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3d37491342
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>
73 lines
1.6 KiB
Go
73 lines
1.6 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package widget
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import (
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"image"
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"image/color"
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"image/draw"
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"gioui.org/internal/f32color"
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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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"golang.org/x/exp/shiny/iconvg"
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)
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type Icon struct {
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src []byte
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// Cached values.
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op paint.ImageOp
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imgSize int
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imgColor color.NRGBA
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}
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const defaultIconSize = unit.Dp(24)
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// NewIcon returns a new Icon from IconVG data.
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func NewIcon(data []byte) (*Icon, error) {
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_, err := iconvg.DecodeMetadata(data)
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if err != nil {
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return nil, err
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}
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return &Icon{src: data}, nil
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}
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// Layout displays the icon with its size set to the X minimum constraint.
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func (ic *Icon) Layout(gtx layout.Context, color color.NRGBA) layout.Dimensions {
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sz := gtx.Constraints.Min.X
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if sz == 0 {
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sz = gtx.Dp(defaultIconSize)
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}
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size := gtx.Constraints.Constrain(image.Pt(sz, sz))
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defer clip.Rect{Max: size}.Push(gtx.Ops).Pop()
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ico := ic.image(size.X, color)
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ico.Add(gtx.Ops)
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paint.PaintOp{}.Add(gtx.Ops)
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return layout.Dimensions{
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Size: ico.Size(),
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}
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}
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func (ic *Icon) image(sz int, color color.NRGBA) paint.ImageOp {
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if sz == ic.imgSize && color == ic.imgColor {
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return ic.op
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}
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m, _ := iconvg.DecodeMetadata(ic.src)
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dx, dy := m.ViewBox.AspectRatio()
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img := image.NewRGBA(image.Rectangle{Max: image.Point{X: sz, Y: int(float32(sz) * dy / dx)}})
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var ico iconvg.Rasterizer
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ico.SetDstImage(img, img.Bounds(), draw.Src)
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m.Palette[0] = f32color.NRGBAToLinearRGBA(color)
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iconvg.Decode(&ico, ic.src, &iconvg.DecodeOptions{
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Palette: &m.Palette,
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})
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ic.op = paint.NewImageOp(img)
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ic.imgSize = sz
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ic.imgColor = color
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return ic.op
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}
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