Files
endorphin-tessera-gui/src/shell/system_ui/widgets.rs
T

313 lines
10 KiB
Rust

//! 用统一主题绘制宿主管理控件,并同步注册交互目标。
//! 每个控件的图形、角色、启用状态和 action 一起登记,绘制几何与命中几何保持一致。
//!
use super::{
Axis, Interaction, Role, Target, VisualState, WidgetId,
theme::{self, Theme},
};
use crate::{
display_list::{Color, DisplayList, DrawCommand},
geometry::{Point, Rect},
text::{self, TextStyle},
};
use std::hash::Hash;
/// 一次按钮绘制的借用描述,包括显示、角色和启用/选中状态。
pub struct Button<'a> {
pub label: &'a str,
pub selected: bool,
pub enabled: bool,
pub role: Role,
}
impl<'a> Button<'a> {
/// 构造本类型并初始化其状态;资源建立和默认字段以函数体为准。
pub fn new(label: &'a str) -> Self {
Self {
label,
selected: false,
enabled: true,
role: Role::Button,
}
}
/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
pub fn selected(mut self, value: bool) -> Self {
self.selected = value;
self
}
/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
pub fn enabled(mut self, value: bool) -> Self {
self.enabled = value;
self
}
/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
pub fn role(mut self, value: Role) -> Self {
self.role = value;
self
}
}
/// 本帧宿主控件绘制上下文,共同拥有显示列表与交互目标登记入口。
pub struct Ui<A> {
pub list: DisplayList,
pub targets: Vec<Target<A>>,
pub theme: Theme,
interaction: Interaction,
}
impl<A: Hash> Ui<A> {
/// 构造本类型并初始化其状态;资源建立和默认字段以函数体为准。
pub fn new(theme: Theme, interaction: Interaction) -> Self {
Self {
list: DisplayList::default(),
targets: Vec::new(),
theme,
interaction,
}
}
/// 使用当前主题绘制控件填充、轮廓或文字原语。
pub fn fill(&mut self, r: Rect, color: Color) {
self.list.push(DrawCommand::FillRoundedRect {
rect: r,
radius: 0.0,
color,
});
}
/// 使用当前主题绘制控件填充、轮廓或文字原语。
fn outline(&mut self, r: Rect, color: Color, width: f32) {
self.list.push(DrawCommand::StrokeRoundedRect {
rect: Rect::new(
r.x + width / 2.0,
r.y + width / 2.0,
(r.width - width).max(0.0),
(r.height - width).max(0.0),
),
radius: 3.0,
width,
color,
});
}
/// 使用当前主题绘制控件填充、轮廓或文字原语。
pub fn label(&mut self, x: f32, y: f32, value: &str, color: Color, code: bool) {
self.list.push(DrawCommand::Text {
origin: Point::new(x, y),
value: value.into(),
style: if code {
TextStyle::code()
} else {
TextStyle {
font_size: 12.0,
line_height: 18.0,
..TextStyle::ui(1)
}
},
color,
});
}
/// 把控件身份、几何、角色、启用状态和 action 一起加入本帧交互目标。
fn register(
&mut self,
id: WidgetId,
rect: Rect,
role: Role,
action: Option<A>,
selected: bool,
enabled: bool,
) -> VisualState {
let response = self.interaction.visual(id, selected, enabled);
self.targets.push(Target {
id,
rect,
role,
enabled,
action,
});
response
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
fn surface(&mut self, rect: Rect, s: VisualState, base: Option<Color>) {
let color = if !s.enabled {
base
} else if s.pressed {
Some(self.theme.pressed())
} else if s.hovered {
Some(self.theme.hover())
} else if s.selected {
Some(self.theme.soft())
} else {
base
};
if let Some(color) = color {
self.fill(rect, color);
}
if s.focused {
self.outline(rect, self.theme.accent, 1.5);
}
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn button(&mut self, rect: Rect, action: A, button: Button<'_>) -> VisualState {
let id = WidgetId::new(&action);
let s = self.register(
id,
rect,
button.role,
Some(action),
button.selected,
button.enabled,
);
self.surface(rect, s, None);
self.list.push(DrawCommand::PushClip(rect));
let label = text::fit(
button.label,
(rect.width - 16.0).max(0.0),
TextStyle {
font_size: 12.0,
line_height: 18.0,
..TextStyle::ui(1)
},
);
self.label(
rect.x + 8.0,
rect.y + (rect.height - 18.0) / 2.0,
&label,
if s.enabled {
theme::TEXT
} else {
Color::rgb(151, 160, 172)
},
false,
);
if s.selected && button.role == Role::Tab {
self.fill(
Rect::new(rect.x, rect.y + rect.height - 2.0, rect.width, 2.0),
self.theme.accent,
);
}
self.list.push(DrawCommand::PopClip);
s
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn text_field(&mut self, rect: Rect, action: A, focused: bool) {
let s = self.register(
WidgetId::new(&action),
rect,
Role::TextField,
Some(action),
false,
true,
);
self.surface(rect, s, Some(theme::BG));
self.outline(
rect,
if focused || s.focused {
self.theme.accent
} else if s.hovered {
theme::MUTED
} else {
theme::BORDER
},
if focused || s.focused { 1.5 } else { 1.0 },
);
}
/// A terminal prompt shares its surface with output; its caret is the focus cue.
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn inline_input(&mut self, rect: Rect, action: A) {
self.register(
WidgetId::new(&action),
rect,
Role::TextField,
Some(action),
false,
true,
);
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn row(&mut self, paint: Rect, hit: Rect, action: A, selected: bool) {
let s = self.register(
WidgetId::new(&action),
hit,
Role::Row,
Some(action),
selected,
true,
);
self.surface(paint, s, None);
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn swatch(&mut self, rect: Rect, action: A, color: Color, selected: bool) {
let s = self.register(
WidgetId::new(&action),
rect,
Role::Swatch,
Some(action),
selected,
true,
);
self.fill(
rect,
if s.pressed {
theme::mix(color, theme::TEXT, 0.2)
} else {
color
},
);
if s.hovered || s.focused || selected {
self.outline(
Rect::new(
rect.x - 3.0,
rect.y - 3.0,
rect.width + 6.0,
rect.height + 6.0,
),
if s.focused {
self.theme.accent
} else {
theme::TEXT
},
if s.pressed { 3.0 } else { 1.5 },
);
}
if selected {
self.label(rect.x + 10.0, rect.y + 6.0, "✓", theme::BG, false);
}
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn splitter(&mut self, rect: Rect, id: WidgetId, axis: Axis) {
let hit = Rect::new(
rect.x - 3.0,
rect.y - 3.0,
rect.width + 6.0,
rect.height + 6.0,
);
let mut s = self.register(id, hit, Role::Splitter(axis), None, false, true);
s.pressed |= self.interaction.captured(id);
let color = if s.pressed || s.hovered {
self.theme.accent
} else {
theme::BORDER
};
let line = if s.hovered || s.pressed {
match axis {
Axis::Horizontal => Rect::new(rect.x - 1.0, rect.y, 3.0, rect.height),
Axis::Vertical => Rect::new(rect.x, rect.y - 1.0, rect.width, 3.0),
}
} else {
rect
};
self.fill(line, color);
}
/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
pub fn scrollbar(&mut self, rect: Rect, id: WidgetId, axis: Axis) {
let mut s = self.register(id, rect, Role::Scrollbar(axis), None, false, true);
s.pressed |= self.interaction.captured(id);
self.fill(
rect,
if s.pressed {
self.theme.accent
} else if s.hovered {
theme::mix(theme::MUTED, self.theme.accent, 0.55)
} else {
Color::rgb(161, 173, 190)
},
);
}
}