Files
gio-patched/widget/material/loader.go
T
2020-07-08 22:52:58 +02:00

131 lines
2.8 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"math"
"time"
"gioui.org/f32"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
)
type LoaderStyle struct {
Color color.RGBA
}
func Loader(th *Theme) LoaderStyle {
return LoaderStyle{
Color: th.Color.Primary,
}
}
func (l LoaderStyle) Layout(gtx layout.Context) layout.Dimensions {
diam := gtx.Px(unit.Dp(24))
if minX := gtx.Constraints.Min.X; minX > diam {
diam = minX
}
if minY := gtx.Constraints.Min.Y; minY > diam {
diam = minY
}
sz := gtx.Constraints.Constrain(image.Pt(diam, diam))
radius := float64(sz.X) * .5
defer op.Push(gtx.Ops).Pop()
op.Offset(f32.Pt(float32(radius), float32(radius))).Add(gtx.Ops)
dt := (time.Duration(gtx.Now.UnixNano()) % (time.Second)).Seconds()
startAngle := dt * math.Pi * 2
endAngle := startAngle + math.Pi*1.5
clipLoader(gtx.Ops, startAngle, endAngle, radius)
paint.ColorOp{
Color: l.Color,
}.Add(gtx.Ops)
op.Offset(f32.Pt(-float32(radius), -float32(radius))).Add(gtx.Ops)
paint.PaintOp{
Rect: f32.Rectangle{Max: layout.FPt(sz)},
}.Add(gtx.Ops)
op.InvalidateOp{}.Add(gtx.Ops)
return layout.Dimensions{
Size: sz,
}
}
func clipLoader(ops *op.Ops, start, end, radius float64) {
const thickness = .2
outer := float32(radius)
inner := float32(radius) * (1. - thickness)
var p clip.Path
p.Begin(ops)
sine, cose := math.Sincos(start)
pen := f32.Pt(float32(cose), float32(sine)).Mul(outer)
p.Move(pen)
angle := start
// The clip path uses quadratic beziér curves to approximate
// a circle arc. Minimize the error by capping the length of
// each curve segment.
arcPrRadian := radius * math.Pi
const maxArcLen = 20.
anglePerSegment := maxArcLen / arcPrRadian
// Outer arc.
for angle < end {
angle += anglePerSegment
if angle > end {
angle = end
}
sins, coss := sine, cose
sine, cose = math.Sincos(angle)
// https://pomax.github.io/bezierinfo/#circles
div := 1. / (coss*sine - cose*sins)
ctrl := f32.Point{
X: float32((sine - sins) * div),
Y: -float32((cose - coss) * div),
}.Mul(outer)
endPt := f32.Pt(float32(cose), float32(sine)).Mul(outer)
p.Quad(ctrl.Sub(pen), endPt.Sub(pen))
pen = endPt
}
// Arc cap.
cap := f32.Pt(float32(cose), float32(sine)).Mul(inner)
p.Line(cap.Sub(pen))
pen = cap
// Inner arc.
for angle > start {
angle -= anglePerSegment
if angle < start {
angle = start
}
sins, coss := sine, cose
sine, cose = math.Sincos(angle)
div := 1. / (coss*sine - cose*sins)
ctrl := f32.Point{
X: float32((sine - sins) * div),
Y: -float32((cose - coss) * div),
}.Mul(inner)
endPt := f32.Pt(float32(cose), float32(sine)).Mul(inner)
p.Quad(ctrl.Sub(pen), endPt.Sub(pen))
pen = endPt
}
// Second arc cap automatically completed by End.
p.End().Add(ops)
}