Decorations buttons already use widget.Clickable and draw press ink, but they don't draw a hover/focus background. This makes custom window decorations appear unresponsive when the pointer is over minimize, maximize, or close buttons.
Register each button's system action over its clickable area and draw the same hovered background used by other material buttons. This also lets platforms query the button action from the material decorations hit area.
Signed-off-by: qiannian <qianniancn@gmail.com>
Note that you should use different Themes, with different Shapers, for
different top-level windows, and explain why.
Signed-off-by: Larry Clapp <larry@theclapp.org>
As suggested by ~egonelbre, Decorations should not be the source of truth
for the windows state, because external gestures may also change state.
This breaking change removes Decorations.Perform and exposes Maximized
as a bool which is the user's responsibility to set.
Fixes: https://todo.sr.ht/~eliasnaur/gio/600
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Widgets have themselves as tags, by convention, and so it's possible to
replace the per-widget Focused methods with a general-purpose Source.
Focused query.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This change gets rid of the event.Queue interface by replacing it with
input.Source values. Source provides the interface to Router necessary
to implement interface widgets.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to replace the interface Queue with a concrete input.Source.
This change renames the field accordingly.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
In the early days of Gio, FrameEvent was part of package app. It was
moved to package system to enable layout.NewContext be a convenient
short-hand for constructing a layout.
However, it seems the better design to leave FrameEvent (and Insets) in
package app, and move layout.NewContext there as well. More importantly,
the move allows us to replace the event.Queue interface with a concrete
type.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit fixes a visual misalignment in scrollbars resulting from subtle differences
in the semantics of layout.Stack and layout.Background. layout.Stack will position expanded
children according to their minimum constraint regardless of their returned size, whereas
layout.Background uses their returned size. This means that layout.Expanded widgets returning
zero dimensions are positioned correctly, but they break when converted to use layout.Background.
This commit fixes the problem by returning correct dimensions from the scrollbar track.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This matches the convention of other state update methods. While here, remove useless
dimensions return. The update doesn't draw anything, so there are no dimensions involved.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
It's relatively common to create a widget and then add a background to
it. Using layout.Stack causes bunch of heap allocs, which we would like
to avoid whenever we can.
This adds layout.Background which is roughly the same as:
layout.Stack{Alignment: layout.C}.Layout(gtx,
layout.Expanded(background),
layout.Stacked(widget)
)
goos: windows
goarch: amd64
pkg: gioui.org/layout
cpu: AMD Ryzen Threadripper 2950X 16-Core Processor
│ Stack │ Background │
│ sec/op │ sec/op vs base │
*-32 203.80n ± 1% 83.36n ± 3% -59.09% (p=0.000 n=10)
│ Stack │ Background │
│ B/op │ B/op vs base │
*-32 48.00 ± 0% 0.00 ± 0% -100.00% (p=0.000 n=10)
│ Stack │ Background │
│ allocs/op │ allocs/op vs base │
*-32 2.000 ± 0% 0.000 ± 0% -100.00% (p=0.000 n=10)
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
This change allows users of Float to determine its state before Layout
by calling Update.
While here, remove the value transformation represented by the min, max,
invert parameters; they're too many arguments for a computation that
may as well be done by the user.
Remove Float.Pos; it is better to compute its value from the dimensions
returned by Float.Layout.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Similar to a previous change for Clickable and Bool this change separates
state changes from Decorations.Layout to Actions so that access may
happen before Layout.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Before this change, Clickable state updates would happen in Layout.
However, that is too late in cases where clicks affects layout that
contiains the Clickable.
This change removes state changes from Layout and moves them to Clicks,
to allow users pre-layout access. Note that Layout itself processes
events, which means users can no longer access clicks after Layout.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit surfaces fields to manipulate the line height of all label and editor
types. It's unfortunate how this spreads through the API, but I don't see a good
way to eliminate that right now.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit introduces the material.Theme.Face field, which will automatically
populate the Font.Typeface in every text widget created using a constructor function
in package material.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit updates the text package to be able to load system fonts. As a consequence,
application authors may choose to provide no fonts manually, and it's
also possible that the system provides none (WASM, for instance, currently provides no
system fonts). As such, the text stack needed some minor tweaks to handle this case by
displaying blank spaces where text should be rather than crashing when no faces are
available.
Internally, we are dropping the old method of choosing faces and instead relying solely
on the new font matching logic in go-text. I chose to do this because maintaining two
different sets of logic with a hierarchical relationship proved to be really complex,
and also the go-text logic seems to produce higher-quality choices.
The breaking API change from this commit is the new way of constructing a text shaper
using text.ShaperOptions. Providing no options will result in a shaper that uses solely
system fonts. The various options can be used to disable system font loading and to
provide an already-parsed collection of fonts as per Gio's old API.
The material.NewTheme function now accepts no arguments instead of a font collection.
Users wanting to provide a collection can simply provide a new shaper configured how
they would like:
theme := material.NewTheme()
theme.Shaper = text.NewShaper(text.NoSystemFonts(), text.WithCollection(gofont.Regular()))
This commit touches many packages to fix up their construction of text shapers, mostly in
test code. The changes to the tests in package widget deserve special note:
Changing our font resolution logic caused the tofu characters within the
test strings to use a different font's tofu. This isn't a problem, but shifted
the layout of the shaped text a little bit. I've updated the numbers to expect
the new glyph positions.
Fixes: https://todo.sr.ht/~eliasnaur/gio/309
Fixes: https://todo.sr.ht/~eliasnaur/gio/184
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit updates the logic that computes scroll viewport coordinates to correctly
consume layout.Position.OffsetLast, which was previously ignored. The impact of ignoring
that field was that dragging on a scroll indicator could sometimes fail to reach the
end of the list.
I've updated the logic to consume that field, which increased the amount of visual
jitter in the position of the scrollbar. I then also added a mechanism for smoothing
the jitter by using both methods of deriving the viewport and synthesizing a viewport
from both.
This new strategy exhibits a lower standard deviation than the other options on each of:
- the length of the scroll indicator
- the change in the start coordinate of the viewport when scrolling smoothly
- the change in the end coordinate of the viewport when scrolling smoothly
Fixes: https://todo.sr.ht/~eliasnaur/gio/504
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit enables consumers of the text shaper to select a policy for how
line breaking candidates will be chosen. The new default policy can break lines
within "words" (UAX#14 segments) when words do not fit by themselves on a line.
This ensures that text does not horizontally overflow its bounding box unless
the available width is insufficient to display a single UAX#29 grapheme cluster.
Fixes: https://todo.sr.ht/~eliasnaur/gio/467
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
Egon pointed out that the current default is unusable on touch screens in Slack, so this
change should hopefully ensure the indicator is interactable on touch devices.
I considered expanding the minor axis dimensions as well, but I don't know what value to
use. The 38DP default would be enormous on non-mobile displays if we made that the default
width.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit adds back support for loading font collections, which we
lost when switching to the harfbuzz-based shaper last January. In
addition, this commit takes advantage of our new font loading library's
metadata facilities to automatically construct text.FontFaces for all
fonts within a collection. This is significantly more ergonomic for
users, and can be used to load single fonts with automatic metadata
detection as well.
I've exposed a opentype.Face.Font() method that can be used to get the
font metadata for a given face as well, though you have to type assert to
see it:
var myFace text.Face
if asOpentype, ok := myFace.(opentype.Face); ok {
myFont := asOpentype.Font()
}
The one problem with this approach is that the font variant field always
be automatically populated. Mono font detection is supported, but
other variants like SmallCaps are more complicated and may need to be
expressed differently in the future (smallcaps is a feature that any font
file can have, not necessarily a separate font file). See this [0] upstream
issue for details.
Additionally, in order to avoid import cycles, I've moved the declarations
of font attributes to package font. You can fix your code automatically to
refer to the new definitions by running the following:
gofmt -w -r 'text.FontFace -> font.FontFace' .
gofmt -w -r 'text.Variant -> font.Variant' .
gofmt -w -r 'text.Style -> font.Style' .
gofmt -w -r 'text.Typeface -> font.Typeface' .
gofmt -w -r 'text.Font -> font.Font' .
gofmt -w -r 'text.Regular -> font.Regular' .
gofmt -w -r 'text.Italic -> font.Italic' .
gofmt -w -r 'text.Thin -> font.Thin' .
gofmt -w -r 'text.ExtraLight -> font.ExtraLight' .
gofmt -w -r 'text.Light -> font.Light' .
gofmt -w -r 'text.Normal -> font.Normal' .
gofmt -w -r 'text.Medium -> font.Medium' .
gofmt -w -r 'text.SemiBold -> font.SemiBold' .
gofmt -w -r 'text.Bold -> font.Bold' .
gofmt -w -r 'text.ExtraBold -> font.ExtraBold' .
gofmt -w -r 'text.Black -> font.Black' .
gofmt -w -r 'text.Hairline -> font.Thin' .
gofmt -w -r 'text.UltraLight -> font.ExtraLight' .
gofmt -w -r 'text.DemiBold -> font.SemiBold' .
gofmt -w -r 'text.UltraBold -> font.ExtraBold' .
gofmt -w -r 'text.Heavy -> font.Black' .
gofmt -w -r 'text.ExtraBlack -> font.Black+50' .
gofmt -w -r 'text.UltraBlack -> font.ExtraBlack' .
Make sure each affected file imports gioui.org/font.
[0] https://github.com/go-text/typesetting/issues/57
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
We panic when someone constructs a literal LabelStyle because they cannot possibly
populate the shaper field. The resulting error is cryptic, and unusual within Gio
because most style types are safe to construct literally. This commit enables
creating literal LabelStyles by exporting the Shaper field, and also documents
the purposes of all of the fields.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit moves the min/max width of shaped text and the text's Locale into
text.Parameters. They were previously passed as separate function parameters to
the shaper, but this made little sense and added visual noise. This is a breaking
change, but only if you previously invoked the shaping API directly.
Callers of text.(*Shaper).LayoutString should change:
shaper.LayoutString(params, minWidth, maxWidth, locale, "string")
to
params.MinWidth=minWidth
params.MaxWidth=maxWidth
params.Locale=locale
shaper.LayoutString(params, "string")
Callers of text.(*Shaper).Layout should do likewise.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit separates the types for interactive and non-interactive text within
package widget. widget.Selectable is used for all interactive text. widget.Label
is used for all non-interactive text. There is no longer a field on widget.Label
to provide it with a Selectable. If you want selectable text and are not relying
upon the material pacakge API, you need to create widget.Selectables instead of
widget.Labels. The material package's LabelStyle API is unchanged.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit adds support for the idea of a text "Truncator", a string
that is shown at the end of truncated text to indicate that it has been
shortened because it would not fit within the requested number of lines.
When specifying a maximum number of lines, a truncator symbol is always
used. If the user does not provide one, the rune `…` is used. This
requirement results in a better user experience and significantly simpler
code, as we can rely upon the presence of one or more truncator glyphs in
the output glyph stream when truncation has occurred.
When interacting with truncated text, the truncator glyphs all act as
a single, indivisible unit. They can be selected or not, and if selected
they act as the entire contents of the truncated portion of the text.
This means that copying all of a truncated label will copy the entire
label text content, with the truncator symbol not appearing at all.
Concretely, the exposed text API now accepts a Truncator string in
text.Parameters, and there is a new glyph flag FlagTruncator which indicates
that the glyph is part of the truncator run. The truncator run will only
have a single FlagClusterBreak (even if the run would usually have many),
and the glyph with both FlagClusterBreak and FlagTruncator will have the
quantity of truncated runes in its Runes field. This necessitated increasing
the size of the Runes field from a byte to an int, as it's theoretically possible
for quite a lot of text to be truncated.
This commit necessarily bumps our go-text/typesetting dependency to the version
exposing truncation in the exported API.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit supports rendering opentype glyphs containing bitmap data instead of
color data. In order to support returning the shaped bitmap glyphs from the Shaper's
Shape() method, it has gained a second return parameter, an op.CallOp. Adding
that CallOp immediately after or immediately before painting the returned path
will display the bitmap glyphs.
The consequences of supporting colored glyphs forced changes upon the widget APIs
for widgets that display text. Previously text always had a fixed paint material,
so we could rely upon the caller setting the material (e.g. adding a paint.ColorOp)
before painting the glyphs and everything would work. Now that we display image-
based glyphs, we end up changing the painting material to an image midway through
displaying text. This is an awkward consequence of how we currently manage the
painting material, and to work around it widgets now accept an op.CallOp that
is expected to set the proper paint material. Text widgets will use that op.CallOp
before painting text (or other paint operations) to ensure that they are painting
with the proper materials.
This, in turn, changed the APIs for laying out widget.Editor, widget.Label, and
widget.Selectable, and eliminated the need for them to accept a callback (the
callback was only really to set the colors). Dropping that callback function
allowed me to consolidate widget.Label to only need one exported Layout method,
and allowed me to unexport the PaintText, PaintCaret, and PaintSelection methods
from widget.Editor and widget.Selectable. Those methods are useless in the public
API now that they don't need to be invoked after applying a color operation.
Callers of the raw text shaper API will need to make the following changes:
- Where before you used:
var ops *op.Ops // Assume we have an operation list.
var shaper *text.Shaper // Assume we have a shaper.
var col color.NRGBA // Assume we have a text color.
var glyphs []text.Glyph // Assume we have already filled a slice of glyphs.
shape := shaper.Shape(glyphs)
paint.FillShape(ops, col, clip.Outline{Path:shape}.Op())
- Now you should do:
shape, call := shaper.Shape(glyphs)
paint.FillShape(ops, col, clip.Outline{Path:shape}.Op())
call.Add(ops)
Callers of the widget.{Label,Selectable,Editor} APIs will need to make the
following changes:
- Where before you used:
var gtx layout.Context // Assume we have an operation list.
var shaper *text.Shaper // Assume we have a shaper.
var textCol color.NRGBA // Assume we have a text color.
var selectCol color.NRGBA // Assume we have a selection color.
var ed widget.Editor // Assume we have an editor.
var sel widget.Selectable // Assume we have a selectable.
// Lay out an editor.
ed.Layout(gtx, shaper, text.Font{}, unit.Sp(30), func(layout.Context) layout.Dimensions {
// Paint the editor.
})
// Lay out a selectable.
sel.Layout(gtx, shaper, text.Font{}, unit.Sp(30), func(layout.Context) layout.Dimensions {
// Paint the selectable.
})
// Lay out an interactive label.
widget.Label{}.LayoutSelectable(gtx, shaper, text.Font{}, unit.Sp(30), "hello", func(layout.Context) layout.Dimensions {
// Paint the label.
})
// Lay out a non-interactive label.
widget.Label{}.Layout(gtx, shaper, text.Font{}, unit.Sp(30), "hello")
- Now you should do:
// Capture setting the text paint material in a macro.
textColMacro := op.Record(gtx.Ops)
paint.ColorOp{Color: textCol}.Add(gtx.Ops)
textMaterial := textColMacro.Stop()
// Capture setting the selection paint material in a macro.
selectColMacro := op.Record(gtx.Ops)
paint.ColorOp{Color: selectCol}.Add(gtx.Ops)
selectMaterial := selectColMacro.Stop()
// Lay out an editor.
ed.Layout(gtx, shaper, text.Font{}, unit.Sp(30), textMaterial, selectMaterial)
// Lay out a selectable.
sel.Layout(gtx, shaper, text.Font{}, unit.Sp(30), textMaterial, selectMaterial)
// Lay out a label (no difference between interactive and non-interactive)
widget.Label{}.Layout(gtx, shaper, text.Font{}, unit.Sp(30), "hello", textMaterial, selectMaterial)
Callers of the material package API do not need to make any changes.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
Setting Float.Invert=true not only inverts the order of values (which was already easily done by swapping min and max), it also draws the widget inverted so that the track is darkened on the opposite side from usual.
This patch also fixes a bug wherein a vertical slider was drawn inverted by default.
Signed-off-by: Gordon Klaus <gordon.klaus@gmail.com>
This commit rebuilds the editor and label types on the common
foundation provided by textView. This enables labels to have
optional state that makes them selectable, and allows the
two widgets to share the code for managing cursor positions,
displaying selections, and soforth. Labels now have an additional
Layout function which can be invoked if they have a Selectable.
It accepts a layout.Widget used to paint their contents. Stateless
labels should still use the old Layout method.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit restructures the entire text shaping stack to enable lines of shaped text to
have non-homogeneous properties like which font face they belong to and which direction
a segment of text is going.
The text package now provides a concrete type text.Shaper which can be used to convert
strings into sequences of renderable text.Glyphs. At a high level, the API is used
like this:
// Prepare some fonts.
var collection []text.FontFace
// Make a shaper with those fonts loaded.
shaper := text.NewShaper(collection)
// Shape a string.
shaper.LayoutString(text.Parameters{
PxPerEm: fixed.I(12),
}, 0, 100, system.Locale{}, "Hello")
// Iterate the glyphs from that string.
for glyph, ok := shaper.NextGlyph(); ok; glyph, ok = shaper.NextGlyph() {
// Convert the glyph data into a path. In real uses, convert batches of glyphs
// rather than single glyphs to reduce the number of individual paths and offsets
// required to display your text.
shape := shaper.Shape([]text.Glyph{glyph})
// Offset the glyph to the position it declares within its fields. This will
// automatically handle correct bidirectional text glyph positioning.
offset := op.Offset(image.Pt(glyph.X.Floor(), int(glyph.Y))).Push(gtx.Ops)
// Create a clip area from the shape of the glyph.
area := clip.Outline{Path: shape}.Push(gtx.Ops)
// Paint whatever the current color is within the glyph's shape.
paint.PaintOp{}.Add(gtx.Ops)
area.Pop()
offset.Pop()
}
This API will transparently handle both font fallback (choosing appropriate fonts
from those loaded when the primary font doesn't contain a required glyph) and
bidirectional text (mixed left-to-right and right-to-left text). Glyphs are
iterated in order of the input runes, not their visual order, but proper use
of the provided offsets will ensure that text always displays correctly.
Thanks to Elias Naur for suggesting this glyph iterator strategy. It let us cut
through a lot of accumulated complexity from trying to match our old text APIs,
meaning that this change actually is a net negative change in lines of code.
This commit consumes the upstream github.com/go-text/typesetting/shaping API
now that my prior work is merged there, removing the need for the font/opentype/internal
package entirely.
As part of my efforts, I fuzzed both the low-level text shaping stack and the
editor widget extensively. I've committed regression tests found that way into
the appropriate testdata files to ensure the fuzzer re-checks them.
Fixes: https://todo.sr.ht/~eliasnaur/gio/425
Fixes: https://todo.sr.ht/~eliasnaur/gio/211
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
Allowing clients to initiate resize gestures is a waste: macOS
doesn't support them, and the only reason we added them was to
implement client-side decorations for Wayland. Now all desktop
platforms implement resize gestures as needed, and we no longer
need the system.Action actions.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Style values are ephemeral, and pointer methods can't be called in
the same expression a style value is constructed. Matches other style
types.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The unit.Value is a struct and thus more inconvenient to use than its
underlying float32 type. In addition, most uses don't need a general
value, but rather a specific unit given by the context. This change
replaces unit.Value with two float32 units, Dp and Sp. It also changes
variables and parameters of unit.Value to a specific unit type matching
the context. That is, unit.Dp everywhere except for text sizes which are
in Sp.
Switching to typed float32s has multiple advantages
- They can be constants:
const touchSlop = unit.Dp(16)
- Casting untyped constants is no longer necessary:
insets := layout.UniformInset(16)
- Calculation with values is natural:
func (s ScrollbarStyle) Width() unit.Dp {
return s.Indicator.MinorWidth + s.Track.MinorPadding + s.Track.MinorPadding
}
The main API change is that calls to gtx.Px must be replaced with either
gtx.Dp or gtx.Sp depending on the unit.
Idea by Christophe Meessen.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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>
op.Offset is a convenience function most often used by layouts. Layouts
usually operate in integer coordinates, and the float32 version of op.Offset
needlessly force conversions from int to float32. This change makes op.Offset
take integer coordinates, to better match its intended use.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Most widget code operate in integer coordinates. This change makes
gesture pointer coordinates integer, to lessen the number of float32
to int conversions.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit fixes a visual-only bug in the ListStyle that could
make the scrollbar float at the edge of the maximum constraints
when the list did not occupy the full constraints. The list
would still reserve layout space for the scrollbar in the correct
position, but the scrollbar would not be displayed there.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
Previously, a bug in the ListStyle could result in items being
passed a negative value in the minimum constraints.
Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>