feat(sointu, tracker,...): restructure domain & tracker models

send targets are now by ID and Song has "Score" part, which is the notes for it. also, moved the model part separate of the actual gioui dependend stuff.

sorry to my future self about the code bomb; ended up too far and did not find an easy way to rewrite the history to make the steps smaller, so in the end, just squashed everything.
This commit is contained in:
vsariola
2021-02-23 23:55:42 +02:00
parent fd1d018e82
commit adcf3ebce8
155 changed files with 5520 additions and 4914 deletions

128
tracker/gioui/scrollbar.go Normal file
View File

@ -0,0 +1,128 @@
package gioui
import (
"image"
"gioui.org/f32"
"gioui.org/io/pointer"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
)
type ScrollBar struct {
Axis layout.Axis
dragStart float32
hovering bool
dragging bool
}
func (s *ScrollBar) Layout(gtx C, width unit.Value, numItems int, pos *layout.Position) D {
defer op.Save(gtx.Ops).Load()
clip.Rect{Max: gtx.Constraints.Min}.Add(gtx.Ops)
gradientSize := gtx.Px(unit.Dp(4))
var totalPixelsEstimate, scrollBarRelLength float32
switch s.Axis {
case layout.Vertical:
if pos.First > 0 || pos.Offset > 0 {
paint.LinearGradientOp{Color1: black, Color2: transparent, Stop2: f32.Pt(0, float32(gradientSize))}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}
if pos.BeforeEnd {
paint.LinearGradientOp{Color1: black, Color2: transparent, Stop1: f32.Pt(0, float32(gtx.Constraints.Min.Y)), Stop2: f32.Pt(0, float32(gtx.Constraints.Min.Y-gradientSize))}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}
totalPixelsEstimate = float32(gtx.Constraints.Min.Y+pos.Offset-pos.OffsetLast) * float32(numItems) / float32(pos.Count)
scrollBarRelLength = float32(gtx.Constraints.Min.Y) / float32(totalPixelsEstimate)
case layout.Horizontal:
if pos.First > 0 || pos.Offset > 0 {
paint.LinearGradientOp{Color1: black, Color2: transparent, Stop2: f32.Pt(float32(gradientSize), 0)}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}
if pos.BeforeEnd {
paint.LinearGradientOp{Color1: black, Color2: transparent, Stop1: f32.Pt(float32(gtx.Constraints.Min.X), 0), Stop2: f32.Pt(float32(gtx.Constraints.Min.X-gradientSize), 0)}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}
totalPixelsEstimate = float32(gtx.Constraints.Min.X+pos.Offset-pos.OffsetLast) * float32(numItems) / float32(pos.Count)
scrollBarRelLength = float32(gtx.Constraints.Min.X) / float32(totalPixelsEstimate)
}
scrollBarRelStart := (float32(pos.First)*totalPixelsEstimate/float32(numItems) + float32(pos.Offset)) / totalPixelsEstimate
scrWidth := gtx.Px(width)
stack := op.Save(gtx.Ops)
switch s.Axis {
case layout.Vertical:
if scrollBarRelLength < 1 && (s.dragging || s.hovering) {
y1 := int(scrollBarRelStart * float32(gtx.Constraints.Min.Y))
y2 := int((scrollBarRelStart + scrollBarRelLength) * float32(gtx.Constraints.Min.Y))
paint.FillShape(gtx.Ops, scrollBarColor, clip.Rect{Min: image.Pt(gtx.Constraints.Min.X-scrWidth, y1), Max: image.Pt(gtx.Constraints.Min.X, y2)}.Op())
}
rect := image.Rect(gtx.Constraints.Min.X-scrWidth, 0, gtx.Constraints.Min.X, gtx.Constraints.Min.Y)
pointer.Rect(rect).Add(gtx.Ops)
case layout.Horizontal:
if scrollBarRelLength < 1 && (s.dragging || s.hovering) {
x1 := int(scrollBarRelStart * float32(gtx.Constraints.Min.X))
x2 := int((scrollBarRelStart + scrollBarRelLength) * float32(gtx.Constraints.Min.X))
paint.FillShape(gtx.Ops, scrollBarColor, clip.Rect{Min: image.Pt(x1, gtx.Constraints.Min.Y-scrWidth), Max: image.Pt(x2, gtx.Constraints.Min.Y)}.Op())
}
rect := image.Rect(0, gtx.Constraints.Min.Y-scrWidth, gtx.Constraints.Min.X, gtx.Constraints.Min.Y)
pointer.Rect(rect).Add(gtx.Ops)
}
pointer.InputOp{Tag: &s.dragStart,
Types: pointer.Drag | pointer.Press | pointer.Cancel | pointer.Release,
}.Add(gtx.Ops)
stack.Load()
for _, ev := range gtx.Events(&s.dragStart) {
e, ok := ev.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Press:
if s.Axis == layout.Horizontal {
s.dragStart = e.Position.X
s.dragging = true
} else {
s.dragStart = e.Position.Y
s.dragging = true
}
case pointer.Drag:
if s.Axis == layout.Horizontal {
pos.Offset += int(e.Position.X - s.dragStart + 0.5)
s.dragStart = e.Position.X
} else {
pos.Offset += int(e.Position.Y - s.dragStart + 0.5)
s.dragStart = e.Position.Y
}
case pointer.Release, pointer.Cancel:
s.dragging = false
}
}
pointer.PassOp{Pass: true}.Add(gtx.Ops)
rect := image.Rect(0, 0, gtx.Constraints.Min.X, gtx.Constraints.Min.Y)
pointer.Rect(rect).Add(gtx.Ops)
pointer.InputOp{Tag: s,
Types: pointer.Enter | pointer.Leave,
}.Add(gtx.Ops)
for _, ev := range gtx.Events(s) {
e, ok := ev.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Enter:
s.hovering = true
case pointer.Leave:
s.hovering = false
}
}
return D{Size: gtx.Constraints.Min}
}