Improve look of color button and show_color slightly

This commit is contained in:
Emil Ernerfeldt 2022-04-27 10:06:42 +02:00
parent 06802cb0a0
commit 1133f3a42b

View file

@ -23,53 +23,61 @@ fn background_checkers(painter: &Painter, rect: Rect) {
return;
}
let mut top_color = Color32::from_gray(128);
let mut bottom_color = Color32::from_gray(32);
let dark_color = Color32::from_gray(32);
let bright_color = Color32::from_gray(128);
let checker_size = Vec2::splat(rect.height() / 2.0);
let n = (rect.width() / checker_size.x).round() as u32;
let mut mesh = Mesh::default();
mesh.add_colored_rect(rect, dark_color);
let mut top = true;
for i in 0..n {
let x = lerp(rect.left()..=rect.right(), i as f32 / (n as f32));
mesh.add_colored_rect(
Rect::from_min_size(pos2(x, rect.top()), checker_size),
top_color,
);
mesh.add_colored_rect(
Rect::from_min_size(pos2(x, rect.center().y), checker_size),
bottom_color,
);
std::mem::swap(&mut top_color, &mut bottom_color);
let small_rect = if top {
Rect::from_min_size(pos2(x, rect.top()), checker_size)
} else {
Rect::from_min_size(pos2(x, rect.center().y), checker_size)
};
mesh.add_colored_rect(small_rect, bright_color);
top = !top;
}
painter.add(Shape::mesh(mesh));
}
/// Show a color with background checkers to demonstrate transparency (if any).
pub fn show_color(ui: &mut Ui, color: impl Into<Hsva>, desired_size: Vec2) -> Response {
show_hsva(ui, color.into(), desired_size)
pub fn show_color(ui: &mut Ui, color: impl Into<Color32>, desired_size: Vec2) -> Response {
show_color32(ui, color.into(), desired_size)
}
fn show_hsva(ui: &mut Ui, color: Hsva, desired_size: Vec2) -> Response {
fn show_color32(ui: &mut Ui, color: Color32, desired_size: Vec2) -> Response {
let (rect, response) = ui.allocate_at_least(desired_size, Sense::hover());
if ui.is_rect_visible(rect) {
background_checkers(ui.painter(), rect);
if true {
let left = Rect::from_min_max(rect.left_top(), rect.center_bottom());
let right = Rect::from_min_max(rect.center_top(), rect.right_bottom());
ui.painter().rect_filled(left, 0.0, color);
ui.painter().rect_filled(right, 0.0, color.to_opaque());
} else {
ui.painter().add(RectShape {
rect,
rounding: Rounding::same(2.0),
fill: color.into(),
stroke: Stroke::new(3.0, color.to_opaque()),
});
}
show_color_at(ui.painter(), color, rect);
}
response
}
/// Show a color with background checkers to demonstrate transparency (if any).
pub fn show_color_at(painter: &Painter, color: Color32, rect: Rect) {
if color.is_opaque() {
painter.rect_filled(rect, 0.0, color);
} else {
// Transparent: how both the transparent and opaque versions of the color
background_checkers(painter, rect);
if color == Color32::TRANSPARENT {
// There is no opaque version, so just show the background checkers
} else {
let left = Rect::from_min_max(rect.left_top(), rect.center_bottom());
let right = Rect::from_min_max(rect.center_top(), rect.right_bottom());
painter.rect_filled(left, 0.0, color);
painter.rect_filled(right, 0.0, color.to_opaque());
}
}
}
fn color_button(ui: &mut Ui, color: Color32, open: bool) -> Response {
let size = ui.spacing().interact_size;
let (rect, response) = ui.allocate_exact_size(size, Sense::click());
@ -83,13 +91,7 @@ fn color_button(ui: &mut Ui, color: Color32, open: bool) -> Response {
};
let rect = rect.expand(visuals.expansion);
background_checkers(ui.painter(), rect);
let left_half = Rect::from_min_max(rect.left_top(), rect.center_bottom());
let right_half = Rect::from_min_max(rect.center_top(), rect.right_bottom());
ui.painter().rect_filled(left_half, 0.0, color);
ui.painter().rect_filled(right_half, 0.0, color.to_opaque());
show_color_at(ui.painter(), color, rect);
let rounding = visuals.rounding.at_most(2.0);
ui.painter()