all: [API] change clip.RRect and UniformRRect to take integer coordinates

Like the change to op.Offset before this, clip.RRect and UniformRRect
is usually used with integer coordinates. Change to integer coordinates
to eliminate many useless conversions to float32.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2022-04-26 09:36:52 +02:00
parent a63e0cb44a
commit 48a8540a68
16 changed files with 103 additions and 139 deletions
+14 -23
View File
@@ -7,7 +7,6 @@ import (
"image/color"
"math"
"gioui.org/f32"
"gioui.org/internal/f32color"
"gioui.org/io/semantic"
"gioui.org/layout"
@@ -130,11 +129,8 @@ func (b ButtonLayoutStyle) Layout(gtx layout.Context, w layout.Widget) layout.Di
semantic.Button.Add(gtx.Ops)
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
rr := float32(gtx.Px(b.CornerRadius))
defer clip.UniformRRect(f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Min.X),
Y: float32(gtx.Constraints.Min.Y),
}}, rr).Push(gtx.Ops).Pop()
rr := gtx.Px(b.CornerRadius)
defer clip.UniformRRect(image.Rectangle{Max: gtx.Constraints.Min}, rr).Push(gtx.Ops).Pop()
background := b.Background
switch {
case gtx.Queue == nil:
@@ -165,12 +161,8 @@ 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
defer clip.UniformRRect(f32.Rectangle{
Max: f32.Point{X: sizexf, Y: sizeyf},
}, rr).Push(gtx.Ops).Pop()
rr := (gtx.Constraints.Min.X + gtx.Constraints.Min.Y) / 4
defer clip.UniformRRect(image.Rectangle{Max: gtx.Constraints.Min}, rr).Push(gtx.Ops).Pop()
background := b.Background
switch {
case gtx.Queue == nil:
@@ -199,7 +191,7 @@ func (b IconButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
)
})
c := m.Stop()
bounds := f32.Rectangle{Max: layout.FPt(dims.Size)}
bounds := image.Rectangle{Max: dims.Size}
defer clip.Ellipse(bounds).Push(gtx.Ops).Pop()
c.Add(gtx.Ops)
return dims
@@ -282,25 +274,24 @@ func drawInk(gtx layout.Context, c widget.Press) {
// 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 := gtx.Constraints.Min.X
if h := 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
// Cover the entire constraints min rectangle and
// apply curve values to size and color.
size = int(float32(size) * 2 * float32(math.Sqrt(2)) * sizeBezier)
alpha := 0.7 * alphaBezier
const col = 0.8
ba, bc := byte(alpha*0xff), byte(col*0xff)
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
rr := size / 2
defer op.Offset(c.Position.Add(image.Point{
X: -int(rr),
Y: -int(rr),
X: -rr,
Y: -rr,
})).Push(gtx.Ops).Pop()
defer clip.UniformRRect(f32.Rectangle{Max: f32.Pt(size, size)}, rr).Push(gtx.Ops).Pop()
defer clip.UniformRRect(image.Rectangle{Max: image.Pt(size, size)}, rr).Push(gtx.Ops).Pop()
paint.PaintOp{}.Add(gtx.Ops)
}