Pad/doc/element_model.md
Greg Pomerantz dfc112f5d4 Update specs to match Element interface implementation
- Element is an interface with Region() and Visible() methods
- Concrete types have unexported region/visible/id fields
- Constructors (NewLabel, NewListView) replace embedded Element struct
- Theme simplified to FontSize only
- Removed OnSelect/OnPress callback IDs from element types
- Added internal/ui/ to architecture in spec.md

Co-authored-by: Qwen-Coder <qwen-coder@alibabacloud.com>
2026-05-07 18:19:54 -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.

2.3 Element Interface

All UI elements implement the Element interface, which exposes the region and visibility:

type Element interface {
    Region() Region
    Visible() bool
}

Concrete elements are plain Go structs with unexported fields for region, visible, and id. Constructors (NewLabel, NewListView, etc.) set these fields, keeping the API clean and preventing external mutation.

type Region struct {
    X, Y unit.Dp
    W, H unit.Dp
}

type Label struct { /* unexported region, visible, id + exported Text, Align, ... */ }
func NewLabel(text string, fontSize unit.Sp, region Region) Label
func (l Label) Region() Region
func (l Label) Visible() bool
func (l Label) ID() string

The renderer accepts []Element and dispatches via type switches. This keeps the logic layer testable — tests assert on concrete element values without any framework or interface indirection in the test code.

3. Element Catalog

3.1 Static Text

type Label struct {
    /* region, visible, id — unexported */
    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 {
    /* region, visible, id — unexported */
    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 {
    /* region, visible, id — unexported */
    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 {
    /* region, visible, id — unexported */
    Items        []ListItem
    ScrollOffset int       // index of the first visible item
    Selected     int       // index of selected item (-1 = none)
}

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 {
    /* region, visible, id — unexported */
    Letters      []string  // visible letters (e.g., ["A", "B", "C", ...])
    ActiveLetter string    // currently pressed letter (for highlighting)
}

Used for: quick navigation in the directory browser.

3.6 Buttons

type Button struct {
    /* region, visible, id — unexported */
    Text    string
    Enabled bool
    Primary bool  // true = emphasized style (e.g., filled background)
}

Used for: merge resolution (ours/theirs/both), dismiss, apply.

3.7 Merge Hunk

type MergeHunk struct {
    /* region, visible, id — unexported */
    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

type StatusBar struct {
    /* region, visible, id — unexported */
    Left  string  // e.g., "Ln 10, Col 5"
    Right string  // e.g., "1024 / 50000 bytes"
}

3.9 Toast / Notification

type Toast struct {
    /* region, visible, id — unexported */
    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 {
    /* region, visible, id — unexported */
    // 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:

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 renderer:

type Theme struct {
    FontSize unit.Sp
}

Elements that don't specify explicit colors/sizes use theme defaults. The theme is part of the app state, not a global. Screen dimensions, header/status bar heights, and padding are layout constants known to the logic layer's layout functions, not theme fields.

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 layout functions, and assert on the resulting []Element. Since Element is an interface, tests type-assert to concrete types:

func TestBrowserFiltersBySearch(t *testing.T) {
    state := BrowserState{Entries: allFiles, Search: "foo"}
    elems := BrowserLayout(state, screen)

    list, ok := elems[2].(ListView)
    assert.True(t, ok)
    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, screen)

    cursor, ok := elems[1].(Cursor)
    assert.True(t, ok)
    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, screen)

    hunk, ok := elems[2].(MergeHunk)
    assert.True(t, ok)
    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