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https://git.sr.ht/~eliasnaur/gio
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7bf3265ccd
Instead of
type Contraints struct {
Width, Height Constraint
}
use
type Constraints struct {
Min, Max image.Point
}
which leads to simpler use. For example, the Min method is trivally replaced by
the field, and the RigidConstraints constructor is no longer a net win.
API Change. Rewrites:
gofmt -r 'gtx.Constraints.Min() -> gtx.Constraints.Min'
gofmt -r 'gtx.Constraints.Width.Min -> gtx.Constraints.Min.X'
gofmt -r 'gtx.Constraints.Height.Min -> gtx.Constraints.Min.Y'
gofmt -r 'gtx.Constraints.Height.Max -> gtx.Constraints.Max.Y'
gofmt -r 'gtx.Constraints.Width.Max -> gtx.Constraints.Max.X'
Signed-off-by: Elias Naur <mail@eliasnaur.com>
69 lines
1.4 KiB
Go
69 lines
1.4 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/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.RGBA
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}
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func ProgressBar(th *Theme) ProgressBarStyle {
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return ProgressBarStyle{
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Color: th.Color.Primary,
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}
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}
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func (b ProgressBarStyle) Layout(gtx *layout.Context, progress int) {
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shader := func(width float32, color color.RGBA) {
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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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dr := f32.Rectangle{
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Max: f32.Point{X: float32(d.X), Y: float32(d.Y)},
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}
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clip.Rect{
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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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}.Op(gtx.Ops).Add(gtx.Ops)
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paint.ColorOp{Color: color}.Add(gtx.Ops)
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paint.PaintOp{Rect: dr}.Add(gtx.Ops)
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gtx.Dimensions = layout.Dimensions{Size: d}
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}
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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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layout.Stack{Alignment: layout.W}.Layout(gtx,
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layout.Stacked(func() {
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// Use a transparent equivalent of progress color.
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backgroundColor := b.Color
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backgroundColor.A = 100
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shader(progressBarWidth, backgroundColor)
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}),
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layout.Stacked(func() {
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fillWidth := (progressBarWidth / 100) * float32(progress)
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shader(fillWidth, b.Color)
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}),
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)
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}
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