forked from joejulian/gio
4c220f4554
First, replace LayoutOptions with an explicit maximum width parameter. The single-field option struct doesn't carry its weight, and I don't think we'll see more global layout options in the future. Rather, I expect options to cover spans of text or be part of a Font. Second, replace the unit.Converter with an scaled text size. It's simpler and allow the Editor and similar widgets to easily detect whether their cached layouts are stale. Package text no longer depends on package unit, which is now dealt with at the widget-level only. Finally, remove the Size field from Font. It was a design mistake: a Font is assumed to cover all sizes, as evidenced by the FontRegistry disregarding Size when looking up fonts. Signed-off-by: Elias Naur <mail@eliasnaur.com>
166 lines
4.0 KiB
Go
166 lines
4.0 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package material
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import (
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"image"
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"image/color"
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"gioui.org/f32"
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"gioui.org/io/pointer"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/text"
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"gioui.org/unit"
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"gioui.org/widget"
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)
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type Button struct {
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Text string
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// Color is the text color.
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Color color.RGBA
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Font text.Font
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TextSize unit.Value
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Background color.RGBA
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CornerRadius unit.Value
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shaper text.Shaper
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}
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type IconButton struct {
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Background color.RGBA
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Color color.RGBA
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Icon *Icon
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Size unit.Value
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Padding unit.Value
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}
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func (t *Theme) Button(txt string) Button {
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return Button{
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Text: txt,
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Color: rgb(0xffffff),
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Background: t.Color.Primary,
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TextSize: t.TextSize.Scale(14.0 / 16.0),
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shaper: t.Shaper,
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}
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}
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func (t *Theme) IconButton(icon *Icon) IconButton {
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return IconButton{
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Background: t.Color.Primary,
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Color: t.Color.InvText,
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Icon: icon,
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Size: unit.Dp(56),
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Padding: unit.Dp(16),
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}
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}
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func (b Button) Layout(gtx *layout.Context, button *widget.Button) {
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col := b.Color
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bgcol := b.Background
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hmin := gtx.Constraints.Width.Min
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vmin := gtx.Constraints.Height.Min
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layout.Stack{Alignment: layout.Center}.Layout(gtx,
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layout.Expanded(func() {
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rr := float32(gtx.Px(unit.Dp(4)))
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clip.Rect{
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Rect: f32.Rectangle{Max: f32.Point{
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X: float32(gtx.Constraints.Width.Min),
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Y: float32(gtx.Constraints.Height.Min),
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}},
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NE: rr, NW: rr, SE: rr, SW: rr,
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}.Op(gtx.Ops).Add(gtx.Ops)
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fill(gtx, bgcol)
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for _, c := range button.History() {
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drawInk(gtx, c)
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}
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}),
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layout.Stacked(func() {
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gtx.Constraints.Width.Min = hmin
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gtx.Constraints.Height.Min = vmin
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layout.Center.Layout(gtx, func() {
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layout.Inset{Top: unit.Dp(10), Bottom: unit.Dp(10), Left: unit.Dp(12), Right: unit.Dp(12)}.Layout(gtx, func() {
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paint.ColorOp{Color: col}.Add(gtx.Ops)
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widget.Label{}.Layout(gtx, b.shaper, b.Font, b.TextSize, b.Text)
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})
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})
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pointer.Rect(image.Rectangle{Max: gtx.Dimensions.Size}).Add(gtx.Ops)
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button.Layout(gtx)
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}),
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)
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}
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func (b IconButton) Layout(gtx *layout.Context, button *widget.Button) {
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layout.Stack{}.Layout(gtx,
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layout.Expanded(func() {
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size := float32(gtx.Constraints.Width.Min)
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rr := float32(size) * .5
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clip.Rect{
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Rect: f32.Rectangle{Max: f32.Point{X: size, Y: size}},
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NE: rr, NW: rr, SE: rr, SW: rr,
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}.Op(gtx.Ops).Add(gtx.Ops)
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fill(gtx, b.Background)
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for _, c := range button.History() {
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drawInk(gtx, c)
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}
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}),
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layout.Stacked(func() {
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layout.UniformInset(b.Padding).Layout(gtx, func() {
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size := gtx.Px(b.Size) - 2*gtx.Px(b.Padding)
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if b.Icon != nil {
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b.Icon.Color = b.Color
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b.Icon.Layout(gtx, unit.Px(float32(size)))
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}
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gtx.Dimensions = layout.Dimensions{
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Size: image.Point{X: size, Y: size},
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}
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})
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pointer.Ellipse(image.Rectangle{Max: gtx.Dimensions.Size}).Add(gtx.Ops)
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button.Layout(gtx)
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}),
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)
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}
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func toPointF(p image.Point) f32.Point {
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return f32.Point{X: float32(p.X), Y: float32(p.Y)}
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}
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func toRectF(r image.Rectangle) f32.Rectangle {
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return f32.Rectangle{
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Min: toPointF(r.Min),
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Max: toPointF(r.Max),
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}
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}
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func drawInk(gtx *layout.Context, c widget.Click) {
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d := gtx.Now().Sub(c.Time)
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t := float32(d.Seconds())
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const duration = 0.5
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if t > duration {
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return
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}
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t = t / duration
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var stack op.StackOp
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stack.Push(gtx.Ops)
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size := float32(gtx.Px(unit.Dp(700))) * t
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rr := size * .5
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col := byte(0xaa * (1 - t*t))
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ink := paint.ColorOp{Color: color.RGBA{A: col, R: col, G: col, B: col}}
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ink.Add(gtx.Ops)
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op.TransformOp{}.Offset(c.Position).Offset(f32.Point{
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X: -rr,
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Y: -rr,
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}).Add(gtx.Ops)
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clip.Rect{
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Rect: f32.Rectangle{Max: f32.Point{
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X: float32(size),
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Y: float32(size),
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}},
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NE: rr, NW: rr, SE: rr, SW: rr,
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}.Op(gtx.Ops).Add(gtx.Ops)
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paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X: float32(size), Y: float32(size)}}}.Add(gtx.Ops)
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stack.Pop()
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op.InvalidateOp{}.Add(gtx.Ops)
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}
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