[docs] improve toggle_switch.rs demo with better comments

This commit is contained in:
Emil Ernerfeldt 2020-09-11 17:17:43 +02:00
parent c6f7534a8b
commit 5ba420988f

View file

@ -1,13 +1,32 @@
//! Source code example of how to create your own widget.
//! This is meant to be read as a tutorial, hence the plethora of comments.
use crate::{paint::PaintCmd, *};
// iOS style toggle switch
/// iOS-style toggle switch:
///
/// ``` text
/// _____________
/// / /.....\
/// | |.......|
/// \_______\_____/
/// ```
pub fn toggle(ui: &mut Ui, on: &mut bool) -> Response {
// First we must reserve some space to use:
// Widget code can be broken up in four steps:
// 1. Decide a size for the widget
// 2. Allocate space for it
// 3. Handle interactions with the widget (if any)
// 4. Paint the widget
// 1. Deciding widget size:
// You can query the `ui` how much space is available,
// but in this example we have a fixed size component:
let desired_size = vec2(2.0, 1.0) * ui.style().spacing.clickable_diameter;
// 2. Allocating space:
// This is where we get a region (`Rect`) of the screen assigned.
let rect = ui.allocate_space(desired_size);
// Now that we have an area, we want to check for clicks.
// 3. Interact: Time to check for clicks!
// To do that we need an `Id` for the button.
// Id's are best created from unique identifiers (like fixed labels)
// but since we have no label for the switch we here just generate an `Id` automatically
@ -18,28 +37,26 @@ pub fn toggle(ui: &mut Ui, on: &mut bool) -> Response {
*on = !*on;
}
// For painting, let's ask for a simple animation from Egui.
// 4. Paint!
// First let's ask for a simple animation from Egui.
// Egui keeps track of changes in the boolean associated with the id and
// returns an animated value between `[0, 1]` for how far along "toggled" we are.
// returns an animated value in the 0-1 range for how much "on" we are.
let how_on = ui.ctx().animate_bool(id, *on);
// After interaction (to avoid frame delay), we paint the widget.
// We can follow the standard style theme by asking
// We will follow the current style by asking
// "how should something that is being interacted with be painted?".
// This gives us visual style change when the user hovers and clicks on the widget.
// This will, for instance, give us different colors when the widget is hovered or clicked.
let visuals = ui.style().interact(&response);
let off_color = Rgba::new(0.0, 0.0, 0.0, 0.0);
let on_color = Rgba::new(0.0, 0.5, 0.0, 0.5);
// All coordinates are in screen coordinates (not relative)
// so we use `rect` to place the elements.
let off_bg_fill = Rgba::new(0.0, 0.0, 0.0, 0.0);
let on_bg_fill = Rgba::new(0.0, 0.5, 0.0, 0.5);
// All coordinates are in absolute screen coordinates so we use `rect` to place the elements.
let radius = 0.5 * rect.height();
ui.painter().add(PaintCmd::Rect {
rect,
corner_radius: radius,
fill: lerp(off_color..=on_color, how_on).into(),
fill: lerp(off_bg_fill..=on_bg_fill, how_on).into(),
stroke: visuals.bg_stroke,
});
// Animate the circle from left to right:
// Paint the circle, animating it from left to right with `how_on`:
let circle_x = lerp((rect.left() + radius)..=(rect.right() - radius), how_on);
ui.painter().add(PaintCmd::Circle {
center: pos2(circle_x, rect.center().y),
@ -48,9 +65,8 @@ pub fn toggle(ui: &mut Ui, on: &mut bool) -> Response {
stroke: visuals.fg_stroke,
});
// All done! Return the response so the user can check what happened
// (hoovered, clicked, ...) and show a tooltip.
// All done! Return the interaction response so the user can check what happened
// (hovered, clicked, ...) and maybe show a tooltip:
response
}