2255fe214e
A custom node that paints its own key highlight does not want the whole node marked dirty on every press.
218 lines
6.4 KiB
Lua
218 lines
6.4 KiB
Lua
package.path = "./lua/lib/?.lua;" .. package.path
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local files = {}
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local cleared, invalidated = nil, {}
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fs = {
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readFile = function(path, maxBytes)
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local value = files[path]
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if value and #value > maxBytes then return nil, "too large" end
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return value, value and nil or "missing"
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end,
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writeFile = function(path, value)
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files[path] = value
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return true
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end,
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}
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gui = {
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FONT_SMALL = 0,
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FONT_UI = 1,
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FONT_BODY = 2,
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FONT_LARGE = 3,
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STYLE_NORMAL = 0,
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STYLE_BOLD = 1,
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color = function(r, g, b) return r * 65536 + g * 256 + b end,
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getWidth = function() return 320 end,
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getHeight = function() return 480 end,
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getTextWidth = function(_, text) return #text * 6 end,
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getFontHeight = function() return 8 end,
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clear = function(color) cleared = color end,
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}
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local nodes, focus, painter = {}, nil, nil
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local buttonCount = 0
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local function interactiveNodes()
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local result = {}
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for id, entry in ipairs(nodes) do
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if entry.interactive then result[#result + 1] = id end
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end
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return result
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end
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node = {
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reset = function()
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nodes, focus, buttonCount = {}, nil, 0
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end,
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create = function(parent, spec)
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local id = #nodes + 1
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local x = 0
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if spec.type == "button" then
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buttonCount = buttonCount + 1
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x = (buttonCount - 1) * 100
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end
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nodes[id] = {
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parent = parent,
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type = spec.type,
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label = spec.label,
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interactive = spec.interactive,
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rect = {x, 0, 90, 50},
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pressed = false,
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style = {},
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}
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return id
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end,
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attach = function(parent, child) nodes[child].parent = parent end,
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setSize = function() end,
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setStyle = function(id, style)
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for key, value in pairs(style) do nodes[id].style[key] = value end
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end,
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layout = function() return true end,
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dropScratch = function() end,
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hit = function(_, x, y)
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for _, id in ipairs(interactiveNodes()) do
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local rect = nodes[id].rect
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if x >= rect[1] and x < rect[1] + rect[3] and y >= rect[2] and y < rect[2] + rect[4] then
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return id
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end
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end
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end,
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getRect = function(id) return table.unpack(nodes[id].rect) end,
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setLabel = function(id, text) nodes[id].label = text end,
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getLabel = function(id) return nodes[id].label end,
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invalidate = function(id) invalidated[#invalidated + 1] = id end,
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setPressed = function(id, pressed) nodes[id].pressed = pressed end,
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isPressed = function(id) return nodes[id].pressed end,
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setPainter = function(callback) painter = callback end,
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draw = function()
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if painter then
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for id, entry in ipairs(nodes) do
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if entry.type == "custom" then painter(id, table.unpack(entry.rect)) end
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end
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end
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end,
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focusFirst = function()
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focus = interactiveNodes()[1]
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return focus
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end,
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setFocus = function(id) focus = id end,
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getFocus = function() return focus end,
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moveFocus = function(_, direction)
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local items, current = interactiveNodes(), nil
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for index, id in ipairs(items) do
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if id == focus then current = index break end
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end
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local step = (direction == "right" or direction == "down") and 1 or -1
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local nextIndex = current and current + step or 1
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if items[nextIndex] then focus = items[nextIndex] end
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return focus
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end,
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}
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local ui = require("ui")
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assert(ui.getTheme() == "light")
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assert(table.concat(ui.themeNames(), ",") == "dark,light,mono")
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local ok, err = ui.setTheme("missing")
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assert(ok == nil and err == "Unknown theme")
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assert(ui.setTheme("dark") == true)
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assert(files["/.lua/theme"] == "dark" and ui.getTheme() == "dark")
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local events = {}
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local function handler(name)
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return function(id, x, y)
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events[#events + 1] = {name, id, x, y}
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end
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end
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local first = ui.button{
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label = "one",
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on_enter = handler("enter"),
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on_exit = handler("exit"),
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on_click = handler("click"),
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}
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local second = ui.button{
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label = "two",
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on_enter = handler("enter"),
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on_exit = handler("exit"),
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on_click = handler("click"),
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}
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local screen = ui.screen(ui.box{row = true, first, second})
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assert(screen:down(10, 10))
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assert(node.isPressed(first))
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assert(screen:move(95, 10))
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assert(not node.isPressed(first))
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assert(screen:move(10, 10))
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assert(node.isPressed(first))
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assert(screen:up(10, 10))
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assert(not node.isPressed(first))
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local expectedTouch = {"enter", "exit", "enter", "exit", "click"}
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for index, name in ipairs(expectedTouch) do
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local event = events[index]
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assert(event and event[1] == name and event[2] == first)
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assert(event[3] == 10 or event[3] == 95)
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assert(event[4] == 10)
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end
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events = {}
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assert(screen:button("right", true))
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assert(screen:button("right", false))
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assert(node.getFocus() == first)
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assert(screen:button("right", true))
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assert(node.getFocus() == second)
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assert(screen:button("confirm", true))
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assert(node.isPressed(second))
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assert(screen:button("confirm", false))
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assert(not node.isPressed(second))
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assert(screen:button("back", true) == false)
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local expectedButtons = {
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{"enter", first},
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{"exit", first},
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{"enter", second},
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{"click", second},
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}
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for index, expected in ipairs(expectedButtons) do
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local event = events[index]
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assert(event and event[1] == expected[1] and event[2] == expected[2])
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assert(event[3] == nil and event[4] == nil)
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end
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local before = #invalidated
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assert(ui.setTheme("mono") == true)
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assert(ui.getTheme() == "mono" and #invalidated == before + 1)
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assert(cleared == ui.theme.background)
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screen:draw()
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-- 320x480 portrait: three columns, and the reserve comes off the height budget.
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local side, columns = ui.cardSide(5, 12, 8)
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assert(columns == 3 and side == 93, "width is the binding constraint in portrait")
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-- Five cards are two rows, so a reserve that eats the height budget shrinks the card.
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assert(select(1, ui.cardSide(5, 12, 8, 300)) == 74, "height binds once the reserve is large")
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-- A widget painting its own feedback is never given a pressed style, while an ordinary one
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-- still is. Which node was hit is geometry, so the test names the target directly.
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ui.reset()
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local pressedCalls = {}
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node.setPressed = function(_, on) pressedCalls[#pressedCalls + 1] = on end
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local own = ui.custom{h = 20, press_style = false, on_click = function() end}
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local styled = ui.button{h = 20, label = "ok", on_click = function() end}
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local board = ui.screen(ui.box{own, styled})
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local target
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node.hit = function() return target end
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target = own
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board:down(0, 0)
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board:up(0, 0)
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assert(#pressedCalls == 0, "a self-painting widget is not styled on press")
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target = styled
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board:down(0, 0)
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assert(pressedCalls[1] == true, "an ordinary widget still gets its pressed style")
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print("ok")
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