mirror of
https://github.com/vsariola/sointu.git
synced 2026-02-05 15:20:20 -05:00
423 lines
12 KiB
Go
423 lines
12 KiB
Go
package gioui
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import (
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"image"
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"image/color"
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"gioui.org/io/event"
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"gioui.org/io/key"
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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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"github.com/vsariola/sointu/tracker"
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)
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type (
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// MenuState is the part of the menu that needs to be retained between frames.
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MenuState struct {
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tags []bool
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hover int
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hoverOk bool
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list layout.List
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scrollBar ScrollBar
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tag bool
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visible bool
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itemTmp []menuItem
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}
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// MenuStyle is the style for a menu that is stored in the theme.yml.
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MenuStyle struct {
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Text LabelStyle
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Shortcut LabelStyle
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Disabled color.NRGBA
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Hover color.NRGBA
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Width unit.Dp
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Height unit.Dp
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}
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// MenuWidget has a Layout method to display a menu
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MenuWidget struct {
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State *MenuState
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Style *MenuStyle
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PopupStyle *PopupStyle
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}
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)
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func Menu(state *MenuState) MenuWidget { return MenuWidget{State: state} }
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func (w MenuWidget) WithStyle(style *MenuStyle) MenuWidget { w.Style = style; return w }
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func (w MenuWidget) WithPopupStyle(style *PopupStyle) MenuWidget { w.PopupStyle = style; return w }
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func (ms *MenuState) Tags(level int, yield TagYieldFunc) bool {
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if ms.visible {
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return yield(level, &ms.tag)
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}
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return true
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}
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// MenuChild describes one or more menu items; if MenuChild is an Action or
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// Bool, it's one item per child, but Ints are treated as enumerations and
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// create one item per different possible values of the int.
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type MenuChild struct {
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Icon []byte
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Text string
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Shortcut string
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kind menuChildKind
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action tracker.Action
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bool tracker.Bool
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int tracker.Int
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widget layout.Widget // these should be passive separators and such
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}
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type menuChildKind int
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const (
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menuChildAction menuChildKind = iota
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menuChildBool
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menuChildInt
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menuChildList
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menuChildDivider
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)
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func ActionMenuChild(act tracker.Action, text, shortcut string, icon []byte) MenuChild {
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return MenuChild{
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Icon: icon,
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Text: text,
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Shortcut: shortcut,
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kind: menuChildAction,
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action: act,
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}
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}
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func BoolMenuChild(b tracker.Bool, text, shortcut string, icon []byte) MenuChild {
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return MenuChild{
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Icon: icon,
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Text: text,
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Shortcut: shortcut,
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kind: menuChildBool,
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bool: b,
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}
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}
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func IntMenuChild(i tracker.Int, icon []byte) MenuChild {
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return MenuChild{
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Icon: icon,
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kind: menuChildInt,
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int: i,
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}
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}
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func DividerMenuChild() MenuChild { return MenuChild{kind: menuChildDivider} }
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// Layout the menu with the given items
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func (m MenuWidget) Layout(gtx C, children ...MenuChild) D {
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t := TrackerFromContext(gtx)
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if m.Style == nil {
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m.Style = &t.Theme.Menu.Main
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}
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// unfortunately, there was no way to include items into the MenuWidget
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// without causing heap escapes, so they are passed as a parameter to the Layout
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m.State.itemTmp = m.State.itemTmp[:0]
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for i, c := range children {
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switch c.kind {
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case menuChildAction:
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m.State.itemTmp = append(m.State.itemTmp, menuItem{childIndex: i, icon: c.Icon, text: c.Text, shortcut: c.Shortcut, enabled: c.enabled()})
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case menuChildBool:
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mi := menuItem{childIndex: i, text: c.Text, shortcut: c.Shortcut, enabled: c.enabled()}
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if c.bool.Value() {
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mi.icon = c.Icon
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}
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m.State.itemTmp = append(m.State.itemTmp, mi)
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case menuChildInt:
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for v := c.int.Range().Min; v <= c.int.Range().Max; v++ {
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mi := menuItem{childIndex: i, text: c.int.StringOf(v), value: v, enabled: c.enabled()}
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if c.int.Value() == v {
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mi.icon = c.Icon
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}
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if v == c.int.Range().Min {
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mi.shortcut = c.Shortcut
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}
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m.State.itemTmp = append(m.State.itemTmp, mi)
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}
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case menuChildDivider:
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m.State.itemTmp = append(m.State.itemTmp, menuItem{childIndex: i, divider: true})
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}
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}
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m.update(gtx, children, m.State.itemTmp)
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listItem := func(gtx C, i int) D {
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item := m.State.itemTmp[i]
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if widget := children[item.childIndex].widget; widget != nil {
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return widget(gtx)
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}
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var icon *widget.Icon
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if item.icon != nil {
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icon = t.Theme.Icon(item.icon)
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}
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iconColor := m.Style.Text.Color
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iconInset := layout.Inset{Left: unit.Dp(12), Right: unit.Dp(6)}
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textLabel := Label(t.Theme, &m.Style.Text, item.text)
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shortcutLabel := Label(t.Theme, &m.Style.Shortcut, item.shortcut)
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if !item.enabled {
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iconColor = m.Style.Disabled
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textLabel.Color = m.Style.Disabled
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shortcutLabel.Color = m.Style.Disabled
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}
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shortcutInset := layout.Inset{Left: unit.Dp(12), Right: unit.Dp(12), Bottom: unit.Dp(2), Top: unit.Dp(2)}
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fg := func(gtx C) D {
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if item.divider {
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d := Divider{Thickness: 1, Axis: layout.Horizontal, Margin: 5}
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return d.Layout(gtx)
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}
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return layout.Flex{Axis: layout.Horizontal, Alignment: layout.Middle}.Layout(gtx,
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layout.Rigid(func(gtx C) D {
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return iconInset.Layout(gtx, func(gtx C) D {
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if icon == nil {
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return D{}
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}
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p := gtx.Dp(unit.Dp(m.Style.Text.TextSize))
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gtx.Constraints.Min = image.Pt(p, p)
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return icon.Layout(gtx, iconColor)
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})
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}),
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layout.Rigid(textLabel.Layout),
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layout.Flexed(1, func(gtx C) D { return D{Size: image.Pt(gtx.Constraints.Max.X, 1)} }),
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layout.Rigid(func(gtx C) D {
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return shortcutInset.Layout(gtx, shortcutLabel.Layout)
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}),
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)
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}
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bg := func(gtx C) D {
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rect := clip.Rect{Max: image.Pt(gtx.Constraints.Min.X, gtx.Constraints.Min.Y)}
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if item.enabled && m.State.hoverOk && m.State.hover == i {
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paint.FillShape(gtx.Ops, m.Style.Hover, rect.Op())
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}
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if item.enabled {
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area := rect.Push(gtx.Ops)
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event.Op(gtx.Ops, &m.State.tags[i])
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area.Pop()
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}
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return D{Size: rect.Max}
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}
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return layout.Background{}.Layout(gtx, bg, fg)
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}
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menuList := func(gtx C) D {
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gtx.Constraints.Max.X = gtx.Dp(m.Style.Width)
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gtx.Constraints.Max.Y = gtx.Dp(m.Style.Height)
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r := clip.Rect(image.Rect(0, 0, gtx.Constraints.Max.X, gtx.Constraints.Max.Y)).Push(gtx.Ops)
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event.Op(gtx.Ops, &m.State.tag)
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r.Pop()
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m.State.list.Axis = layout.Vertical
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m.State.scrollBar.Axis = layout.Vertical
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return layout.Stack{Alignment: layout.SE}.Layout(gtx,
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layout.Expanded(func(gtx C) D { return m.State.list.Layout(gtx, len(m.State.itemTmp), listItem) }),
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layout.Expanded(func(gtx C) D {
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return m.State.scrollBar.Layout(gtx, &t.Theme.ScrollBar, len(m.State.itemTmp), &m.State.list.Position)
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}),
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)
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}
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popup := Popup(t.Theme, &m.State.visible).WithStyle(m.PopupStyle)
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return popup.Layout(gtx, menuList)
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}
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type menuItem struct {
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childIndex int
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value int
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icon []byte
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text, shortcut string
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enabled bool
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divider bool
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}
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func (m *MenuWidget) update(gtx C, children []MenuChild, items []menuItem) {
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// handle keyboard events for the menu
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for {
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ev, ok := gtx.Event(
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key.FocusFilter{Target: &m.State.tag},
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key.Filter{Focus: &m.State.tag, Name: key.NameUpArrow},
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key.Filter{Focus: &m.State.tag, Name: key.NameDownArrow},
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key.Filter{Focus: &m.State.tag, Name: key.NameEnter},
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key.Filter{Focus: &m.State.tag, Name: key.NameReturn},
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)
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if !ok {
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break
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}
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switch e := ev.(type) {
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case key.Event:
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if e.State != key.Press {
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continue
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}
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switch e.Name {
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case key.NameUpArrow:
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if !m.State.hoverOk {
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m.State.hover = 0 // if nothing is selected, select the first item before starting to move backwards
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}
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for i := 1; i < len(items); i++ {
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idx := (m.State.hover - i + len(items)) % len(items)
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child := &children[items[idx].childIndex]
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if child.enabled() {
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m.State.hover = idx
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m.State.hoverOk = true
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break
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}
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}
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case key.NameDownArrow:
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if !m.State.hoverOk {
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m.State.hover = len(items) - 1 // if nothing is selected, select the last item before starting to move backwards
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}
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for i := 1; i < len(items); i++ {
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idx := (m.State.hover + i) % len(items)
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child := &children[items[idx].childIndex]
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if child.enabled() {
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m.State.hover = idx
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m.State.hoverOk = true
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break
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}
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}
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case key.NameEnter, key.NameReturn:
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if m.State.hoverOk && m.State.hover >= 0 && m.State.hover < len(items) {
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m.activateItem(items[m.State.hover], children)
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}
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}
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case key.FocusEvent:
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if !m.State.hoverOk {
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m.State.hover = 0
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}
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m.State.hoverOk = e.Focus
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}
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}
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for i := range items {
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// make sure we have a tag for every item
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for len(m.State.tags) <= i {
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m.State.tags = append(m.State.tags, false)
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}
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// handle pointer events for this item
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for {
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ev, ok := gtx.Event(pointer.Filter{Target: &m.State.tags[i], Kinds: pointer.Press | pointer.Enter | pointer.Leave})
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if !ok {
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break
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}
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e, ok := ev.(pointer.Event)
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if !ok {
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continue
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}
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switch e.Kind {
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case pointer.Press:
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m.activateItem(items[i], children)
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case pointer.Enter:
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m.State.hover = i
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m.State.hoverOk = true
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if !gtx.Focused(&m.State.tag) {
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gtx.Execute(key.FocusCmd{Tag: &m.State.tag})
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}
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case pointer.Leave:
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if m.State.hover == i {
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m.State.hoverOk = false
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}
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}
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}
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}
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}
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func (m *MenuWidget) activateItem(item menuItem, children []MenuChild) {
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if item.childIndex < 0 || item.childIndex >= len(children) {
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return
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}
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child := &children[item.childIndex]
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if !child.enabled() {
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return
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}
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switch child.kind {
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case menuChildAction:
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child.action.Do()
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case menuChildBool:
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child.bool.Toggle()
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case menuChildInt:
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child.int.SetValue(item.value)
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}
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m.State.visible = false
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}
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func (c *MenuChild) enabled() bool {
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switch c.kind {
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case menuChildAction:
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return c.action.Enabled()
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case menuChildBool:
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return c.bool.Enabled()
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case menuChildDivider:
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return false // the dividers are passive separators
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default:
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return true
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}
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}
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// MenuButton displays a button with text that opens a menu when clicked.
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type MenuButton struct {
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Title string
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BtnStyle *ButtonStyle
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MenuStyle *MenuStyle
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PopupStyle *PopupStyle
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Clickable *Clickable
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MenuState *MenuState
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Width unit.Dp
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}
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func MenuBtn(ms *MenuState, cl *Clickable, title string) MenuButton {
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return MenuButton{MenuState: ms, Clickable: cl, Title: title}
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}
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func (mb MenuButton) WithBtnStyle(style *ButtonStyle) MenuButton { mb.BtnStyle = style; return mb }
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func (mb MenuButton) WithMenuStyle(style *MenuStyle) MenuButton { mb.MenuStyle = style; return mb }
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func (mb MenuButton) WithPopupStyle(style *PopupStyle) MenuButton { mb.PopupStyle = style; return mb }
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func (mb MenuButton) Layout(gtx C, children ...MenuChild) D {
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for mb.Clickable.Clicked(gtx) {
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mb.MenuState.visible = true
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gtx.Execute(key.FocusCmd{Tag: &mb.MenuState.tag})
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}
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t := TrackerFromContext(gtx)
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if mb.BtnStyle == nil {
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mb.BtnStyle = &t.Theme.Button.Menu
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}
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if mb.PopupStyle == nil {
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mb.PopupStyle = &t.Theme.Popup.Menu
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}
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btn := Btn(t.Theme, mb.BtnStyle, mb.Clickable, mb.Title, "")
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dims := btn.Layout(gtx)
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if mb.MenuState.visible {
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defer op.Offset(image.Pt(0, dims.Size.Y)).Push(gtx.Ops).Pop()
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m := Menu(mb.MenuState).WithPopupStyle(mb.PopupStyle)
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m.Layout(gtx, children...)
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}
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return dims
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}
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type Divider struct {
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Thickness unit.Dp
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Axis layout.Axis
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Margin unit.Dp
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}
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func (d *Divider) Layout(gtx C) D {
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thicknessPx := max(gtx.Dp(d.Thickness), 1)
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if d.Axis == layout.Horizontal {
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return layout.Inset{Top: d.Margin, Bottom: d.Margin}.Layout(gtx, func(gtx C) D {
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paint.FillShape(gtx.Ops, color.NRGBA{255, 255, 255, 12}, clip.Rect(image.Rect(0, 0, gtx.Constraints.Max.X, thicknessPx)).Op())
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return D{Size: image.Pt(gtx.Constraints.Max.X, thicknessPx)}
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})
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} else {
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return layout.Inset{Left: d.Margin, Right: d.Margin}.Layout(gtx, func(gtx C) D {
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paint.FillShape(gtx.Ops, color.NRGBA{255, 255, 255, 12}, clip.Rect(image.Rect(0, 0, thicknessPx, gtx.Constraints.Max.X)).Op())
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return D{Size: image.Pt(thicknessPx, gtx.Constraints.Max.X)}
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})
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}
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}
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