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use crate::{Primitive, Renderer};
use iced_native::{
button, layout, Background, Button, Layout, Length, MouseCursor, Point,
Rectangle,
};
impl button::Renderer for Renderer {
fn layout<Message>(
&self,
button: &Button<Message, Self>,
limits: &layout::Limits,
) -> layout::Node {
let padding = f32::from(button.padding);
let limits = limits
.min_width(100)
.width(button.width)
.height(Length::Shrink)
.pad(padding);
let mut content = button.content.layout(self, &limits);
content.bounds.x = padding;
content.bounds.y = padding;
let size = limits.resolve(content.size()).pad(padding);
layout::Node::with_children(size, vec![content])
}
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
},
)
}
}
|