Files
gio/widget/material/button.go
T
Elias Naur 3af01a3f43 layout: change Widget to take explicit Context and return explicit Dimensions
Change the definition of Widget from the implicit

        type Widget func()

to the explicit functional

        type Widget func(gtx layout.Context) layout.Dimensions

The advantages are numerous:

- Clearer connection between the incoming context and the output dimensions.
- Returning the Dimensions are impossible to omit.
- Contexts passed by value, so its fields can be exported
and freely mutated by the program.

The only disadvantage is the longer function literals and the many "returns".
What tipped the scales in favour of the explicit Widget variant is that type
aliases can dramatically shorten the literals:

	type (
		C = layout.Context
		D = layout.Dimensions
	)

	widget := func(gtx C) D {
		...
	}

Note that the aliases are not part of the Gio API and it is up to each user
whether they want to use them.

Finally the Go proposal for lightweight function literals,
https://github.com/golang/go/issues/21498, may remove the disadvantage
completely in future.

Context becomes a plain struct with only public fields, and its Reset is
replaced by a NewContext convenience constructor.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-05-23 22:28:49 +02:00

206 lines
5.4 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"gioui.org/f32"
"gioui.org/io/pointer"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget"
)
type ButtonStyle struct {
Text string
// Color is the text color.
Color color.RGBA
Font text.Font
TextSize unit.Value
Background color.RGBA
CornerRadius unit.Value
Inset layout.Inset
shaper text.Shaper
}
type ButtonLayoutStyle struct {
Background color.RGBA
CornerRadius unit.Value
Inset layout.Inset
}
type IconButtonStyle struct {
Background color.RGBA
// Color is the icon color.
Color color.RGBA
Icon *widget.Icon
// Size is the icon size.
Size unit.Value
Inset layout.Inset
}
func Button(th *Theme, txt string) ButtonStyle {
return ButtonStyle{
Text: txt,
Color: rgb(0xffffff),
CornerRadius: unit.Dp(4),
Background: th.Color.Primary,
TextSize: th.TextSize.Scale(14.0 / 16.0),
Inset: layout.Inset{
Top: unit.Dp(10), Bottom: unit.Dp(10),
Left: unit.Dp(12), Right: unit.Dp(12),
},
shaper: th.Shaper,
}
}
func ButtonLayout(th *Theme) ButtonLayoutStyle {
return ButtonLayoutStyle{
Background: th.Color.Primary,
CornerRadius: unit.Dp(4),
Inset: layout.UniformInset(unit.Dp(12)),
}
}
func IconButton(th *Theme, icon *widget.Icon) IconButtonStyle {
return IconButtonStyle{
Background: th.Color.Primary,
Color: th.Color.InvText,
Icon: icon,
Size: unit.Dp(24),
Inset: layout.UniformInset(unit.Dp(12)),
}
}
// Clickable lays out a rectangular clickable widget without further
// decoration.
func Clickable(gtx layout.Context, button *widget.Clickable, w layout.Widget) layout.Dimensions {
return layout.Stack{}.Layout(gtx,
layout.Expanded(button.Layout),
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
clip.Rect{
Rect: f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Min.X),
Y: float32(gtx.Constraints.Min.Y),
}},
}.Op(gtx.Ops).Add(gtx.Ops)
for _, c := range button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(w),
)
}
func (b ButtonStyle) Layout(gtx layout.Context, button *widget.Clickable) layout.Dimensions {
return ButtonLayoutStyle{
Background: b.Background,
CornerRadius: b.CornerRadius,
Inset: b.Inset,
}.Layout(gtx, button, func(gtx layout.Context) layout.Dimensions {
paint.ColorOp{Color: b.Color}.Add(gtx.Ops)
return widget.Label{Alignment: text.Middle}.Layout(gtx, b.shaper, b.Font, b.TextSize, b.Text)
})
}
func (b ButtonLayoutStyle) Layout(gtx layout.Context, button *widget.Clickable, w layout.Widget) layout.Dimensions {
min := gtx.Constraints.Min
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
rr := float32(gtx.Px(b.CornerRadius))
clip.Rect{
Rect: f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Min.X),
Y: float32(gtx.Constraints.Min.Y),
}},
NE: rr, NW: rr, SE: rr, SW: rr,
}.Op(gtx.Ops).Add(gtx.Ops)
dims := fill(gtx, b.Background)
for _, c := range button.History() {
drawInk(gtx, c)
}
return dims
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
gtx.Constraints.Min = min
return layout.Center.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return b.Inset.Layout(gtx, w)
})
}),
layout.Expanded(button.Layout),
)
}
func (b IconButtonStyle) Layout(gtx layout.Context, button *widget.Clickable) layout.Dimensions {
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
size := gtx.Constraints.Min.X
sizef := float32(size)
rr := sizef * .5
clip.Rect{
Rect: f32.Rectangle{Max: f32.Point{X: sizef, Y: sizef}},
NE: rr, NW: rr, SE: rr, SW: rr,
}.Op(gtx.Ops).Add(gtx.Ops)
dims := fill(gtx, b.Background)
for _, c := range button.History() {
drawInk(gtx, c)
}
return dims
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
size := gtx.Px(b.Size)
if b.Icon != nil {
b.Icon.Color = b.Color
b.Icon.Layout(gtx, unit.Px(float32(size)))
}
return layout.Dimensions{
Size: image.Point{X: size, Y: size},
}
})
}),
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
pointer.Ellipse(image.Rectangle{Max: gtx.Constraints.Min}).Add(gtx.Ops)
return button.Layout(gtx)
}),
)
}
func drawInk(gtx layout.Context, c widget.Click) {
d := gtx.Now().Sub(c.Time)
t := float32(d.Seconds())
const duration = 0.5
if t > duration {
return
}
t = t / duration
var stack op.StackOp
stack.Push(gtx.Ops)
size := float32(gtx.Px(unit.Dp(700))) * t
rr := size * .5
col := byte(0xaa * (1 - t*t))
ink := paint.ColorOp{Color: color.RGBA{A: col, R: col, G: col, B: col}}
ink.Add(gtx.Ops)
op.TransformOp{}.Offset(c.Position).Offset(f32.Point{
X: -rr,
Y: -rr,
}).Add(gtx.Ops)
clip.Rect{
Rect: f32.Rectangle{Max: f32.Point{
X: float32(size),
Y: float32(size),
}},
NE: rr, NW: rr, SE: rr, SW: rr,
}.Op(gtx.Ops).Add(gtx.Ops)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X: float32(size), Y: float32(size)}}}.Add(gtx.Ops)
stack.Pop()
op.InvalidateOp{}.Add(gtx.Ops)
}