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https://git.sr.ht/~eliasnaur/gio
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widget/material: add disabled state support to all widgets
This commit configures all remaining widgets to draw themselves in a disabled state when their layout.Context is disabled. A description of the strategy employed by each follows: - Checkbox and RadioButton: Draws the icon component in a lighter color. Currently the label text is left in its default color. - ProgressBar: The "progress" color is lightened, but not as much as the background color. This makes the current progress value still readable. - Editor: The cursor is no longer drawn and the text is lightened. - Switch: The track is unchanged, but the circular "thumb" component is lightened. Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
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@@ -41,6 +41,9 @@ func (c *checkable) layout(gtx layout.Context, checked bool) layout.Dimensions {
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return layout.UniformInset(unit.Dp(2)).Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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size := gtx.Px(c.Size)
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icon.Color = c.IconColor
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if gtx.Queue == nil {
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icon.Color = mulAlpha(icon.Color, 150)
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}
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icon.Layout(gtx, unit.Px(float32(size)))
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return layout.Dimensions{
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Size: image.Point{X: size, Y: size},
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@@ -52,13 +52,20 @@ func (e EditorStyle) Layout(gtx layout.Context) layout.Dimensions {
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gtx.Constraints.Min.Y = h
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}
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dims = e.Editor.Layout(gtx, e.shaper, e.Font, e.TextSize)
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disabled := gtx.Queue == nil
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if e.Editor.Len() > 0 {
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paint.ColorOp{Color: e.Color}.Add(gtx.Ops)
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textColor := e.Color
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if disabled {
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textColor = mulAlpha(textColor, 150)
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}
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paint.ColorOp{Color: textColor}.Add(gtx.Ops)
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e.Editor.PaintText(gtx)
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} else {
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call.Add(gtx.Ops)
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}
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paint.ColorOp{Color: e.Color}.Add(gtx.Ops)
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e.Editor.PaintCaret(gtx)
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if !disabled {
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paint.ColorOp{Color: e.Color}.Add(gtx.Ops)
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e.Editor.PaintCaret(gtx)
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}
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return dims
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}
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@@ -64,7 +64,11 @@ func (p ProgressBarStyle) Layout(gtx layout.Context) layout.Dimensions {
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}),
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layout.Stacked(func(gtx layout.Context) layout.Dimensions {
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fillWidth := (progressBarWidth / 100) * float32(progress)
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return shader(fillWidth, p.Color)
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fillColor := p.Color
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if gtx.Queue == nil {
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fillColor = mulAlpha(fillColor, 200)
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}
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return shader(fillWidth, fillColor)
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}),
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)
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}
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@@ -47,12 +47,20 @@ func (s SwitchStyle) Layout(gtx layout.Context) layout.Dimensions {
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X: float32(trackWidth),
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Y: float32(trackHeight),
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}}
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col := s.Color.Disabled
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if s.Switch.Value {
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col = s.Color.Enabled
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}
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if gtx.Queue == nil {
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col = mulAlpha(col, 150)
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}
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trackColor := mulAlpha(col, 150)
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op.TransformOp{}.Offset(f32.Point{Y: trackOff}).Add(gtx.Ops)
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clip.Rect{
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Rect: trackRect,
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NE: trackCorner, NW: trackCorner, SE: trackCorner, SW: trackCorner,
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}.Op(gtx.Ops).Add(gtx.Ops)
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paint.ColorOp{Color: rgb(0x9b9b9b)}.Add(gtx.Ops)
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paint.ColorOp{Color: trackColor}.Add(gtx.Ops)
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paint.PaintOp{Rect: trackRect}.Add(gtx.Ops)
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stack.Pop()
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@@ -79,11 +87,9 @@ func (s SwitchStyle) Layout(gtx layout.Context) layout.Dimensions {
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// Compute thumb offset and color.
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stack = op.Push(gtx.Ops)
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col := s.Color.Disabled
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if s.Switch.Value {
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off := trackWidth - thumbSize
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op.TransformOp{}.Offset(f32.Point{X: float32(off)}).Add(gtx.Ops)
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col = s.Color.Enabled
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}
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// Draw thumb shadow, a translucent disc slightly larger than the
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