New widgets (12): - Switch: Toggle switch with animation - IconButton: Circular icon button (filled/outlined/ghost/tonal) - Divider: Horizontal/vertical separator with optional label - Loader: 7 spinner styles (circular/dots/bars/pulse/bounce/ring/square) - Surface: Elevated container with shadow layers - Grid: Layout grid with scrolling and selection - Resize: Draggable resize handle (horizontal/vertical/both) - AppBar: Application bar (top/bottom) with actions - NavDrawer: Navigation drawer with items, icons, badges - Sheet: Side/bottom sliding panel with modal support - Discloser: Expandable/collapsible container (3 icon styles) - Selectable: Clickable region with selection modes Core systems added: - GestureRecognizer: Tap, double-tap, long-press, drag, swipe - Velocity tracking and fling detection - Spring physics for fluid animations Integration: - All widgets exported via widgets.zig - GestureRecognizer exported via zcatgui.zig - Spring/SpringConfig exported from animation.zig - Color.withAlpha() method added to style.zig Stats: 47 widget files, 338+ tests, +5,619 LOC Full Gio UI parity achieved. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
346 lines
11 KiB
Zig
346 lines
11 KiB
Zig
//! Switch Widget - Toggle on/off control
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//!
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//! A toggle switch similar to iOS/Android switches.
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//! More visual than a checkbox, typically used for settings.
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const std = @import("std");
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const Context = @import("../core/context.zig").Context;
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const Command = @import("../core/command.zig");
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const Layout = @import("../core/layout.zig");
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const Style = @import("../core/style.zig");
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const Input = @import("../core/input.zig");
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/// Switch state
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pub const State = struct {
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/// Current on/off state
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is_on: bool = false,
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/// Animation progress (0.0 = off position, 1.0 = on position)
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animation_progress: f32 = 0,
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/// Internal: last frame time for animation
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_last_update: i64 = 0,
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pub fn init(initial_on: bool) State {
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return .{
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.is_on = initial_on,
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.animation_progress = if (initial_on) 1.0 else 0.0,
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};
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}
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};
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/// Switch configuration
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pub const Config = struct {
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/// Label text (appears to the right)
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label: []const u8 = "",
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/// Disabled state
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disabled: bool = false,
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/// Track dimensions
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track_width: u16 = 44,
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track_height: u16 = 24,
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/// Thumb (circle) size
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thumb_size: u16 = 20,
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/// Gap between switch and label
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gap: u16 = 8,
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/// Animation duration in ms (0 = instant)
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animation_ms: u16 = 150,
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/// Label position
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label_position: enum { left, right } = .right,
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};
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/// Switch colors
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pub const Colors = struct {
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/// Track color when off
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track_off: Style.Color = Style.Color.rgba(100, 100, 100, 255),
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/// Track color when on
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track_on: Style.Color = Style.Color.rgba(76, 175, 80, 255), // Green
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/// Track color when disabled
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track_disabled: Style.Color = Style.Color.rgba(60, 60, 60, 255),
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/// Thumb color
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thumb: Style.Color = Style.Color.white,
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/// Thumb color when disabled
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thumb_disabled: Style.Color = Style.Color.rgba(180, 180, 180, 255),
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/// Label color
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label_color: Style.Color = Style.Color.rgba(220, 220, 220, 255),
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/// Label color when disabled
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label_disabled: Style.Color = Style.Color.rgba(120, 120, 120, 255),
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pub fn fromTheme(theme: Style.Theme) Colors {
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return .{
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.track_off = theme.secondary,
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.track_on = theme.success,
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.track_disabled = theme.secondary.darken(30),
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.thumb = Style.Color.white,
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.thumb_disabled = theme.foreground.darken(40),
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.label_color = theme.foreground,
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.label_disabled = theme.foreground.darken(40),
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};
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}
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};
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/// Switch result
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pub const Result = struct {
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/// True if state was toggled this frame
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changed: bool,
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/// True if switch is currently hovered
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hovered: bool,
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/// Current on/off state
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is_on: bool,
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};
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/// Simple switch with just a label
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pub fn switch_(ctx: *Context, state: *State, label_text: []const u8) Result {
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return switchEx(ctx, state, .{ .label = label_text }, .{});
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}
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/// Switch with custom configuration
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pub fn switchEx(ctx: *Context, state: *State, config: Config, colors: Colors) Result {
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const bounds = ctx.layout.nextRect();
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return switchRect(ctx, bounds, state, config, colors);
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}
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/// Switch in a specific rectangle
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pub fn switchRect(
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ctx: *Context,
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bounds: Layout.Rect,
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state: *State,
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config: Config,
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colors: Colors,
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) Result {
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if (bounds.isEmpty()) return .{ .changed = false, .hovered = false, .is_on = state.is_on };
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// Update animation
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updateAnimation(state, config);
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// Check mouse interaction
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const mouse = ctx.input.mousePos();
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const switch_width = config.track_width;
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// Calculate switch position based on label position
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const switch_x = if (config.label_position == .left and config.label.len > 0)
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bounds.x + @as(i32, @intCast(config.label.len * 8 + config.gap))
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else
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bounds.x;
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const switch_rect = Layout.Rect{
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.x = switch_x,
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.y = bounds.y + @as(i32, @intCast((bounds.h -| config.track_height) / 2)),
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.w = switch_width,
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.h = config.track_height,
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};
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const hovered = switch_rect.contains(mouse.x, mouse.y) and !config.disabled;
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const clicked = hovered and ctx.input.mouseReleased(.left);
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// Toggle on click
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var changed = false;
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if (clicked) {
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state.is_on = !state.is_on;
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changed = true;
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}
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// Draw track
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const track_color = if (config.disabled)
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colors.track_disabled
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else
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blendColors(colors.track_off, colors.track_on, state.animation_progress);
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// Draw rounded track
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drawRoundedRect(ctx, switch_rect, config.track_height / 2, track_color);
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// Draw thumb
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const thumb_margin: i32 = @intCast((config.track_height - config.thumb_size) / 2);
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const thumb_travel: f32 = @floatFromInt(config.track_width - config.thumb_size - @as(u16, @intCast(thumb_margin * 2)));
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const thumb_offset: i32 = @intFromFloat(thumb_travel * state.animation_progress);
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const thumb_x = switch_rect.x + thumb_margin + thumb_offset;
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const thumb_y = switch_rect.y + thumb_margin;
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const thumb_color = if (config.disabled) colors.thumb_disabled else colors.thumb;
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// Draw thumb as filled circle (approximated with rounded rect)
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drawRoundedRect(ctx, .{
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.x = thumb_x,
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.y = thumb_y,
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.w = config.thumb_size,
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.h = config.thumb_size,
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}, config.thumb_size / 2, thumb_color);
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// Draw hover highlight
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if (hovered) {
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// Subtle highlight around thumb
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const highlight_size = config.thumb_size + 4;
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const highlight_x = thumb_x - 2;
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const highlight_y = thumb_y - 2;
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drawRoundedRect(ctx, .{
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.x = highlight_x,
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.y = highlight_y,
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.w = highlight_size,
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.h = highlight_size,
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}, highlight_size / 2, Style.Color.rgba(255, 255, 255, 30));
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}
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// Draw label
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if (config.label.len > 0) {
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const char_height: u32 = 8;
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const label_y = bounds.y + @as(i32, @intCast((bounds.h -| char_height) / 2));
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const label_color = if (config.disabled) colors.label_disabled else colors.label_color;
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const label_x = if (config.label_position == .left)
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bounds.x
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else
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switch_rect.x + @as(i32, @intCast(config.track_width + config.gap));
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ctx.pushCommand(Command.text(label_x, label_y, config.label, label_color));
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}
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return .{
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.changed = changed,
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.hovered = hovered,
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.is_on = state.is_on,
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};
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}
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/// Update animation progress
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fn updateAnimation(state: *State, config: Config) void {
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if (config.animation_ms == 0) {
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// Instant transition
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state.animation_progress = if (state.is_on) 1.0 else 0.0;
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return;
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}
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const target: f32 = if (state.is_on) 1.0 else 0.0;
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const diff = target - state.animation_progress;
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if (@abs(diff) < 0.01) {
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state.animation_progress = target;
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return;
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}
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// Simple lerp animation (assumes ~16ms per frame)
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const speed: f32 = 16.0 / @as(f32, @floatFromInt(config.animation_ms));
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if (diff > 0) {
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state.animation_progress = @min(target, state.animation_progress + speed);
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} else {
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state.animation_progress = @max(target, state.animation_progress - speed);
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}
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}
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/// Blend two colors based on factor (0.0 = a, 1.0 = b)
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fn blendColors(a: Style.Color, b: Style.Color, factor: f32) Style.Color {
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const f = @max(0.0, @min(1.0, factor));
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const inv_f = 1.0 - f;
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return Style.Color.rgba(
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@intFromFloat(@as(f32, @floatFromInt(a.r)) * inv_f + @as(f32, @floatFromInt(b.r)) * f),
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@intFromFloat(@as(f32, @floatFromInt(a.g)) * inv_f + @as(f32, @floatFromInt(b.g)) * f),
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@intFromFloat(@as(f32, @floatFromInt(a.b)) * inv_f + @as(f32, @floatFromInt(b.b)) * f),
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@intFromFloat(@as(f32, @floatFromInt(a.a)) * inv_f + @as(f32, @floatFromInt(b.a)) * f),
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);
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}
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/// Draw a rounded rectangle (approximated)
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fn drawRoundedRect(ctx: *Context, rect: Layout.Rect, radius: u16, color: Style.Color) void {
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// For now, just draw a regular rectangle
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// TODO: Use proper rounded rect when available
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ctx.pushCommand(Command.rect(rect.x, rect.y, rect.w, rect.h, color));
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// Draw corner circles to approximate rounding
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if (radius > 0 and rect.w >= radius * 2 and rect.h >= radius * 2) {
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// This is a simplified version - real implementation would use proper AA circles
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// For now, the basic rect is fine
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}
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}
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// =============================================================================
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// Tests
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// =============================================================================
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test "switch toggle" {
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var ctx = try Context.init(std.testing.allocator, 800, 600);
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defer ctx.deinit();
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var state = State.init(false);
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// Frame 1: Click inside switch
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ctx.beginFrame();
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ctx.layout.row_height = 32;
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ctx.input.setMousePos(22, 16); // Center of switch
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ctx.input.setMouseButton(.left, true);
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_ = switch_(&ctx, &state, "Enable");
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ctx.endFrame();
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// Frame 2: Release
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ctx.beginFrame();
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ctx.layout.row_height = 32;
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ctx.input.setMousePos(22, 16);
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ctx.input.setMouseButton(.left, false);
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const result = switch_(&ctx, &state, "Enable");
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ctx.endFrame();
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try std.testing.expect(result.changed);
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try std.testing.expect(result.is_on);
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try std.testing.expect(state.is_on);
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}
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test "switch animation progress" {
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var state = State.init(false);
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try std.testing.expectEqual(@as(f32, 0.0), state.animation_progress);
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state.is_on = true;
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updateAnimation(&state, .{ .animation_ms = 0 });
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try std.testing.expectEqual(@as(f32, 1.0), state.animation_progress);
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}
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test "switch disabled no toggle" {
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var ctx = try Context.init(std.testing.allocator, 800, 600);
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defer ctx.deinit();
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var state = State.init(false);
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// Frame 1: Click
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ctx.beginFrame();
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ctx.layout.row_height = 32;
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ctx.input.setMousePos(22, 16);
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ctx.input.setMouseButton(.left, true);
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_ = switchEx(&ctx, &state, .{ .label = "Disabled", .disabled = true }, .{});
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ctx.endFrame();
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// Frame 2: Release
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ctx.beginFrame();
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ctx.layout.row_height = 32;
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ctx.input.setMousePos(22, 16);
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ctx.input.setMouseButton(.left, false);
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const result = switchEx(&ctx, &state, .{ .label = "Disabled", .disabled = true }, .{});
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ctx.endFrame();
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try std.testing.expect(!result.changed);
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try std.testing.expect(!result.is_on);
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}
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test "switch generates commands" {
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var ctx = try Context.init(std.testing.allocator, 800, 600);
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defer ctx.deinit();
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var state = State.init(true);
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ctx.beginFrame();
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ctx.layout.row_height = 32;
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_ = switch_(&ctx, &state, "With label");
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ctx.endFrame();
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// Should generate: track rect + thumb rect + text
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try std.testing.expect(ctx.commands.items.len >= 3);
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}
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test "color blending" {
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const black = Style.Color.rgba(0, 0, 0, 255);
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const white = Style.Color.rgba(255, 255, 255, 255);
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const mid = blendColors(black, white, 0.5);
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try std.testing.expect(mid.r >= 127 and mid.r <= 128);
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try std.testing.expect(mid.g >= 127 and mid.g <= 128);
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try std.testing.expect(mid.b >= 127 and mid.b <= 128);
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const full_black = blendColors(black, white, 0.0);
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try std.testing.expectEqual(@as(u8, 0), full_black.r);
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const full_white = blendColors(black, white, 1.0);
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try std.testing.expectEqual(@as(u8, 255), full_white.r);
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}
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