return Label{
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region: region,
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visible: true,
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Text: text,
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FontSize: fontSize,
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}
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}
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// Icon displays a named icon image.
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type Icon struct {
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id string
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region Region
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visible bool
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Name string // icon name, e.g. "cut"
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Size Dp // 0 = default icon size
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}
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func (i Icon) Region() Region { return i.region }
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func (i Icon) Visible() bool { return i.visible }
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func (i Icon) Draw(gtx layout.Context, r *Renderer) {
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img := r.icon(i.Name)
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if img == nil {
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return
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}
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size := i.Size
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if size == 0 {
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size = Dp(16)
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}
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r.drawPng(gtx, img, i.region, size, i.Size)
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}
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func (i Icon) ID() string { return i.id }
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// NewIcon creates a visible Icon element.
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func NewIcon(name string, region Region, size Dp) Icon {
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return Icon{
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region: region,
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visible: true,
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Name: name,
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Size: size,
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}
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}
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// TextField accepts text input or displays multiline text.
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type TextField struct {
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id string
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region Region
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visible bool
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Value string
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Placeholder string
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Focused bool
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Multiline bool
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ScrollOffset Dp
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VisibleLines []Line
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WordWrap bool
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WrapWidth Dp
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}
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func (tf TextField) Region() Region { return tf.region }
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func (tf TextField) Visible() bool { return tf.visible }
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func (tf TextField) ID() string { return tf.id }
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// Line represents a single line of text in a multiline TextField.
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type Line struct {
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Text string
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LineNumber int // 1-indexed, for display
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}
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// ListView displays a scrollable list of items.
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type ListView struct {
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id string
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region Region
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visible bool
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Items []ListItem
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ScrollOffset int
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Selected int
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}
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func (lv ListView) Region() Region { return lv.region }
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func (lv ListView) Visible() bool { return lv.visible }
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func (lv ListView) ID() string { return lv.id }
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// ListItem is a single entry in a ListView.
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type ListItem struct {
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Text string
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Subtext string
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Selected bool
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}
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// AlphaIndex displays an alphabetical index for quick navigation.
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type AlphaIndex struct {
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id string
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region Region
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visible bool
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Letters []string
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ActiveLetter string
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}
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func (ai AlphaIndex) Region() Region { return ai.region }
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func (ai AlphaIndex) Visible() bool { return ai.visible }
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func (ai AlphaIndex) ID() string { return ai.id }
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// NewAlphaIndex creates a visible AlphaIndex element.
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func NewAlphaIndex(region Region, letters []string) AlphaIndex {
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return AlphaIndex{
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region: region,
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visible: true,
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Letters: letters,
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}
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}
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// Button is an interactive button element.
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type Button struct {
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id string
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region Region
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visible bool
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Text string
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Enabled bool
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Primary bool
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}
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func (b Button) Region() Region { return b.region }
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func (b Button) Visible() bool { return b.visible }
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func (b Button) Draw(gtx layout.Context, r *Renderer) {
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th := material.NewTheme()
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th.Shaper = r.shp
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gtx.Constraints.Min.X = int(r.toPx(b.region.X))
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gtx.Constraints.Min.Y = int(r.toPx(b.region.Y))
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material.Label(th, r.theme.FontSize, b.Text).Layout(gtx)
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}
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func (b Button) ID() string { return b.id }
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// NewButton creates a visible Button element.
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func NewButton(text string, enabled bool, primary bool, region Region) Button {
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return Button{
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region: region,
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visible: true,
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Text: text,
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Enabled: enabled,
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Primary: primary,
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}
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}
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// SearchBar displays an in-editor search interface.
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type SearchBar struct {
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id string
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region Region
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visible bool
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Query string
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Match int
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Total int
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Forward bool
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}
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func (sb SearchBar) Region() Region { return sb.region }
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func (sb SearchBar) Visible() bool { return sb.visible }
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func (sb SearchBar) ID() string { return sb.id }
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// NewSearchBar creates a visible SearchBar element.
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func NewSearchBar(region Region, query string, match, total int, forward bool) SearchBar {
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return SearchBar{
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region: region,
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visible: true,
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Query: query,
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Match: match,
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Total: total,
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Forward: forward,
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}
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}
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// Cursor displays the text cursor and optional selection highlight.
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type Cursor struct {
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id string
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region Region
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visible bool
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Line int
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Column int
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Blinking bool
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Selection *Selection
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}
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func (c Cursor) Region() Region { return c.region }
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func (c Cursor) Visible() bool { return c.visible }
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func (c Cursor) ID() string { return c.id }
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// Selection represents a text selection range.
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type Selection struct {
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StartLine, StartCol int
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EndLine, EndCol int
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}
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// MergeHunk displays a conflict resolution hunk.
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type MergeHunk struct {
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id string
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region Region
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visible bool
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HunkNumber int
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TotalHunks int
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LineRange string
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ContextLines []string
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OurLines []string
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TheirLines []string
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Resolution HunkResolution
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}
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func (mh MergeHunk) Region() Region { return mh.region }
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func (mh MergeHunk) Visible() bool { return mh.visible }
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func (mh MergeHunk) ID() string { return mh.id }
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// HunkResolution represents the resolution state of a merge hunk.
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type HunkResolution int
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const (
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Unresolved HunkResolution = iota
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KeepOurs
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KeepTheirs
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MergeBoth
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)
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// Toast displays a temporary notification.
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type Toast struct {
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id string
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region Region
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visible bool
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Text string
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Timeout int // milliseconds
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}
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func (t Toast) Region() Region { return t.region }
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func (t Toast) Visible() bool { return t.visible }
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func (t Toast) ID() string { return t.id }
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// NewToast creates a visible Toast element.
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func NewToast(region Region, text string, timeout int) Toast {
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return Toast{
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region: region,
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visible: true,
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Text: text,
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Timeout: timeout,
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}
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}
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// Spacer adds vertical or horizontal space.
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type Spacer struct {
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id string
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region Region
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visible bool
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}
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func (s Spacer) Region() Region { return s.region }
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func (s Spacer) Visible() bool { return s.visible }
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func (s Spacer) ID() string { return s.id }
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// NewSpacer creates a visible Spacer element.
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func NewSpacer(height Dp) Spacer {
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return Spacer{
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region: Region{H: height},
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visible: true,
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}
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}
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// --- Utility types ---
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// Color is an RGBA color.
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type Color struct {
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R, G, B, A uint8
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}
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// Theme holds styling defaults for the UI.
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type Theme struct {
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FontSize unit.Sp // Gio's shaper requires unit.Sp for font sizes
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}
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// TextAlign specifies horizontal text alignment.
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type TextAlign int
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const (
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AlignStart TextAlign = iota
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AlignCenter
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AlignEnd
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)
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// InputType specifies the type of user input event.
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type InputType int
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const (
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Tap InputType = iota
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DoubleTap
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LongPress
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Scroll
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KeyDown
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KeyUp
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)
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// InputEvent represents a user input event routed to an element.
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type InputEvent struct {
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ElementID string
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Type InputType
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Data any
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}
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// ConfigEvent represents a window configuration change (resize, orientation).
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// Width and Height are in device-independent pixels (Dp).
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type ConfigEvent struct {
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Width Dp
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Height Dp
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}
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