use crate::{Primitive, Renderer};
use iced_native::{
button, layout, Background, Button, Layout, MouseCursor, Point, Rectangle,
};
impl button::Renderer for Renderer {
fn layout<Message>(
&self,
button: &Button<Message, Self>,
limits: &layout::Limits,
) -> Layout {
// TODO
Layout::new(Rectangle {
x: 0.0,
y: 0.0,
width: 0.0,
height: 0.0,
})
}
fn draw<Message>(
&mut self,
button: &Button<Message, Self>,
layout: &Layout,
cursor_position: Point,
) -> Self::Output {
let bounds = layout.bounds();
let (content, _) = button.content.draw(
self,
layout.children().next().unwrap(),
cursor_position,
);
let is_mouse_over = bounds.contains(cursor_position);
// TODO: Render proper shadows
// TODO: Make hovering and pressed styles configurable
let shadow_offset = if is_mouse_over {
if button.state.is_pressed {
0.0
} else {
2.0
}
} else {
1.0
};
(
Primitive::Group {
primitives: vec![
Primitive::Quad {
bounds: Rectangle {
x: bounds.x + 1.0,
y: bounds.y + shadow_offset,
..bounds
},
background: Background::Color(
[0.0, 0.0, 0.0, 0.5].into(),
),
border_radius: button.border_radius,
},
Primitive::Quad {
bounds,
background: button.background.unwrap_or(
Background::Color([0.8, 0.8, 0.8].into()),
),
border_radius: button.border_radius,
},
content,
],
},
if is_mouse_over {
MouseCursor::Pointer
} else {
MouseCursor::OutOfBounds
},
)
}
}