feat!: rewrote the GUI and model for better testability

The Model was getting unmaintanable mess. This is an attempt to refactor/rewrite the Model so that data of certain type is exposed in standardized way, offering certain standard manipulations for that data type, and on the GUI side, certain standard widgets to tied to that data.

This rewrite closes #72, #106 and #120.
This commit is contained in:
5684185+vsariola@users.noreply.github.com
2023-10-24 13:35:43 +03:00
parent 6d3c65e11d
commit d92426a100
53 changed files with 5992 additions and 4507 deletions

View File

@ -0,0 +1,81 @@
package gioui
import (
"image"
"image/color"
"time"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"github.com/vsariola/sointu/tracker"
)
type PopupAlert struct {
alerts *tracker.Alerts
prevUpdate time.Time
shaper *text.Shaper
}
var alertSpeed = 150 * time.Millisecond
var alertMargin = layout.UniformInset(unit.Dp(6))
var alertInset = layout.UniformInset(unit.Dp(6))
func NewPopupAlert(alerts *tracker.Alerts, shaper *text.Shaper) *PopupAlert {
return &PopupAlert{alerts: alerts, shaper: shaper, prevUpdate: time.Now()}
}
func (a *PopupAlert) Layout(gtx C) D {
now := time.Now()
if a.alerts.Update(now.Sub(a.prevUpdate)) {
op.InvalidateOp{At: now.Add(50 * time.Millisecond)}.Add(gtx.Ops)
}
a.prevUpdate = now
var totalY float64
a.alerts.Iterate(func(alert tracker.Alert) {
var color, textColor, shadeColor color.NRGBA
switch alert.Priority {
case tracker.Warning:
color = warningColor
textColor = black
case tracker.Error:
color = errorColor
textColor = black
default:
color = popupSurfaceColor
textColor = white
shadeColor = black
}
bgWidget := func(gtx C) D {
paint.FillShape(gtx.Ops, color, clip.Rect{
Max: gtx.Constraints.Min,
}.Op())
return D{Size: gtx.Constraints.Min}
}
labelStyle := LabelStyle{Text: alert.Message, Color: textColor, ShadeColor: shadeColor, Font: labelDefaultFont, Alignment: layout.Center, FontSize: unit.Sp(16), Shaper: a.shaper}
alertMargin.Layout(gtx, func(gtx C) D {
return layout.S.Layout(gtx, func(gtx C) D {
defer op.Offset(image.Point{}).Push(gtx.Ops).Pop()
gtx.Constraints.Min.X = gtx.Constraints.Max.X
recording := op.Record(gtx.Ops)
dims := layout.Stack{Alignment: layout.Center}.Layout(gtx,
layout.Expanded(bgWidget),
layout.Stacked(func(gtx C) D {
return alertInset.Layout(gtx, labelStyle.Layout)
}),
)
macro := recording.Stop()
delta := float64(dims.Size.Y + gtx.Dp(alertMargin.Bottom))
op.Offset(image.Point{0, int(-totalY*alert.FadeLevel + delta*(1-alert.FadeLevel))}).Add((gtx.Ops))
totalY += delta
macro.Add(gtx.Ops)
return dims
})
})
})
return D{}
}