mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
6ab43aba3e
Signed-off-by: Elias Naur <mail@eliasnaur.com>
134 lines
3.0 KiB
Go
134 lines
3.0 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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"time"
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"gioui.org/f32"
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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/unit"
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)
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type LoaderStyle struct {
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Color color.RGBA
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}
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func Loader(th *Theme) LoaderStyle {
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return LoaderStyle{
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Color: th.Color.Primary,
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}
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}
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func (l LoaderStyle) Layout(gtx layout.Context) layout.Dimensions {
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diam := gtx.Constraints.Min.X
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if minY := gtx.Constraints.Min.Y; minY > diam {
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diam = minY
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}
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if diam == 0 {
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diam = gtx.Px(unit.Dp(24))
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}
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sz := gtx.Constraints.Constrain(image.Pt(diam, diam))
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radius := float64(sz.X) * .5
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defer op.Push(gtx.Ops).Pop()
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op.Offset(f32.Pt(float32(radius), float32(radius))).Add(gtx.Ops)
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dt := (time.Duration(gtx.Now.UnixNano()) % (time.Second)).Seconds()
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startAngle := dt * math.Pi * 2
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endAngle := startAngle + math.Pi*1.5
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clipLoader(gtx.Ops, startAngle, endAngle, radius)
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paint.ColorOp{
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Color: l.Color,
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}.Add(gtx.Ops)
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op.Offset(f32.Pt(-float32(radius), -float32(radius))).Add(gtx.Ops)
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paint.PaintOp{
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Rect: f32.Rectangle{Max: layout.FPt(sz)},
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}.Add(gtx.Ops)
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op.InvalidateOp{}.Add(gtx.Ops)
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return layout.Dimensions{
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Size: sz,
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}
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}
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func clipLoader(ops *op.Ops, startAngle, endAngle, radius float64) {
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const thickness = .25
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outer := float32(radius)
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inner := float32(radius) * (1. - thickness)
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var p clip.Path
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p.Begin(ops)
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vy, vx := math.Sincos(startAngle)
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start := f32.Pt(float32(vx), float32(vy))
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// Use quadratic beziér curves to approximate a circle arc and
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// minimize the error by capping the length of each curve segment.
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nsegments := math.Round(20 * math.Pi / (endAngle - startAngle))
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θ := (endAngle - startAngle) / nsegments
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// To avoid a math.Sincos for every segment, compute a clockwise
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// rotation matrix once and apply for each segment.
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//
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// [ cos θ -sin θ]
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// [sin θ cos θ]
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sinθ64, cosθ64 := math.Sincos(θ)
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sinθ, cosθ := float32(sinθ64), float32(cosθ64)
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rotate := func(clockwise float32, p f32.Point) f32.Point {
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return f32.Point{
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X: p.X*cosθ - p.Y*clockwise*sinθ,
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Y: p.X*clockwise*sinθ + p.Y*cosθ,
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}
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}
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// Compute control point C according to
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// https://pomax.github.io/bezierinfo/#circles.
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// If S is the starting point, S' is the orthogonal
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// tangent, θ is clockwise:
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//
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// C = S + b*S', b = (cos θ - 1)/sin θ
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//
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b := (cosθ - 1.) / sinθ
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control := func(clockwise float32, S f32.Point) f32.Point {
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tangent := f32.Pt(-S.Y, S.X)
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return S.Add(tangent.Mul(b * -clockwise))
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}
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pen := start.Mul(outer)
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p.Move(pen)
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end := start
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arc := func(clockwise float32, radius float32) {
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for i := 0; i < int(nsegments); i++ {
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ctrl := control(clockwise, end)
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end = rotate(clockwise, end)
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p.Quad(ctrl.Mul(radius).Sub(pen), end.Mul(radius).Sub(pen))
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pen = end.Mul(radius)
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}
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}
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// Outer arc, clockwise.
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arc(+1, outer)
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// Arc cap.
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cap := end.Mul(inner)
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p.Line(cap.Sub(pen))
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pen = cap
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// Inner arc, counter-clockwise.
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arc(-1, inner)
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// Second arc cap automatically completed by End.
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p.End().Add(ops)
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}
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