mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
be89f8b945
This CL introduces 2 new path builders:
- Outline which takes a PathSpec to be outlined
- Stroke which takes a PathSpec and a stroke style, to stroke a path.
typically, code like this:
var p clip.Path
...
p.Outline().Add(o)
should be replaced with:
var p clip.Path
...
clip.Outline{Path: p.End()}.Op().Add(o)
similarly, stroking should be modified from:
var p clip.Path
...
p.Stroke(width, clip.StrokeStyle{...}).Add(o)
to:
var p clip.Path
...
clip.Stroke{Path: p.End(), Style: clip.StrokeStyle{Width:...}}.Op().Add(o)
here are tentative 'rf' scripts (see rsc.io/rf for more details):
```
ex {
import "gioui.org/op";
import "gioui.org/op/clip";
var p clip.Path;
var o *op.Ops;
p.Outline().Add(o) -> clip.Outline{Path:p.End()}.Op().Add(o);
}
ex {
import "gioui.org/op";
import "gioui.org/op/clip";
var o *op.Ops;
var p clip.Path;
var sty clip.StrokeStyle;
var width float32;
p.Stroke(width, sty).Add(o) -> \
clip.Stroke{ \
Path:p.End(), \
Style: clip.StrokeStyle{ \
Width: width, \
}}.Op().Add(o);
}
```
Signed-off-by: Sebastien Binet <s@sbinet.org>
84 lines
1.7 KiB
Go
84 lines
1.7 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.NRGBA
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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.Palette.ContrastBg,
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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{}.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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var (
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width = float32(radius * thickness)
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delta = float32(endAngle - startAngle)
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vy, vx = math.Sincos(startAngle)
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pen = f32.Pt(float32(vx), float32(vy)).Mul(float32(radius))
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center = f32.Pt(0, 0).Sub(pen)
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p clip.Path
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)
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p.Begin(ops)
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p.Move(pen)
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p.Arc(center, center, delta)
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clip.Stroke{
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Path: p.End(),
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Style: clip.StrokeStyle{
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Width: width,
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Cap: clip.FlatCap,
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},
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}.Op().Add(ops)
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}
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