/
textfield.go
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/
textfield.go
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package razgio
import (
"image"
"image/color"
"strconv"
"time"
"gioui.org/f32"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
"gioui.org/x/component"
)
// NOTE: originally copied from gioui.org/x/component package
// just to modify it to support both label and hint
// TextField implements the Material Design Text Field
// described here: https://material.io/components/text-fields
type TextField struct {
// Editor contains the edit buffer.
widget.Editor
// Hoverable detects mouse hovers.
Hoverable component.Hoverable
// Alignment specifies where to anchor the text.
Alignment layout.Alignment
// Helper text to give additional context to a field.
Helper string
// CharLimit specifies the maximum number of characters the text input
// will allow. Zero means "no limit".
CharLimit uint
// Prefix appears before the content of the text input.
Prefix layout.Widget
// Suffix appears after the content of the text input.
Suffix layout.Widget
// Animation state.
state
label label
border border
helper helper
anim *component.Progress
// errored tracks whether the input is in an errored state.
// This is orthogonal to the other states: the input can be both errored
// and inactive for example.
errored bool
}
// Validator validates text and returns a string describing the error.
// Error is displayed as helper text.
type Validator = func(string) string
type label struct {
TextSize float32
Inset layout.Inset
Smallest layout.Dimensions
}
type border struct {
Thickness float32
Color color.NRGBA
}
type helper struct {
Color color.NRGBA
Text string
}
type state int
const (
inactive state = iota
hovered
activated
focused
)
// IsActive if input is in an active state (Active, Focused or Errored).
func (in TextField) IsActive() bool {
return in.state >= activated
}
// IsErrored if input is in an errored state.
// Typically this is when the validator has returned an error message.
func (in *TextField) IsErrored() bool {
return in.errored
}
// SetError puts the input into an errored state with the specified error text.
func (in *TextField) SetError(err string) {
in.errored = true
in.helper.Text = err
}
// ClearError clears any errored status.
func (in *TextField) ClearError() {
in.errored = false
in.helper.Text = in.Helper
}
// Clear the input text and reset any error status.
func (in *TextField) Clear() {
in.Editor.SetText("")
in.ClearError()
}
// TextTooLong returns whether the current editor text exceeds the set character
// limit.
func (in *TextField) TextTooLong() bool {
return !(in.CharLimit == 0 || uint(len(in.Editor.Text())) < in.CharLimit)
}
func (in *TextField) Update(gtx C, th *material.Theme, label string) {
var disabled = gtx.Queue == nil
for in.Hoverable.Clicked() {
in.Editor.Focus()
}
in.state = inactive
if in.Hoverable.Hovered() && !disabled {
in.state = hovered
}
if in.Editor.Len() > 0 {
in.state = activated
}
if in.Editor.Focused() && !disabled {
in.state = focused
}
const (
duration = time.Millisecond * 100
)
if in.anim == nil {
in.anim = &component.Progress{}
}
if in.state == activated {
in.anim.Start(gtx.Now, component.Forward, 0)
}
if in.state == focused && in.Editor.Len() == 0 && !in.anim.Started() {
in.anim.Start(gtx.Now, component.Forward, duration)
}
if in.state == inactive && in.Editor.Len() == 0 && in.anim.Finished() {
in.anim.Start(gtx.Now, component.Reverse, duration)
}
if in.anim.Started() {
op.InvalidateOp{}.Add(gtx.Ops)
}
in.anim.Update(gtx.Now)
var (
// Text size transitions.
textNormal = th.TextSize
textSmall = th.TextSize.Scale(0.8)
// Border color transitions.
borderColor = component.WithAlpha(th.Palette.Fg, 128)
borderColorHovered = component.WithAlpha(th.Palette.Fg, 221)
borderColorActive = th.Palette.ContrastBg
// TODO: derive from Theme.Error or Theme.Danger
dangerColor = color.NRGBA{R: 200, A: 255}
// Border thickness transitions.
borderThickness = float32(0.5)
borderThicknessActive = float32(2.0)
)
in.label.TextSize = lerp(textSmall.V, textNormal.V, 1.0-in.anim.Progress())
switch in.state {
case inactive:
in.border.Thickness = borderThickness
in.border.Color = borderColor
in.helper.Color = borderColor
case hovered, activated:
in.border.Thickness = borderThickness
in.border.Color = borderColorHovered
in.helper.Color = borderColorHovered
case focused:
in.border.Thickness = borderThicknessActive
in.border.Color = borderColorActive
in.helper.Color = borderColorHovered
}
if in.IsErrored() {
in.border.Color = dangerColor
in.helper.Color = dangerColor
}
// Calculate the dimensions of the smallest label size and store the
// result for use in clipping.
// Hack: Reset min constraint to 0 to avoid min == max.
gtx.Constraints.Min.X = 0
macro := op.Record(gtx.Ops)
in.label.Smallest = layout.Inset{
Left: unit.Dp(4),
Right: unit.Dp(4),
}.Layout(gtx, func(gtx C) D {
return material.Label(th, textSmall, label).Layout(gtx)
})
macro.Stop()
labelTopInsetNormal := float32(in.label.Smallest.Size.Y) - float32(in.label.Smallest.Size.Y/4)
labelTopInsetActive := (labelTopInsetNormal / 2 * -1) - in.border.Thickness
in.label.Inset = layout.Inset{
Top: unit.Px(lerp(labelTopInsetNormal, labelTopInsetActive, in.anim.Progress())),
Left: unit.Dp(10),
}
}
func (in *TextField) Layout(gtx C, th *material.Theme, label, hint string) D {
in.Update(gtx, th, label)
defer op.Save(gtx.Ops).Load()
// Offset accounts for label height, which sticks above the border dimensions.
op.Offset(f32.Pt(0, float32(in.label.Smallest.Size.Y)/2)).Add(gtx.Ops)
in.label.Inset.Layout(
gtx,
func(gtx C) D {
return layout.Inset{
Left: unit.Dp(4),
Right: unit.Dp(4),
}.Layout(gtx, func(gtx C) D {
label := material.Label(th, unit.Sp(in.label.TextSize), label)
label.Color = in.border.Color
return label.Layout(gtx)
})
})
dims := layout.Flex{
Axis: layout.Vertical,
}.Layout(
gtx,
layout.Rigid(func(gtx C) D {
return layout.Stack{}.Layout(
gtx,
layout.Expanded(func(gtx C) D {
var cornerRadius = unit.Dp(4)
macro := op.Record(gtx.Ops)
dims := widget.Border{
Color: in.border.Color,
Width: unit.Dp(in.border.Thickness),
CornerRadius: cornerRadius,
}.Layout(
gtx,
func(gtx C) D {
return D{Size: image.Point{
X: gtx.Constraints.Max.X,
Y: gtx.Constraints.Min.Y,
}}
},
)
border := macro.Stop()
if in.Editor.Focused() || in.Editor.Len() > 0 {
// Clip a concave shape which ignores the label area.
clips := []func(gtx C){
func(gtx C) {
clip.RRect{
Rect: layout.FRect(image.Rectangle{
Max: image.Point{
X: gtx.Px(in.label.Inset.Left),
Y: gtx.Constraints.Min.Y,
},
}),
NW: float32(gtx.Px(cornerRadius)),
SW: float32(gtx.Px(cornerRadius)),
}.Add(gtx.Ops)
},
func(gtx C) {
clip.Rect{
Min: image.Point{
X: gtx.Px(in.label.Inset.Left),
Y: in.label.Smallest.Size.Y / 2,
},
Max: image.Point{
X: gtx.Px(in.label.Inset.Left) + in.label.Smallest.Size.X,
Y: gtx.Constraints.Min.Y,
},
}.Add(gtx.Ops)
},
func(gtx C) {
clip.RRect{
Rect: layout.FRect(image.Rectangle{
Min: image.Point{
X: gtx.Px(in.label.Inset.Left) + in.label.Smallest.Size.X,
},
Max: image.Point{
X: gtx.Constraints.Max.X,
Y: gtx.Constraints.Min.Y,
},
}),
NE: float32(gtx.Px(cornerRadius)),
SE: float32(gtx.Px(cornerRadius)),
}.Add(gtx.Ops)
},
}
for _, c := range clips {
stack := op.Save(gtx.Ops)
c(gtx)
border.Add(gtx.Ops)
stack.Load()
}
} else {
border.Add(gtx.Ops)
}
return dims
}),
layout.Stacked(func(gtx C) D {
return layout.UniformInset(unit.Dp(12)).Layout(
gtx,
func(gtx C) D {
gtx.Constraints.Min.X = gtx.Constraints.Max.X
return layout.Flex{
Axis: layout.Horizontal,
Alignment: layout.Middle,
Spacing: func() layout.Spacing {
switch in.Alignment {
case layout.Middle:
return layout.SpaceSides
case layout.End:
return layout.SpaceStart
default: // layout.Start and all others
return layout.SpaceEnd
}
}(),
}.Layout(
gtx,
layout.Rigid(func(gtx C) D {
if in.IsActive() && in.Prefix != nil {
return in.Prefix(gtx)
}
return D{}
}),
layout.Rigid(func(gtx C) D {
if in.Focused() && in.anim.Finished() {
return material.Editor(th, &in.Editor, hint).Layout(gtx)
}
return material.Editor(th, &in.Editor, "").Layout(gtx)
}),
layout.Rigid(func(gtx C) D {
if in.IsActive() && in.Suffix != nil {
return in.Suffix(gtx)
}
return D{}
}),
)
},
)
}),
layout.Expanded(func(gtx C) D {
return in.Hoverable.Layout(gtx)
}),
)
}),
layout.Rigid(func(gtx C) D {
return layout.Flex{
Axis: layout.Horizontal,
Alignment: layout.Middle,
Spacing: layout.SpaceBetween,
}.Layout(
gtx,
layout.Rigid(func(gtx C) D {
if in.helper.Text == "" {
return D{}
}
return layout.Inset{
Top: unit.Dp(4),
Left: unit.Dp(10),
}.Layout(
gtx,
func(gtx C) D {
helper := material.Label(th, unit.Dp(12), in.helper.Text)
helper.Color = in.helper.Color
return helper.Layout(gtx)
},
)
}),
layout.Rigid(func(gtx C) D {
if in.CharLimit == 0 {
return D{}
}
return layout.Inset{
Top: unit.Dp(4),
Right: unit.Dp(10),
}.Layout(
gtx,
func(gtx C) D {
count := material.Label(
th,
unit.Dp(12),
strconv.Itoa(in.Editor.Len())+"/"+strconv.Itoa(int(in.CharLimit)),
)
count.Color = in.helper.Color
return count.Layout(gtx)
},
)
}),
)
}),
)
return D{
Size: image.Point{
X: dims.Size.X,
Y: dims.Size.Y + in.label.Smallest.Size.Y/2,
},
Baseline: dims.Baseline,
}
}
// interpolate linearly between two values based on progress.
//
// Progress is expected to be [0, 1]. Values greater than 1 will therefore be
// become a coeficient.
//
// For example, 2.5 is 250% progress.
func lerp(start, end, progress float32) float32 {
return start + (end-start)*progress
}