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//! 一个开始游戏按钮,修改自 [`druid::widget::Button`]
use druid::{
widget::{prelude::*, Click, ControllerHost, Label, LabelText},
Affine, Data, Insets, Vec2,
};
use super::label;
use crate::theme::color as theme;
// the minimum padding added to a button.
// NOTE: these values are chosen to match the existing look of TextBox; these
// should be reevaluated at some point.
const LABEL_INSETS: Insets = Insets::uniform_xy(8., 2.);
/// A button with a text label.
pub struct StartGameButton<T> {
label: Label<T>,
sub_label: Label<T>,
label_size: Size,
sub_label_size: Size,
accent: bool,
}
impl<T: Data> StartGameButton<T> {
/// Create a new button with a text label.
///
/// Use the [`.on_click`] method to provide a closure to be called when the
/// button is clicked.
///
/// # Examples
///
/// ```
/// use druid::widget::Button;
///
/// let button = Button::new("Increment").on_click(|_ctx, data: &mut u32, _env| {
/// *data += 1;
/// });
/// ```
///
/// [`.on_click`]: #method.on_click
pub fn new(text: impl Into<LabelText<T>>) -> StartGameButton<T> {
StartGameButton::from_label(
label::new(text)
.with_font(theme::typography::CAPTION)
.with_line_break_mode(druid::widget::LineBreaking::Clip),
)
}
/// Create a new button with the provided [`Label`].
///
/// Use the [`.on_click`] method to provide a closure to be called when the
/// button is clicked.
///
/// # Examples
///
/// ```
/// use druid::Color;
/// use druid::widget::{Button, Label};
///
/// let button = Button::from_label(Label::new("Increment").with_text_color(Color::grey(0.5))).on_click(|_ctx, data: &mut u32, _env| {
/// *data += 1;
/// });
/// ```
///
/// [`Label`]: struct.Label.html
/// [`.on_click`]: #method.on_click
pub fn from_label(sub_label: Label<T>) -> StartGameButton<T> {
StartGameButton {
label: label::new("启动游戏").with_font(theme::typography::BODY),
sub_label: sub_label.with_line_break_mode(druid::widget::LineBreaking::Clip),
label_size: Size::ZERO,
sub_label_size: Size::ZERO,
accent: false,
}
}
/// Construct a new dynamic button.
///
/// The contents of this button are generated from the data using a closure.
///
/// This is provided as a convenience; a closure can also be passed to [`new`],
/// but due to limitations of the implementation of that method, the types in
/// the closure need to be annotated, which is not true for this method.
///
/// # Examples
///
/// The following are equivalent.
///
/// ```
/// use druid::Env;
/// use druid::widget::Button;
/// let button1: Button<u32> = Button::new(|data: &u32, _: &Env| format!("total is {}", data));
/// let button2: Button<u32> = Button::dynamic(|data, _| format!("total is {}", data));
/// ```
///
/// [`new`]: #method.new
pub fn dynamic(text: impl Fn(&T, &Env) -> String + 'static) -> Self {
let text: LabelText<T> = text.into();
StartGameButton::new(text)
}
/// Provide a closure to be called when this button is clicked.
pub fn on_click(
self,
f: impl Fn(&mut EventCtx, &mut T, &Env) + 'static,
) -> ControllerHost<Self, Click<T>> {
ControllerHost::new(self, Click::new(f))
}
/// Use accent color as button color
pub fn set_accent(&mut self, value: bool) {
self.accent = value;
self.label.set_text_color(if self.accent {
theme::chrome::WHITE_HIGH
} else {
theme::typography::FONT_COLOR
});
self.sub_label.set_text_color(if self.accent {
theme::border::EDGE_HIGHTLIGHT
} else {
theme::typography::FONT_COLOR
});
}
/// Builder style to use accent color as button color
pub fn with_accent(mut self, value: bool) -> Self {
self.set_accent(value);
self
}
}
impl<T: Data> Widget<T> for StartGameButton<T> {
fn event(&mut self, ctx: &mut EventCtx, event: &Event, _data: &mut T, _env: &Env) {
match event {
Event::MouseDown(_) => {
ctx.set_active(true);
ctx.request_paint();
}
Event::MouseUp(_) => {
if ctx.is_active() {
ctx.set_active(false);
ctx.request_paint();
}
}
_ => (),
}
}
fn lifecycle(&mut self, ctx: &mut LifeCycleCtx, event: &LifeCycle, data: &T, env: &Env) {
if let LifeCycle::HotChanged(_) = event {
ctx.request_paint();
}
self.label.lifecycle(ctx, event, data, env);
self.sub_label.lifecycle(ctx, event, data, env);
}
fn update(&mut self, ctx: &mut UpdateCtx, old_data: &T, data: &T, env: &Env) {
self.label.update(ctx, old_data, data, env);
self.sub_label.update(ctx, old_data, data, env);
}
fn layout(&mut self, ctx: &mut LayoutCtx, bc: &BoxConstraints, data: &T, env: &Env) -> Size {
bc.debug_check("Button");
let padding = Size::new(LABEL_INSETS.x_value(), LABEL_INSETS.y_value());
let label_bc = bc.shrink(padding);
let label_bc = label_bc.shrink((0., label_bc.max().height / 2.)).loosen();
self.label_size = self.label.layout(ctx, &label_bc, data, env);
self.sub_label_size = self.sub_label.layout(ctx, &label_bc, data, env);
// HACK: to make sure we look okay at default sizes when beside a textbox,
// we make sure we will have at least the same height as the default textbox.
let min_height = 32.;
let baseline = self.label.baseline_offset();
ctx.set_baseline_offset(baseline + LABEL_INSETS.y1 + env.get(theme::typography::BODY).size);
bc.constrain(Size::new(
self.label_size.width + padding.width,
(self.label_size.height + padding.height).max(min_height),
))
}
fn paint(&mut self, ctx: &mut PaintCtx, data: &T, env: &Env) {
let is_hot = ctx.is_hot();
let is_active = ctx.is_active();
let is_disabled = ctx.is_disabled();
let size = ctx.size();
super::common::print_common_button(
(self.accent, false, is_active, is_hot, is_disabled),
ctx,
size,
env,
);
let label_offset: Vec2 = (size.to_vec2() - self.label_size.to_vec2()) / 2.0;
let label_offset = label_offset - Vec2::new(0., self.label_size.height / 2.);
ctx.with_save(|ctx| {
ctx.transform(Affine::translate(label_offset));
self.label.paint(ctx, data, env);
});
let label_offset: Vec2 = (size.to_vec2() - self.sub_label_size.to_vec2()) / 2.0;
let label_offset = label_offset + Vec2::new(0., self.sub_label_size.height / 2.);
ctx.with_save(|ctx| {
ctx.clip(size.to_rect());
ctx.transform(Affine::translate(label_offset));
self.sub_label.paint(ctx, data, env);
});
}
}