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
use geom::CornerRadii;

use crate::{
    include_labeled_bytes, ButtonBuilder, Color, ControlState, EventCtx, Key, OutlineStyle,
    ScreenDims, Style, Widget,
};

#[derive(Clone)]
pub struct ButtonStyle {
    pub fg: Color,
    pub fg_disabled: Color,
    pub outline: OutlineStyle,
    pub bg: Color,
    pub bg_hover: Color,
    pub bg_disabled: Color,
}

impl<'a, 'c> ButtonStyle {
    pub fn btn(&self) -> ButtonBuilder<'a, 'c> {
        self.apply(ButtonBuilder::new())
    }

    pub fn apply(&self, builder: ButtonBuilder<'a, 'c>) -> ButtonBuilder<'a, 'c> {
        let builder = builder
            .label_color(self.fg, ControlState::Default)
            .label_color(self.fg_disabled, ControlState::Disabled)
            .image_color(self.fg, ControlState::Default)
            .image_color(self.fg_disabled, ControlState::Disabled)
            .bg_color(self.bg, ControlState::Default)
            .bg_color(self.bg_hover, ControlState::Hovered)
            .bg_color(self.bg_disabled, ControlState::Disabled);

        if self.outline.0 > 0.0 {
            builder.outline(self.outline, ControlState::Default)
        } else {
            builder
        }
    }

    pub fn text<I: Into<String>>(&self, text: I) -> ButtonBuilder<'a, 'c> {
        self.btn().label_text(text)
    }

    pub fn icon(&self, image_path: &'a str) -> ButtonBuilder<'a, 'c> {
        icon_button(self.btn().image_path(image_path))
    }

    pub fn icon_bytes(&self, labeled_bytes: (&'a str, &'a [u8])) -> ButtonBuilder<'a, 'c> {
        icon_button(self.btn().image_bytes(labeled_bytes))
    }

    pub fn icon_text<I: Into<String>>(
        &self,
        image_path: &'a str,
        text: I,
    ) -> ButtonBuilder<'a, 'c> {
        self.btn()
            .label_text(text)
            .image_path(image_path)
            .image_dims(ScreenDims::square(18.0))
    }

    pub fn dropdown(&self) -> ButtonBuilder<'a, 'c> {
        self.icon_bytes(include_labeled_bytes!("../../icons/arrow_drop_down.svg"))
            .image_dims(12.0)
            .stack_spacing(12.0)
            .label_first()
    }

    pub fn popup(&self, text: &'a str) -> ButtonBuilder<'a, 'c> {
        self.dropdown().label_text(text)
    }
}

impl<'a, 'c> Style {
    /// title: name of previous screen, which you'll return to
    pub fn btn_back(&self, title: &'a str) -> ButtonBuilder<'a, 'c> {
        self.btn_outline
            .icon_bytes(include_labeled_bytes!("../../icons/nav_back.svg"))
            .label_text(title)
            .padding_left(8.0)
    }

    /// A right facing caret, like ">", suitable for paging to the "next" set of results
    pub fn btn_next(&self) -> ButtonBuilder<'a, 'c> {
        self.btn_plain
            .icon_bytes(include_labeled_bytes!("../../icons/next.svg"))
    }

    /// A left facing caret, like "<", suitable for paging to the "next" set of results
    pub fn btn_prev(&self) -> ButtonBuilder<'a, 'c> {
        self.btn_plain
            .icon_bytes(include_labeled_bytes!("../../icons/prev.svg"))
    }

    /// An "X" button
    pub fn btn_close(&self) -> ButtonBuilder<'a, 'c> {
        self.btn_plain
            .icon_bytes(include_labeled_bytes!("../../icons/close.svg"))
    }

    /// An "X" button to close the current state. Bound to the escape key and aligned to the right,
    /// usually after a title.
    pub fn btn_close_widget(&self, ctx: &EventCtx) -> Widget {
        self.btn_close()
            .hotkey(Key::Escape)
            .build_widget(ctx, "close")
            .align_right()
    }

    pub fn btn_popup_icon_text(&self, icon_path: &'a str, text: &'a str) -> ButtonBuilder<'a, 'c> {
        // The text is styled like an "outline" button, while the image is styled like a "solid"
        // button.
        self.btn_outline
            .btn()
            .label_text(text)
            .image_path(icon_path)
            .image_dims(25.0)
            .image_color(self.btn_solid.fg, ControlState::Default)
            .image_bg_color(self.btn_solid.bg, ControlState::Default)
            .image_bg_color(self.btn_solid.bg_hover, ControlState::Hovered)
            // Move the padding from the *entire button* to just the image, so we get a colored
            // padded area around the image.
            .padding(0)
            .image_padding(8.0)
            // ...though we still need to pad between the text and button edge
            .padding_right(8.0)
            // Round the button's image's exterior corners so they don't protrude past the button's
            // corners. However, per design, we want the images interior corners to be
            // unrounded.
            .image_corner_rounding(CornerRadii {
                top_left: 2.0,
                top_right: 0.0,
                bottom_right: 0.0,
                bottom_left: 2.0,
            })
    }
}

// Captures some constants for uniform styling of icon-only buttons
fn icon_button<'a, 'c>(builder: ButtonBuilder<'a, 'c>) -> ButtonBuilder<'a, 'c> {
    builder.padding(8.0).image_dims(25.0)
}