use crate::{Primitive, Renderer}; use iced_native::{ button, Align, Background, Button, Layout, Length, MouseCursor, Node, Point, Rectangle, Style, }; impl button::Renderer for Renderer { fn node(&self, button: &Button) -> Node { let style = Style::default() .width(button.width) .padding(button.padding) .min_width(Length::Units(100)) .align_self(button.align_self) .align_items(Align::Stretch); Node::with_children(style, vec![button.content.node(self)]) } fn draw( &mut self, button: &Button, 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 }, ) } }