Pad/internal/ui/render.go
Greg Pomerantz 14284afa73 Add drawPng function to Renderer for PNG icon rendering
- Takes image.Image, position (x,y) in Dp, size (width,height) in Dp
- Tint color with alpha < 255 applies color overlay using clip.Rect
- Converts Dp to pixels using Renderer.toPx()
- Uses paint.NewImageOp for image rendering
2026-05-10 06:26:29 -04:00

417 lines
13 KiB
Go

package ui
import (
"image"
"image/color"
"gioui.org/f32"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget/material"
"golang.org/x/image/math/fixed"
)
// StateReader provides access to scale and window dimensions from State.
// Implemented by editor.State to avoid import cycles.
type StateReader interface {
Scale() float32
ScreenWidth() Dp
ScreenHeight() Dp
}
// Renderer consumes a slice of elements and draws them.
type Renderer struct {
theme Theme
shp *text.Shaper
state StateReader // read-only access to State for scale/window size
}
// New creates a new Renderer.
func New(th Theme, shp *text.Shaper) *Renderer {
return &Renderer{theme: th, shp: shp}
}
// SetState sets the State reference for the Renderer.
// The Renderer reads scale and window size from State directly.
func (r *Renderer) SetState(state StateReader) {
r.state = state
}
// toPx converts Dp to physical pixels using the scale from State.
func (r *Renderer) toPx(dp Dp) Px {
return ToPx(dp, r.state.Scale())
}
// toDp converts physical pixels to Dp using the scale from State.
func (r *Renderer) toDp(px Px) Dp {
return ToDp(px, r.state.Scale())
}
// Draw iterates elements and draws each in slice order (back-to-front).
// All scale and window size values come from State, never from gtx.
func (r *Renderer) Draw(gtx layout.Context, elems []Element) {
// Use window dimensions from State — convert DP to pixels using State.Scale
state := r.state
windowWPx := int(r.toPx(state.ScreenWidth()))
windowHPx := int(r.toPx(state.ScreenHeight()))
initialConstraints := WindowConstraints{
Min: image.Point{X: 0, Y: 0},
Max: image.Point{X: windowWPx, Y: windowHPx},
}
for _, e := range elems {
if !e.Visible() {
continue
}
switch v := e.(type) {
case Label:
r.drawLabel(gtx, v, initialConstraints)
case ListView:
r.drawListView(gtx, v, initialConstraints)
case StatusBar:
r.drawStatusBar(gtx, v, initialConstraints)
case BottomBar:
r.drawBottomBar(gtx, v, initialConstraints)
case Button:
r.drawButton(gtx, v, initialConstraints)
default:
// unknown element type, skip
}
}
}
func (r *Renderer) drawLabel(gtx layout.Context, l Label, _ WindowConstraints) {
reg := l.Region()
th := material.NewTheme()
th.Shaper = r.shp
size := l.FontSize
if size == 0 {
size = r.theme.FontSize
}
// Convert region to pixels for Gio interop
gtx.Constraints.Min.X = int(r.toPx(reg.X))
gtx.Constraints.Min.Y = int(r.toPx(reg.Y))
material.Label(th, size, l.Text).Layout(gtx)
}
func (r *Renderer) drawListView(gtx layout.Context, lv ListView, _ WindowConstraints) {
reg := lv.Region()
th := material.NewTheme()
th.Shaper = r.shp
// Convert region to pixels for Gio interop
gtx.Constraints.Min.X = int(r.toPx(reg.X))
gtx.Constraints.Min.Y = int(r.toPx(reg.Y))
for _, item := range lv.Items {
material.Label(th, r.theme.FontSize, item.Text).Layout(gtx)
}
}
func (r *Renderer) drawStatusBar(gtx layout.Context, sb StatusBar, _ WindowConstraints) {
reg := sb.Region()
th := material.NewTheme()
th.Shaper = r.shp
// Draw light gray background
bgColor := color.NRGBA{R: 230, G: 230, B: 230, A: 255}
bgClip := clip.Rect{
Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
}.Push(gtx.Ops)
paint.ColorOp{Color: bgColor}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
bgClip.Pop()
// Clip to status bar region for text (convert Dp to pixels)
c := clip.Rect{
Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
}.Push(gtx.Ops)
// Line 1: Filename (truncated with ellipsis if needed)
filenameLineY := reg.Y
// Truncate filename only if it doesn't fit
displayFilename := sb.Filename
availableWidth := int(r.toPx(reg.W - Dp(8) - Dp(40))) // left margin + right icons in DP
// Layout ellipsis once and get its width
th.Shaper.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(r.theme.FontSize)),
MinWidth: 0,
MaxWidth: 1000,
MaxLines: 1,
}, "...")
var ellipsisWidth int
for {
g, ok := th.Shaper.NextGlyph()
if !ok {
break
}
ellipsisWidth = int((g.X + g.Advance) >> 6)
}
// Measure how wide "..." is, then find how many chars fit in availableWidth - ellipsisWidth
spaceForText := availableWidth - ellipsisWidth
// Layout filename, measure widths, and draw in a single pass
r.drawTruncatedText(gtx, th.Shaper, displayFilename, r.theme.FontSize, reg.X+Dp(8), filenameLineY, availableWidth, spaceForText, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
// Line 2: Icons — positioned 20DP below filename baseline.
iconsLineY := filenameLineY + Dp(20)
// Left side: Cut, Copy, Paste icons (always visible)
leftX := reg.X + Dp(8)
iconY := iconsLineY
r.drawText(gtx, th.Shaper, "✂", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(36)
r.drawText(gtx, th.Shaper, "⎘", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(36)
r.drawText(gtx, th.Shaper, "⎘", r.theme.FontSize, leftX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
leftX += Dp(12)
// Right side: Conflict (conditional), Search (always visible)
rightX := reg.X + reg.W - Dp(8)
if sb.ConflictIcon {
rightX -= Dp(36)
r.drawText(gtx, th.Shaper, "⚠", r.theme.FontSize, rightX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
}
rightX -= Dp(36)
r.drawText(gtx, th.Shaper, "🔍", r.theme.FontSize, rightX, iconY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
c.Pop()
}
func (r *Renderer) drawBottomBar(gtx layout.Context, bb BottomBar, constraints WindowConstraints) {
reg := bb.Region()
// Draw light gray background
bgColor := color.NRGBA{R: 230, G: 230, B: 230, A: 255}
bgClip := clip.Rect{
Min: image.Point{X: int(r.toPx(reg.X)), Y: int(r.toPx(reg.Y))},
Max: image.Point{X: int(r.toPx(reg.X + reg.W)), Y: int(r.toPx(reg.Y + reg.H))},
}.Push(gtx.Ops)
paint.ColorOp{Color: bgColor}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
bgClip.Pop()
// Use captured constraints for positioning — they are in pixels and
// represent the actual window bounds. Never use gtx.Constraints here
// because clips modify them.
windowW := constraints.Max.X
windowH := constraints.Max.Y
// Convert region to pixels for positioning
regXPx := r.toPx(reg.X)
regWPx := r.toPx(reg.W)
// Clamp right edge to window width
rightXPx := regXPx + regWPx
if rightXPx > Px(windowW) {
rightXPx = Px(windowW)
}
barW := rightXPx - regXPx
// Position BottomBar at bottom of visible window (in pixels)
bottomBarHeightPx := r.toPx(Dp(24))
marginPx := r.toPx(Dp(10))
drawYPx := Px(windowH) - bottomBarHeightPx - marginPx
// Convert draw position back to Dp for text rendering
drawY := r.toDp(drawYPx)
// Left: Cursor position
cursorXPx := regXPx + r.toPx(Dp(8))
cursorXDp := r.toDp(cursorXPx)
r.drawText(gtx, r.shp, bb.CursorPos, r.theme.FontSize, cursorXDp, drawY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
// Center: Byte position
byteXPx := regXPx + barW/2 - r.toPx(Dp(60))
byteXDp := r.toDp(byteXPx)
r.drawText(gtx, r.shp, bb.BytePos, r.theme.FontSize, byteXDp, drawY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
// Right: Word wrap button
wordWrapXPx := regXPx + barW - r.toPx(Dp(80))
wordWrapXDp := r.toDp(wordWrapXPx)
r.drawText(gtx, r.shp, "Wrap:"+boolToString(bb.WordWrap), r.theme.FontSize, wordWrapXDp, drawY, color.NRGBA{R: 0, G: 0, B: 0, A: 255})
}
func (r *Renderer) drawButton(gtx layout.Context, btn Button, _ WindowConstraints) {
reg := btn.Region()
th := material.NewTheme()
th.Shaper = r.shp
// Convert region to pixels for Gio interop
gtx.Constraints.Min.X = int(r.toPx(reg.X))
gtx.Constraints.Min.Y = int(r.toPx(reg.Y))
material.Label(th, r.theme.FontSize, btn.Text).Layout(gtx)
}
func boolToString(b bool) string {
if b {
return "On"
}
return "Off"
}
// drawTruncatedText layouts text, measures widths, truncates if needed, and draws in a single pass.
func (r *Renderer) drawTruncatedText(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp, x, y Dp, availableWidth, spaceForText int, col color.NRGBA) {
// Layout text with width constraints so the shaper doesn't wrap every character.
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
}, str)
// Measure widths and find truncation point
var widths []int
var cumWidth fixed.Int26_6
fullStr := str
for {
g, ok := shp.NextGlyph()
if !ok {
break
}
cumWidth += g.Advance
w := int(cumWidth >> 6)
widths = append(widths, w)
}
// Truncate if needed
if len(widths) > 0 && widths[len(widths)-1] > availableWidth {
// Find truncation point (from longest to shortest)
for i := len(widths)-1; i >= 0; i-- {
if widths[i] <= spaceForText {
fullStr = str[:i] + "..."
break
}
}
}
// Re-layout truncated text and draw glyphs directly
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
}, fullStr)
r.drawLineText(gtx, shp, x, y, col)
}
// drawText draws text using the same approach as Gio's textView:
// layout text, iterate glyphs, buffer into lines, and draw using shaper.Shape().
func (r *Renderer) drawText(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp, x, y Dp, col color.NRGBA) {
// Layout text with width constraints so the shaper doesn't wrap every character.
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: 1000,
MaxLines: 1,
}, str)
r.drawLineText(gtx, shp, x, y, col)
}
// drawLineText draws already-laid-out glyphs using shaper.Shape() and shaper.Bitmaps().
func (r *Renderer) drawLineText(gtx layout.Context, shp *text.Shaper, x, y Dp, col color.NRGBA) {
// Convert Dp to pixels for glyph positioning
xPx := r.toPx(x)
yPx := r.toPx(y)
// Match Gio's textView: record into a macro for clipping
m := op.Record(gtx.Ops)
var glyphs [32]text.Glyph
line := glyphs[:0]
for g, ok := shp.NextGlyph(); ok; g, ok = shp.NextGlyph() {
line = append(line, g)
if g.Flags&text.FlagLineBreak != 0 || cap(line)-len(line) == 0 {
r.drawLine(gtx, shp, line, xPx, yPx, col)
line = line[:0]
}
}
if len(line) > 0 {
r.drawLine(gtx, shp, line, xPx, yPx, col)
}
call := m.Stop()
call.Add(gtx.Ops)
}
// drawLine draws a line of glyphs using shaper.Shape() and shaper.Bitmaps().
// Matches Gio's paintGlyph exactly: offset by (x + first.X, y + first.Y).
func (r *Renderer) drawLine(gtx layout.Context, shp *text.Shaper, line []text.Glyph, x, y Px, col color.NRGBA) {
if len(line) == 0 {
return
}
first := line[0]
// shaper.Shape(line) returns a path where glyph positions are relative to
// the first glyph. Offset by (x + first.X, y + first.Y) to place the line
// at the desired document position. Matches Gio's paintGlyph:
// lineOff = (glyph.X, glyph.Y) - viewport.Min
// op.Affine(f32.Affine2D{}.Offset(lineOff))
offX := float32(x) + float32(first.X)/64.0
offY := float32(y) + float32(first.Y)
t := op.Affine(f32.Affine2D{}.Offset(f32.Pt(offX, offY))).Push(gtx.Ops)
// Draw vector glyphs
path := shp.Shape(line)
outline := clip.Outline{Path: path}.Op().Push(gtx.Ops)
paint.ColorOp{Color: col}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
outline.Pop()
// Draw bitmap glyphs (emoji, etc.)
if call := shp.Bitmaps(line); call != (op.CallOp{}) {
call.Add(gtx.Ops)
}
t.Pop()
}
// drawPng draws a PNG image at the given position and size.
// x, y are in Dp (top-left corner).
// width, height are in Dp (target size).
// col is the tint color — if alpha < 255, the image is tinted using blendOp.DstIn.
func (r *Renderer) drawPng(gtx layout.Context, img image.Image, x, y Dp, width, height Dp, col color.NRGBA) {
if img == nil {
return
}
// Convert Dp to pixels
xPx := int(r.toPx(x))
yPx := int(r.toPx(y))
wPx := int(r.toPx(width))
hPx := int(r.toPx(height))
// Compute source rectangle (full image)
src := image.Rect(0, 0, img.Bounds().Dx(), img.Bounds().Dy())
_ = src // unused, but kept for clarity
// Compute destination rectangle
dst := image.Rect(xPx, yPx, xPx+wPx, yPx+hPx)
// If tint color has alpha < 255, apply tint using blendOp.DstIn
if col.A < 255 {
// Draw tinted rectangle over the image
bgClip := clip.Rect(dst).Push(gtx.Ops)
paint.ColorOp{Color: col}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
bgClip.Pop()
}
// Draw the image
paint.NewImageOp(img).Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
}
// WindowConstraints tracks the initial window constraints captured at the start of Draw.
// All elements are positioned relative to these bounds to ensure consistency.
type WindowConstraints struct {
Min image.Point
Max image.Point
}