example/tabs: animated switching

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
This commit is contained in:
Egon Elbre
2020-05-13 11:37:11 +03:00
committed by Elias Naur
parent d682e92606
commit f29964fee1
2 changed files with 167 additions and 2 deletions
+130
View File
@@ -0,0 +1,130 @@
// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"time"
"gioui.org/f32"
"gioui.org/layout"
"gioui.org/op"
)
const defaultDuration = 300 * time.Millisecond
// Slider implements sliding between old/new widget values.
type Slider struct {
Duration time.Duration
push int
last *op.Ops
next *op.Ops
t0 time.Time
offset float32
}
// PushLeft pushes the existing widget to the left.
func (s *Slider) PushLeft(gtx *layout.Context) { s.push = 1 }
// PushRight pushes the existing widget to the right.
func (s *Slider) PushRight(gtx *layout.Context) { s.push = -1 }
// Layout lays out widget that can be pushed.
func (s *Slider) Layout(gtx *layout.Context, w layout.Widget) {
if s.push != 0 {
s.last, s.next = s.next, new(op.Ops)
s.offset = float32(s.push)
s.t0 = gtx.Now()
s.push = 0
}
var delta time.Duration
if !s.t0.IsZero() {
now := gtx.Now()
delta = now.Sub(s.t0)
s.t0 = now
}
if s.offset != 0 {
duration := s.Duration
if duration == 0 {
duration = defaultDuration
}
movement := float32(delta.Seconds()) / float32(duration.Seconds())
if s.offset < 0 {
s.offset += movement
if s.offset >= 0 {
s.offset = 0
}
} else {
s.offset -= movement
if s.offset <= 0 {
s.offset = 0
}
}
op.InvalidateOp{}.Add(gtx.Ops)
}
{
prev := gtx.Ops
if s.next == nil {
s.next = new(op.Ops)
}
s.next.Reset()
gtx.Ops = s.next
w()
gtx.Ops = prev
}
if s.offset == 0 {
op.CallOp{Ops: s.next}.Add(gtx.Ops)
return
}
var stack op.StackOp
stack.Push(gtx.Ops)
defer stack.Pop()
offset := smooth(s.offset)
if s.offset > 0 {
op.TransformOp{}.Offset(f32.Point{
X: float32(gtx.Dimensions.Size.X) * (offset - 1),
}).Add(gtx.Ops)
op.CallOp{Ops: s.last}.Add(gtx.Ops)
op.TransformOp{}.Offset(f32.Point{
X: float32(gtx.Dimensions.Size.X),
}).Add(gtx.Ops)
op.CallOp{Ops: s.next}.Add(gtx.Ops)
} else {
op.TransformOp{}.Offset(f32.Point{
X: float32(gtx.Dimensions.Size.X) * (offset + 1),
}).Add(gtx.Ops)
op.CallOp{Ops: s.last}.Add(gtx.Ops)
op.TransformOp{}.Offset(f32.Point{
X: float32(-gtx.Dimensions.Size.X),
}).Add(gtx.Ops)
op.CallOp{Ops: s.next}.Add(gtx.Ops)
}
}
// smooth handles -1 to 1 with ease-in-out cubic easing func.
func smooth(t float32) float32 {
if t < 0 {
return -easeInOutCubic(-t)
}
return easeInOutCubic(t)
}
// easeInOutCubic maps a linear value to a ease-in-out-cubic easing function.
func easeInOutCubic(t float32) float32 {
if t < 0.5 {
return 4 * t * t * t
}
return (t-1)*(2*t-2)*(2*t-2) + 1
}
+37 -2
View File
@@ -5,7 +5,9 @@ package main
import (
"fmt"
"image"
"image/color"
"log"
"math"
"gioui.org/app"
"gioui.org/f32"
@@ -47,6 +49,7 @@ func loop(w *app.Window) error {
}
var tabs Tabs
var slider Slider
type Tabs struct {
list layout.List
@@ -73,6 +76,11 @@ func drawTabs(gtx *layout.Context, th *material.Theme) {
tabs.list.Layout(gtx, len(tabs.tabs), func(tabIdx int) {
t := &tabs.tabs[tabIdx]
if t.btn.Clicked(gtx) {
if tabs.selected < tabIdx {
slider.PushLeft(gtx)
} else if tabs.selected > tabIdx {
slider.PushRight(gtx)
}
tabs.selected = tabIdx
}
var tabWidth int
@@ -105,9 +113,36 @@ func drawTabs(gtx *layout.Context, th *material.Theme) {
})
}),
layout.Flexed(1, func() {
layout.Center.Layout(gtx, func() {
material.H1(th, fmt.Sprintf("Tab content #%d", tabs.selected)).Layout(gtx)
slider.Layout(gtx, func() {
fill(gtx, dynamicColor(tabs.selected))
layout.Center.Layout(gtx, func() {
material.H1(th, fmt.Sprintf("Tab content #%d", tabs.selected+1)).Layout(gtx)
})
})
}),
)
}
func bounds(gtx *layout.Context) f32.Rectangle {
cs := gtx.Constraints
d := image.Point{X: cs.Width.Min, Y: cs.Height.Min}
return f32.Rectangle{
Max: f32.Point{X: float32(d.X), Y: float32(d.Y)},
}
}
func fill(gtx *layout.Context, col color.RGBA) {
dr := bounds(gtx)
paint.ColorOp{Color: col}.Add(gtx.Ops)
paint.PaintOp{Rect: dr}.Add(gtx.Ops)
}
func dynamicColor(i int) color.RGBA {
sn, cs := math.Sincos(float64(i) * math.Phi)
return color.RGBA{
R: 0xA0 + byte(0x30*sn),
G: 0xA0 + byte(0x30*cs),
B: 0xD0,
A: 0xFF,
}
}