Files
gio/widget/material/button.go
T
Elias Naur 52ccc183b5 widget/material: propagate ButtonLayout minimum constraints to content
The previous change fixed a regression where minimum constraints larger than 0
would not affect the button. This change moves the minimum constraints one
level lower so the content widget will see them as well. The wrapping
layout.Center ensures that any misbehaving widgets still end up centered.

Add a test to lock in the new behaviour and the previous fix.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-25 17:52:02 +01:00

192 lines
4.6 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 Button 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 ButtonLayout struct {
Background color.RGBA
Color color.RGBA
CornerRadius unit.Value
Inset layout.Inset
}
type IconButton struct {
Background color.RGBA
Color color.RGBA
Icon *Icon
Size unit.Value
Padding unit.Value
Inset layout.Inset
}
func (t *Theme) Button(txt string) Button {
return Button{
Text: txt,
Color: rgb(0xffffff),
CornerRadius: unit.Dp(4),
Background: t.Color.Primary,
TextSize: t.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: t.Shaper,
}
}
func (t *Theme) ButtonLayout() ButtonLayout {
return ButtonLayout{
Background: t.Color.Primary,
Color: t.Color.InvText,
CornerRadius: unit.Dp(4),
Inset: layout.UniformInset(unit.Dp(12)),
}
}
func (t *Theme) IconButton(icon *Icon) IconButton {
return IconButton{
Background: t.Color.Primary,
Color: t.Color.InvText,
Icon: icon,
Size: unit.Dp(56),
Padding: unit.Dp(16),
}
}
func (b Button) Layout(gtx *layout.Context, button *widget.Button) {
ButtonLayout{
Background: b.Background,
CornerRadius: b.CornerRadius,
Color: b.Color,
Inset: b.Inset,
}.Layout(gtx, button, func() {
widget.Label{}.Layout(gtx, b.shaper, b.Font, b.TextSize, b.Text)
})
}
func (b ButtonLayout) Layout(gtx *layout.Context, button *widget.Button, w layout.Widget) {
hmin := gtx.Constraints.Width.Min
vmin := gtx.Constraints.Height.Min
layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func() {
rr := float32(gtx.Px(b.CornerRadius))
clip.Rect{
Rect: f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Width.Min),
Y: float32(gtx.Constraints.Height.Min),
}},
NE: rr, NW: rr, SE: rr, SW: rr,
}.Op(gtx.Ops).Add(gtx.Ops)
fill(gtx, b.Background)
for _, c := range button.History() {
drawInk(gtx, c)
}
}),
layout.Stacked(func() {
layout.Center.Layout(gtx, func() {
gtx.Constraints.Width.Min = hmin
gtx.Constraints.Height.Min = vmin
b.Inset.Layout(gtx, func() {
paint.ColorOp{Color: b.Color}.Add(gtx.Ops)
w()
})
})
pointer.Rect(image.Rectangle{Max: gtx.Dimensions.Size}).Add(gtx.Ops)
button.Layout(gtx)
}),
)
}
func (b IconButton) Layout(gtx *layout.Context, button *widget.Button) {
layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func() {
size := gtx.Constraints.Width.Min
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)
fill(gtx, b.Background)
for _, c := range button.History() {
drawInk(gtx, c)
}
}),
layout.Stacked(func() {
layout.UniformInset(b.Padding).Layout(gtx, func() {
size := gtx.Px(b.Size) - 2*gtx.Px(b.Padding)
if b.Icon != nil {
b.Icon.Color = b.Color
b.Icon.Layout(gtx, unit.Px(float32(size)))
}
gtx.Dimensions = layout.Dimensions{
Size: image.Point{X: size, Y: size},
}
})
pointer.Ellipse(image.Rectangle{Max: gtx.Dimensions.Size}).Add(gtx.Ops)
button.Layout(gtx)
}),
)
}
func toPointF(p image.Point) f32.Point {
return f32.Point{X: float32(p.X), Y: float32(p.Y)}
}
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)
}