Files
gio/widget/material/slider.go
T
Elias Naur 3d37491342 all: [API] replace unit.Value with separate unit.Dp, unit.Sp types
The unit.Value is a struct and thus more inconvenient to use than its
underlying float32 type. In addition, most uses don't need a general
value, but rather a specific unit given by the context. This change
replaces unit.Value with two float32 units, Dp and Sp. It also changes
variables and parameters of unit.Value to a specific unit type matching
the context. That is, unit.Dp everywhere except for text sizes which are
in Sp.

Switching to typed float32s has multiple advantages

- They can be constants:

const touchSlop = unit.Dp(16)

- Casting untyped constants is no longer necessary:

insets := layout.UniformInset(16)

- Calculation with values is natural:

func (s ScrollbarStyle) Width() unit.Dp {
	return s.Indicator.MinorWidth + s.Track.MinorPadding + s.Track.MinorPadding
}

The main API change is that calls to gtx.Px must be replaced with either
gtx.Dp or gtx.Sp depending on the unit.

Idea by Christophe Meessen.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-05-31 10:24:09 +02:00

102 lines
2.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"gioui.org/internal/f32color"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
"gioui.org/widget"
)
// Slider is for selecting a value in a range.
func Slider(th *Theme, float *widget.Float, min, max float32) SliderStyle {
return SliderStyle{
Min: min,
Max: max,
Color: th.Palette.ContrastBg,
Float: float,
FingerSize: th.FingerSize,
}
}
type SliderStyle struct {
Min, Max float32
Color color.NRGBA
Float *widget.Float
FingerSize unit.Dp
}
func (s SliderStyle) Layout(gtx layout.Context) layout.Dimensions {
thumbRadius := gtx.Dp(6)
trackWidth := gtx.Dp(2)
axis := s.Float.Axis
// Keep a minimum length so that the track is always visible.
minLength := thumbRadius + 3*thumbRadius + thumbRadius
// Try to expand to finger size, but only if the constraints
// allow for it.
touchSizePx := min(gtx.Dp(s.FingerSize), axis.Convert(gtx.Constraints.Max).Y)
sizeMain := max(axis.Convert(gtx.Constraints.Min).X, minLength)
sizeCross := max(2*thumbRadius, touchSizePx)
size := axis.Convert(image.Pt(sizeMain, sizeCross))
o := axis.Convert(image.Pt(thumbRadius, 0))
trans := op.Offset(o).Push(gtx.Ops)
gtx.Constraints.Min = axis.Convert(image.Pt(sizeMain-2*thumbRadius, sizeCross))
s.Float.Layout(gtx, thumbRadius, s.Min, s.Max)
gtx.Constraints.Min = gtx.Constraints.Min.Add(axis.Convert(image.Pt(0, sizeCross)))
thumbPos := thumbRadius + int(s.Float.Pos())
trans.Pop()
color := s.Color
if gtx.Queue == nil {
color = f32color.Disabled(color)
}
// Draw track before thumb.
track := image.Rectangle{
Min: axis.Convert(image.Pt(thumbRadius, sizeCross/2-trackWidth/2)),
Max: axis.Convert(image.Pt(thumbPos, sizeCross/2+trackWidth/2)),
}
paint.FillShape(gtx.Ops, color, clip.Rect(track).Op())
// Draw track after thumb.
track = image.Rectangle{
Min: axis.Convert(image.Pt(thumbPos, axis.Convert(track.Min).Y)),
Max: axis.Convert(image.Pt(sizeMain-thumbRadius, axis.Convert(track.Max).Y)),
}
paint.FillShape(gtx.Ops, f32color.MulAlpha(color, 96), clip.Rect(track).Op())
// Draw thumb.
pt := axis.Convert(image.Pt(thumbPos, sizeCross/2))
thumb := image.Rectangle{
Min: image.Pt(pt.X-thumbRadius, pt.Y-thumbRadius),
Max: image.Pt(pt.X+thumbRadius, pt.Y+thumbRadius),
}
paint.FillShape(gtx.Ops, color, clip.Ellipse(thumb).Op(gtx.Ops))
return layout.Dimensions{Size: size}
}
func max(a, b int) int {
if a > b {
return a
}
return b
}
func min(a, b int) int {
if a < b {
return a
}
return b
}