ui: use ints for unit conversions to pixels

The dp and sp units are approximate and mostly used for layout
dimensions that operate in whole pixels. This change alters the
Config methods to return pixels in ints instead of floats, which
results in smoother use for layout and emphasize the inexactness of
the device independent units.

Clients can still access to raw PxPrDp and PxPrSp factors from
Config.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-07-10 13:23:20 +02:00
parent bde04c68a2
commit ad4215a7eb
6 changed files with 26 additions and 22 deletions
+2 -2
View File
@@ -237,8 +237,8 @@ func createNativeWindow(opts *WindowOptions) (*window, error) {
C.free(unsafe.Pointer(title))
_, _, cfg := w.config()
w.width = int(cfg.Val(opts.Width) + .5)
w.height = int(cfg.Val(opts.Height) + .5)
w.width = cfg.Val(opts.Width)
w.height = cfg.Val(opts.Height)
if conn.decor != nil {
// Request server side decorations.
w.decor = C.zxdg_decoration_manager_v1_get_toplevel_decoration(conn.decor, w.topLvl)
+4 -4
View File
@@ -165,9 +165,9 @@ func (s *Scroll) Scroll(cfg *ui.Config, q input.Events, axis Axis) int {
break
}
fling := s.estimator.Estimate()
if slop, d := cfg.Val(touchSlop), fling.Distance; d >= slop || -slop >= d {
if min, v := cfg.Val(minFlingVelocity), fling.Velocity; v >= min || -min >= v {
max := cfg.Val(maxFlingVelocity)
if slop, d := float32(cfg.Val(touchSlop)), fling.Distance; d >= slop || -slop >= d {
if min, v := float32(cfg.Val(minFlingVelocity)), fling.Velocity; v >= min || -min >= v {
max := float32(cfg.Val(maxFlingVelocity))
if v > max {
v = max
} else if v < -max {
@@ -201,7 +201,7 @@ func (s *Scroll) Scroll(cfg *ui.Config, q input.Events, axis Axis) int {
dist := s.last - v
if e.Priority < pointer.Grabbed {
slop := cfg.Val(touchSlop)
if dist := float32(dist); dist >= slop || -slop >= dist {
if dist := dist; dist >= slop || -slop >= dist {
s.grab = true
}
} else {
+2 -2
View File
@@ -102,7 +102,7 @@ func (f *Faces) init() {
}
func (f *textFace) Layout(str string, opts text.LayoutOptions) *text.Layout {
ppem := fixed.Int26_6(f.faces.Config.Val(f.size)*64 + .5)
ppem := fixed.Int26_6(f.faces.Config.Val(f.size) * 64)
lk := layoutKey{
f: f.font.Font,
ppem: ppem,
@@ -120,7 +120,7 @@ func (f *textFace) Layout(str string, opts text.LayoutOptions) *text.Layout {
}
func (f *textFace) Path(str text.String) ui.BlockOp {
ppem := fixed.Int26_6(f.faces.Config.Val(f.size)*64 + .5)
ppem := fixed.Int26_6(f.faces.Config.Val(f.size) * 64)
pk := pathKey{
f: f.font.Font,
ppem: ppem,
+2 -2
View File
@@ -153,7 +153,7 @@ func (e *Editor) Next() (EditorEvent, bool) {
}
func (e *Editor) caretWidth() fixed.Int26_6 {
oneDp := int(e.Config.Val(ui.Dp(1)) + .5)
oneDp := e.Config.Val(ui.Dp(1))
return fixed.Int26_6(oneDp * 64)
}
@@ -167,7 +167,7 @@ func (e *Editor) Layout(ops *ui.Ops, cs layout.Constraints) layout.Dimens {
break
}
}
twoDp := int(e.Config.Val(ui.Dp(2)) + 0.5)
twoDp := e.Config.Val(ui.Dp(2))
e.padLeft, e.padRight = twoDp, twoDp
maxWidth := cs.Width.Max
if e.SingleLine {
+10 -8
View File
@@ -23,27 +23,29 @@ type Config struct {
}
// Dp converts a value in dp units to pixels.
func (c *Config) Dp(dp float32) float32 {
return c.PxPerDp * dp
func (c *Config) Dp(dp float32) int {
return c.Val(Dp(dp))
}
// Sp converts a value in sp units to pixels.
func (c *Config) Sp(sp float32) float32 {
return c.PxPerSp * sp
func (c *Config) Sp(sp float32) int {
return c.Val(Sp(sp))
}
// Val converts a value to pixels.
func (c *Config) Val(v Value) float32 {
func (c *Config) Val(v Value) int {
var r float32
switch v.U {
case UnitPx:
return v.V
r = v.V
case UnitDp:
return c.PxPerDp * v.V
r = c.PxPerDp * v.V
case UnitSp:
return c.PxPerSp * v.V
r = c.PxPerSp * v.V
default:
panic("unknown unit")
}
return int(math.Round(float64(r)))
}
// LayerOp represents a semantic layer of UI.
+6 -4
View File
@@ -25,12 +25,14 @@ type Image struct {
func (im Image) Layout(c *ui.Config, ops *ui.Ops, cs layout.Constraints) layout.Dimens {
size := im.Src.Bounds()
scale := im.Scale
if scale == 0 {
wf, hf := float32(size.Dx()), float32(size.Dy())
var w, h int
if im.Scale == 0 {
const dpPrPx = 160 / 72
scale = c.Val(ui.Dp(dpPrPx))
w, h = c.Dp(wf*dpPrPx), c.Dp(hf*dpPrPx)
} else {
w, h = int(wf*im.Scale+.5), int(hf*im.Scale+.5)
}
w, h := int(float32(size.Dx())*scale+.5), int(float32(size.Dy())*scale+.5)
d := image.Point{X: cs.Width.Constrain(w), Y: cs.Height.Constrain(h)}
aspect := float32(w) / float32(h)
dw, dh := float32(d.X), float32(d.Y)