mirror of
https://github.com/vsariola/sointu.git
synced 2025-07-19 05:24:48 -04:00
203 lines
5.4 KiB
Go
203 lines
5.4 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/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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"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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visible bool
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tags []bool
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hover int
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list layout.List
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scrollBar ScrollBar
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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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// ActionMenuItem is a menu item that has an icon, text, shortcut and an action.
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ActionMenuItem struct {
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Icon []byte
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Text string
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Shortcut string
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Action tracker.Action
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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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Theme *Theme
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State *MenuState
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Style *MenuStyle
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}
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// MenuButton displayes a button with text that opens a menu when clicked.
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MenuButton struct {
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Theme *Theme
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Title string
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Style *ButtonStyle
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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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)
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func Menu(th *Theme, state *MenuState) MenuWidget {
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return MenuWidget{
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Theme: th,
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State: state,
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Style: &th.Menu.Main,
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}
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}
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func MenuItem(act tracker.Action, text, shortcut string, icon []byte) ActionMenuItem {
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return ActionMenuItem{
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Icon: icon,
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Text: text,
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Shortcut: shortcut,
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Action: act,
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}
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}
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func MenuBtn(th *Theme, ms *MenuState, cl *Clickable, title string) MenuButton {
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return MenuButton{
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Theme: th,
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Title: title,
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Clickable: cl,
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MenuState: ms,
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Style: &th.Button.Menu,
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}
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}
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func (m *MenuWidget) Layout(gtx C, items ...ActionMenuItem) D {
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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.update(gtx, items...)
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popup := Popup(m.Theme, &m.State.visible)
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popup.Style = &m.Theme.Popup.Menu
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return popup.Layout(gtx, 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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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 {
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return m.State.list.Layout(gtx, len(items), func(gtx C, i int) D {
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defer op.Offset(image.Point{}).Push(gtx.Ops).Pop()
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var macro op.MacroOp
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item := &items[i]
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if i == m.State.hover-1 && item.Action.Enabled() {
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macro = op.Record(gtx.Ops)
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}
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icon := m.Theme.Icon(item.Icon)
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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(m.Theme, &m.Style.Text, item.Text)
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shortcutLabel := Label(m.Theme, &m.Style.Shortcut, item.Shortcut)
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if !item.Action.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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dims := 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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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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if i == m.State.hover-1 && item.Action.Enabled() {
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recording := macro.Stop()
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paint.FillShape(gtx.Ops, m.Style.Hover, clip.Rect{
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Max: image.Pt(dims.Size.X, dims.Size.Y),
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}.Op())
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recording.Add(gtx.Ops)
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}
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if item.Action.Enabled() {
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rect := image.Rect(0, 0, dims.Size.X, dims.Size.Y)
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area := clip.Rect(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 dims
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})
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}),
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layout.Expanded(func(gtx C) D {
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return m.State.scrollBar.Layout(gtx, &m.Theme.ScrollBar, len(items), &m.State.list.Position)
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}),
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)
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})
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}
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func (m *MenuWidget) update(gtx C, items ...ActionMenuItem) {
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for i, item := 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{
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Target: &m.State.tags[i],
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Kinds: pointer.Press | pointer.Enter | pointer.Leave,
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})
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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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item.Action.Do()
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m.State.visible = false
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case pointer.Enter:
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m.State.hover = i + 1
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case pointer.Leave:
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if m.State.hover == i+1 {
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m.State.hover = 0
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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 (mb MenuButton) Layout(gtx C, items ...ActionMenuItem) D {
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for mb.Clickable.Clicked(gtx) {
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mb.MenuState.visible = true
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}
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btn := Btn(mb.Theme, mb.Style, mb.Clickable, mb.Title, "")
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dims := btn.Layout(gtx)
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defer op.Offset(image.Pt(0, dims.Size.Y)).Push(gtx.Ops).Pop()
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m := Menu(mb.Theme, mb.MenuState)
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m.Layout(gtx, items...)
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return dims
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}
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