progressbar.go raw
1 package gel
2
3 import (
4 "image"
5 "image/color"
6
7 "github.com/p9c/gio/f32"
8 l "github.com/p9c/gio/layout"
9 "github.com/p9c/gio/op/clip"
10 "github.com/p9c/gio/op/paint"
11 "github.com/p9c/gio/unit"
12
13 "github.com/p9c/gel/f32color"
14 )
15
16 type ProgressBar struct {
17 *Window
18 color color.NRGBA
19 progress int
20 }
21
22 // ProgressBar renders a horizontal bar with an indication of completion of a process
23 func (w *Window) ProgressBar() *ProgressBar {
24 return &ProgressBar{
25 Window: w,
26 progress: 0,
27 color: w.Colors.GetNRGBAFromName("Primary"),
28 }
29 }
30
31 // SetProgress sets the progress of the progress bar
32 func (p *ProgressBar) SetProgress(progress int) *ProgressBar {
33 p.progress = progress
34 return p
35 }
36
37 // Color sets the color to render the bar in
38 func (p *ProgressBar) Color(c string) *ProgressBar {
39 p.color = p.Theme.Colors.GetNRGBAFromName(c)
40 return p
41 }
42
43 // Fn renders the progress bar as it is currently configured
44 func (p *ProgressBar) Fn(gtx l.Context) l.Dimensions {
45 shader := func(width float32, color color.NRGBA) l.Dimensions {
46 maxHeight := unit.Dp(4)
47 rr := float32(gtx.Px(unit.Dp(2)))
48
49 d := image.Point{X: int(width), Y: gtx.Px(maxHeight)}
50
51 clip.RRect{
52 Rect: f32.Rectangle{Max: f32.Point{X: width, Y: float32(gtx.Px(maxHeight))}},
53 NE: rr, NW: rr, SE: rr, SW: rr,
54 }.Add(gtx.Ops)
55
56 paint.ColorOp{Color: color}.Add(gtx.Ops)
57 paint.PaintOp{}.Add(gtx.Ops)
58
59 return l.Dimensions{Size: d}
60 }
61
62 progress := p.progress
63 if progress > 100 {
64 progress = 100
65 } else if progress < 0 {
66 progress = 0
67 }
68
69 progressBarWidth := float32(gtx.Constraints.Max.X)
70
71 return l.Stack{Alignment: l.W}.Layout(gtx,
72 l.Stacked(func(gtx l.Context) l.Dimensions {
73 // Use a transparent equivalent of progress color.
74 bgCol := f32color.MulAlpha(p.color, 150)
75
76 return shader(progressBarWidth, bgCol)
77 }),
78 l.Stacked(func(gtx l.Context) l.Dimensions {
79 fillWidth := (progressBarWidth / 100) * float32(progress)
80 fillColor := p.color
81 if gtx.Queue == nil {
82 fillColor = f32color.MulAlpha(fillColor, 200)
83 }
84 return shader(fillWidth, fillColor)
85 }),
86 )
87 }
88