Files
gio-patched/widget/material/button.go
T
Egon Elbre 21ef492cc9 all: use color.NRGBA in public API
color.RGBA has two problems with regards to using it.

First the color values need to be premultiplied, whereas most APIs
have non-premultiplied values. This is mainly to preserve color components
with low alpha values.

Second there are two ways to premultiply with sRGB. One is to premultiply
after sRGB conversion, the other is before. This makes using the API more
confusing.

Using color.NRGBA in sRGB makes it align with CSS.e

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-19 11:30:11 +01:00

292 lines
7.3 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"math"
"gioui.org/f32"
"gioui.org/internal/f32color"
"gioui.org/io/pointer"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget"
)
type ButtonStyle struct {
Text string
// Color is the text color.
Color color.NRGBA
Font text.Font
TextSize unit.Value
Background color.NRGBA
CornerRadius unit.Value
Inset layout.Inset
Button *widget.Clickable
shaper text.Shaper
}
type ButtonLayoutStyle struct {
Background color.NRGBA
CornerRadius unit.Value
Button *widget.Clickable
}
type IconButtonStyle struct {
Background color.NRGBA
// Color is the icon color.
Color color.NRGBA
Icon *widget.Icon
// Size is the icon size.
Size unit.Value
Inset layout.Inset
Button *widget.Clickable
}
func Button(th *Theme, button *widget.Clickable, txt string) ButtonStyle {
return ButtonStyle{
Text: txt,
Color: rgb(0xffffff),
CornerRadius: unit.Dp(4),
Background: th.Color.Primary,
TextSize: th.TextSize.Scale(14.0 / 16.0),
Inset: layout.Inset{
Top: unit.Dp(10), Bottom: unit.Dp(10),
Left: unit.Dp(12), Right: unit.Dp(12),
},
Button: button,
shaper: th.Shaper,
}
}
func ButtonLayout(th *Theme, button *widget.Clickable) ButtonLayoutStyle {
return ButtonLayoutStyle{
Button: button,
Background: th.Color.Primary,
CornerRadius: unit.Dp(4),
}
}
func IconButton(th *Theme, button *widget.Clickable, icon *widget.Icon) IconButtonStyle {
return IconButtonStyle{
Background: th.Color.Primary,
Color: th.Color.InvText,
Icon: icon,
Size: unit.Dp(24),
Inset: layout.UniformInset(unit.Dp(12)),
Button: button,
}
}
// Clickable lays out a rectangular clickable widget without further
// decoration.
func Clickable(gtx layout.Context, button *widget.Clickable, w layout.Widget) layout.Dimensions {
return layout.Stack{}.Layout(gtx,
layout.Expanded(button.Layout),
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
clip.RRect{
Rect: f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Min.X),
Y: float32(gtx.Constraints.Min.Y),
}},
}.Add(gtx.Ops)
for _, c := range button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(w),
)
}
func (b ButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
return ButtonLayoutStyle{
Background: b.Background,
CornerRadius: b.CornerRadius,
Button: b.Button,
}.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
paint.ColorOp{Color: b.Color}.Add(gtx.Ops)
return widget.Label{Alignment: text.Middle}.Layout(gtx, b.shaper, b.Font, b.TextSize, b.Text)
})
})
}
func (b ButtonLayoutStyle) Layout(gtx layout.Context, w layout.Widget) layout.Dimensions {
min := gtx.Constraints.Min
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
rr := float32(gtx.Px(b.CornerRadius))
clip.UniformRRect(f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Min.X),
Y: float32(gtx.Constraints.Min.Y),
}}, rr).Add(gtx.Ops)
background := b.Background
if gtx.Queue == nil {
background = f32color.MulAlpha(b.Background, 150)
}
paint.Fill(gtx.Ops, background)
for _, c := range b.Button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
gtx.Constraints.Min = min
return layout.Center.Layout(gtx, w)
}),
layout.Expanded(b.Button.Layout),
)
}
func (b IconButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
sizex, sizey := gtx.Constraints.Min.X, gtx.Constraints.Min.Y
sizexf, sizeyf := float32(sizex), float32(sizey)
rr := (sizexf + sizeyf) * .25
clip.UniformRRect(f32.Rectangle{
Max: f32.Point{X: sizexf, Y: sizeyf},
}, rr).Add(gtx.Ops)
background := b.Background
if gtx.Queue == nil {
background = f32color.MulAlpha(b.Background, 150)
}
paint.Fill(gtx.Ops, background)
for _, c := range b.Button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
size := gtx.Px(b.Size)
if b.Icon != nil {
b.Icon.Color = b.Color
b.Icon.Layout(gtx, unit.Px(float32(size)))
}
return layout.Dimensions{
Size: image.Point{X: size, Y: size},
}
})
}),
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
pointer.Ellipse(image.Rectangle{Max: gtx.Constraints.Min}).Add(gtx.Ops)
return b.Button.Layout(gtx)
}),
)
}
func drawInk(gtx layout.Context, c widget.Press) {
// duration is the number of seconds for the
// completed animation: expand while fading in, then
// out.
const (
expandDuration = float32(0.5)
fadeDuration = float32(0.9)
)
now := gtx.Now
t := float32(now.Sub(c.Start).Seconds())
end := c.End
if end.IsZero() {
// If the press hasn't ended, don't fade-out.
end = now
}
endt := float32(end.Sub(c.Start).Seconds())
// Compute the fade-in/out position in [0;1].
var alphat float32
{
var haste float32
if c.Cancelled {
// If the press was cancelled before the inkwell
// was fully faded in, fast forward the animation
// to match the fade-out.
if h := 0.5 - endt/fadeDuration; h > 0 {
haste = h
}
}
// Fade in.
half1 := t/fadeDuration + haste
if half1 > 0.5 {
half1 = 0.5
}
// Fade out.
half2 := float32(now.Sub(end).Seconds())
half2 /= fadeDuration
half2 += haste
if half2 > 0.5 {
// Too old.
return
}
alphat = half1 + half2
}
// Compute the expand position in [0;1].
sizet := t
if c.Cancelled {
// Freeze expansion of cancelled presses.
sizet = endt
}
sizet /= expandDuration
// Animate only ended presses, and presses that are fading in.
if !c.End.IsZero() || sizet <= 1.0 {
op.InvalidateOp{}.Add(gtx.Ops)
}
if sizet > 1.0 {
sizet = 1.0
}
if alphat > .5 {
// Start fadeout after half the animation.
alphat = 1.0 - alphat
}
// Twice the speed to attain fully faded in at 0.5.
t2 := alphat * 2
// Beziér ease-in curve.
alphaBezier := t2 * t2 * (3.0 - 2.0*t2)
sizeBezier := sizet * sizet * (3.0 - 2.0*sizet)
size := float32(gtx.Constraints.Min.X)
if h := float32(gtx.Constraints.Min.Y); h > size {
size = h
}
// Cover the entire constraints min rectangle.
size *= 2 * float32(math.Sqrt(2))
// Apply curve values to size and color.
size *= sizeBezier
alpha := 0.7 * alphaBezier
const col = 0.8
ba, bc := byte(alpha*0xff), byte(col*0xff)
defer op.Push(gtx.Ops).Pop()
rgba := f32color.MulAlpha(color.NRGBA{A: 0xff, R: bc, G: bc, B: bc}, ba)
ink := paint.ColorOp{Color: rgba}
ink.Add(gtx.Ops)
rr := size * .5
op.Offset(c.Position.Add(f32.Point{
X: -rr,
Y: -rr,
})).Add(gtx.Ops)
clip.RRect{
Rect: f32.Rectangle{Max: f32.Point{
X: float32(size),
Y: float32(size),
}},
NE: rr, NW: rr, SE: rr, SW: rr,
}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}