Pad/internal/ui/element.go
Greg Pomerantz ec11abf8f1 Add text selection, real-file e2e tests, and Android arrow-key support
Selection: shift+arrow extends a selection (absolute byte offsets,
anchor/caret model); insert/backspace/delete replace the selection; the
IME unions its reported range with the active selection; the highlight
is drawn in the TextField and the selection is pushed to the IME.

Android key input (the blocker found during on-device validation):
Gio v0.10 on Android (a) drops modifier state in the JNI bridge and
(b) wraps plain arrow-key presses in input.SystemEvent for focus
navigation, so arrow keys never reached the editor. main.go now
registers explicit named key.Filters for the four arrows (delivers the
press and suppresses the focus jump) and tracks the shift key itself.
Verified on the emulator: plain arrows move the caret, shift+arrow
shows a highlight, typing replaces the selection.

Real-file e2e tests (real on-disk files via the real FileSystem,
multi-chunk 256KB files, chunk-boundary and multi-byte edits) found
and fixed two real bugs:
  1. Line index: UpdateLineIndexAfterEdit only shifted offsets; edits
     involving newlines left it permanently inconsistent. Replaced with
     newline-aware UpdateLineIndexAfterInsert/UpdateLineIndexAfterDelete.
  2. Rune granularity: HandleBackspace/HandleDelete deleted one byte,
     corrupting multi-byte UTF-8 characters (e.g. a 2-byte char
     straddling a chunk boundary). Now rune-granular.

Also: airtight e2e harness load-wait (StatFile/ReadFile/BuildLineIndex
interleaving could satisfy the old condition early).

Full suite green under -race; on-device verified.
2026-08-17 00:32:53 -04:00

892 lines
28 KiB
Go

package ui
import (
"fmt"
"image"
"image/color"
"strings"
"gioui.org/font"
"gioui.org/io/key"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
)
// Region defines a screen area in device-independent pixels (Dp).
// All element positions and sizes use Dp for device independence.
type Region struct {
X, Y Dp
W, H Dp
}
// String returns a string representation of the Region.
func (r Region) String() string {
return fmt.Sprintf("Region{x=%g y=%g w=%g h=%g}", r.X, r.Y, r.W, r.H)
}
// Element is the base interface for all UI elements.
// Elements know how to draw themselves when given a Renderer.
type Element interface {
Region() Region
Visible() bool
Draw(gtx layout.Context, r *Renderer)
String() string
Type() string
}
// Container holds child elements and draws them within its bounds.
// Children's regions are screen-space; clipping handles containment.
type Container struct {
id string
region Region
visible bool
background Color
Children []Element // Changed to Exported
}
func (c Container) Type() string { return "container" }
func (c Container) Region() Region { return c.region }
func (c Container) Visible() bool { return c.visible }
func (c Container) Draw(gtx layout.Context, r *Renderer) {
// Draw background — children are drawn by drawElement, not here
if c.background != (Color{}) {
r.drawBg(gtx, c.region, c.background)
}
}
// String returns a string representation of the Container and all children.
func (c Container) String() string {
var sb strings.Builder
sb.WriteString(fmt.Sprintf("Container[%s] region=%+v bg=%#v children=%d", c.id, c.region, c.background, len(c.Children)))
for i, child := range c.Children {
if str, ok := any(child).(fmt.Stringer); ok {
sb.WriteString(fmt.Sprintf("\n [%d] %s", i, str.String()))
} else {
sb.WriteString(fmt.Sprintf("\n [%d] %T region=%+v", i, child, child.Region()))
}
}
return sb.String()
}
// NewContainer creates a Container with the given region, background, and children.
func NewContainer(region Region, bg Color, children []Element) Container {
return Container{
region: region,
visible: true,
background: bg,
Children: children,
}
}
// --- Leaf element types (each implements Element and knows how to Draw itself) ---
// Label displays static text.
type Label struct {
id string
region Region
visible bool
interactions []Interaction
Text string
Align TextAlign
FontSize unit.Sp // 0 = theme default
Color Color // 0 = theme default
Bold bool
}
func (l Label) Type() string { return "label" }
func (l Label) Region() Region { return l.region }
func (l Label) Visible() bool { return l.visible }
func (l Label) Interactions() []Interaction { return l.interactions }
func (l Label) Draw(gtx layout.Context, r *Renderer) {
col := l.Color
if col == (Color{}) {
col = Color{R: 0, G: 0, B: 0, A: 255}
}
// Click registration is handled by registerInteraction within drawElement,
// which correctly applies the container offset. No separate RegisterClick needed.
r.drawText(gtx, l.Text, l.FontSize, l.region, l.Align, col, l.id)
}
func (l Label) ID() string { return l.id }
// String returns a string representation of the Label.
func (l Label) String() string {
return fmt.Sprintf("Label[%s] text=%q region=%+v align=%d fontSize=%g", l.id, l.Text, l.region, l.Align, l.FontSize)
}
// NewLabel creates a visible Label element.
func NewLabel(text string, fontSize unit.Sp, region Region, align TextAlign, id string, interactions []Interaction) Label {
return Label{
id: id,
region: region,
visible: true,
interactions: interactions,
Text: text,
FontSize: fontSize,
Align: align,
}
}
// Icon displays a named icon image.
type Icon struct {
id string
region Region
visible bool
interactions []Interaction
Name string // icon name, e.g. "cut"
Size Dp // 0 = default icon size
}
func (i Icon) Type() string { return "icon" }
func (i Icon) Region() Region { return i.region }
func (i Icon) Visible() bool { return i.visible }
func (i Icon) Interactions() []Interaction { return i.interactions }
func (i Icon) Draw(gtx layout.Context, r *Renderer) {
img := r.icon(i.Name)
if img == nil {
return
}
// Click registration is handled by registerInteraction within drawElement,
// which correctly applies the container offset. No separate RegisterClick needed.
// Auto-scale: if Size is 0, use region dimensions so the icon fills its region
w, h := Dp(0), Dp(0)
if i.Size == 0 {
w, h = i.region.W, i.region.H
}
r.drawPng(gtx, img, i.region, w, h)
}
func (i Icon) ID() string { return i.id }
// String returns a string representation of the Icon.
func (i Icon) String() string {
return fmt.Sprintf("Icon[%s] name=%q region=%+v size=%g", i.id, i.Name, i.region, i.Size)
}
// NewIcon creates a visible Icon element.
func NewIcon(name string, region Region, size Dp, interactions []Interaction) Icon {
return Icon{
id: name,
region: region,
visible: true,
interactions: interactions,
Name: name,
Size: size,
}
}
// TextField accepts text input or displays multiline text.
type TextField struct {
id string
region Region
visible bool
interactions []Interaction
Value string
Placeholder string
Focused bool
Multiline bool
CursorPosition int
// SelectionStart/SelectionEnd are byte offsets into Value (the visible
// window); -1 means no selection. Used for the IME selection push and the
// in-app highlight.
SelectionStart int
SelectionEnd int
ScrollOffset Dp
VisibleLines []Line
WordWrap bool
WrapWidth Dp
}
func (tf TextField) Type() string { return "textfield" }
func (tf TextField) Region() Region { return tf.region }
func (tf TextField) Visible() bool { return tf.visible }
func (tf TextField) ID() string { return tf.id }
func (tf TextField) Interactions() []Interaction { return tf.interactions }
func (tf TextField) NeedsClip() bool { return true }
// String returns a string representation of the TextField.
func (tf TextField) String() string {
return fmt.Sprintf("TextField[%s] region=%+v len=%d multiline=%v", tf.id, tf.region, len(tf.Value), tf.Multiline)
}
// Draw renders the TextField. For multiline text, it shapes with word wrap
// and draws display lines inline — one LayoutString call, no double-shaping.
func (tf TextField) Draw(gtx layout.Context, r *Renderer) {
if tf.Focused {
// (Re-)gained focus for this field (or a different field than the one the
// dedup state currently tracks): force a fresh snippet/selection push so
// the IME starts from a known state.
if r.lastIMEField != tf.id || !r.lastWasFocused {
r.lastSnippet = key.Snippet{}
r.lastSelStart = -1
r.lastSelCaret = -1
}
r.lastIMEField = tf.id
r.lastWasFocused = true
gtx.Execute(key.FocusCmd{Tag: tf.id})
gtx.Execute(key.SoftKeyboardCmd{Show: true})
// IME wiring. The visible window (tf.Value) is pushed as the snippet
// with Range {0, len}, so the IME treats the window as the document and
// reports EditEvent.Range window-relative. This lets swipe/autocorrect
// operate on the visible text without shipping the whole file to the IME.
//
// Item 4: tell the IME this is a text field (enables the text keyboard,
// autocorrect, and suggestions).
key.InputHintOp{Tag: tf.id, Hint: key.HintText}.Add(gtx.Ops)
// Item 2: push the snippet (the visible window) for swipe/autocorrect,
// but only when it changed. Re-pushing an unchanged snippet every frame
// resets the IME's composition/cursor, which desyncs fast commits (see
// widget.Editor's updateSnippet dedup).
snippet := key.Snippet{
Range: key.Range{Start: 0, End: runeCount(tf.Value, len(tf.Value))},
Text: tf.Value,
}
if snippet != r.lastSnippet {
r.lastSnippet = snippet
gtx.Execute(key.SnippetCmd{Tag: tf.id, Snippet: snippet})
}
// Item 1: sync the caret/selection so the IME's selection matches.
// Window-relative rune indices (tf.CursorPosition and the selection
// bounds are byte offsets into tf.Value). With a selection, push the
// full range so the IME highlights it and a commit replaces it (the
// logic side unions the commit range with the selection, so the
// replacement is deterministic regardless of what the IME reports).
// Push only when the (start, end) pair changes, so a static selection
// does not reset the IME every frame.
var selStart, selEnd int
if tf.SelectionStart >= 0 && tf.SelectionEnd > tf.SelectionStart {
// Clamp to the window (the element may be built from a window that
// does not fully contain the selection).
s := tf.SelectionStart
if s < 0 {
s = 0
}
e := tf.SelectionEnd
if e > len(tf.Value) {
e = len(tf.Value)
}
selStart = runeCount(tf.Value, s)
selEnd = runeCount(tf.Value, e)
} else {
selStart = -1
selEnd = runeCount(tf.Value, tf.CursorPosition)
}
if selStart != r.lastSelStart || selEnd != r.lastSelCaret {
r.lastSelStart = selStart
r.lastSelCaret = selEnd
rng := key.Range{Start: selStart, End: selEnd}
if selStart < 0 {
rng = key.Range{Start: selEnd, End: selEnd}
}
gtx.Execute(key.SelectionCmd{Tag: tf.id, Range: rng, Caret: key.Caret{}})
}
} else if r.lastIMEField == tf.id {
// This (previously-focused) field lost focus: forget it so the next focus
// pushes a fresh snippet/selection.
r.lastIMEField = ""
r.lastWasFocused = false
r.lastSnippet = key.Snippet{}
r.lastSelStart = -1
r.lastSelCaret = -1
}
r.drawWrappedText(gtx, tf.Value, tf.region, tf.WrapWidth, tf.ScrollOffset, tf.CursorPosition, tf.SelectionStart, tf.SelectionEnd)
}
// runeCount returns the number of UTF-8 runes in s[:bytePos] (bytePos is a
// byte offset, clamped to len(s)). A rune starts at an ASCII byte (<0x80) or a
// multi-byte lead byte (>=0xC0); 0x80-0xBF are continuation bytes.
func runeCount(s string, bytePos int) int {
if bytePos > len(s) {
bytePos = len(s)
}
n := 0
for i := 0; i < bytePos; i++ {
b := s[i]
if b < 0x80 || b >= 0xC0 {
n++
}
}
return n
}
// NewTextField creates a visible multiline TextField.
func NewTextField(id string, value string, region Region, wrapWidth Dp, scrollOffset Dp, cursorPos int, selStart, selEnd int, interactions []Interaction) TextField {
return TextField{
id: id,
region: region,
visible: true,
interactions: interactions,
Value: value,
Multiline: true,
WordWrap: true,
WrapWidth: wrapWidth,
ScrollOffset: scrollOffset,
CursorPosition: cursorPos,
SelectionStart: selStart,
SelectionEnd: selEnd,
}
}
// Line represents a single line of text in a multiline TextField.
type Line struct {
Text string
LineNumber int // 1-indexed, for display
}
// ListView displays a scrollable list of items.
type ListView struct {
id string
region Region
visible bool
interactions []Interaction
Items []ListItem
ScrollOffset Dp // pixel-level scroll offset
Selected int
RowTapHandler func(any) // handler for row taps, receives index as any
}
func (lv ListView) Type() string { return "listview" }
func (lv ListView) Region() Region { return lv.region }
func (lv ListView) Visible() bool { return lv.visible }
func (lv ListView) ID() string { return lv.id }
func (lv ListView) NeedsClip() bool { return true }
func (lv ListView) Interactions() []Interaction {
// ListView registers its scroll in Draw, not via registerInteraction.
// Filter out Scroll so registerInteraction only handles Tap.
var filtered []Interaction
for _, interaction := range lv.interactions {
if interaction.Gesture != Scroll {
filtered = append(filtered, interaction)
}
}
return filtered
}
// String returns a string representation of the ListView.
func (lv ListView) String() string {
var sb strings.Builder
sb.WriteString(fmt.Sprintf("ListView[%s] region=%+v items=%d selected=%d", lv.id, lv.region, len(lv.Items), lv.Selected))
for i, item := range lv.Items {
sb.WriteString(fmt.Sprintf("\n [%d] %s", i, item.String()))
}
return sb.String()
}
// Draw renders each list item as a row of text.
// The scroll gesture is registered via the normal interaction path so it
// is clipped to the list region by the element's clip context.
func (lv ListView) Draw(gtx layout.Context, r *Renderer) {
// Register scroll gesture - clip is already active from drawElement
if len(lv.interactions) > 0 {
var scrollHandler func(any)
for _, interaction := range lv.interactions {
if interaction.Gesture == Scroll {
scrollHandler = interaction.Handler
break
}
}
if scrollHandler != nil {
r.RegisterScroll(gtx, lv.id, lv.region, scrollHandler)
}
}
rowHeight := Dp(48)
firstVisibleRow := int(lv.ScrollOffset / rowHeight)
for i, item := range lv.Items {
// Account for scroll offset: row Y is shifted up by scroll amount
rowGlobalIndex := firstVisibleRow + i
y := lv.region.Y + Dp(rowGlobalIndex)*rowHeight - lv.ScrollOffset
// Only draw visible rows (virtualized)
if y+rowHeight < lv.region.Y || y > lv.region.Y+lv.region.H {
continue
}
// Draw background for selected item (removed as per request)
/*
if item.Selected || (lv.Selected == i) {
r.drawBg(gtx, Region{
X: lv.region.X, Y: y,
W: lv.region.W, H: rowHeight,
}, Color{R: 200, G: 220, B: 255, A: 255})
}
*/
// Register click area for this row
rowID := fmt.Sprintf("list_row_%d", rowGlobalIndex)
r.RegisterClick(gtx, rowID, Region{
X: lv.region.X, Y: y,
W: lv.region.W, H: rowHeight,
}, func(data any) {
// ListView clicks are simple taps, not coordinate-based.
if lv.RowTapHandler != nil {
lv.RowTapHandler(rowGlobalIndex)
} else {
OpenFile(item.Text)
}
})
// Draw main text
textRegion := Region{
X: lv.region.X + Dp(8),
Y: y + Dp(4),
W: lv.region.W - Dp(32),
H: rowHeight - Dp(8),
}
r.drawText(gtx, item.Text, 14, textRegion, AlignStart, Color{R: 0, G: 0, B: 0, A: 255}, "")
// Draw subtext
if item.Subtext != "" {
subRegion := Region{
X: lv.region.X + Dp(8),
Y: y + rowHeight - Dp(22),
W: lv.region.W - Dp(32),
H: Dp(16),
}
r.drawText(gtx, item.Subtext, 12, subRegion, AlignStart, Color{R: 128, G: 128, B: 128, A: 255}, "")
}
}
}
// NewListView creates a visible ListView element.
func NewListView(id string, items []ListItem, region Region, scrollOffset Dp, selected int, interactions []Interaction, rowTapHandler func(any)) ListView {
return ListView{
id: id,
region: region,
visible: true,
interactions: interactions,
Items: items,
ScrollOffset: scrollOffset,
Selected: selected,
RowTapHandler: rowTapHandler,
}
}
// ListItem is a single entry in a ListView.
type ListItem struct {
Text string
Subtext string
Selected bool
}
// String returns a string representation of the ListItem.
func (li ListItem) String() string {
selected := ""
if li.Selected {
selected = " *"
}
return fmt.Sprintf("ListItem text=%q subtext=%q%s", li.Text, li.Subtext, selected)
}
// AlphaIndex displays an alphabetical index for quick navigation.
type AlphaIndex struct {
id string
region Region
visible bool
interactions []Interaction
Letters []string
ActiveLetter string
}
func (ai AlphaIndex) Type() string { return "alphaindex" }
func (ai AlphaIndex) Region() Region { return ai.region }
func (ai AlphaIndex) Visible() bool { return ai.visible }
func (ai AlphaIndex) ID() string { return ai.id }
func (ai AlphaIndex) Interactions() []Interaction { return ai.interactions }
// String returns a string representation of the AlphaIndex.
func (ai AlphaIndex) String() string {
return fmt.Sprintf("AlphaIndex[%s] region=%+v letters=%v active=%q", ai.id, ai.region, ai.Letters, ai.ActiveLetter)
}
// NewAlphaIndex creates a visible AlphaIndex element.
func NewAlphaIndex(region Region, letters []string) AlphaIndex {
return AlphaIndex{
region: region,
visible: true,
Letters: letters,
}
}
// Button is an interactive button element.
type Button struct {
id string
region Region
visible bool
interactions []Interaction
Text string
Enabled bool
Primary bool
}
func (b Button) Type() string { return "button" }
func (b Button) Region() Region { return b.region }
func (b Button) Visible() bool { return b.visible }
func (b Button) Interactions() []Interaction { return b.interactions }
func (b Button) Draw(gtx layout.Context, r *Renderer) {
col := Color{R: 0, G: 0, B: 0, A: 255}
r.drawText(gtx, b.Text, r.theme.FontSize, b.region, AlignStart, col, b.id)
}
func (b Button) ID() string { return b.id }
// String returns a string representation of the Button.
func (b Button) String() string {
return fmt.Sprintf("Button[%s] text=%q region=%+v enabled=%v", b.id, b.Text, b.region, b.Enabled)
}
// NewButton creates a visible Button element.
func NewButton(text string, enabled bool, primary bool, region Region) Button {
return Button{
region: region,
visible: true,
Text: text,
Enabled: enabled,
Primary: primary,
}
}
// SearchBar displays an in-editor search interface.
type SearchBar struct {
id string
region Region
visible bool
interactions []Interaction
Query string
Match int
Total int
Forward bool
}
func (sb SearchBar) Type() string { return "searchbar" }
func (sb SearchBar) Region() Region { return sb.region }
func (sb SearchBar) Visible() bool { return sb.visible }
func (sb SearchBar) ID() string { return sb.id }
func (sb SearchBar) Interactions() []Interaction { return sb.interactions }
// String returns a string representation of the SearchBar.
func (sb SearchBar) String() string {
return fmt.Sprintf("SearchBar[%s] region=%+v query=%q match=%d/%d", sb.id, sb.region, sb.Query, sb.Match, sb.Total)
}
// NewSearchBar creates a visible SearchBar element.
func NewSearchBar(region Region, query string, match, total int, forward bool) SearchBar {
return SearchBar{
region: region,
visible: true,
Query: query,
Match: match,
Total: total,
Forward: forward,
}
}
// Cursor displays the text cursor and optional selection highlight.
type Cursor struct {
id string
region Region
ClipRegion Region // Region to clip drawing
visible bool
interactions []Interaction
Line int
Column int
Blinking bool
Selection *Selection
}
func (c Cursor) NeedsClip() bool { return true }
func (c Cursor) Type() string { return "cursor" }
func (c Cursor) Region() Region { return c.region }
func (c Cursor) Visible() bool { return c.visible }
func (c Cursor) ID() string { return c.id }
func (c Cursor) Interactions() []Interaction { return c.interactions }
// String returns a string representation of the Cursor.
func (c Cursor) String() string {
return fmt.Sprintf("Cursor[%s] region=%+v line=%d col=%d", c.id, c.region, c.Line, c.Column)
}
func (c Cursor) Draw(gtx layout.Context, r *Renderer) {
// Clip to the cursor's allocated clip region (e.g., the editor text field)
// to prevent drawing over status bars.
var stack *clip.Stack
if c.ClipRegion.W > 0 && c.ClipRegion.H > 0 {
stack = new(clip.Stack)
*stack = clip.Rect{
Min: image.Point{X: int(r.toPx(c.ClipRegion.X)), Y: int(r.toPx(c.ClipRegion.Y))},
Max: image.Point{X: int(r.toPx(c.ClipRegion.X + c.ClipRegion.W)), Y: int(r.toPx(c.ClipRegion.Y + c.ClipRegion.H))},
}.Op().Push(gtx.Ops)
}
// Draw a thin vertical bar (e.g., width 2dp, height 18dp) at the cursor's top-left position
// instead of filling the entire region, which covers the text editor.
cursorRegion := Region{
X: c.region.X,
Y: c.region.Y,
W: Dp(2),
H: Dp(18),
}
r.drawBg(gtx, cursorRegion, Color{R: 0, G: 0, B: 0, A: 255})
if stack != nil {
stack.Pop()
}
}
func NewCursor(id string, region Region, line, col int, blinking bool) Cursor {
return Cursor{
id: id,
region: region,
visible: true,
Line: line,
Column: col,
Blinking: blinking,
}
}
// Selection represents a text selection range.
type Selection struct {
StartLine, StartCol int
EndLine, EndCol int
}
// MergeHunk displays a conflict resolution hunk.
type MergeHunk struct {
id string
region Region
visible bool
interactions []Interaction
HunkNumber int
TotalHunks int
LineRange string
ContextLines []string
OurLines []string
TheirLines []string
Resolution HunkResolution
}
func (mh MergeHunk) Type() string { return "mergehunk" }
func (mh MergeHunk) Region() Region { return mh.region }
func (mh MergeHunk) Visible() bool { return mh.visible }
func (mh MergeHunk) ID() string { return mh.id }
func (mh MergeHunk) Interactions() []Interaction { return mh.interactions }
// String returns a string representation of the MergeHunk.
func (mh MergeHunk) String() string {
return fmt.Sprintf("MergeHunk[%s] region=%+v hunk=%d/%d lineRange=%s resolution=%d", mh.id, mh.region, mh.HunkNumber, mh.TotalHunks, mh.LineRange, mh.Resolution)
}
// HunkResolution represents the resolution state of a merge hunk.
type HunkResolution int
const (
Unresolved HunkResolution = iota
KeepOurs
KeepTheirs
MergeBoth
)
// Toast displays a temporary notification.
type Toast struct {
id string
region Region
visible bool
interactions []Interaction
Text string
Timeout int // milliseconds
}
func (t Toast) Type() string { return "toast" }
func (t Toast) Region() Region { return t.region }
func (t Toast) Visible() bool { return t.visible }
func (t Toast) ID() string { return t.id }
func (t Toast) Interactions() []Interaction { return t.interactions }
// String returns a string representation of the Toast.
func (t Toast) String() string {
return fmt.Sprintf("Toast[%s] text=%q region=%+v timeout=%d", t.id, t.Text, t.region, t.Timeout)
}
// NewToast creates a visible Toast element.
func NewToast(region Region, text string, timeout int) Toast {
return Toast{
region: region,
visible: true,
Text: text,
Timeout: timeout,
}
}
// Spacer adds vertical or horizontal space.
type Spacer struct {
id string
region Region
visible bool
interactions []Interaction
}
func (s Spacer) Type() string { return "spacer" }
func (s Spacer) Region() Region { return s.region }
func (s Spacer) Visible() bool { return s.visible }
func (s Spacer) ID() string { return s.id }
func (s Spacer) Interactions() []Interaction { return s.interactions }
// String returns a string representation of the Spacer.
func (s Spacer) String() string {
return fmt.Sprintf("Spacer[%s] region=%+v", s.id, s.region)
}
// NewSpacer creates a visible Spacer element.
func NewSpacer(height Dp) Spacer {
return Spacer{
region: Region{H: height},
visible: true,
}
}
// GioEditor is a reference to a main-owned widget.Editor (see
// Renderer.RegisterGioEditor). The element itself is pure data: the mutable
// widget state lives in the renderer, which is owned by the main goroutine.
type GioEditor struct {
id string
region Region
visible bool
interactions []Interaction
}
func (ge GioEditor) Type() string { return "gioeditor" }
func (ge GioEditor) Region() Region { return ge.region }
func (ge GioEditor) Visible() bool { return ge.visible }
func (ge GioEditor) ID() string { return ge.id }
func (ge GioEditor) Interactions() []Interaction { return ge.interactions }
// String returns a string representation of the GioEditor.
func (ge GioEditor) String() string {
return fmt.Sprintf("GioEditor[%s] region=%+v", ge.id, ge.region)
}
// Draw renders the Gio Editor widget registered for this element's ID.
func (ge GioEditor) Draw(gtx layout.Context, r *Renderer) {
ed, ok := r.GioEditor(ge.id)
if !ok {
return
}
ed.SingleLine = true
// Position and clip to the editor's region
stack := op.Offset(image.Pt(int(r.toPx(ge.region.X)), int(r.toPx(ge.region.Y)))).Push(gtx.Ops)
defer stack.Pop()
// Draw a simple background for the search bar
rect := image.Rectangle{Max: image.Pt(int(r.toPx(ge.region.W)), int(r.toPx(ge.region.H)))}
paint.FillShape(gtx.Ops, color.NRGBA{R: 245, G: 245, B: 245, A: 255}, clip.Rect(rect).Op())
// Create paint color macros for text and selection colors
textMacro := op.Record(gtx.Ops)
paint.ColorOp{Color: color.NRGBA{R: 0, G: 0, B: 0, A: 255}}.Add(gtx.Ops)
textColor := textMacro.Stop()
selectionMacro := op.Record(gtx.Ops)
paint.ColorOp{Color: color.NRGBA{R: 200, G: 220, B: 255, A: 255}}.Add(gtx.Ops)
selectionColor := selectionMacro.Stop()
// Set constraints so the editor knows its size for hit-testing
gtx.Constraints = layout.Exact(rect.Size())
// Use our RegisterClick to ensure the full region is clickable
// NOTE: We pass the tap handler to RegisterClick which uses coordinates.
var tapHandler func(any)
for _, interaction := range ge.interactions {
if interaction.Gesture == Tap {
tapHandler = interaction.Handler
break
}
}
r.RegisterClick(gtx, ge.id, ge.region, tapHandler)
ed.Layout(gtx, r.shp, font.Font{}, r.theme.FontSize, textColor, selectionColor)
}
// NewGioEditor creates a GioEditor element referencing the widget.Editor
// registered with the renderer under id.
func NewGioEditor(id string, region Region) GioEditor {
return GioEditor{
id: id,
region: region,
visible: true,
}
}
// --- Utility types ---
// OpenFile is called by the browser list when a file row is tapped.
// Set by the editor package after initialization.
var OpenFile func(string)
// Color is an RGBA color.
type Color struct {
R, G, B, A uint8
}
// String returns a string representation of the Color.
func (c Color) String() string {
return fmt.Sprintf("Color{R:%d G:%d B:%d A:%d}", c.R, c.G, c.B, c.A)
}
// Theme holds styling defaults for the UI.
type Theme struct {
FontSize unit.Sp // Gio's shaper requires unit.Sp for font sizes
}
// TextAlign specifies horizontal text alignment.
type TextAlign int
const (
AlignStart TextAlign = iota
AlignCenter
AlignEnd
)
// InputType specifies the type of user input event.
type InputType int
const (
Tap InputType = iota
DoubleTap
LongPress
Scroll
KeyDown
KeyUp
)
// Interaction pairs a gesture type with a handler function.
type Interaction struct {
Gesture InputType
Handler func(any)
}
// Interactive is implemented by elements that respond to input events.
type Interactive interface {
ID() string
Interactions() []Interaction
}
// Point defines a 2D coordinate in device-independent pixels (Dp).
// KeyEvent is a key press with its modifier state, delivered as the Data of
// an InputEvent to a ui.KeyDown handler. It replaces passing a bare key.Name
// (which discarded modifier state) so handlers can distinguish e.g.
// shift+arrow (extend selection) from plain arrow (move cursor).
type KeyEvent struct {
Name key.Name
Shift bool
}
type Point struct {
X, Y Dp
}
// InputEvent represents a user input event with its handler.
type InputEvent struct {
Handler func(any)
Data any
}
// ConfigEvent represents a window configuration change (resize, orientation).
// Width and Height are in device-independent pixels (Dp).
type ConfigEvent struct {
Width Dp
Height Dp
}