mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
29f820caaa
Signed-off-by: Elias Naur <mail@eliasnaur.com>
131 lines
2.8 KiB
Go
131 lines
2.8 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package material
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import (
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"image"
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"image/color"
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"math"
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"time"
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"gioui.org/f32"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/unit"
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)
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type LoaderStyle struct {
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Color color.RGBA
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}
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func Loader(th *Theme) LoaderStyle {
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return LoaderStyle{
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Color: th.Color.Primary,
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}
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}
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func (l LoaderStyle) Layout(gtx layout.Context) layout.Dimensions {
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diam := gtx.Constraints.Min.X
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if minY := gtx.Constraints.Min.Y; minY > diam {
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diam = minY
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}
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if diam == 0 {
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diam = gtx.Px(unit.Dp(24))
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}
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sz := gtx.Constraints.Constrain(image.Pt(diam, diam))
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radius := float64(sz.X) * .5
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defer op.Push(gtx.Ops).Pop()
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op.Offset(f32.Pt(float32(radius), float32(radius))).Add(gtx.Ops)
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dt := (time.Duration(gtx.Now.UnixNano()) % (time.Second)).Seconds()
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startAngle := dt * math.Pi * 2
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endAngle := startAngle + math.Pi*1.5
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clipLoader(gtx.Ops, startAngle, endAngle, radius)
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paint.ColorOp{
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Color: l.Color,
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}.Add(gtx.Ops)
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op.Offset(f32.Pt(-float32(radius), -float32(radius))).Add(gtx.Ops)
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paint.PaintOp{
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Rect: f32.Rectangle{Max: layout.FPt(sz)},
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}.Add(gtx.Ops)
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op.InvalidateOp{}.Add(gtx.Ops)
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return layout.Dimensions{
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Size: sz,
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}
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}
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func clipLoader(ops *op.Ops, start, end, radius float64) {
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const thickness = .2
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outer := float32(radius)
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inner := float32(radius) * (1. - thickness)
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var p clip.Path
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p.Begin(ops)
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sine, cose := math.Sincos(start)
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pen := f32.Pt(float32(cose), float32(sine)).Mul(outer)
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p.Move(pen)
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angle := start
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// The clip path uses quadratic beziér curves to approximate
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// a circle arc. Minimize the error by capping the length of
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// each curve segment.
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arcPrRadian := radius * math.Pi
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const maxArcLen = 20.
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anglePerSegment := maxArcLen / arcPrRadian
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// Outer arc.
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for angle < end {
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angle += anglePerSegment
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if angle > end {
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angle = end
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}
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sins, coss := sine, cose
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sine, cose = math.Sincos(angle)
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// https://pomax.github.io/bezierinfo/#circles
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div := 1. / (coss*sine - cose*sins)
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ctrl := f32.Point{
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X: float32((sine - sins) * div),
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Y: -float32((cose - coss) * div),
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}.Mul(outer)
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endPt := f32.Pt(float32(cose), float32(sine)).Mul(outer)
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p.Quad(ctrl.Sub(pen), endPt.Sub(pen))
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pen = endPt
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}
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// Arc cap.
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cap := f32.Pt(float32(cose), float32(sine)).Mul(inner)
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p.Line(cap.Sub(pen))
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pen = cap
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// Inner arc.
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for angle > start {
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angle -= anglePerSegment
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if angle < start {
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angle = start
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}
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sins, coss := sine, cose
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sine, cose = math.Sincos(angle)
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div := 1. / (coss*sine - cose*sins)
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ctrl := f32.Point{
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X: float32((sine - sins) * div),
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Y: -float32((cose - coss) * div),
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}.Mul(inner)
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endPt := f32.Pt(float32(cose), float32(sine)).Mul(inner)
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p.Quad(ctrl.Sub(pen), endPt.Sub(pen))
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pen = endPt
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}
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// Second arc cap automatically completed by End.
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p.End().Add(ops)
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}
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