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https://git.sr.ht/~eliasnaur/gio
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936c266b03
The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.
Before this change, op.Save and Load were used to save and restore the
state:
ops := new(op.Ops)
// Save state.
state := op.Save(ops)
// Apply offset.
op.Offset(...).Add(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
state.Load()
A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.
This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:
ops := new(op.Ops)
// Push offset to the transformation stack.
stack := op.Offset(...).Push(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
stack.Pop()
For convenience, transformation also be Add'ed if the stack operation is
not required.
Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.
API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.
To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
286 lines
7.4 KiB
Go
286 lines
7.4 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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"math"
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"gioui.org/f32"
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"gioui.org/internal/f32color"
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"gioui.org/io/pointer"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/text"
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"gioui.org/unit"
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"gioui.org/widget"
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)
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type ButtonStyle struct {
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Text string
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// Color is the text color.
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Color color.NRGBA
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Font text.Font
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TextSize unit.Value
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Background color.NRGBA
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CornerRadius unit.Value
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Inset layout.Inset
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Button *widget.Clickable
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shaper text.Shaper
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}
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type ButtonLayoutStyle struct {
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Background color.NRGBA
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CornerRadius unit.Value
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Button *widget.Clickable
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}
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type IconButtonStyle struct {
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Background color.NRGBA
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// Color is the icon color.
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Color color.NRGBA
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Icon *widget.Icon
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// Size is the icon size.
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Size unit.Value
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Inset layout.Inset
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Button *widget.Clickable
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}
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func Button(th *Theme, button *widget.Clickable, txt string) ButtonStyle {
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return ButtonStyle{
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Text: txt,
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Color: th.Palette.ContrastFg,
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CornerRadius: unit.Dp(4),
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Background: th.Palette.ContrastBg,
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TextSize: th.TextSize.Scale(14.0 / 16.0),
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Inset: layout.Inset{
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Top: unit.Dp(10), Bottom: unit.Dp(10),
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Left: unit.Dp(12), Right: unit.Dp(12),
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},
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Button: button,
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shaper: th.Shaper,
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}
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}
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func ButtonLayout(th *Theme, button *widget.Clickable) ButtonLayoutStyle {
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return ButtonLayoutStyle{
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Button: button,
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Background: th.Palette.ContrastBg,
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CornerRadius: unit.Dp(4),
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}
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}
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func IconButton(th *Theme, button *widget.Clickable, icon *widget.Icon) IconButtonStyle {
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return IconButtonStyle{
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Background: th.Palette.ContrastBg,
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Color: th.Palette.ContrastFg,
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Icon: icon,
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Size: unit.Dp(24),
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Inset: layout.UniformInset(unit.Dp(12)),
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Button: button,
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}
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}
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// Clickable lays out a rectangular clickable widget without further
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// decoration.
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func Clickable(gtx layout.Context, button *widget.Clickable, w layout.Widget) layout.Dimensions {
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return layout.Stack{}.Layout(gtx,
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layout.Expanded(button.Layout),
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layout.Expanded(func(gtx layout.Context) layout.Dimensions {
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defer clip.Rect{Max: gtx.Constraints.Min}.Push(gtx.Ops).Pop()
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for _, c := range button.History() {
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drawInk(gtx, c)
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}
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return layout.Dimensions{Size: gtx.Constraints.Min}
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}),
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layout.Stacked(w),
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)
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}
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func (b ButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
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return ButtonLayoutStyle{
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Background: b.Background,
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CornerRadius: b.CornerRadius,
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Button: b.Button,
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}.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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paint.ColorOp{Color: b.Color}.Add(gtx.Ops)
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return widget.Label{Alignment: text.Middle}.Layout(gtx, b.shaper, b.Font, b.TextSize, b.Text)
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})
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})
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}
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func (b ButtonLayoutStyle) Layout(gtx layout.Context, w layout.Widget) layout.Dimensions {
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min := gtx.Constraints.Min
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return layout.Stack{Alignment: layout.Center}.Layout(gtx,
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layout.Expanded(func(gtx layout.Context) layout.Dimensions {
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rr := float32(gtx.Px(b.CornerRadius))
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defer clip.UniformRRect(f32.Rectangle{Max: f32.Point{
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X: float32(gtx.Constraints.Min.X),
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Y: float32(gtx.Constraints.Min.Y),
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}}, rr).Push(gtx.Ops).Pop()
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background := b.Background
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switch {
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case gtx.Queue == nil:
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background = f32color.Disabled(b.Background)
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case b.Button.Hovered():
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background = f32color.Hovered(b.Background)
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}
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paint.Fill(gtx.Ops, background)
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for _, c := range b.Button.History() {
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drawInk(gtx, c)
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}
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return layout.Dimensions{Size: gtx.Constraints.Min}
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}),
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layout.Stacked(func(gtx layout.Context) layout.Dimensions {
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gtx.Constraints.Min = min
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return layout.Center.Layout(gtx, w)
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}),
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layout.Expanded(b.Button.Layout),
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)
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}
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func (b IconButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
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return layout.Stack{Alignment: layout.Center}.Layout(gtx,
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layout.Expanded(func(gtx layout.Context) layout.Dimensions {
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sizex, sizey := gtx.Constraints.Min.X, gtx.Constraints.Min.Y
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sizexf, sizeyf := float32(sizex), float32(sizey)
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rr := (sizexf + sizeyf) * .25
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defer clip.UniformRRect(f32.Rectangle{
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Max: f32.Point{X: sizexf, Y: sizeyf},
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}, rr).Push(gtx.Ops).Pop()
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background := b.Background
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switch {
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case gtx.Queue == nil:
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background = f32color.Disabled(b.Background)
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case b.Button.Hovered():
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background = f32color.Hovered(b.Background)
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}
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paint.Fill(gtx.Ops, background)
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for _, c := range b.Button.History() {
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drawInk(gtx, c)
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}
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return layout.Dimensions{Size: gtx.Constraints.Min}
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}),
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layout.Stacked(func(gtx layout.Context) layout.Dimensions {
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return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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size := gtx.Px(b.Size)
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if b.Icon != nil {
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gtx.Constraints.Min = image.Point{X: size}
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b.Icon.Layout(gtx, b.Color)
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}
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return layout.Dimensions{
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Size: image.Point{X: size, Y: size},
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}
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})
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}),
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layout.Expanded(func(gtx layout.Context) layout.Dimensions {
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defer pointer.Ellipse(image.Rectangle{Max: gtx.Constraints.Min}).Push(gtx.Ops).Pop()
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return b.Button.Layout(gtx)
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}),
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)
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}
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func drawInk(gtx layout.Context, c widget.Press) {
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// duration is the number of seconds for the
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// completed animation: expand while fading in, then
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// out.
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const (
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expandDuration = float32(0.5)
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fadeDuration = float32(0.9)
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)
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now := gtx.Now
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t := float32(now.Sub(c.Start).Seconds())
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end := c.End
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if end.IsZero() {
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// If the press hasn't ended, don't fade-out.
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end = now
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}
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endt := float32(end.Sub(c.Start).Seconds())
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// Compute the fade-in/out position in [0;1].
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var alphat float32
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{
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var haste float32
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if c.Cancelled {
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// If the press was cancelled before the inkwell
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// was fully faded in, fast forward the animation
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// to match the fade-out.
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if h := 0.5 - endt/fadeDuration; h > 0 {
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haste = h
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}
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}
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// Fade in.
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half1 := t/fadeDuration + haste
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if half1 > 0.5 {
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half1 = 0.5
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}
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// Fade out.
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half2 := float32(now.Sub(end).Seconds())
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half2 /= fadeDuration
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half2 += haste
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if half2 > 0.5 {
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// Too old.
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return
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}
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alphat = half1 + half2
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}
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// Compute the expand position in [0;1].
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sizet := t
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if c.Cancelled {
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// Freeze expansion of cancelled presses.
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sizet = endt
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}
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sizet /= expandDuration
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// Animate only ended presses, and presses that are fading in.
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if !c.End.IsZero() || sizet <= 1.0 {
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op.InvalidateOp{}.Add(gtx.Ops)
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}
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if sizet > 1.0 {
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sizet = 1.0
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}
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if alphat > .5 {
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// Start fadeout after half the animation.
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alphat = 1.0 - alphat
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}
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// Twice the speed to attain fully faded in at 0.5.
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t2 := alphat * 2
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// Beziér ease-in curve.
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alphaBezier := t2 * t2 * (3.0 - 2.0*t2)
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sizeBezier := sizet * sizet * (3.0 - 2.0*sizet)
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size := float32(gtx.Constraints.Min.X)
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if h := float32(gtx.Constraints.Min.Y); h > size {
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size = h
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}
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// Cover the entire constraints min rectangle.
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size *= 2 * float32(math.Sqrt(2))
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// Apply curve values to size and color.
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size *= sizeBezier
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alpha := 0.7 * alphaBezier
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const col = 0.8
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ba, bc := byte(alpha*0xff), byte(col*0xff)
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rgba := f32color.MulAlpha(color.NRGBA{A: 0xff, R: bc, G: bc, B: bc}, ba)
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ink := paint.ColorOp{Color: rgba}
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ink.Add(gtx.Ops)
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rr := size * .5
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defer op.Offset(c.Position.Add(f32.Point{
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X: -rr,
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Y: -rr,
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})).Push(gtx.Ops).Pop()
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defer clip.UniformRRect(f32.Rectangle{Max: f32.Pt(size, size)}, rr).Push(gtx.Ops).Pop()
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paint.PaintOp{}.Add(gtx.Ops)
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}
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