mirror of
https://git.sr.ht/~eliasnaur/gio
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52987e53f6
This commit fixes a visual misalignment in scrollbars resulting from subtle differences in the semantics of layout.Stack and layout.Background. layout.Stack will position expanded children according to their minimum constraint regardless of their returned size, whereas layout.Background uses their returned size. This means that layout.Expanded widgets returning zero dimensions are positioned correctly, but they break when converted to use layout.Background. This commit fixes the problem by returning correct dimensions from the scrollbar track. Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
324 lines
10 KiB
Go
324 lines
10 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/io/pointer"
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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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"gioui.org/widget"
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)
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// fromListPosition converts a layout.Position into two floats representing
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// the location of the viewport on the underlying content. It needs to know
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// the number of elements in the list and the major-axis size of the list
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// in order to do this. The returned values will be in the range [0,1], and
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// start will be less than or equal to end.
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func fromListPosition(lp layout.Position, elements int, majorAxisSize int) (start, end float32) {
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// Approximate the size of the scrollable content.
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lengthEstPx := float32(lp.Length)
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elementLenEstPx := lengthEstPx / float32(elements)
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// Determine how much of the content is visible.
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listOffsetF := float32(lp.Offset)
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listOffsetL := float32(lp.OffsetLast)
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// Compute the location of the beginning of the viewport using estimated element size and known
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// pixel offsets.
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viewportStart := clamp1((float32(lp.First)*elementLenEstPx + listOffsetF) / lengthEstPx)
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viewportEnd := clamp1((float32(lp.First+lp.Count)*elementLenEstPx + listOffsetL) / lengthEstPx)
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viewportFraction := viewportEnd - viewportStart
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// Compute the expected visible proportion of the list content based solely on the ratio
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// of the visible size and the estimated total size.
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visiblePx := float32(majorAxisSize)
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visibleFraction := visiblePx / lengthEstPx
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// Compute the error between the two methods of determining the viewport and diffuse the
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// error on either end of the viewport based on how close we are to each end.
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err := visibleFraction - viewportFraction
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adjStart := viewportStart
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adjEnd := viewportEnd
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if viewportFraction < 1 {
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startShare := viewportStart / (1 - viewportFraction)
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endShare := (1 - viewportEnd) / (1 - viewportFraction)
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startErr := startShare * err
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endErr := endShare * err
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adjStart -= startErr
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adjEnd += endErr
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}
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return adjStart, adjEnd
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}
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// rangeIsScrollable returns whether the viewport described by start and end
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// is smaller than the underlying content (such that it can be scrolled).
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// start and end are expected to each be in the range [0,1], and start
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// must be less than or equal to end.
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func rangeIsScrollable(start, end float32) bool {
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return end-start < 1
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}
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// ScrollTrackStyle configures the presentation of a track for a scroll area.
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type ScrollTrackStyle struct {
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// MajorPadding and MinorPadding along the major and minor axis of the
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// scrollbar's track. This is used to keep the scrollbar from touching
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// the edges of the content area.
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MajorPadding, MinorPadding unit.Dp
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// Color of the track background.
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Color color.NRGBA
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}
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// ScrollIndicatorStyle configures the presentation of a scroll indicator.
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type ScrollIndicatorStyle struct {
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// MajorMinLen is the smallest that the scroll indicator is allowed to
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// be along the major axis.
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MajorMinLen unit.Dp
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// MinorWidth is the width of the scroll indicator across the minor axis.
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MinorWidth unit.Dp
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// Color and HoverColor are the normal and hovered colors of the scroll
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// indicator.
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Color, HoverColor color.NRGBA
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// CornerRadius is the corner radius of the rectangular indicator. 0
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// will produce square corners. 0.5*MinorWidth will produce perfectly
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// round corners.
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CornerRadius unit.Dp
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}
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// ScrollbarStyle configures the presentation of a scrollbar.
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type ScrollbarStyle struct {
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Scrollbar *widget.Scrollbar
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Track ScrollTrackStyle
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Indicator ScrollIndicatorStyle
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}
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// Scrollbar configures the presentation of a scrollbar using the provided
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// theme and state.
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func Scrollbar(th *Theme, state *widget.Scrollbar) ScrollbarStyle {
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lightFg := th.Palette.Fg
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lightFg.A = 150
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darkFg := lightFg
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darkFg.A = 200
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return ScrollbarStyle{
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Scrollbar: state,
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Track: ScrollTrackStyle{
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MajorPadding: 2,
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MinorPadding: 2,
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},
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Indicator: ScrollIndicatorStyle{
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MajorMinLen: th.FingerSize,
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MinorWidth: 6,
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CornerRadius: 3,
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Color: lightFg,
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HoverColor: darkFg,
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},
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}
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}
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// Width returns the minor axis width of the scrollbar in its current
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// configuration (taking padding for the scroll track into account).
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func (s ScrollbarStyle) Width() unit.Dp {
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return s.Indicator.MinorWidth + s.Track.MinorPadding + s.Track.MinorPadding
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}
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// Layout the scrollbar.
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func (s ScrollbarStyle) Layout(gtx layout.Context, axis layout.Axis, viewportStart, viewportEnd float32) layout.Dimensions {
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if !rangeIsScrollable(viewportStart, viewportEnd) {
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return layout.Dimensions{}
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}
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// Set minimum constraints in an axis-independent way, then convert to
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// the correct representation for the current axis.
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convert := axis.Convert
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maxMajorAxis := convert(gtx.Constraints.Max).X
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gtx.Constraints.Min.X = maxMajorAxis
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gtx.Constraints.Min.Y = gtx.Dp(s.Width())
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gtx.Constraints.Min = convert(gtx.Constraints.Min)
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gtx.Constraints.Max = gtx.Constraints.Min
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s.Scrollbar.Update(gtx, axis, viewportStart, viewportEnd)
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// Darken indicator if hovered.
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if s.Scrollbar.IndicatorHovered() {
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s.Indicator.Color = s.Indicator.HoverColor
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}
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return s.layout(gtx, axis, viewportStart, viewportEnd)
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}
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// layout the scroll track and indicator.
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func (s ScrollbarStyle) layout(gtx layout.Context, axis layout.Axis, viewportStart, viewportEnd float32) layout.Dimensions {
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inset := layout.Inset{
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Top: s.Track.MajorPadding,
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Bottom: s.Track.MajorPadding,
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Left: s.Track.MinorPadding,
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Right: s.Track.MinorPadding,
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}
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if axis == layout.Horizontal {
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inset.Top, inset.Bottom, inset.Left, inset.Right = inset.Left, inset.Right, inset.Top, inset.Bottom
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}
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return layout.Background{}.Layout(gtx,
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func(gtx layout.Context) layout.Dimensions {
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// Lay out the draggable track underneath the scroll indicator.
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area := image.Rectangle{
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Max: gtx.Constraints.Min,
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}
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pointerArea := clip.Rect(area)
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defer pointerArea.Push(gtx.Ops).Pop()
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s.Scrollbar.AddDrag(gtx.Ops)
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// Stack a normal clickable area on top of the draggable area
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// to capture non-dragging clicks.
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defer pointer.PassOp{}.Push(gtx.Ops).Pop()
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defer pointerArea.Push(gtx.Ops).Pop()
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s.Scrollbar.AddTrack(gtx.Ops)
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paint.FillShape(gtx.Ops, s.Track.Color, clip.Rect(area).Op())
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return layout.Dimensions{Size: gtx.Constraints.Min}
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},
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func(gtx layout.Context) layout.Dimensions {
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return inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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// Use axis-independent constraints.
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gtx.Constraints.Min = axis.Convert(gtx.Constraints.Min)
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gtx.Constraints.Max = axis.Convert(gtx.Constraints.Max)
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// Compute the pixel size and position of the scroll indicator within
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// the track.
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trackLen := gtx.Constraints.Min.X
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viewStart := int(math.Round(float64(viewportStart) * float64(trackLen)))
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viewEnd := int(math.Round(float64(viewportEnd) * float64(trackLen)))
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indicatorLen := max(viewEnd-viewStart, gtx.Dp(s.Indicator.MajorMinLen))
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if viewStart+indicatorLen > trackLen {
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viewStart = trackLen - indicatorLen
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}
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indicatorDims := axis.Convert(image.Point{
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X: indicatorLen,
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Y: gtx.Dp(s.Indicator.MinorWidth),
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})
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radius := gtx.Dp(s.Indicator.CornerRadius)
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// Lay out the indicator.
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offset := axis.Convert(image.Pt(viewStart, 0))
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defer op.Offset(offset).Push(gtx.Ops).Pop()
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paint.FillShape(gtx.Ops, s.Indicator.Color, clip.RRect{
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Rect: image.Rectangle{
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Max: indicatorDims,
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},
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SW: radius,
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NW: radius,
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NE: radius,
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SE: radius,
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}.Op(gtx.Ops))
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// Add the indicator pointer hit area.
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area := clip.Rect(image.Rectangle{Max: indicatorDims})
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defer pointer.PassOp{}.Push(gtx.Ops).Pop()
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defer area.Push(gtx.Ops).Pop()
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s.Scrollbar.AddIndicator(gtx.Ops)
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return layout.Dimensions{Size: axis.Convert(gtx.Constraints.Min)}
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})
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},
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)
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}
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// AnchorStrategy defines a means of attaching a scrollbar to content.
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type AnchorStrategy uint8
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const (
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// Occupy reserves space for the scrollbar, making the underlying
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// content region smaller on one axis.
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Occupy AnchorStrategy = iota
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// Overlay causes the scrollbar to float atop the content without
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// occupying any space. Content in the underlying area can be occluded
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// by the scrollbar.
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Overlay
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)
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// ListStyle configures the presentation of a layout.List with a scrollbar.
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type ListStyle struct {
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state *widget.List
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ScrollbarStyle
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AnchorStrategy
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}
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// List constructs a ListStyle using the provided theme and state.
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func List(th *Theme, state *widget.List) ListStyle {
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return ListStyle{
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state: state,
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ScrollbarStyle: Scrollbar(th, &state.Scrollbar),
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}
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}
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// Layout the list and its scrollbar.
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func (l ListStyle) Layout(gtx layout.Context, length int, w layout.ListElement) layout.Dimensions {
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originalConstraints := gtx.Constraints
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// Determine how much space the scrollbar occupies.
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barWidth := gtx.Dp(l.Width())
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if l.AnchorStrategy == Occupy {
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// Reserve space for the scrollbar using the gtx constraints.
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max := l.state.Axis.Convert(gtx.Constraints.Max)
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min := l.state.Axis.Convert(gtx.Constraints.Min)
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max.Y -= barWidth
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if max.Y < 0 {
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max.Y = 0
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}
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min.Y -= barWidth
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if min.Y < 0 {
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min.Y = 0
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}
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gtx.Constraints.Max = l.state.Axis.Convert(max)
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gtx.Constraints.Min = l.state.Axis.Convert(min)
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}
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listDims := l.state.List.Layout(gtx, length, w)
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gtx.Constraints = originalConstraints
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// Draw the scrollbar.
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anchoring := layout.E
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if l.state.Axis == layout.Horizontal {
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anchoring = layout.S
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}
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majorAxisSize := l.state.Axis.Convert(listDims.Size).X
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start, end := fromListPosition(l.state.Position, length, majorAxisSize)
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// layout.Direction respects the minimum, so ensure that the
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// scrollbar will be drawn on the correct edge even if the provided
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// layout.Context had a zero minimum constraint.
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gtx.Constraints.Min = listDims.Size
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if l.AnchorStrategy == Occupy {
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min := l.state.Axis.Convert(gtx.Constraints.Min)
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min.Y += barWidth
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gtx.Constraints.Min = l.state.Axis.Convert(min)
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}
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anchoring.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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return l.ScrollbarStyle.Layout(gtx, l.state.Axis, start, end)
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})
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if delta := l.state.ScrollDistance(); delta != 0 {
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// Handle any changes to the list position as a result of user interaction
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// with the scrollbar.
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l.state.List.ScrollBy(delta * float32(length))
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}
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if l.AnchorStrategy == Occupy {
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// Increase the width to account for the space occupied by the scrollbar.
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cross := l.state.Axis.Convert(listDims.Size)
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cross.Y += barWidth
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listDims.Size = l.state.Axis.Convert(cross)
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}
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return listDims
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}
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