forked from joejulian/gio
all: [API] replace unit.Value with separate unit.Dp, unit.Sp types
The unit.Value is a struct and thus more inconvenient to use than its
underlying float32 type. In addition, most uses don't need a general
value, but rather a specific unit given by the context. This change
replaces unit.Value with two float32 units, Dp and Sp. It also changes
variables and parameters of unit.Value to a specific unit type matching
the context. That is, unit.Dp everywhere except for text sizes which are
in Sp.
Switching to typed float32s has multiple advantages
- They can be constants:
const touchSlop = unit.Dp(16)
- Casting untyped constants is no longer necessary:
insets := layout.UniformInset(16)
- Calculation with values is natural:
func (s ScrollbarStyle) Width() unit.Dp {
return s.Indicator.MinorWidth + s.Track.MinorPadding + s.Track.MinorPadding
}
The main API change is that calls to gtx.Px must be replaced with either
gtx.Dp or gtx.Sp depending on the unit.
Idea by Christophe Meessen.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+4
-4
@@ -157,7 +157,7 @@ const (
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StateFlinging
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)
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var touchSlop = unit.Dp(3)
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const touchSlop = unit.Dp(3)
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// Add the handler to the operation list to receive click events.
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func (c *Click) Add(ops *op.Ops) {
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@@ -303,7 +303,7 @@ func (s *Scroll) Scroll(cfg unit.Metric, q event.Queue, t time.Time, axis Axis)
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break
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}
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fling := s.estimator.Estimate()
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if slop, d := float32(cfg.Px(touchSlop)), fling.Distance; d < -slop || d > slop {
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if slop, d := float32(cfg.Dp(touchSlop)), fling.Distance; d < -slop || d > slop {
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s.flinger.Start(cfg, t, fling.Velocity)
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}
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fallthrough
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@@ -329,7 +329,7 @@ func (s *Scroll) Scroll(cfg unit.Metric, q event.Queue, t time.Time, axis Axis)
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v := int(math.Round(float64(val)))
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dist := s.last - v
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if e.Priority < pointer.Grabbed {
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slop := cfg.Px(touchSlop)
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slop := cfg.Dp(touchSlop)
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if dist := dist; dist >= slop || -slop >= dist {
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s.grab = true
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}
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@@ -407,7 +407,7 @@ func (d *Drag) Events(cfg unit.Metric, q event.Queue, axis Axis) []pointer.Event
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}
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if e.Priority < pointer.Grabbed {
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diff := e.Position.Sub(d.start)
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slop := cfg.Px(touchSlop)
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slop := cfg.Dp(touchSlop)
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if diff.X*diff.X+diff.Y*diff.Y > float32(slop*slop) {
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d.grab = true
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}
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