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use crate::{Primitive, Renderer};
use iced_native::{
button, Align, Background, Button, Color, Layout, Length, MouseCursor,
Node, Point, Rectangle, Style,
};
impl button::Renderer for Renderer {
fn node<Message>(&self, button: &Button<Message, Self>) -> 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<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_hover = bounds.contains(cursor_position);
// TODO: Render proper shadows
// TODO: Make hovering and pressed styles configurable
let shadow_offset = if button.state.is_pressed {
0.0
} else if is_hover {
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(Color {
r: 0.0,
b: 0.0,
g: 0.0,
a: 0.5,
}),
border_radius: button.border_radius,
},
Primitive::Quad {
bounds,
background: button.background.unwrap_or(
Background::Color(Color {
r: 0.8,
b: 0.8,
g: 0.8,
a: 1.0,
}),
),
border_radius: button.border_radius,
},
content,
],
},
if is_hover {
MouseCursor::Pointer
} else {
MouseCursor::OutOfBounds
},
)
}
}
|