-
-
Notifications
You must be signed in to change notification settings - Fork 1.4k
/
shadow.go
189 lines (166 loc) · 4.75 KB
/
shadow.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
package widget
import (
"image/color"
"fyne.io/fyne/v2"
"fyne.io/fyne/v2/canvas"
"fyne.io/fyne/v2/theme"
)
var _ fyne.Widget = (*Shadow)(nil)
// Shadow is a widget that renders a shadow.
type Shadow struct {
Base
level ElevationLevel
typ ShadowType
}
// ElevationLevel is the level of elevation of the shadow casting object.
type ElevationLevel int
// ElevationLevel constants inspired by:
// https://storage.googleapis.com/spec-host/mio-staging%2Fmio-design%2F1584058305895%2Fassets%2F0B6xUSjjSulxceF9udnA4Sk5tdU0%2Fbaselineelevation-chart.png
const (
BaseLevel ElevationLevel = 0
CardLevel ElevationLevel = 1
ButtonLevel ElevationLevel = 2
MenuLevel ElevationLevel = 4
PopUpLevel ElevationLevel = 8
SubmergedContentLevel ElevationLevel = 8
DialogLevel ElevationLevel = 24
)
// ShadowType specifies the type of the shadow.
type ShadowType int
// ShadowType constants
const (
ShadowAround ShadowType = iota
ShadowLeft
ShadowRight
ShadowBottom
ShadowTop
)
// NewShadow create a new Shadow.
func NewShadow(typ ShadowType, level ElevationLevel) *Shadow {
s := &Shadow{typ: typ, level: level}
s.ExtendBaseWidget(s)
return s
}
// CreateRenderer returns a new renderer for the shadow.
//
// Implements: fyne.Widget
func (s *Shadow) CreateRenderer() fyne.WidgetRenderer {
r := &shadowRenderer{s: s}
r.createShadows()
return r
}
type shadowRenderer struct {
BaseRenderer
b, l, r, t *canvas.LinearGradient
bl, br, tl, tr *canvas.RadialGradient
minSize fyne.Size
s *Shadow
}
func (r *shadowRenderer) Layout(size fyne.Size) {
depth := float32(r.s.level)
if r.tl != nil {
r.tl.Resize(fyne.NewSize(depth, depth))
r.tl.Move(fyne.NewPos(-depth, -depth))
}
if r.t != nil {
r.t.Resize(fyne.NewSize(size.Width, depth))
r.t.Move(fyne.NewPos(0, -depth))
}
if r.tr != nil {
r.tr.Resize(fyne.NewSize(depth, depth))
r.tr.Move(fyne.NewPos(size.Width, -depth))
}
if r.r != nil {
r.r.Resize(fyne.NewSize(depth, size.Height))
r.r.Move(fyne.NewPos(size.Width, 0))
}
if r.br != nil {
r.br.Resize(fyne.NewSize(depth, depth))
r.br.Move(fyne.NewPos(size.Width, size.Height))
}
if r.b != nil {
r.b.Resize(fyne.NewSize(size.Width, depth))
r.b.Move(fyne.NewPos(0, size.Height))
}
if r.bl != nil {
r.bl.Resize(fyne.NewSize(depth, depth))
r.bl.Move(fyne.NewPos(-depth, size.Height))
}
if r.l != nil {
r.l.Resize(fyne.NewSize(depth, size.Height))
r.l.Move(fyne.NewPos(-depth, 0))
}
}
func (r *shadowRenderer) MinSize() fyne.Size {
return r.minSize
}
func (r *shadowRenderer) Refresh() {
r.refreshShadows()
r.Layout(r.s.Size())
canvas.Refresh(r.s)
}
func (r *shadowRenderer) createShadows() {
switch r.s.typ {
case ShadowLeft:
r.l = canvas.NewHorizontalGradient(color.Transparent, theme.ShadowColor())
r.SetObjects([]fyne.CanvasObject{r.l})
case ShadowRight:
r.r = canvas.NewHorizontalGradient(theme.ShadowColor(), color.Transparent)
r.SetObjects([]fyne.CanvasObject{r.r})
case ShadowBottom:
r.b = canvas.NewVerticalGradient(theme.ShadowColor(), color.Transparent)
r.SetObjects([]fyne.CanvasObject{r.b})
case ShadowTop:
r.t = canvas.NewVerticalGradient(color.Transparent, theme.ShadowColor())
r.SetObjects([]fyne.CanvasObject{r.t})
case ShadowAround:
r.tl = canvas.NewRadialGradient(theme.ShadowColor(), color.Transparent)
r.tl.CenterOffsetX = 0.5
r.tl.CenterOffsetY = 0.5
r.t = canvas.NewVerticalGradient(color.Transparent, theme.ShadowColor())
r.tr = canvas.NewRadialGradient(theme.ShadowColor(), color.Transparent)
r.tr.CenterOffsetX = -0.5
r.tr.CenterOffsetY = 0.5
r.r = canvas.NewHorizontalGradient(theme.ShadowColor(), color.Transparent)
r.br = canvas.NewRadialGradient(theme.ShadowColor(), color.Transparent)
r.br.CenterOffsetX = -0.5
r.br.CenterOffsetY = -0.5
r.b = canvas.NewVerticalGradient(theme.ShadowColor(), color.Transparent)
r.bl = canvas.NewRadialGradient(theme.ShadowColor(), color.Transparent)
r.bl.CenterOffsetX = 0.5
r.bl.CenterOffsetY = -0.5
r.l = canvas.NewHorizontalGradient(color.Transparent, theme.ShadowColor())
r.SetObjects([]fyne.CanvasObject{r.tl, r.t, r.tr, r.r, r.br, r.b, r.bl, r.l})
}
}
func (r *shadowRenderer) refreshShadows() {
updateShadowEnd(r.l)
updateShadowStart(r.r)
updateShadowStart(r.b)
updateShadowEnd(r.t)
updateShadowRadial(r.tl)
updateShadowRadial(r.tr)
updateShadowRadial(r.bl)
updateShadowRadial(r.br)
}
func updateShadowEnd(g *canvas.LinearGradient) {
if g == nil {
return
}
g.EndColor = theme.ShadowColor()
g.Refresh()
}
func updateShadowRadial(g *canvas.RadialGradient) {
if g == nil {
return
}
g.StartColor = theme.ShadowColor()
g.Refresh()
}
func updateShadowStart(g *canvas.LinearGradient) {
if g == nil {
return
}
g.StartColor = theme.ShadowColor()
g.Refresh()
}