Files
gio/widget/material/button.go
T
Elias Naur 665e23693f widget: [API] add child widget argument to Clickable.Layout
To make the semantic relation between the clickable area and its
content clear, it will be important for the clickable clip operation
to cover all of the clickable content.

API change: users of widget.Clickable must now pass the clickable
content to Layout.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-12-01 17:23:54 +01:00

291 lines
7.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"math"
"gioui.org/f32"
"gioui.org/internal/f32color"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget"
)
type ButtonStyle struct {
Text string
// Color is the text color.
Color color.NRGBA
Font text.Font
TextSize unit.Value
Background color.NRGBA
CornerRadius unit.Value
Inset layout.Inset
Button *widget.Clickable
shaper text.Shaper
}
type ButtonLayoutStyle struct {
Background color.NRGBA
CornerRadius unit.Value
Button *widget.Clickable
}
type IconButtonStyle struct {
Background color.NRGBA
// Color is the icon color.
Color color.NRGBA
Icon *widget.Icon
// Size is the icon size.
Size unit.Value
Inset layout.Inset
Button *widget.Clickable
}
func Button(th *Theme, button *widget.Clickable, txt string) ButtonStyle {
return ButtonStyle{
Text: txt,
Color: th.Palette.ContrastFg,
CornerRadius: unit.Dp(4),
Background: th.Palette.ContrastBg,
TextSize: th.TextSize.Scale(14.0 / 16.0),
Inset: layout.Inset{
Top: unit.Dp(10), Bottom: unit.Dp(10),
Left: unit.Dp(12), Right: unit.Dp(12),
},
Button: button,
shaper: th.Shaper,
}
}
func ButtonLayout(th *Theme, button *widget.Clickable) ButtonLayoutStyle {
return ButtonLayoutStyle{
Button: button,
Background: th.Palette.ContrastBg,
CornerRadius: unit.Dp(4),
}
}
func IconButton(th *Theme, button *widget.Clickable, icon *widget.Icon) IconButtonStyle {
return IconButtonStyle{
Background: th.Palette.ContrastBg,
Color: th.Palette.ContrastFg,
Icon: icon,
Size: unit.Dp(24),
Inset: layout.UniformInset(unit.Dp(12)),
Button: button,
}
}
// Clickable lays out a rectangular clickable widget without further
// decoration.
func Clickable(gtx layout.Context, button *widget.Clickable, w layout.Widget) layout.Dimensions {
return button.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return layout.Stack{}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
defer clip.Rect{Max: gtx.Constraints.Min}.Push(gtx.Ops).Pop()
for _, c := range button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(w),
)
})
}
func (b ButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
return ButtonLayoutStyle{
Background: b.Background,
CornerRadius: b.CornerRadius,
Button: b.Button,
}.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
paint.ColorOp{Color: b.Color}.Add(gtx.Ops)
return widget.Label{Alignment: text.Middle}.Layout(gtx, b.shaper, b.Font, b.TextSize, b.Text)
})
})
}
func (b ButtonLayoutStyle) Layout(gtx layout.Context, w layout.Widget) layout.Dimensions {
min := gtx.Constraints.Min
return b.Button.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
rr := float32(gtx.Px(b.CornerRadius))
defer clip.UniformRRect(f32.Rectangle{Max: f32.Point{
X: float32(gtx.Constraints.Min.X),
Y: float32(gtx.Constraints.Min.Y),
}}, rr).Push(gtx.Ops).Pop()
background := b.Background
switch {
case gtx.Queue == nil:
background = f32color.Disabled(b.Background)
case b.Button.Hovered():
background = f32color.Hovered(b.Background)
}
paint.Fill(gtx.Ops, background)
for _, c := range b.Button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
gtx.Constraints.Min = min
return layout.Center.Layout(gtx, w)
}),
)
})
}
func (b IconButtonStyle) Layout(gtx layout.Context) layout.Dimensions {
m := op.Record(gtx.Ops)
dims := b.Button.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
return layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
sizex, sizey := gtx.Constraints.Min.X, gtx.Constraints.Min.Y
sizexf, sizeyf := float32(sizex), float32(sizey)
rr := (sizexf + sizeyf) * .25
defer clip.UniformRRect(f32.Rectangle{
Max: f32.Point{X: sizexf, Y: sizeyf},
}, rr).Push(gtx.Ops).Pop()
background := b.Background
switch {
case gtx.Queue == nil:
background = f32color.Disabled(b.Background)
case b.Button.Hovered():
background = f32color.Hovered(b.Background)
}
paint.Fill(gtx.Ops, background)
for _, c := range b.Button.History() {
drawInk(gtx, c)
}
return layout.Dimensions{Size: gtx.Constraints.Min}
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
return b.Inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
size := gtx.Px(b.Size)
if b.Icon != nil {
gtx.Constraints.Min = image.Point{X: size}
b.Icon.Layout(gtx, b.Color)
}
return layout.Dimensions{
Size: image.Point{X: size, Y: size},
}
})
}),
)
})
c := m.Stop()
bounds := f32.Rectangle{Max: layout.FPt(dims.Size)}
defer clip.Ellipse(bounds).Push(gtx.Ops).Pop()
c.Add(gtx.Ops)
return dims
}
func drawInk(gtx layout.Context, c widget.Press) {
// duration is the number of seconds for the
// completed animation: expand while fading in, then
// out.
const (
expandDuration = float32(0.5)
fadeDuration = float32(0.9)
)
now := gtx.Now
t := float32(now.Sub(c.Start).Seconds())
end := c.End
if end.IsZero() {
// If the press hasn't ended, don't fade-out.
end = now
}
endt := float32(end.Sub(c.Start).Seconds())
// Compute the fade-in/out position in [0;1].
var alphat float32
{
var haste float32
if c.Cancelled {
// If the press was cancelled before the inkwell
// was fully faded in, fast forward the animation
// to match the fade-out.
if h := 0.5 - endt/fadeDuration; h > 0 {
haste = h
}
}
// Fade in.
half1 := t/fadeDuration + haste
if half1 > 0.5 {
half1 = 0.5
}
// Fade out.
half2 := float32(now.Sub(end).Seconds())
half2 /= fadeDuration
half2 += haste
if half2 > 0.5 {
// Too old.
return
}
alphat = half1 + half2
}
// Compute the expand position in [0;1].
sizet := t
if c.Cancelled {
// Freeze expansion of cancelled presses.
sizet = endt
}
sizet /= expandDuration
// Animate only ended presses, and presses that are fading in.
if !c.End.IsZero() || sizet <= 1.0 {
op.InvalidateOp{}.Add(gtx.Ops)
}
if sizet > 1.0 {
sizet = 1.0
}
if alphat > .5 {
// Start fadeout after half the animation.
alphat = 1.0 - alphat
}
// Twice the speed to attain fully faded in at 0.5.
t2 := alphat * 2
// Beziér ease-in curve.
alphaBezier := t2 * t2 * (3.0 - 2.0*t2)
sizeBezier := sizet * sizet * (3.0 - 2.0*sizet)
size := float32(gtx.Constraints.Min.X)
if h := float32(gtx.Constraints.Min.Y); h > size {
size = h
}
// Cover the entire constraints min rectangle.
size *= 2 * float32(math.Sqrt(2))
// Apply curve values to size and color.
size *= sizeBezier
alpha := 0.7 * alphaBezier
const col = 0.8
ba, bc := byte(alpha*0xff), byte(col*0xff)
rgba := f32color.MulAlpha(color.NRGBA{A: 0xff, R: bc, G: bc, B: bc}, ba)
ink := paint.ColorOp{Color: rgba}
ink.Add(gtx.Ops)
rr := size * .5
defer op.Offset(c.Position.Add(f32.Point{
X: -rr,
Y: -rr,
})).Push(gtx.Ops).Pop()
defer clip.UniformRRect(f32.Rectangle{Max: f32.Pt(size, size)}, rr).Push(gtx.Ops).Pop()
paint.PaintOp{}.Add(gtx.Ops)
}