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https://git.sr.ht/~eliasnaur/gio
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op.Offset is a convenience function most often used by layouts. Layouts usually operate in integer coordinates, and the float32 version of op.Offset needlessly force conversions from int to float32. This change makes op.Offset take integer coordinates, to better match its intended use. Signed-off-by: Elias Naur <mail@eliasnaur.com>
307 lines
8.2 KiB
Go
307 lines
8.2 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/semantic"
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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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Description string
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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, description string) 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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Description: description,
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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 button.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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semantic.Button.Add(gtx.Ops)
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constraints := gtx.Constraints
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return layout.Stack{}.Layout(gtx,
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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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if button.Hovered() || button.Focused() {
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paint.Fill(gtx.Ops, f32color.Hovered(color.NRGBA{}))
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}
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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(func(gtx layout.Context) layout.Dimensions {
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gtx.Constraints = constraints
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return w(gtx)
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}),
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)
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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 b.Button.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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semantic.Button.Add(gtx.Ops)
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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() || b.Button.Focused():
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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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)
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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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m := op.Record(gtx.Ops)
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dims := b.Button.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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semantic.Button.Add(gtx.Ops)
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if d := b.Description; d != "" {
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semantic.DescriptionOp(b.Description).Add(gtx.Ops)
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}
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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() || b.Button.Focused():
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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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)
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})
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c := m.Stop()
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bounds := f32.Rectangle{Max: layout.FPt(dims.Size)}
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defer clip.Ellipse(bounds).Push(gtx.Ops).Pop()
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c.Add(gtx.Ops)
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return dims
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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(image.Point{
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X: -int(rr),
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Y: -int(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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