libcosmic/src/widget/segmented_button/horizontal.rs

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// Copyright 2022 System76 <info@system76.com>
// SPDX-License-Identifier: MPL-2.0
//! Implementation details for the horizontal layout of a segmented button.
use super::model::{Entity, Model, Selectable};
use super::style::StyleSheet;
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use super::widget::{LocalState, SegmentedButton, SegmentedVariant};
use iced::{Length, Rectangle, Size};
Cosmic advanced text (#103) * wip: update to use cosmic-advanced-text * use cosmic-advanced-text branch of iced * fix: line height and spacing for segmented button and update to get svg fix * fix: spin button styling & spacing * update iced to fix segmented button border radius * feat: example improvements * feat: helper for loading fonts * feat: add focus style to button * fix: slider height and iced fixed * feat: hash icon width and height * cleanup * update ci * refactor: always use lazy feature of iced * update iced * update iced * cleanup & update iced * update iced: new slider & tiny-skia quad updates * update iced: fixes for tiny-skia quad rendering with edge case border radius * re-export iced_runtime & iced_widget * merge master * udpate iced * update iced * update iced * update iced * fix: make rectangle_tracker subscription only return update if there is some * feat: derive macro for loading a cosmic-config * feat (cosmic-config): iced subscription * fix (example): update to rectangle tracker subscription * fix (cosmic-config) * refactor(cosmic-config-derive): add support for types with generic parameters * fix (cosmic-config): feature gate updates for subscription helpers * feat: support for custom & system themes + move cosmic-theme to libcosmic * feat: sorta hacky way of creating header bars for libcosmic + update iced to get support for resizable windows in iced-sctk * update iced * update and reexport sctk * fix: applet border radius * feat (cosmic-theme): add id and name methods * fix(cosmic-theme): reexport palette from cosmic-theme * fix(cosmic-config-derive): allow use with reexported cosmic-config * feat: update iced with fix and refactor applet env vars * update iced
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use iced_core::layout;
use iced_core::text::Renderer;
/// Horizontal [`SegmentedButton`].
pub type HorizontalSegmentedButton<'a, SelectionMode, Message> =
SegmentedButton<'a, Horizontal, SelectionMode, Message>;
/// A type marker defining the horizontal variant of a [`SegmentedButton`].
pub struct Horizontal;
/// Horizontal implementation of the [`SegmentedButton`].
///
/// For details on the model, see the [`segmented_button`](super) module for more details.
#[must_use]
pub fn horizontal<SelectionMode: Default, Message>(
model: &Model<SelectionMode>,
) -> SegmentedButton<Horizontal, SelectionMode, Message>
where
Model<SelectionMode>: Selectable,
{
SegmentedButton::new(model)
}
impl<'a, SelectionMode, Message> SegmentedVariant
for SegmentedButton<'a, Horizontal, SelectionMode, Message>
where
Model<SelectionMode>: Selectable,
SelectionMode: Default,
{
fn variant_appearance(
theme: &crate::Theme,
style: &crate::theme::SegmentedButton,
) -> super::Appearance {
theme.horizontal(style)
}
#[allow(clippy::cast_precision_loss)]
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fn variant_button_bounds<'b>(
&'b self,
state: &'b LocalState,
mut bounds: Rectangle,
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) -> Box<dyn Iterator<Item = (Entity, Rectangle)> + 'b> {
let num = state.buttons_visible;
let spacing = f32::from(self.spacing);
let mut homogenous_width = 0.0;
if Length::Shrink != self.width || state.collapsed {
let mut width_offset = 0.0;
if state.collapsed {
bounds.x += f32::from(self.button_height);
width_offset = f32::from(self.button_height) * 2.0;
}
homogenous_width = ((num as f32).mul_add(-spacing, bounds.width - width_offset)
+ spacing)
/ num as f32;
}
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Box::new(
self.model
.order
.iter()
.copied()
.enumerate()
.skip(state.buttons_offset)
.take(state.buttons_visible)
.map(move |(nth, key)| {
let mut this_bounds = bounds;
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if !state.collapsed && Length::Shrink == self.width {
this_bounds.width = state.internal_layout[nth].width;
} else {
this_bounds.width = homogenous_width;
}
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bounds.x += this_bounds.width + spacing;
(key, this_bounds)
}),
)
}
#[allow(clippy::cast_precision_loss)]
#[allow(clippy::cast_possible_truncation)]
#[allow(clippy::cast_sign_loss)]
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fn variant_layout(
&self,
state: &mut LocalState,
renderer: &crate::Renderer,
limits: &layout::Limits,
) -> layout::Node {
let num = self.model.order.len();
let mut total_width = 0.0;
let spacing = f32::from(self.spacing);
let limits = limits.width(self.width);
let mut size;
if state.known_length != num {
if state.known_length > num {
state.buttons_offset -= state.buttons_offset.min(state.known_length - num);
} else {
state.buttons_offset += num - state.known_length;
}
state.known_length = num;
}
if let Length::Shrink = self.width {
// Buttons will be rendered at their smallest widths possible.
state.internal_layout.clear();
let font = renderer.default_font();
let mut total_height = 0.0f32;
for &button in &self.model.order {
let (mut width, height) = self.button_dimensions(state, font, button);
width = f32::from(self.minimum_button_width).max(width);
total_width += width + spacing;
total_height = total_height.max(height);
state.internal_layout.push(Size::new(width, height));
}
// Get the max available width for placing buttons into.
let max_size = limits
.height(Length::Fixed(total_height))
.resolve(Size::new(f32::MAX, total_height));
let mut visible_width = f32::from(self.button_height) * 2.0;
state.buttons_visible = 0;
for button_size in &state.internal_layout {
visible_width += button_size.width;
if max_size.width >= visible_width {
state.buttons_visible += 1;
} else {
break;
}
visible_width += spacing;
}
state.collapsed = num > 1 && state.buttons_visible != num;
// If collapsed, use the maximum width available.
visible_width = if state.collapsed {
max_size.width
} else {
total_width
};
size = limits
.width(Length::Fixed(visible_width))
.height(Length::Fixed(total_height))
.resolve(Size::new(visible_width, total_height));
} else {
// Buttons will be rendered with equal widths.
state.buttons_visible = self.model.items.len();
let (width, height) = self.max_button_dimensions(state, renderer, limits.max());
let total_width = (state.buttons_visible as f32) * (width + spacing);
size = limits
.height(Length::Fixed(height))
.resolve(Size::new(total_width, height));
let actual_width = size.width as usize;
let minimum_width = state.buttons_visible * self.minimum_button_width as usize;
state.collapsed = actual_width < minimum_width;
if state.collapsed {
size = limits
.height(Length::Fixed(height))
.resolve(Size::new(f32::MAX, height));
state.buttons_visible =
(actual_width / self.minimum_button_width as usize).min(state.buttons_visible);
}
}
if !state.collapsed {
state.buttons_offset = 0;
}
layout::Node::new(size)
}
}