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https://git.sr.ht/~eliasnaur/gio
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color.RGBA has two problems with regards to using it. First the color values need to be premultiplied, whereas most APIs have non-premultiplied values. This is mainly to preserve color components with low alpha values. Second there are two ways to premultiply with sRGB. One is to premultiply after sRGB conversion, the other is before. This makes using the API more confusing. Using color.NRGBA in sRGB makes it align with CSS.e Signed-off-by: Egon Elbre <egonelbre@gmail.com>
73 lines
1.6 KiB
Go
73 lines
1.6 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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"gioui.org/f32"
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"gioui.org/internal/f32color"
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"gioui.org/layout"
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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 ProgressBarStyle struct {
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Color color.NRGBA
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Progress int
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}
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func ProgressBar(th *Theme, progress int) ProgressBarStyle {
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return ProgressBarStyle{
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Progress: progress,
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Color: th.Color.Primary,
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}
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}
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func (p ProgressBarStyle) Layout(gtx layout.Context) layout.Dimensions {
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shader := func(width float32, color color.NRGBA) layout.Dimensions {
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maxHeight := unit.Dp(4)
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rr := float32(gtx.Px(unit.Dp(2)))
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d := image.Point{X: int(width), Y: gtx.Px(maxHeight)}
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clip.RRect{
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Rect: f32.Rectangle{Max: f32.Point{X: width, Y: float32(gtx.Px(maxHeight))}},
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NE: rr, NW: rr, SE: rr, SW: rr,
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}.Add(gtx.Ops)
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paint.ColorOp{Color: color}.Add(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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return layout.Dimensions{Size: d}
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}
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progress := p.Progress
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if progress > 100 {
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progress = 100
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} else if progress < 0 {
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progress = 0
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}
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progressBarWidth := float32(gtx.Constraints.Max.X)
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return layout.Stack{Alignment: layout.W}.Layout(gtx,
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layout.Stacked(func(gtx layout.Context) layout.Dimensions {
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// Use a transparent equivalent of progress color.
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bgCol := f32color.MulAlpha(p.Color, 150)
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return shader(progressBarWidth, bgCol)
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}),
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layout.Stacked(func(gtx layout.Context) layout.Dimensions {
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fillWidth := (progressBarWidth / 100) * float32(progress)
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fillColor := p.Color
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if gtx.Queue == nil {
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fillColor = f32color.MulAlpha(fillColor, 200)
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}
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return shader(fillWidth, fillColor)
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}),
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)
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}
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