Files
gio/widget/material/progressbar.go
T
Elias Naur d572aa23ac op/clip: split Rect into pixel-aligned Rect and rounded RRect
The pixel-aligned Rect is more efficient and easier to use in the common case
of layout clipping.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-09 18:33:00 +02:00

86 lines
2.0 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"gioui.org/f32"
"gioui.org/layout"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
)
type ProgressBarStyle struct {
Color color.RGBA
Progress int
}
func ProgressBar(th *Theme, progress int) ProgressBarStyle {
return ProgressBarStyle{
Progress: progress,
Color: th.Color.Primary,
}
}
func (p ProgressBarStyle) Layout(gtx layout.Context) layout.Dimensions {
shader := func(width float32, color color.RGBA) layout.Dimensions {
maxHeight := unit.Dp(4)
rr := float32(gtx.Px(unit.Dp(2)))
d := image.Point{X: int(width), Y: gtx.Px(maxHeight)}
dr := f32.Rectangle{
Max: f32.Point{X: float32(d.X), Y: float32(d.Y)},
}
clip.RRect{
Rect: f32.Rectangle{Max: f32.Point{X: width, Y: float32(gtx.Px(maxHeight))}},
NE: rr, NW: rr, SE: rr, SW: rr,
}.Add(gtx.Ops)
paint.ColorOp{Color: color}.Add(gtx.Ops)
paint.PaintOp{Rect: dr}.Add(gtx.Ops)
return layout.Dimensions{Size: d}
}
progress := p.Progress
if progress > 100 {
progress = 100
} else if progress < 0 {
progress = 0
}
progressBarWidth := float32(gtx.Constraints.Max.X)
return layout.Stack{Alignment: layout.W}.Layout(gtx,
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
// Use a transparent equivalent of progress color.
bgCol := mulAlpha(p.Color, 150)
return shader(progressBarWidth, bgCol)
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
fillWidth := (progressBarWidth / 100) * float32(progress)
fillColor := p.Color
if gtx.Queue == nil {
fillColor = mulAlpha(fillColor, 200)
}
return shader(fillWidth, fillColor)
}),
)
}
// mulAlpha scales all color components by alpha/255.
func mulAlpha(c color.RGBA, alpha uint8) color.RGBA {
a := uint16(alpha)
return color.RGBA{
A: uint8(uint16(c.A) * a / 255),
R: uint8(uint16(c.R) * a / 255),
G: uint8(uint16(c.G) * a / 255),
B: uint8(uint16(c.B) * a / 255),
}
}