use mod.prelude.widgets_internal.* use mod.sdf.Cap // Futuristic brushed metal with lit circuit traces cut into it. Raised parts // are gunmetal caps with cut corners, brushed along their length, lit on a // narrow shoulder from above and edged in black, casting a short shadow on // the steel. Wells are cut into the plate with a steel lip under them. // Knobs are spun steel in a dark bezel whose groove carries the value as a // glowing cyan ring; thumbs are chrome balls. The one cyan is light: LED // dashes under the legends, lit traces, rings and values. Every rim is one // device pixel, snapped. mod.widgets.Button.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 6.0} mod.widgets.Button.draw_bg.border_radius = 2.0 mod.widgets.Button.draw_bg.border_size = 0.5 // A ROW OF FIELDS IS ONE HEIGHT: the box metrics are stated once here and // handed to each field below. Buttons take the same 26. let field_height = 26.0 let field_pad_v = mod.theme.mspace_1.top let field_radius = 2.0 let field_border = 0.5 // The room a Fit field takes: where a field is Fit, the padding IS its // height. let field_room = fn(w) { w.min_height = field_height w.padding.top = field_pad_v w.padding.bottom = field_pad_v } // The box a field draws. Given the draw object and not the widget, because // not every field draws its own box. let field_face = fn(d) { d.border_radius = field_radius d.border_size = field_border } // A field that states a frame and lays its own parts out inside it takes // the height alone: a padding would displace its line. let field_frame = fn(w) { w.min_height = field_height } field_room(mod.widgets.TextInputFlat) field_face(mod.widgets.TextInputFlat.draw_bg) field_room(mod.widgets.TextInput) field_face(mod.widgets.TextInput.draw_bg) field_room(mod.widgets.ComboBox) field_face(mod.widgets.ComboBox.draw_bg) field_room(mod.widgets.DropDown) field_face(mod.widgets.DropDown.draw_bg) field_room(mod.widgets.DropDown2) field_face(mod.widgets.DropDown2.draw_bg) field_room(mod.widgets.FieldWell) field_face(mod.widgets.FieldWell.draw_bg) field_room(mod.widgets.TagField) field_face(mod.widgets.TagField.draw_bg) field_frame(mod.widgets.NumberField) mod.widgets.NumberField.draw_bg.border_radius = field_radius field_frame(mod.widgets.ValueInput) field_frame(mod.widgets.DateField) field_frame(mod.widgets.TimeField) field_frame(mod.widgets.DatePicker) field_frame(mod.widgets.DateRangePicker) // The chrome-less input a well holds must impose no height of its own. mod.widgets.WellInput.min_height = 0.0 mod.widgets.Window.pass.clear_color = #38424b // Plain views stop clipping, so a part's shadow and light may fall into the // gap beside it. Scroll views keep their own clip. mod.widgets.View.clip_x = false mod.widgets.View.clip_y = false // --------------------------------------------------------------------------- // SHARED PARTS. Distances in points, negative inside, y down; `px` is one // device pixel in points. let g3 = fn(v: float) -> vec3 { return vec3(v, v, v) } // A rounded box, true radius. let fm_rbox = fn(p: vec2, c: vec2, h: vec2, r: float) -> float { let rr = clamp(r, 0.0, min(h.x, h.y)) let q = abs(p - c) - h + vec2(rr, rr) return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0, 0.0))) - rr } // A box with its four corners cut at 45 degrees, `k` along each edge. let fm_cbox = fn(p: vec2, c: vec2, h: vec2, k: float) -> float { return Finish.sd_chamfer(p, c, h, clamp(k, 0.0, min(h.x, h.y))) } // The outward normal of the cut box, by central differences. let fm_norm = fn(p: vec2, c: vec2, h: vec2, k: float) -> vec2 { let e = 0.35 let gx = fm_cbox(p + vec2(e, 0.0), c, h, k) - fm_cbox(p - vec2(e, 0.0), c, h, k) let gy = fm_cbox(p + vec2(0.0, e), c, h, k) - fm_cbox(p - vec2(0.0, e), c, h, k) return vec2(gx, gy) / max(length(vec2(gx, gy)), 0.0001) } // A segment's distance. let fm_seg = fn(p: vec2, a: vec2, b: vec2) -> float { let pa = p - a let ba = b - a let k = clamp(dot(pa, ba) / max(dot(ba, ba), 0.0001), 0.0, 1.0) return length(pa - ba * k) } // A stroked chevron's distance: `w` wide, `hgt` tall, pointing down // (`flip` 1 points up). let fm_chevron = fn(p: vec2, c: vec2, w: float, hgt: float, flip: float) -> float { let s = mix(1.0, -1.0, flip) let a = c + vec2(-w * 0.5, -hgt * 0.5 * s) let b = c + vec2(0.0, hgt * 0.5 * s) let e = c + vec2(w * 0.5, -hgt * 0.5 * s) return min(fm_seg(p, a, b), fm_seg(p, b, e)) } // A disc laid on the pixel grid: a whole number of device pixels across. // `c` is quad-local; returns (centre.x, centre.y, radius). let fm_fit = fn(c: vec2, o: vec2, rad: float, px: float) -> vec3 { let dn = max(floor(2.0 * rad / px + 0.5), 2.0) let r2 = dn * px * 0.5 let ex = Finish.snap(o.x + c.x - r2, px) - o.x let ey = Finish.snap(o.y + c.y - r2, px) - o.y return vec3(ex + r2, ey + r2, r2) } // The one accent: the white-hot core, the lit body, the dim glass. let fm_core = fn() -> vec3 { return vec3(0.447, 0.973, 1.0) } let fm_cyan = fn() -> vec3 { return vec3(0.184, 0.776, 0.878) } let fm_dim = fn() -> vec3 { return vec3(0.063, 0.180, 0.212) } let fm_red = fn() -> vec3 { return vec3(1.0, 0.353, 0.392) } // The accent as disabled parts show it: unlit steel. let fm_off = fn() -> vec3 { return vec3(0.216, 0.243, 0.263) } // The black edge every part stands in. let fm_edge = fn() -> vec3 { return vec3(0.039, 0.055, 0.071) } let fm_ink = fn() -> vec3 { return vec3(0.016, 0.024, 0.035) } // The light comes from above and a little left. let fm_light = fn() -> vec2 { return vec2(-0.26, -0.966) } // Signed grain, one value per device pixel (pass `p / px`); two hashes on // displaced lattices, so no shift lines them up again. let fm_grain = fn(q: vec2, amount: float) -> float { let i = floor(q) let h = Finish.hash(i) let a = Finish.hash(i + vec2(h * 397.13, h * 211.71)) let b = Finish.hash(vec2(i.y * 0.7548 + h * 157.3, i.x * 1.1698 + h * 89.9)) return (a + b - 1.0) * amount } // Brushed streaks along x, window space: fine streaks over long slow ones, // -1..1 roughly. let fm_brush = fn(q: vec2, px: float) -> float { let fine = Finish.brushed(q, vec2(1.0, 0.0), max(px, 0.7)) - 0.5 let rowh = Finish.hash(vec2(floor(q.y / px) * 1.371 + 3.1, 17.9)) let long = Finish.noise(vec2(q.x / 140.0 + rowh * 53.0, q.y / (px * 1.5))) - 0.5 return fine * 0.8 + long * 0.9 } // Gunmetal by height t 0..1: #4f5f69 at the top, #3d4a54 at the waist, // #2b353d at the foot. let fm_gun = fn(t: float) -> vec3 { let top = vec3(0.430, 0.488, 0.528) let mid = vec3(0.322, 0.370, 0.406) let foot = vec3(0.245, 0.285, 0.318) return mix(mix(top, mid, clamp(t * 2.0, 0.0, 1.0)), foot, clamp(t * 2.0 - 1.0, 0.0, 1.0)) } // Light steel for plates and pads: #56646e to #38444d. let fm_steel = fn(t: float) -> vec3 { return mix(vec3(0.420, 0.478, 0.518), vec3(0.290, 0.338, 0.375), t) } // A steel cap: the cut box lo..hi, gunmetal (tone 0) or light steel (1), // brushed, lit on a narrow shoulder from above, a black edge. `press` // sinks it: the fall turns over, the top wall shades the face and the // shoulder takes its light from below. let fm_cap = fn(p: vec2, o: vec2, lo: vec2, hi: vec2, k: float, px: float, hov: float, press: float, dis: float, tone: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = fm_cbox(p, c, h, k) let n = fm_norm(p, c, h, k) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var face = mix(fm_gun(t), fm_steel(t), tone) // a soft sheen high on the face let st = (t - 0.08) / 0.09 face = face + g3(0.08 * exp(-st * st) * (1.0 - press)) face = face + g3(0.045 * hov) // pressed: a darker face, lit a little at the foot let sunk = mix(vec3(0.118, 0.145, 0.169), vec3(0.176, 0.212, 0.239), t) face = mix(face, sunk, press) let q = p + o face = face + g3(fm_brush(q, px) * 0.045 + fm_grain(q / px, 0.010)) // the top wall's shade inside a pressed cap let ish = Finish.inset(p, c, h, k * 0.6, vec2(0.0, 1.6), 1.4) * press face = mix(face, fm_edge(), clamp(ish, 0.0, 1.0) * 0.8) // disabled: a flat unlit plate face = mix(face, vec3(0.200, 0.227, 0.251) + g3(fm_brush(q, px) * 0.012), dis * 0.9) // the shoulder let sh = Finish.bevel(d + px, n, 2.2, fm_light()) let lit = mix(sh * (1.0 + 0.3 * hov), -sh * 0.55, press) * mix(1.0, 0.3, dis) face = Finish.lift(face, clamp(lit, -1.0, 1.0) * mix(0.85, 0.55, step(lit, 0.0))) // the black edge face = mix(face, fm_edge(), Finish.band(d, 0.0, px, px) * 0.95) let a = Finish.cover(d, px) return vec4(face * a, a) } // An LED dash: `lit` 0 is the dark lens in its slot, 1 the lit body with a // white-hot core; returns the dash premultiplied. let fm_dash = fn(p: vec2, c: vec2, hw: float, hh: float, px: float, ink: vec3, lit: float) -> vec4 { let d = fm_rbox(p, c, vec2(hw, hh), hh) let a = Finish.cover(d, px) let across = abs(p.y - c.y) / max(hh, 0.001) let along = abs(p.x - c.x) / max(hw, 0.001) let hot = (1.0 - smoothstep(0.0, 1.1, across)) * (1.0 - smoothstep(0.5, 1.0, along)) let body = mix(mix(ink, vec3(1.0, 1.0, 1.0), 0.25), mix(ink, vec3(1.0, 1.0, 1.0), 0.75), hot * clamp(lit, 0.0, 1.0)) let off = mix(vec3(0.035, 0.051, 0.063), ink * 0.22, 0.6) let col = mix(off, body, clamp(lit, 0.0, 1.0)) return vec4(col * a, a) } // A well cut into the plate: the floor, the plate's shadow falling in from // the top wall, a dark mouth darkest on top. let fm_well = fn(p: vec2, c: vec2, h: vec2, k: float, px: float, fill: vec3, depth: float) -> vec3 { let d = fm_cbox(p, c, h, k) let sh = Finish.inset(p, c, h, max(k * 0.6, 0.5), vec2(0.0, depth * 0.5), max(depth * 0.4, px * 0.6)) var col = mix(fill, fm_edge(), clamp(sh, 0.0, 1.0) * 0.85) let up = 1.0 - smoothstep(-0.5, 0.5, p.y - c.y) col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px) * mix(0.55, 0.95, up)) return col } // The steel lip under a well's lower rim, outside it: premultiplied white. let fm_lip = fn(p: vec2, c: vec2, h: vec2, k: float, px: float, a: float) -> vec4 { let d = fm_cbox(p, c, h, k) let foot = smoothstep(c.y + h.y - max(k, 1.0) - 1.5, c.y + h.y, p.y) let l = Finish.ring_out(d, 0.0, px, px) * foot * a return vec4(l, l, l, l) } // Focus: one device pixel of cyan two device pixels out, with a soft // breath of light round it. let fm_focus = fn(d: float, px: float, focus: float) -> vec4 { let f = Finish.ring_out(d, 2.0 * px, 3.0 * px, px) * 0.85 * focus let g = Finish.glow(max(d - 2.5 * px, 0.0), 1.0) * step(0.0, d) * 0.22 * focus let k = fm_cyan() let fa = clamp(f + g * (1.0 - f), 0.0, 1.0) let col = mix(k, fm_core(), f) return vec4(col * fa, fa) } // A chrome ball standing on the plate: its cast shadow, a sky above the // horizon line, the steel below with a cyan bounce, a hot spot at the // upper left, a dark rim. let fm_ball = fn(p: vec2, c: vec2, rad: float, px: float, hover: float, press: float, dis: float) -> vec4 { var out = vec4(0.0, 0.0, 0.0, 0.0) let ink = fm_ink() let cast = Finish.drop(p, c, vec2(rad, rad), rad, vec2(rad * 0.12, rad * 0.30), rad * 0.28) * 0.6 * mix(1.0, 0.4, dis) out = Finish.over(out, vec4(ink * cast, cast)) let q = (p - c) / max(rad, 0.001) let r2 = dot(q, q) let z = sqrt(max(1.0 - r2, 0.0)) let ry = 2.0 * z * q.y let sky = mix(vec3(0.94, 0.97, 0.99), vec3(0.60, 0.68, 0.73), smoothstep(-0.95, -0.05, ry)) let gnd = mix(vec3(0.24, 0.28, 0.32), vec3(0.52, 0.60, 0.65), smoothstep(0.1, 0.9, ry)) var col = mix(sky, gnd, smoothstep(-0.30, 0.20, ry)) col = col + fm_cyan() * 0.22 * smoothstep(0.35, 1.0, q.y) * z * (1.0 - dis) col = col * mix(0.5, 1.0, smoothstep(0.0, 0.5, z)) let sq = q - vec2(-0.30, -0.42) col = col + g3(0.55 * exp(-dot(sq, sq) / 0.025)) col = col + g3(0.12 * hover - 0.08 * press) col = mix(col, g3(0.30) + 0.12 * col, dis * 0.8) let d = length(p - c) - rad col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px) * 0.75) let a = Finish.cover(d, px) return Finish.over(out, vec4(col * a, a)) } let grow_vertex = fn(rp: vec2, rs: vec2, m: float) -> vec4 { return vec4(rp.x - m, rp.y - m, rs.x + 2.0 * m, rs.y + 2.0 * m) } // A line of light at `at` across v, `wd` wide. let fm_hl = fn(v: float, at: float, wd: float, px: float) -> float { return clamp((wd * 0.5 - abs(v - at)) / px + 0.5, 0.0, 1.0) } // --------------------------------------------------------------------------- // THE CIRCUIT. A dark teal-black board with traces on it, built from cell // grids at three scales. Every edge between two cells hashes whether a trace // crosses it and where along it, so both cells agree and a trace runs on // unbroken; inside a cell the traces meet at a hub, arriving straight and // turning at 45 degrees. A slow density field makes busy clusters and quiet // ground, a slow direction field lays them in bundles running mostly one way. // A trace that ends stops in a ring via; an empty cell may hold a chip or a // small part. Some traces are lit where a slow field says so, brightening and // fading along their length. // The port on one cell edge: `e` the edge's middle in cell units, `horiz` 1 // for an edge a horizontal trace crosses. Returns (1 if there is one, its // place along the edge in points). let fm_port = fn(e: vec2, horiz: float, s: float, seed: float, dens: float) -> vec2 { let dn = Finish.noise(e / 4.3 + vec2(seed * 7.13, seed * 3.31)) let dir = Finish.noise(e / 7.1 + vec2(seed * 2.91 + 40.0, seed * 5.77 + 11.0)) let busy = smoothstep(0.40 - dens, 0.56 - dens, dn) let pref = smoothstep(0.35, 0.65, mix(1.0 - dir, dir, horiz)) let pr = busy * mix(0.05, 0.96, pref) // on or off by runs of about three edges along the trace, the runs of // neighbouring rows staggered, with a rare single break let along = mix(e.y, e.x, horiz) let across = mix(e.x, e.y, horiz) let rk = floor((along + Finish.hash(vec2(across * 1.37 + seed, horiz * 5.1 + 2.0)) * 3.0) / 3.0) let h1 = Finish.hash(vec2(rk * 1.731 + seed * 13.1 + horiz * 71.3, across * 2.117 + seed * 5.9 + 0.7)) * step(0.05, Finish.hash(e * vec2(2.71, 1.61) + vec2(seed * 2.3, horiz * 9.7))) let h2 = Finish.hash(e * vec2(3.173, 1.291) + vec2(seed * 3.7 + horiz * 19.1, 8.3)) let t = 0.5 + (h2 - 0.5) * 0.46 return vec2(step(1.0 - pr, h1), t * s) } // One cell of a layer: `l` the point in the cell (0..s). Returns (distance to // the trace centre lines, distance to the centre of a via, signed distance // to a part, kind of part: 0 none, 1 chip with pins, 2 small part; plus // 0.5 where a chip's pin is). let fm_cell = fn(l: vec2, cell: vec2, s: float, seed: float, dens: float) -> vec4 { let pl = fm_port(vec2(cell.x, cell.y + 0.5), 1.0, s, seed, dens) let pr = fm_port(vec2(cell.x + 1.0, cell.y + 0.5), 1.0, s, seed, dens) let pt = fm_port(vec2(cell.x + 0.5, cell.y), 0.0, s, seed, dens) let pb = fm_port(vec2(cell.x + 0.5, cell.y + 1.0), 0.0, s, seed, dens) let n = pl.x + pr.x + pt.x + pb.x let hc = Finish.hash(cell * vec2(1.93, 2.71) + vec2(seed * 9.1, 4.4)) let hd = Finish.hash(cell * vec2(2.37, 1.13) + vec2(seed * 3.3, 7.9)) let nv = pt.x + pb.x let nh = pl.x + pr.x // the hub: on the line of the ports, moved in toward the odd one so a // corner is cut at 45 degrees let k = s * (0.07 + 0.07 * hc) let hx = mix(s * (0.3 + 0.4 * hc), (pt.x * pt.y + pb.x * pb.y) / max(nv, 1.0), step(0.5, nv)) + k * (pr.x - pl.x) let hy = mix(s * (0.3 + 0.4 * hd), (pl.x * pl.y + pr.x * pr.y) / max(nh, 1.0), step(0.5, nh)) + k * (pb.x - pt.x) let hub = vec2(hx, hy) let big = 1000.0 let al = vec2(clamp(hx - abs(hy - pl.y), 0.0, s), pl.y) let ar = vec2(clamp(hx + abs(hy - pr.y), 0.0, s), pr.y) let at = vec2(pt.y, clamp(hy - abs(hx - pt.y), 0.0, s)) let ab = vec2(pb.y, clamp(hy + abs(hx - pb.y), 0.0, s)) var d = big d = min(d, mix(big, min(fm_seg(l, vec2(0.0, pl.y), al), fm_seg(l, al, hub)), pl.x)) d = min(d, mix(big, min(fm_seg(l, vec2(s, pr.y), ar), fm_seg(l, ar, hub)), pr.x)) d = min(d, mix(big, min(fm_seg(l, vec2(pt.y, 0.0), at), fm_seg(l, at, hub)), pt.x)) d = min(d, mix(big, min(fm_seg(l, vec2(pb.y, s), ab), fm_seg(l, ab, hub)), pb.x)) // a via where a trace ends, now and then where traces meet let viaon = max(step(0.5, n) * step(n, 1.5) * step(0.35, hd), step(2.5, n) * step(0.55, hd)) let dp = mix(big, length(l - hub), viaon) // an empty cell may hold a chip (pins along two sides) or a small part var dc = big var kind = 0.0 if n < 0.5 { let hk = Finish.hash(cell * vec2(3.71, 2.93) + vec2(seed * 1.7, 2.2)) let hr = step(0.5, Finish.hash(cell * vec2(1.17, 3.39) + vec2(seed * 4.1, 6.6))) let cc = vec2(s * (0.42 + 0.16 * hc), s * (0.42 + 0.16 * hd)) let rel = l - cc let rl = mix(rel, vec2(rel.y, rel.x), hr) if hk > 0.45 { let hh = vec2(s * 0.20, s * 0.11) dc = fm_rbox(rl, vec2(0.0, 0.0), hh, s * 0.02) kind = 1.0 let pitch = s * 0.065 let pin = step(hh.y, abs(rl.y)) * step(abs(rl.y), hh.y + s * 0.045) * step(abs(rl.x), hh.x - s * 0.03) * step(fract(rl.x / pitch + 0.25), 0.5) kind = kind + 0.5 * pin } if hk > 0.15 && hk < 0.45 { dc = fm_rbox(rl, vec2(0.0, 0.0), vec2(s * 0.08, s * 0.04), s * 0.01) kind = 2.0 + 0.5 * step(s * 0.05, abs(rl.x)) } } return vec4(d, dp, dc, kind) } // A layer at cell size `s`: the cell under the point in full, and the // traces and vias of the three neighbours toward it, so a glow runs on // across a cell's edge. let fm_layer = fn(q: vec2, s: float, seed: float, dens: float) -> vec4 { let cell = floor(q / s) let f = q / s - cell let ox = mix(-1.0, 1.0, step(0.5, f.x)) let oy = mix(-1.0, 1.0, step(0.5, f.y)) let r = fm_cell(q - cell * s, cell, s, seed, dens) let c1 = cell + vec2(ox, 0.0) let c2 = cell + vec2(0.0, oy) let c3 = cell + vec2(ox, oy) let a = fm_cell(q - c1 * s, c1, s, seed, dens) let b = fm_cell(q - c2 * s, c2, s, seed, dens) let c = fm_cell(q - c3 * s, c3, s, seed, dens) return vec4(min(r.x, min(a.x, min(b.x, c.x))), min(r.y, min(a.y, min(b.y, c.y))), r.z, r.w) } // How lit the traces of a layer are at q: a slow field, so a lit trace // brightens and fades along its length; most of the board stays dim. let fm_lit = fn(q: vec2, sc: float, seed: float, lo: float) -> float { let v = Finish.noise(q / sc + vec2(seed * 17.3, seed * 9.1)) * 0.7 + Finish.noise(q / (sc * 0.37) + vec2(seed * 3.9, 21.0)) * 0.3 return smoothstep(lo, lo + 0.1, v) } // The board at q (points, anchored where the caller anchors it). `soft` // widens every edge (the frost of the pane in front); `calm` 0..1 dims the // lit traces (under text). let fm_board = fn(q: vec2, px: float, soft: float, calm: float, frost: float) -> vec3 { let aa = px * soft // behind frost a lit trace spreads: a softer, wider glow, a paler core let hot = 1.0 - 0.8 * frost let bodyk = 1.0 - 0.45 * frost let spread = 1.0 + 0.6 * frost let gk = 1.0 - 0.3 * frost let cl = Finish.noise(q / 110.0) * 0.6 + Finish.noise(q / 31.0 + vec2(7.0, 3.0)) * 0.4 var col = mix(vec3(0.031, 0.071, 0.094), vec3(0.071, 0.118, 0.141), cl) col = col + g3(fm_grain(q / px, 0.012)) let quiet = 1.0 - calm // the fine signal lines: many, thin, never lit let qa = q + vec2(3.1, 5.7) let la = fm_cell(qa - floor(qa / 5.5) * 5.5, floor(qa / 5.5), 5.5, 1.0, -0.04) col = mix(col, vec3(0.106, 0.200, 0.235), Finish.cover(la.x - 0.33, aa) * 0.8) // the wide flat buses: a pale fill in a brighter outline let qc = q + vec2(17.3, 11.9) let lc = fm_layer(qc, 46.0, 3.0, 0.16) let litc = fm_lit(q, 240.0, 3.0, 0.52) * quiet * (1.0 - 0.3 * frost) let wc = 7.0 let cfill = mix(vec3(0.120, 0.225, 0.262), vec3(0.110, 0.300, 0.350), litc * bodyk) col = mix(col, cfill, Finish.cover(lc.x - wc * 0.5, aa) * 0.9) col = col + fm_cyan() * Finish.glow(max(lc.x - wc * 0.5, 0.0), 4.0 * spread) * step(wc * 0.5, lc.x) * 0.40 * litc * gk let crim = Finish.cover(abs(lc.x - wc * 0.5 + 0.5) - 0.5, aa) col = mix(col, mix(vec3(0.380, 0.540, 0.590), mix(fm_cyan(), fm_core(), 0.55 * hot), litc * bodyk), crim * 0.95) // a part in an empty bus cell: a chip with its pins, a small part let kind = floor(lc.w) let pin = step(0.25, fract(lc.w)) let body = Finish.cover(lc.z, aa) col = mix(col, vec3(0.200, 0.260, 0.285), pin * step(0.5, kind) * step(kind, 1.5)) let chip = mix(vec3(0.028, 0.040, 0.048), vec3(0.070, 0.090, 0.100), smoothstep(-6.0, 0.0, lc.z)) col = mix(col, mix(chip, vec3(0.200, 0.290, 0.320), Finish.cover(abs(lc.z + 0.6) - 0.4, aa) * 0.7), body * step(0.5, kind) * step(kind, 1.5)) let smd = mix(vec3(0.060, 0.080, 0.090), vec3(0.330, 0.390, 0.410), step(0.25, fract(lc.w))) col = mix(col, smd, body * step(1.5, kind)) // the signal bus: mid traces, some lit let qb = q + vec2(7.7, 2.3) let lb = fm_layer(qb, 19.0, 5.0, 0.0) let litb = fm_lit(q, 150.0, 5.0, 0.54) * quiet * (1.0 - 0.2 * frost) let wb = 2.4 col = col + fm_cyan() * Finish.glow(max(lb.x - wb * 0.5, 0.0), 3.2 * spread) * step(wb * 0.5, lb.x) * 0.55 * litb * gk let tb = Finish.tube(lb.x, wb, aa) col = mix(col, mix(vec3(0.190, 0.320, 0.370), fm_cyan(), litb * bodyk), Finish.cover(lb.x - wb * 0.5, aa)) col = mix(col, mix(fm_core(), vec3(1.0, 1.0, 1.0), 0.45), tb.x * litb * hot) // ring vias of both layers let rv = abs(lb.y - 2.5) - 0.8 col = mix(col, mix(vec3(0.300, 0.430, 0.470), mix(fm_cyan(), fm_core(), 0.6 * hot), litb * bodyk), Finish.cover(rv, aa)) col = mix(col, vec3(0.012, 0.024, 0.031), Finish.cover(lb.y - 1.6, aa)) let rc = abs(lc.y - 5.6) - 1.6 col = mix(col, mix(vec3(0.270, 0.390, 0.430), mix(fm_cyan(), fm_core(), 0.5 * hot), litc * bodyk), Finish.cover(rc, aa)) col = mix(col, vec3(0.012, 0.024, 0.031), Finish.cover(lc.y - 3.8, aa)) return col } // A pane of frosted blue-white plastic lying on the board: it lightens and // softens what is behind it, tints it pale blue, and carries a soft diagonal // reflection (`refl` 0..1 at this point). let fm_pane = fn(board: vec3, q: vec2, px: float, refl: float, tint: float) -> vec3 { // the frost is a little uneven, as a moulded pane is let fz = Finish.noise(q / 70.0 + vec2(3.3, 8.1)) - 0.5 var c = board * 0.82 + vec3(0.420, 0.540, 0.600) * (tint + 0.06 * fz) c = c + vec3(0.85, 0.93, 1.0) * refl c = c + g3(fm_grain(q / px + vec2(311.0, 97.0), 0.010)) return c } // Union of two distances with the inner corner cut at 45 degrees, `r` deep. let fm_uc = fn(a: float, b: float, r: float) -> float { return min(min(a, b), (a + b - r) * 0.7071) } // --------------------------------------------------------------------------- // BUTTONS. One face for the family; `kind` picks the dressing: // 0 flat plate (no shadow, no dash), 1 raised with a standby dash, // 2 raised with the dash lit and the face lit from its foot (primary), // 3 raised with the dash half lit (secondary), 4 raised with a red dash // (danger), 5 a steel frame round the ground (outline), 6 bare until // touched, 7 a light steel pad (tertiary), 8 raised with no dash (chips). // The quad is grown by `m` on every side for the shadow and the focus ring. let fm_button = fn(pos: vec2, size: vec2, o: vec2, px: float, hover: float, down: float, focus: float, disabled: float, loading: float, anim: float, k: float, kind: float, m: float) -> vec4 { let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let live = 1.0 - disabled let press = down * live let hov = hover * live * (1.0 - press) let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = fm_cbox(p, c, h, k) let bare = step(5.5, kind) * step(kind, 6.5) let outl = step(4.5, kind) * step(kind, 5.5) let pad = step(6.5, kind) * step(kind, 7.5) let flat = 1.0 - step(0.5, kind) let solid = 1.0 - bare - outl let raised = solid * (1.0 - flat) var out = vec4(0.0, 0.0, 0.0, 0.0) let ink = fm_ink() // the soft layer: mostly below, faded within half the gap to a neighbour let soft = Finish.drop(p, c, h, k * 0.6, vec2(0.0, 2.0), 1.8) * 0.55 * raised * (1.0 - press) * live out = Finish.over(out, vec4(ink * soft, soft)) let con = Finish.drop(p, c, h, k * 0.6, vec2(0.0, px), px * 1.2) * 0.7 * solid * mix(1.0, 0.3, press) * mix(1.0, 0.5, disabled) out = Finish.over(out, vec4(ink * con, con)) // the cap var tone = pad var cap = fm_cap(p, o, lo, hi, k, px, hov, press, disabled, tone) if flat > 0.5 { // the flat plate: a darker slab with a gentler shoulder let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) var face = mix(vec3(0.176, 0.212, 0.239), vec3(0.137, 0.165, 0.188), t) face = face + g3(0.035 * hov - 0.04 * press + fm_brush(p + o, px) * 0.02) face = mix(face, vec3(0.184, 0.208, 0.227), disabled * 0.8) let n = fm_norm(p, c, h, k) let sh = Finish.bevel(d + px, n, 1.0, fm_light()) * (1.0 - press) * mix(1.0, 0.3, disabled) face = Finish.lift(face, sh * 0.30) face = mix(face, fm_edge(), Finish.band(d, 0.0, px, px) * 0.9) let fa = Finish.cover(d, px) cap = vec4(face * fa, fa) } // the outline and the bare face: only a frame, or nothing, until touched var fa2 = 1.0 if kind > 4.5 && kind < 6.5 { fa2 = mix(0.0, 0.5, hov) + 0.6 * press } out = Finish.over(out, cap * fa2) if outl > 0.5 { // dark glass inside the frame, so the legend reads on any ground let ga = Finish.cover(d, px) * 0.8 * (1.0 - fa2 * 0.5) let gt = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let gc = mix(vec3(0.090, 0.115, 0.135), vec3(0.060, 0.078, 0.094), gt) + g3(0.05 * hov) out = Finish.over(out, vec4(gc * ga, ga)) // a steel frame two points wide, lit on its upper run let n = fm_norm(p, c, h, k) let fr = Finish.band(d, 0.0, 2.0, px) let lt = clamp(dot(n, fm_light()), -1.0, 1.0) var fc = mix(vec3(0.290, 0.337, 0.373), vec3(0.62, 0.69, 0.73), clamp(lt, 0.0, 1.0)) fc = mix(fc, vec3(0.16, 0.19, 0.21), clamp(-lt, 0.0, 1.0)) fc = mix(fc, vec3(0.25, 0.28, 0.30), disabled) fc = mix(fc, fm_edge(), max(Finish.band(d, 0.0, px, px), Finish.band(d, 2.0 - px, 2.0, px)) * 0.9) out = Finish.over(out, vec4(fc * fr, fr)) } // the dash under the legend let has_dash = step(0.5, kind) * step(kind, 4.5) + pad + outl if has_dash > 0.5 { let hw = clamp(h.x * 0.26, 5.0, 11.0) let dy = Finish.snap(o.y + hi.y - 5.0, px) - o.y let dc = vec2(Finish.snap(o.x + c.x, px) - o.x, dy) let is_red = step(3.5, kind) * step(kind, 4.5) var base = 0.72 if kind > 1.5 && kind < 2.5 { base = 1.0 } if kind > 2.5 && kind < 3.5 { base = 0.85 } if is_red > 0.5 { base = 0.85 } if outl > 0.5 { base = 0.3 } let lit = clamp(base + 0.3 * hov + press, 0.0, 1.0) * live let dink = mix(fm_cyan(), fm_red(), is_red) let a_cap = Finish.cover(d, px) // the light it throws on the metal round it, inside the cap let dd = fm_rbox(p, dc, vec2(hw, px * 2.0), px * 2.0) let gl = Finish.glow(max(dd, 0.0) + 0.6, 3.2 + 1.2 * hov) * step(0.0, dd) * lit * (0.62 + 0.3 * hov) * a_cap out = vec4(out.rgb + dink * gl, out.a) // the primary's face takes the light rising from its foot if kind > 1.5 && kind < 2.5 { let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let rise = smoothstep(0.35, 1.0, t) * 0.16 * lit * a_cap * (1.0 - Finish.band(d, 0.0, px, px)) out = vec4(out.rgb + fm_cyan() * rise, out.a) } let dash = fm_dash(p, dc, hw, px * 2.0, px, dink, lit) out = Finish.over(out, dash) } out = Finish.over(out, fm_focus(d, px, focus * live)) // the wait spinner, which the stock face drew and this one must too if loading > 0.0 { let sdf = Sdf2d.viewport(p) let rr = max(min(h.x, h.y) - 5.0, 2.0) let a0 = anim * 2.0 * PI sdf.arc_round_caps(c.x, c.y, rr, a0, a0 + 1.5 * PI, 1.2) let kk = fm_cyan() sdf.fill(vec4(kk * loading, loading)) out = Finish.over(out, sdf.result) } return out } // The drop-down face: the cap with an engraved split 22 points from its // right end and a stroked chevron behind it; `held` is pressed. let fm_dropdown = fn(pos: vec2, size: vec2, o: vec2, px: float, hover: float, held: float, focus: float, disabled: float, m: float) -> vec4 { var out = fm_button(pos, size, o, px, hover, held, focus, disabled, 0.0, 0.0, 3.0, 8.0, m) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let live = 1.0 - disabled let dx = Finish.snap(o.x + size.x - 22.0, px) - o.x let in_y = step(size.y * 0.22, p.y) * step(p.y, size.y * 0.78) let div_d = step(dx - px, p.x) * step(p.x, dx) * in_y * 0.9 let div_l = step(dx, p.x) * step(p.x, dx + px) * in_y * 0.5 * (1.0 - held) let bz = fm_edge() out = Finish.over(out, vec4(bz * div_d, div_d)) let hl = vec3(0.45, 0.52, 0.57) out = Finish.over(out, vec4(hl * div_l, div_l)) let cc = vec2(size.x - 11.0, Finish.snap(o.y + size.y * 0.5, px) - o.y + held * live * px) let ch = Finish.cover(fm_chevron(p, cc, 6.0, 3.5, 0.0) - 0.7, px) let ink = mix(mix(vec3(0.75, 0.80, 0.84), fm_core(), hover * live * 0.6), vec3(0.36, 0.40, 0.43), disabled) return Finish.over(out, vec4(ink * ch, ch)) } // Button faces. The flat root and the bare face keep to their own box, so // every template derived from them with a face of its own is left as it is; // the raised faces grow their quad for the shadow and the focus ring. mod.widgets.ButtonFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 0.0, 0.0), 0.0) } mod.widgets.ButtonFlatter.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 6.0, 0.0), 0.0) } mod.widgets.Button.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.Button.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 1.0, 8.0), 8.0) } mod.widgets.ButtonPrimary.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonPrimary.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 2.0, 8.0), 8.0) } mod.widgets.ButtonSecondary.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 3.0, 8.0), 8.0) } mod.widgets.ButtonTertiary.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 7.0, 8.0), 8.0) } mod.widgets.ButtonDanger.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 4.0, 8.0), 8.0) } mod.widgets.ButtonOutline.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonOutline.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 5.0, 8.0), 8.0) } mod.widgets.ButtonXs.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonXs.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 8.0, 8.0), 8.0) } mod.widgets.ButtonSm.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonSm.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.5, 8.0, 8.0), 8.0) } mod.widgets.ButtonLg.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonLg.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.5, 1.0, 8.0), 8.0) } mod.widgets.ButtonXl.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonXl.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 4.0, 1.0, 8.0), 8.0) } mod.widgets.ButtonCompound.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonCompound.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(fm_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 8.0, 8.0), 8.0) } mod.widgets.Button.clip_x = false mod.widgets.Button.clip_y = false mod.widgets.ButtonPrimary.clip_x = false mod.widgets.ButtonPrimary.clip_y = false mod.widgets.ButtonOutline.clip_x = false mod.widgets.ButtonOutline.clip_y = false mod.widgets.ButtonXs.clip_x = false mod.widgets.ButtonXs.clip_y = false mod.widgets.ButtonSm.clip_x = false mod.widgets.ButtonSm.clip_y = false mod.widgets.ButtonLg.clip_x = false mod.widgets.ButtonLg.clip_y = false mod.widgets.ButtonXl.clip_x = false mod.widgets.ButtonXl.clip_y = false mod.widgets.ButtonCompound.clip_x = false mod.widgets.ButtonCompound.clip_y = false // The Select and MultiSelect face was built from Button before this sheet // ran, so it takes the drop-down's face by its own path: split and chevron. mod.widgets.Select.face.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.Select.face.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 8.0) } mod.widgets.Select.face.clip_x = false mod.widgets.Select.face.clip_y = false mod.widgets.Select.face.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0} mod.widgets.Select.face.min_height = 26.0 mod.widgets.MultiSelect.face.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.MultiSelect.face.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 8.0) } mod.widgets.MultiSelect.face.clip_x = false mod.widgets.MultiSelect.face.clip_y = false mod.widgets.MultiSelect.face.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0} mod.widgets.MultiSelect.face.min_height = 26.0 // Button geometry: one 26 point row; the legend sits two points high so // the dash has its own room under it. mod.widgets.ButtonFlat.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 3.0 bottom: 3.0} mod.widgets.Button.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 6.0} mod.widgets.ButtonPrimary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 6.0} mod.widgets.ButtonTertiary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 6.0} mod.widgets.ButtonOutline.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 6.0} mod.widgets.ButtonIcon.padding = mod.turtle.Inset{left: 7.0 right: 7.0 top: 2.0 bottom: 6.0} mod.widgets.Button.icon_walk = mod.turtle.Walk{width: 13.0 height: Fit} mod.widgets.ButtonFlat.min_height = 26.0 mod.widgets.Button.min_height = 26.0 mod.widgets.ButtonXs.min_height = 18.0 mod.widgets.ButtonXs.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 1.0 bottom: 1.0} mod.widgets.ButtonSm.min_height = 22.0 mod.widgets.ButtonSm.padding = mod.turtle.Inset{left: 9.0 right: 9.0 top: 2.0 bottom: 2.0} mod.widgets.ButtonLg.min_height = 30.0 mod.widgets.ButtonLg.padding = mod.turtle.Inset{left: 14.0 right: 14.0 top: 3.0 bottom: 7.0} // Legends: semibold pale steel; the primary legend is lit cyan, the danger // legend a warm red. mod.widgets.ButtonFlat.draw_text.text_style = mod.theme.font_regular{font_size: 8.5} mod.widgets.ButtonFlat.draw_bg.loading_color = #30c8e2 mod.widgets.ButtonFlat.draw_icon_end.color = #dce4ea mod.widgets.ButtonPrimary.draw_text.color = #bff5fc mod.widgets.ButtonPrimary.draw_text.color_hover = #e4fcff mod.widgets.ButtonPrimary.draw_text.color_down = #9fe6f0 mod.widgets.ButtonPrimary.draw_text.color_focus = #bff5fc mod.widgets.ButtonPrimary.draw_text.color_disabled = #6b777f mod.widgets.ButtonPrimary.draw_icon.color = #bff5fc mod.widgets.ButtonPrimary.draw_icon_end.color = #bff5fc mod.widgets.ButtonPrimary.draw_text.text_style = mod.theme.font_regular{font_size: 8.5} mod.widgets.ButtonSecondary.draw_text.color = #f2f6f9 mod.widgets.ButtonSecondary.draw_text.color_hover = #f0f6fa mod.widgets.ButtonSecondary.draw_text.color_down = #bcc8d0 mod.widgets.ButtonSecondary.draw_text.color_focus = #f2f6f9 mod.widgets.ButtonSecondary.draw_icon.color = #f2f6f9 mod.widgets.ButtonTertiary.draw_text.color = #f2f6f9 mod.widgets.ButtonTertiary.draw_text.color_hover = #f4f8fb mod.widgets.ButtonTertiary.draw_text.color_down = #c3cdd4 mod.widgets.ButtonTertiary.draw_text.color_focus = #f2f6f9 mod.widgets.ButtonTertiary.draw_icon.color = #f2f6f9 mod.widgets.ButtonDanger.draw_text.color = #ffb3b8 mod.widgets.ButtonDanger.draw_text.color_hover = #ffd0d3 mod.widgets.ButtonDanger.draw_text.color_down = #e6989d mod.widgets.ButtonDanger.draw_text.color_focus = #ffb3b8 mod.widgets.ButtonDanger.draw_icon.color = #ffb3b8 mod.widgets.ButtonOutline.draw_text.color = #f2f6f9 mod.widgets.ButtonOutline.draw_text.color_hover = #f0f6fa mod.widgets.ButtonOutline.draw_text.color_down = #bcc8d0 mod.widgets.ButtonOutline.draw_text.color_focus = #f2f6f9 mod.widgets.ButtonOutline.draw_text.color_disabled = #6b777f mod.widgets.ButtonOutline.draw_icon.color = #dce4ea // --------------------------------------------------------------------------- // CHECK BOXES. An empty box is a 13 point raised steel key with cut // corners; a set one is pushed in: a well with its steel lip, the tick or // the mixed bar lit cyan with its light on the well's floor. mod.widgets.CheckBoxFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.CheckBoxFlat.label_walk.margin = mod.turtle.Inset{left: 21.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.CheckBoxFlat.draw_bg.size = uniform(13.0) mod.widgets.CheckBoxFlat.min_height = 26.0 mod.widgets.CheckBoxFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let sz = self.size let x0 = mix(2.0, self.rect_size.x - sz - 2.0, self.mark_at_end) let lo = vec2(Finish.snap(o.x + x0, px), Finish.snap(o.y + (self.rect_size.y - sz) * 0.5, px)) - o let h = vec2(sz * 0.5, sz * 0.5) let c = lo + h // the round box keeps a round well let round = step(20.0, self.border_radius) let k = mix(2.5, 0.0, round) var d = fm_cbox(p, c, h, k) if round > 0.5 { d = length(p - c) - h.x } let live = 1.0 - self.disabled var fill = mix(vec3(0.078, 0.102, 0.122), vec3(0.157, 0.176, 0.192), self.disabled) fill = fill + g3(0.085 * self.hover * live * (1.0 - self.down) - 0.03 * self.down * live) var col = fm_well(p, c, h, k, px, fill, (2.0 + 1.4 * self.down) * (1.0 - 0.7 * self.disabled)) col = mix(col, vec3(1.0, 0.353, 0.392), Finish.band(d, 0.0, px, px) * self.error) // the tick, or the mixed bar let ks = sz / 13.0 let m0 = lo + vec2(3.2, 6.8) * ks let m1 = lo + vec2(5.6, 9.2) * ks let m2 = lo + vec2(9.9, 3.9) * ks let ck = min(fm_seg(p, m0, m1), fm_seg(p, m1, m2)) - 0.85 * ks let dash = fm_seg(p, lo + vec2(3.4, 6.5) * ks, lo + vec2(9.6, 6.5) * ks) - 0.9 * ks let show_ck = self.active * (1.0 - self.mixed) let md = mix(mix(1000.0, ck, show_ck), dash, self.mixed) let on = max(show_ck, self.mixed) // the light on the floor round the mark let glow = Finish.glow(max(md, 0.0), 1.1) * step(0.0, md) * 0.55 * on * live col = col + fm_cyan() * glow * Finish.cover(d, px) let mk = Finish.cover(md, px) let core = 1.0 - smoothstep(0.0, 0.9 * ks, -md) var tick = mix(fm_core(), mix(fm_core(), vec3(1.0, 1.0, 1.0), 0.5), 1.0 - core) tick = mix(tick, vec3(0.34, 0.40, 0.44), self.disabled) col = mix(col, tick, mk) let a = Finish.cover(d, px) var out = fm_lip(p, c, h, k, px, 0.16) out = Finish.over(out, vec4(col * a, a)) // an empty square box is a raised steel key; set, it is pushed in and // lit from within if on < 0.5 && round < 0.5 { let ink = fm_ink() let sd2 = Finish.drop(p, c, h, 1.5, vec2(0.0, 1.2), 1.0) * 0.5 * live out = Finish.over(vec4(ink * sd2, sd2), fm_cap(p, o, lo, lo + 2.0 * h, k, px, self.hover * live, self.down * live, self.disabled, 0.0)) let er = Finish.band(d, 0.0, px, px) * self.error out = Finish.over(out, vec4(vec3(1.0, 0.353, 0.392) * er, er)) } return Finish.over(out, fm_focus(d, px, self.focus * live)) } // --------------------------------------------------------------------------- // TOGGLES. A slot 36 by 16 points holding a gunmetal block as tall as the // slot. The part of the slot the block leaves open is a light strip: lit // cyan when on, a dark lens when off. mod.widgets.ToggleFlat.label_walk.margin = mod.turtle.Inset{left: 44.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.ToggleFlat.draw_bg.size = uniform(16.0) mod.widgets.ToggleFlat.min_height = 26.0 mod.widgets.ToggleFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.ToggleFlat.draw_bg.pill_aspect = uniform(2.25) mod.widgets.ToggleFlat.draw_bg.knob_inset = uniform(0.0) mod.widgets.ToggleFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let sz = vec2(self.size * self.pill_aspect, self.size) let x0 = mix(2.0, self.rect_size.x - sz.x - 2.0, self.mark_at_end) let lo = vec2(Finish.snap(o.x + x0, px), Finish.snap(o.y + (self.rect_size.y - sz.y) * 0.5, px)) - o let h = sz * 0.5 let c = lo + h let k = 2.5 let d = fm_cbox(p, c, h, k) let live = 1.0 - self.disabled let knob_t = mix(self.active, self.drag_pos, self.drag) var fill = mix(vec3(0.071, 0.094, 0.114), vec3(0.137, 0.153, 0.169), self.disabled) fill = fill + g3(0.07 * self.hover * live - 0.02 * self.down * live) var col = fm_well(p, c, h, k, px, fill, 2.4 + self.down) col = mix(col, vec3(1.0, 0.353, 0.392), Finish.band(d, 0.0, px, px) * self.error) // the light strip in the open part of the slot let bw = 15.0 let open_lo = mix(lo.x + bw, lo.x, knob_t) let open_c = vec2(open_lo + (sz.x - bw) * 0.5, c.y) let sh = vec2((sz.x - bw) * 0.5 - 2.5, h.y - 3.0) let sd = fm_rbox(p, open_c, sh, 1.0) let lit = self.active * live let sa = Finish.cover(sd, px) let across = clamp(abs(p.y - c.y) / max(sh.y, 0.5), 0.0, 1.0) let body = mix(mix(fm_core(), vec3(1.0, 1.0, 1.0), 0.45 * (1.0 - across)), fm_cyan(), across * 0.7) let off = mix(vec3(0.047, 0.067, 0.082), fm_dim(), 0.35) col = mix(col, mix(off, body, lit), sa) let sg = Finish.glow(max(sd, 0.0), 1.2) * step(0.0, sd) * 0.6 * lit * Finish.cover(d, px) col = col + fm_cyan() * sg let a = Finish.cover(d, px) var out = fm_lip(p, c, h, k, px, 0.16) out = Finish.over(out, vec4(col * a, a)) // the block, its left edge on a pixel boundary let bx = Finish.snap(o.x + lo.x + knob_t * (sz.x - bw), px) - o.x let blo = vec2(bx, lo.y) let bhi = vec2(bx + bw, lo.y + sz.y) let bc = (blo + bhi) * 0.5 let bh = (bhi - blo) * 0.5 let ink = fm_ink() let sd2 = Finish.drop(p, bc, bh, 1.5, vec2(0.0, 1.4), 1.2) * 0.45 * live out = Finish.over(out, vec4(ink * sd2, sd2)) out = Finish.over(out, fm_cap(p, o, blo, bhi, 2.0, px, self.hover * live, self.down * live * 0.6, self.disabled, 0.0)) // two grip lines engraved across the block let gx = bc.x let gy = step(abs(p.y - bc.y), bh.y - 3.5) let g1 = step(gx - 2.0 * px, p.x) * step(p.x, gx - px) * gy let g2 = step(gx + px, p.x) * step(p.x, gx + 2.0 * px) * gy out = Finish.over(out, vec4(fm_edge() * (g1 + g2) * 0.6, (g1 + g2) * 0.6)) let g3l = step(gx - px, p.x) * step(p.x, gx) * gy * 0.25 * live out = Finish.over(out, vec4(g3l, g3l, g3l, g3l)) return Finish.over(out, fm_focus(d, px, self.focus * live)) } // --------------------------------------------------------------------------- // RADIOS. A chrome dome in a dark socket; the chosen one has a cyan lens // lit in its crown with its light on the socket. mod.widgets.RadioButtonFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.RadioButtonFlat.label_walk.margin = mod.turtle.Inset{left: 21.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.RadioButtonFlat.draw_bg.size = uniform(13.0) mod.widgets.RadioButtonFlat.min_height = 26.0 mod.widgets.RadioButtonFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let sz = self.size let kf = fm_fit(vec2(2.0 + sz * 0.5, self.rect_size.y * 0.5), o, sz * 0.5, px) let c = kf.xy let rad = kf.z let h = vec2(rad, rad) let live = 1.0 - self.disabled let d = length(p - c) - rad // the socket var fill = mix(vec3(0.047, 0.063, 0.078), vec3(0.137, 0.153, 0.169), self.disabled) fill = fill + g3(0.07 * self.hover * live) let col = fm_well(p, c, h, rad, px, fill, 2.0) let a = Finish.cover(d, px) var out = fm_lip(p, c, h, rad, px, 0.16) out = Finish.over(out, vec4(col * a, a)) // the dome, a little smaller than the socket, sunk when pressed let dr = rad - 1.6 - 0.4 * self.down * live out = Finish.over(out, fm_ball(p, c, dr, px, self.hover * live, self.down * live, self.disabled)) // the lens in its crown let on = self.active * live let ld = length(p - c) - dr * 0.52 let lg = Finish.glow(max(ld, 0.0), 1.0) * step(0.0, ld) * on * 0.8 * step(length(p - c), dr) out = vec4(out.rgb + fm_cyan() * lg, out.a) let la = Finish.cover(ld, px) * self.active let lr = clamp(length(p - c) / max(dr * 0.52, 0.001), 0.0, 1.0) var lens = mix(mix(vec3(1.0, 1.0, 1.0), fm_core(), smoothstep(0.0, 0.6, lr)), fm_cyan(), smoothstep(0.5, 1.0, lr)) lens = mix(lens, vec3(0.30, 0.36, 0.40), self.disabled) out = Finish.over(out, vec4(lens * la, la)) return Finish.over(out, fm_focus(d, px, self.focus * live)) } // Radio tabs: steel caps; the chosen one is pushed in, its legend lit and // a lamp strip glowing under it. let fm_segment = fn(p: vec2, size: vec2, o: vec2, px: float, hover: float, down: float, focus: float, dis: float, on: float, soft: float) -> vec4 { let live = 1.0 - dis let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let h = (hi - lo) * 0.5 let c = lo + h let k = 3.0 let d = fm_cbox(p, c, h, k) let press = max(down * live, on) var out = vec4(0.0, 0.0, 0.0, 0.0) let ink = fm_ink() let sft = Finish.drop(p, c, h, 2.0, vec2(0.0, 2.0), 1.8) * 0.55 * soft * (1.0 - press) * live out = Finish.over(out, vec4(ink * sft, sft)) let con = Finish.drop(p, c, h, 2.0, vec2(0.0, px), px * 1.2) * 0.7 * (1.0 - 0.7 * press) out = Finish.over(out, vec4(ink * con, con)) var cap = fm_cap(p, o, lo, hi, k, px, hover * live * (1.0 - press), press, dis, 0.0) out = Finish.over(out, cap) // the lamp under the legend of the chosen one let lit = on * live let dc = vec2(Finish.snap(o.x + c.x, px) - o.x, Finish.snap(o.y + hi.y - 4.5, px) - o.y) let hw = clamp(h.x * 0.34, 5.0, 14.0) let a_cap = Finish.cover(d, px) let dd = fm_rbox(p, dc, vec2(hw, px * 1.5), px * 1.5) let gl = Finish.glow(max(dd, 0.0), 1.6) * step(0.0, dd) * lit * 0.6 * a_cap out = vec4(out.rgb + fm_cyan() * gl, out.a) let dsh = fm_dash(p, dc, hw, px * 1.5, px, fm_cyan(), lit) out = Finish.over(out, dsh * on) // focus: a cyan row inside the edge, as a ring outside would be cut let fr = Finish.band(d, px, 2.0 * px, px) * focus * live * 0.85 out = Finish.over(out, vec4(fm_cyan() * fr, fr)) return out } mod.widgets.RadioButtonTabFlat.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 5.0 bottom: 7.0} mod.widgets.RadioButtonTabFlat.min_height = 26.0 mod.widgets.RadioButtonTabFlat.label_walk.margin = mod.turtle.Inset{left: 0.0 right: 0.0 top: 0.0 bottom: 0.0} mod.widgets.RadioButtonTabFlat.clip_x = false mod.widgets.RadioButtonTabFlat.clip_y = false mod.widgets.RadioButtonTabFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.RadioButtonTabFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) return fm_segment(p, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.active, 1.0) } mod.widgets.RadioButtonTabFlat.draw_text.text_style = mod.theme.font_regular{font_size: 8.5} mod.widgets.RadioButtonTabFlat.draw_text.color = #eef3f6 mod.widgets.RadioButtonTabFlat.draw_text.color_hover = #f0f6fa mod.widgets.RadioButtonTabFlat.draw_text.color_active = #8ff0fb mod.widgets.RadioButtonTabFlat.draw_text.color_disabled = #6b777f // --------------------------------------------------------------------------- // SLIDERS. A groove cut into the plate with a steel lip; the value is a lit // cyan line inside it with its light on the groove's floor; the thumb is a // chrome ball whose crown lights while it is held or focused. mod.widgets.SliderMinimal.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SliderMinimal.clip_x = false mod.widgets.SliderMinimal.clip_y = false // The groove and its lit line; `lo` its top left, `w` its length, `th` its // depth, `fx` where the value ends. let fm_track = fn(p: vec2, lo: vec2, w: float, th: float, px: float, fx: float, dis: float, hot: float) -> vec4 { let h = vec2(w * 0.5, th * 0.5) let c = lo + h let r = h.y let d = fm_rbox(p, c, h, r) let fill = mix(vec3(0.051, 0.071, 0.086), vec3(0.137, 0.153, 0.169), dis) let sh = Finish.inset(p, c, h, r, vec2(0.0, 0.8), max(th * 0.25, px)) var col = mix(fill, fm_edge(), clamp(sh, 0.0, 1.0) * 0.8) col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px) * 0.8) // the lit line: a tube one third of the groove, from its start to fx let lh = max(th * 0.22, px) let ld = fm_rbox(p, vec2((lo.x + 2.0 * px + fx) * 0.5, c.y), vec2(max((fx - lo.x - 2.0 * px) * 0.5, 0.0), lh), lh) let across = clamp(abs(p.y - c.y) / lh, 0.0, 1.0) var body = mix(mix(vec3(1.0, 1.0, 1.0), fm_core(), 0.55), fm_cyan(), smoothstep(0.1, 1.0, across)) body = body * (1.0 + 0.12 * hot) body = mix(body, fm_off() * 1.3, dis) let la = Finish.cover(ld, px) * step(lo.x + 2.0 * px, fx) let lg = Finish.glow(max(ld, 0.0), max(th * 0.3, 1.0)) * step(0.0, ld) * 0.8 * (1.0 - dis) * step(lo.x + 2.0 * px, fx) col = col + fm_cyan() * lg * Finish.cover(d, px) col = mix(col, body, la) let a = Finish.cover(d, px) let out = fm_lip(p, c, h, r, px, 0.16) return Finish.over(out, vec4(col * a, a)) } // The thumb's lit crown while held or focused. let fm_crown = fn(p: vec2, c: vec2, rad: float, px: float, on: float) -> vec4 { let d = length(p - c) - rad let a = Finish.cover(d, px) * on let rr = clamp(length(p - c) / max(rad, 0.001), 0.0, 1.0) let col = mix(mix(vec3(1.0, 1.0, 1.0), fm_core(), smoothstep(0.0, 0.7, rr)), fm_cyan(), smoothstep(0.7, 1.0, rr)) return vec4(col * a, a) } mod.widgets.SliderFlat.height = 34.0 mod.widgets.SliderFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let tr = 7.5 let cy = size.y - tr - 1.0 let th = 6.0 * px let top = Finish.snap(o.y + cy, px) - o.y - 3.0 * px let x0 = Finish.snap(o.x + 1.0, px) - o.x let w = Finish.snap(o.x + size.x - 1.0, px) - o.x - x0 let kx = x0 + tr + self.slide_pos * (w - 2.0 * tr) let hot = max(self.hover, self.drag) * live var out = fm_track(p, vec2(x0, top), w, th, px, kx, self.disabled, hot) let kf = fm_fit(vec2(kx, top + 3.0 * px), o, tr, px) out = Finish.over(out, fm_ball(p, kf.xy, kf.z, px, self.hover * live, self.drag * live, self.disabled)) out = Finish.over(out, fm_crown(p, kf.xy, kf.z * 0.34, px, max(self.focus, self.drag) * live)) return Finish.over(out, fm_focus(length(p - kf.xy) - kf.z, px, self.focus * live)) } // The minimal slider: a hairline groove, the lit thread in it and a small // chrome ball. mod.widgets.SliderMinimal.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let cy = Finish.snap(o.y + size.y - 5.0, px) - o.y let tr = mix(4.5, 5.0, max(self.hover, self.drag)) let kx = tr + self.slide_pos * (size.x - 2.0 * tr) let inx = step(0.0, p.x) * step(p.x, size.x) let dark = step(cy - 2.0 * px, p.y) * step(p.y, cy) * inx let light = step(cy, p.y) * step(p.y, cy + px) * inx * 0.16 let lit = step(p.x, kx) * dark var out = vec4(light, light, light, light) let g = mix(vec3(0.035, 0.047, 0.059), mix(fm_cyan(), fm_off(), self.disabled), lit) out = Finish.over(out, vec4(g * dark, dark)) // the thread's light on the plate either side of it let gd = abs(p.y - (cy - px)) - px let gl = Finish.glow(max(gd, 0.0), 0.9) * step(0.0, gd) * step(0.0, p.x) * step(p.x, kx) * 0.35 * live out = vec4(out.rgb + fm_cyan() * gl, out.a) let kf = fm_fit(vec2(kx, cy - px), o, tr, px) out = Finish.over(out, fm_ball(p, kf.xy, kf.z, px, self.hover * live, self.drag * live, self.disabled)) out = Finish.over(out, fm_crown(p, kf.xy, kf.z * 0.34, px, max(self.focus, self.drag) * live)) return Finish.over(out, fm_focus(length(p - kf.xy) - kf.z, px, self.focus * live)) } mod.widgets.SliderMinimal.text_input.draw_text.text_style = mod.theme.font_regular{font_size: 7.5} // The round slider: a pill groove beside its label, the lit line in it and // a chrome ball riding in the groove. mod.widgets.SliderRoundFlat.height = 14.0 mod.widgets.SliderRoundFlat.text_input.margin = mod.turtle.Inset{left: 0.0 right: 8.0 top: 0.0 bottom: 0.0} mod.widgets.SliderRoundFlat.text_input.min_height = 0.0 mod.widgets.SliderRoundFlat.text_input.padding = mod.turtle.Inset{left: 0.0 right: 0.0 top: 0.0 bottom: 0.0} mod.widgets.SliderRoundFlat.text_input.draw_text.text_style = mod.theme.font_regular{font_size: 7.5} mod.widgets.SliderRoundFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let x0 = Finish.snap(o.x + self.label_size, px) - o.x let y0 = Finish.snap(o.y, px) - o.y let hi = vec2(Finish.snap(o.x + size.x - 36.0, px) - o.x, Finish.snap(o.y + size.y, px) - o.y - px) let th = hi.y - y0 let cr = th * 0.5 + 0.5 let gth = 6.0 * px let gy = Finish.snap(o.y + y0 + th * 0.5, px) - o.y - 3.0 * px let kx = x0 + cr + self.slide_pos * (hi.x - x0 - 2.0 * cr) let hot = max(self.hover, self.drag) * live var out = fm_track(p, vec2(x0, gy), hi.x - x0, gth, px, kx, self.disabled, hot) let kf = fm_fit(vec2(kx, y0 + th * 0.5), o, cr, px) out = Finish.over(out, fm_ball(p, kf.xy, kf.z, px, self.hover * live, self.drag * live, self.disabled)) let d = fm_rbox(p, vec2((x0 + hi.x) * 0.5, y0 + th * 0.5), vec2((hi.x - x0) * 0.5, th * 0.5), th * 0.5) return Finish.over(out, fm_focus(d, px, self.focus * live)) } // --------------------------------------------------------------------------- // KNOBS. A spun steel cap in a dark bezel: a cast shadow, the bezel's lit // outer rim, a bright chamfer ring round the spun face and an engraved // pointer. The bezel's groove carries the value: a glowing cyan ring whose // light falls on the groove and a little past it; the rest of the groove // is dark glass. The dial's ring is a row of lit segments. let fm_ring = fn(p: vec2, c: vec2, ar: float, aw: float, px: float, val: float, gap: float, dis: float, hot: float, segs: float) -> vec4 { let start = gap * 0.5 let sweep = 2.0 * PI - gap let q = p - c var ang = atan2(-q.x, q.y) if ang < 0.0 { ang = ang + 2.0 * PI } let rl = length(q) let rd = abs(rl - ar) - aw * 0.5 let in_arc = clamp((ang - start) * ar / px + 0.5, 0.0, 1.0) * clamp((start + sweep - ang) * ar / px + 0.5, 0.0, 1.0) let end = start + sweep * clamp(val, 0.0, 1.0) let lit_in = clamp((ang - start) * ar / px + 0.5, 0.0, 1.0) * clamp((end - ang) * ar / px + 0.5, 0.0, 1.0) // segments: a lamp every 9 degrees, 70 % of the pitch var segm = 1.0 if segs > 0.5 { let pitch = 9.0 * PI / 180.0 let f = fract((ang - start) / pitch) let sl = pitch * ar segm = clamp(min(f, 0.72 - f) * sl / px + 0.5, 0.0, 1.0) } var out = vec4(0.0, 0.0, 0.0, 0.0) let live = 1.0 - dis // the dark glass of the unlit groove let ga = Finish.cover(rd, px) * in_arc * segm let gc = mix(fm_dim(), vec3(0.10, 0.12, 0.13), dis) out = Finish.over(out, vec4(gc * ga, ga)) // the lit part: a tube, white-hot along its middle let across = clamp(abs(rl - ar) / max(aw * 0.5, 0.001), 0.0, 1.0) var body = mix(mix(vec3(1.0, 1.0, 1.0), fm_core(), 0.5), fm_cyan(), smoothstep(0.15, 1.0, across)) body = body * (1.0 + 0.1 * hot) body = mix(body, fm_off() * 1.4, dis) let la = Finish.cover(rd, px) * lit_in * segm // its light: over the bezel and a little past it let hg = Finish.glow(max(rd, 0.0), aw * 1.2) * step(0.0, rd) * lit_in * (0.75 + 0.2 * hot) * live out = Finish.over(vec4(fm_cyan() * hg, hg), out) out = Finish.over(out, vec4(body * la, la)) return out } let fm_knob = fn(p: vec2, c: vec2, rad: float, bez: float, px: float, val: float, gap: float, hover: float, press: float, dis: float) -> vec4 { let dia = rad * 2.0 let live = 1.0 - dis let ink = fm_ink() var out = vec4(0.0, 0.0, 0.0, 0.0) let outer = rad + bez let cast = Finish.drop(p, c, vec2(outer, outer), outer, vec2(0.0, dia * 0.07), dia * 0.07) * 0.6 * mix(1.0, 0.4, dis) out = Finish.over(out, vec4(ink * cast, cast)) let q = p - c let rl = length(q) // the bezel: dark gunmetal, a lit outer rim on its upper half let bd = rl - outer let up = clamp(-q.y / max(rl, 0.001), -1.0, 1.0) var bc = mix(vec3(0.075, 0.094, 0.110), vec3(0.106, 0.129, 0.149), 0.5 + 0.5 * up) bc = mix(bc, mix(vec3(0.20, 0.23, 0.25), vec3(0.58, 0.65, 0.70), clamp(up, 0.0, 1.0)), Finish.band(bd, px, 2.0 * px, px)) bc = mix(bc, fm_edge(), Finish.band(bd, 0.0, px, px)) let ba = Finish.cover(bd, px) out = Finish.over(out, vec4(bc * ba, ba)) // the cap's own shadow on the bezel let cs = Finish.drop(p, c, vec2(rad, rad), rad, vec2(0.0, 1.0), 1.0) * 0.5 out = Finish.over(out, vec4(ink * cs, cs)) // the spun face let d = rl - rad var face = vec3(0.560, 0.615, 0.655) * Finish.spun(p, c, vec2(-0.3, -0.9)) face = face + fm_cyan() * 0.05 * smoothstep(0.2, 1.0, q.y / max(rad, 0.001)) face = face + g3(0.05 * hover - 0.05 * press) face = mix(face, g3(0.30) + face * 0.15, dis * 0.75) // chamfer ring: bright toward the light, a dark groove inside it let cw = max(floor(dia * 0.05 / px + 0.5), 2.0) * px let chm = mix(vec3(0.30, 0.34, 0.37), vec3(0.93, 0.96, 0.98), smoothstep(-0.6, 0.8, up)) face = mix(face, vec3(0.22, 0.25, 0.28), Finish.band(d, cw, cw + px, px) * 0.8) face = mix(face, mix(chm, g3(0.34), dis), Finish.band(d, px, cw, px)) face = mix(face, fm_edge(), Finish.band(d, 0.0, px, px)) // the pointer, engraved: a dark line with a light line on its lower side let pang = gap * 0.5 + (2.0 * PI - gap) * val let dir = vec2(-sin(pang), cos(pang)) let inner = rad - cw - px let pa = c + dir * inner * 0.30 let pb = c + dir * inner * 0.92 let pw = max(dia * 0.022, 0.6) let pl = fm_seg(p, pa, pb) - pw let pl_lit = fm_seg(p - vec2(0.0, px), pa, pb) - pw let on_face = step(rl, inner) face = mix(face, g3(0.97), Finish.cover(pl_lit, px) * 0.5 * live * on_face) face = mix(face, mix(vec3(0.078, 0.094, 0.106), g3(0.3), dis), Finish.cover(pl, px) * on_face) let a = Finish.cover(d, px) return Finish.over(out, vec4(face * a, a)) } mod.widgets.RotaryKnob.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let dia = min(size.x, size.y) let rr = dia * 0.5 let c = vec2(Finish.snap(o.x + size.x * 0.5, px) - o.x, Finish.snap(o.y + size.y - rr, px) - o.y) let gap = self.gap * PI / 180.0 let outer = floor(rr * 0.92 / px) * px let bez = max(floor(outer * 0.24 / px + 0.5), 4.0) * px let rad = outer - bez let aw = max(floor(bez * 0.45 / px + 0.5), 2.0) * px let ar = rad + bez * 0.5 let hot = max(self.hover, self.drag) * live var out = fm_knob(p, c, rad, bez, px, self.slide_pos, gap, max(self.hover, self.focus) * live, self.drag * live, self.disabled) out = Finish.over(out, fm_ring(p, c, ar, aw, px, self.slide_pos, gap, self.disabled, hot, 0.0)) return Finish.over(out, fm_focus(length(p - c) - outer, px, self.focus * live)) } mod.widgets.RotaryFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let room = vec2(size.x, size.y - 20.0) let dia = min(room.x, room.y) let rr = dia * 0.5 let c = vec2(Finish.snap(o.x + size.x * 0.5, px) - o.x, Finish.snap(o.y + 20.0 + room.y * 0.5, px) - o.y) let gap = self.gap * PI / 180.0 let outer = floor(rr * 0.94 / px) * px let bez = max(floor(outer * 0.22 / px + 0.5), 5.0) * px let rad = outer - bez let aw = max(floor(bez * 0.5 / px + 0.5), 3.0) * px let ar = rad + bez * 0.5 let hot = max(self.hover, self.drag) * live var out = fm_knob(p, c, rad, bez, px, self.slide_pos, gap, max(self.hover, self.focus) * live, self.drag * live, self.disabled) out = Finish.over(out, fm_ring(p, c, ar, aw, px, self.slide_pos, gap, self.disabled, hot, 1.0)) return Finish.over(out, fm_focus(length(p - c) - outer, px, self.focus * live)) } // The dial's readout: dark glass with cyan digits. mod.widgets.RotaryFlat.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 3.0 bottom: 3.0} mod.widgets.RotaryFlat.text_input.min_height = 20.0 mod.widgets.RotaryFlat.text_input.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o - vec2(0.0, px) let h = (hi - lo) * 0.5 let c = lo + h let k = 2.5 let d = fm_cbox(p, c, h, k) var col = fm_well(p, c, h, k, px, vec3(0.047, 0.071, 0.086), 2.4) let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) col = col + g3(0.025 * (1.0 - smoothstep(0.1, 0.4, t)) * step(2.0 * px, p.y - lo.y)) let a = Finish.cover(d, px) var out = fm_lip(p, c, h, k, px, 0.16) return Finish.over(out, vec4(col * a, a)) } mod.widgets.RotaryFlat.text_input.draw_text.color = #72f0fb mod.widgets.RotaryFlat.text_input.draw_text.color_hover = #72f0fb mod.widgets.RotaryFlat.text_input.draw_text.color_focus = #a6f7ff mod.widgets.RotaryFlat.text_input.draw_text.color_empty = #2b6873 mod.widgets.RotaryFlat.text_input.draw_text.text_style = mod.theme.font_code{font_size: 9.0} // The knob's caption is a scale label. mod.widgets.RotaryKnob.draw_text.text_style = mod.theme.font_regular{font_size: 7.0} mod.widgets.RotaryKnob.draw_text.color = #eef3f6 // --------------------------------------------------------------------------- // FADERS. The desk cap in chrome, drawn by the cap engine (`mod.sdf.Cap`) // to the slider bench's preset for this sheet: a block ribbed across its // middle (ten ribs, 0.22 deep), split across its centre down to the base, // and chrome because it mirrors the engine's plain sky at reflection 1 and // metal 1, with no environment map. It runs a black slot five points wide // whose value fill is lit sky blue: the fill glows round itself where it // shows beside the cap and lights the cap's end walls. 27 ticks stand on // the far side. The states are this sheet's: hover and focus lift the cap, // a press sinks it half a point and lights its split cyan (the old block's // centre line), focus rings it in cyan, and disabled turns the cap to dull // steel and puts the fill out. mod.widgets.SliderFader.cap_size = 28.0 mod.widgets.SliderFader.track_inset = 4.0 mod.widgets.SliderFader.draw_bg.track_size = uniform(5.0) mod.widgets.SliderFader.draw_bg.cap_cross = uniform(0.32) // The cap's shadow and the fill's halo fall on the plate beside the fader. mod.widgets.SliderFader.clip_x = false mod.widgets.SliderFader.clip_y = false // The material as the bench tuned it, as uniforms so the tweaker moves them. // The light is screen space: x right, y down, z toward the viewer. The // exposure is in stops, as the bench's EV; the height is in points. mod.widgets.SliderFader.draw_bg.cap_light = uniform(vec3(-0.22, -0.7, 0.56)) mod.widgets.SliderFader.draw_bg.cap_light_intensity = uniform(1.05) mod.widgets.SliderFader.draw_bg.cap_specular = uniform(0.9) mod.widgets.SliderFader.draw_bg.cap_roughness = uniform(0.66) mod.widgets.SliderFader.draw_bg.cap_gloss = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_rim = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_ao = uniform(0.52) mod.widgets.SliderFader.draw_bg.cap_ao_reach = uniform(1.9) mod.widgets.SliderFader.draw_bg.cap_reflection = uniform(1.0) mod.widgets.SliderFader.draw_bg.cap_reflection_perspective = uniform(0.42) mod.widgets.SliderFader.draw_bg.cap_metal = uniform(1.0) mod.widgets.SliderFader.draw_bg.cap_spun = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_glow = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_exposure = uniform(-0.45) mod.widgets.SliderFader.draw_bg.cap_rolloff = uniform(0.48) mod.widgets.SliderFader.draw_bg.cap_shadow = uniform(0.65) mod.widgets.SliderFader.draw_bg.cap_shadow_blur = uniform(8.0) mod.widgets.SliderFader.draw_bg.cap_contact = uniform(0.5) mod.widgets.SliderFader.draw_bg.cap_inner = uniform(0.7) mod.widgets.SliderFader.draw_bg.cap_height = uniform(13.0) // The inks are the preset's own: the chrome's body, the slot, the lit fill, // the ticks, and the light and the shade the bench lit them with. mod.widgets.SliderFader.draw_bg.handle_color = uniform(#c2c6cc) mod.widgets.SliderFader.draw_bg.track_color = uniform(#x0b0c0e) mod.widgets.SliderFader.draw_bg.fill_color = uniform(#7fd4ff) mod.widgets.SliderFader.draw_bg.tick_color = uniform(#c9ced6) mod.widgets.SliderFader.draw_bg.light_color = uniform(#ffffff) mod.widgets.SliderFader.draw_bg.shadow_color = uniform(#x2e3036) // The ground under the horizon of the sky the chrome mirrors: the bench's // own dark ground. It is what gives the chrome the dark bands the bench // showed; this sheet's lighter plate there would dull them. mod.widgets.SliderFader.draw_bg.sky_ground_color = uniform(#26272b) // The room the fader's quad takes round its rect, in points: how far the // cap's shadow is thrown from the light, with its blur, and the cap's glow // if it has one; then a band over which the fill's halo and whatever else // reaches that far fades out, so the quad's edge never shows. let fm_fader_room = fn(l: vec3, height: float, blur: float, glow: float) -> float { let n = normalize(l) let reach = length(n.xy) / max(n.z, 0.25) * max(height, 0.0) * 0.7 return reach + blur + glow * 24.0 + 10.0 } mod.widgets.SliderFader.draw_bg.vertex = fn() { let m = fm_fader_room(self.cap_light, self.cap_height, self.cap_shadow_blur, self.cap_glow) let g = grow_vertex(self.rect_pos, self.rect_size, m) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SliderFader.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = fm_fader_room(self.cap_light, self.cap_height, self.cap_shadow_blur, self.cap_glow) let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let live = 1.0 - self.disabled let vert = self.is_vertical // Track space: `ab.x` along the travel from its zero (up the screen when // the fader stands), `ab.y` across it. let ab = vec2(mix(p.x, size.y - p.y, vert), mix(p.y, p.x, vert)) let along = mix(size.x, size.y, vert) let across = mix(size.y, size.x, vert) let travel = max(along - self.inset_px * 2.0 - self.cap_px, 1.0) let foot = self.inset_px + self.cap_px * 0.5 let mid = across * 0.5 let at = foot + self.slide_pos * travel let hs = vec2(self.cap_px * 0.5, min(max(across * self.cap_cross, 4.0), across) * 0.5) let l = normalize(self.cap_light) let lt = Cap.light(l, vert) let light_ink = self.light_color.rgb let shadow_ink = self.shadow_color.rgb let dark = vec3(0.0, 0.0, 0.0) let ev = pow(2.0, self.cap_exposure) let ro = self.cap_rolloff // THE GROUND. The slot runs from one track inset to the other, its ends // rounded by a fifth of its half width; disabled, it goes to the flat // dull well this sheet dims its tracks to. let tw = min(self.track_size, across) let tlen = max(along - self.inset_px * 2.0, 1.0) let tbox = vec4(self.inset_px + tlen * 0.5, mid, tlen * 0.5, tw * 0.5) let tr = 0.2 * tw * 0.5 let track_ink = mix(self.track_color.rgb, vec3(0.13, 0.14, 0.15), self.disabled) // The fill's two ends are the widget's (a gain fader's grows out of its // default); an end at a stop runs on to the slot's own end. Lit, the fill // is its own light; disabled, it is an unlit bar of the sheet's steel. var lo = foot + self.fill_lo * travel var hi = foot + self.fill_hi * travel if self.fill_lo < 0.0005 { lo = self.inset_px } if self.fill_hi > 0.9995 { hi = along - self.inset_px } let fill = 1.0 + step(0.5, live) let fill_ink = mix(self.fill_color.rgb, fm_off() * 1.3, self.disabled) // The fader lies on this sheet's brushed plate, which is lighter than // the bench's ground, so nothing here assumes a ground colour: the slot // is drawn on black, once lit and once with its fill dark. Inside, the // lit one is the slot as the bench draws it. Outside, the dark one is // the light of the lip alone, and what the lit one adds to it is the // fill's halo, read as a share of the fill's own light. let lit_slot = Cap.slot(dark, ab, tbox, tr, fill, lo, hi, at, hs.x, lt, px, 0.0, 0.0, track_ink, fill_ink, light_ink, shadow_ink, self.cap_inner, self.cap_ao) let dark_slot = Cap.slot(dark, ab, tbox, tr, fill, lo, hi, at, hs.x, lt, px, 0.0, 0.0, track_ink, dark, light_ink, shadow_ink, self.cap_inner, self.cap_ao) let tcov = Cap.cover(fm_rbox(ab, tbox.xy, tbox.zw, tr), px) let halo = max(lit_slot - dark_slot, dark) * (1.0 - tcov) let fill_top = max(max(fill_ink.x, fill_ink.y), fill_ink.z) * 1.02 let halo_share = clamp(max(max(halo.x, halo.y), halo.z) / max(fill_top, 0.001), 0.0, 1.0) let lip = dark_slot * (1.0 - tcov) // The ticks, 27 on the far side, as the share they paint. let tick = Cap.ticks(dark, ab, mid, foot, travel, 27.0, 1.0, 6.0, tw, 0.0, px, vec3(1.0, 1.0, 1.0)).x // THE CAP: the bench's block. Shape: corner share, edge width share, // blend, height, less the half point a press sinks it. Ribs: count, // depth, band from, band to. The mark is a split (kind 3) across the // cap at its middle, 1.2 points wide, over its whole width; the fourth // number is the reach of the light round it while it is held. No cut. let sink = 0.5 * self.drag * live let shape = vec4(0.05, 0.08, 0.01, max(self.cap_height - sink, 0.5)) let rib = vec4(10.0, 0.22, 0.06, 0.94) let mark = vec4(3.0, 1.2, 0.35, 1.5) let mark_at = vec4(0.0, 0.5, 1.0, 0.0) let cut = vec4(0.0, 0.0, 0.0, 0.0) let q = ab - vec2(at, mid) let r = shape.x * min(hs.x, hs.y) // The bench's plan curve is flat at one: no pinch, the engine's none. let fp = Cap.sd_cap(q, hs, r, vec2(1.0, 0.0)) let cov = Cap.cover(fp.x, px) var cap = vec3(0.0, 0.0, 0.0) var shade_amt = 0.0 var glow_light = vec3(0.0, 0.0, 0.0) // Only a pixel within reach of the cap and what it throws runs the rest. let far = abs(q) - hs let reach = max(hs.x, hs.y) * (1.0 + 2.2 * self.cap_glow) + shape.w * 1.5 + self.cap_shadow_blur * 1.5 + 6.0 if max(far.x, far.y) < reach { // The preset's curves, handles resolved by the bench: the along // curve is symmetric, drawn from the centre to one end. let c_along = Cap.mirror(Cap.curve(abs(q.x) / hs.x, 7.0, vec2(0.0, 0.72), vec2(0.1167, 0.0), vec2(-0.09, -0.0363), vec2(0.35, 0.8), vec2(0.09, 0.0363), vec2(-0.0433, -0.0217), vec2(0.62, 0.97), vec2(0.0433, 0.0217), vec2(-0.0333, 0.0), vec2(0.75, 1.0), vec2(0.0333, 0.0), vec2(-0.0333, 0.1083), vec2(0.85, 0.85), vec2(0.0333, -0.1083), vec2(0.0, 0.0), vec2(0.95, 0.35), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)), q.x) let c_across = Cap.curve(abs(q.y) / hs.y, 3.0, vec2(0.0, 1.0), vec2(0.1567, 0.0), vec2(0.0, 0.0), vec2(0.94, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)) let c_edge = Cap.curve(Cap.edge_x(fp.x, hs, 0.08), 3.0, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.06, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0)) let c_tooth = Cap.curve(Cap.rib_x(q, hs, rib), 4.0, vec2(0.0, 1.0), vec2(0.1, 0.0), vec2(0.0, 0.0), vec2(0.6, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.72, 0.0), vec2(0.0, 0.0), vec2(-0.0467, 0.0), vec2(1.0, 0.0), vec2(0.0467, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)) let f = Cap.field(q, hs, fp, c_along, c_across, c_edge, c_tooth, shape, rib, mark, mark_at, cut) // While the cap is held its split lights in this sheet's cyan. let held = Cap.mark_line(q, hs, mark, mark_at, px) * self.drag * live let body = self.handle_color.rgb cap = Cap.shade(Cap.normal(f.yz, shape.w, vert), l, Cap.view(q, hs, self.cap_reflection_perspective, vert), f.x, body, 0.0, held, 1.0, self.cap_specular, self.cap_roughness, self.cap_gloss, self.cap_rim, self.cap_ao, self.cap_ao_reach, self.cap_reflection, self.cap_metal, self.cap_light_intensity, fm_core(), light_ink, shadow_ink, self.sky_ground_color.rgb) let sp = Cap.spun(q, hs, lt.xy) * self.cap_spun cap = Cap.in_shadow(Cap.in_light(cap, clamp(sp, 0.0, 1.0) * 0.55, light_ink), clamp(-sp, 0.0, 1.0) * 0.42, shadow_ink) cap = Cap.emit(cap, f.x, body, light_ink, self.cap_glow) cap = cap + fill_ink * Cap.fill_light(q, hs, f.yz * shape.w, lo, hi, at, tw) * step(1.5, fill) cap = cap + fm_core() * Cap.mark_glow(q, hs, mark, mark_at) * (1.0 - held) * self.drag * live // Under it, the cast shadow (thrown from the preset's top outline) // and the contact shade; disabled, the shadow thins as the sheet's // did. let sh = Cap.shadow(q, hs, r, vec3(0.8745, 0.9373, 0.2626), lt, shape.w, self.cap_shadow_blur, self.cap_shadow * mix(1.0, 0.3, self.disabled), px) let ct = Cap.contact(fp.x, max(shape.w * 0.3, 1.0), self.cap_contact) shade_amt = clamp(sh + ct, 0.0, 1.0) * (1.0 - cov) glow_light = body * Cap.glow(fp.x, hs, self.cap_glow) * 0.9 * (1.0 - cov) } // Toned as the bench tones. Hover and focus lift the cap and a press // takes that back, by what the sheet's old block used; disabled, the // cap goes to the sheet's dull steel. var face = Cap.tone(cap, ev, ro) face = max(face + g3(0.04 * max(self.hover, self.focus) * live - 0.04 * self.drag * live), dark) face = mix(face, vec3(0.24, 0.27, 0.29), self.disabled * 0.8) // Laid over whatever the fader lies on, in the bench's order. The halo // tints the ground toward the fill's own colour, so it never outshines // the fill on a light plate; the lip and a glowing cap add their light; // the ticks are painted; the cap's shadow darkens all of that, fading // out over the outer band of the quad. Then the slot, shaded by the cap // too, and the cap itself are painted solid. var out = vec4(Cap.tone(fill_ink * 1.02, ev, ro) * halo_share, halo_share) out = vec4(out.rgb + Cap.tone(lip + glow_light, ev, ro), out.a) out = Finish.over(out, vec4(Cap.tone(self.tick_color.rgb, ev, ro) * tick, tick)) out = Finish.over(out, vec4(0.0, 0.0, 0.0, shade_amt * (1.0 - (shadow_ink.x + shadow_ink.y + shadow_ink.z) / 3.0))) let inside = min(min(p.x, size.x - p.x), min(p.y, size.y - p.y)) + m out = out * smoothstep(0.0, 8.0, inside) out = mix(out, vec4(Cap.tone(lit_slot * mix(vec3(1.0, 1.0, 1.0), shadow_ink, shade_amt), ev, ro), 1.0), tcov) out = mix(out, vec4(face, 1.0), cov) return Finish.over(out, fm_focus(fp.x, px, self.focus * live)) } // --------------------------------------------------------------------------- // TEXT FIELDS. A dark well with cut corners in a steel frame: the frame is // one device pixel, lit along the foot and shaded along the top; the floor // darkest under the top wall. Focus lights the frame cyan and lays a line // of light along the well's top and foot, inside the box. let fm_field = fn(p: vec2, size: vec2, o: vec2, px: float, hover: float, down: float, focus: float, dis: float, k: float) -> vec4 { let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let h = (hi - lo) * 0.5 let c = lo + h let d = fm_cbox(p, c, h, k) let n = fm_norm(p, c, h, k) let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let u = clamp(t * 2.0, 0.0, 1.0) let rise = 1.0 - (1.0 - u) * (1.0 - u) var fill = mix(vec3(0.050, 0.066, 0.086), vec3(0.090, 0.114, 0.140), rise) fill = mix(fill, vec3(0.106, 0.132, 0.160), clamp(t * 2.0 - 1.0, 0.0, 1.0)) fill = fill + g3(0.035 * hover * (1.0 - dis) - 0.015 * down * (1.0 - dis)) fill = mix(fill, vec3(0.157, 0.176, 0.192), dis) fill = fill + g3(fm_grain((p + o) / px, 0.006)) // the inner shadow under the top wall let sh = Finish.inset(p, c, h, max(k * 0.6, 0.5), vec2(0.0, 1.2), 1.4) var col = mix(fill, fm_edge(), clamp(sh, 0.0, 1.0) * 0.8) // the steel frame: lit where it faces up... the lip catches light at the // foot, the top run is in shade let lt = clamp(dot(n, vec2(0.0, 1.0)), -1.0, 1.0) var fr = mix(vec3(0.56, 0.62, 0.66), vec3(0.86, 0.91, 0.94), clamp(lt, 0.0, 1.0)) fr = mix(fr, vec3(0.30, 0.34, 0.37), clamp(-lt, 0.0, 1.0)) fr = fr + g3(0.14 * hover * (1.0 - dis)) fr = mix(fr, vec3(0.22, 0.25, 0.27), dis) let k2 = fm_cyan() fr = mix(fr, mix(k2, fm_core(), 0.5), focus) col = mix(col, fr, Finish.band(d, 0.0, 2.0 * px, px)) col = mix(col, fm_edge(), Finish.band(d, 2.0 * px, 3.0 * px, px) * 0.85 * (1.0 - focus)) // the light of focus on the floor, just inside the frame let fg = Finish.glow(max(-d - px, 0.0), 1.4) * focus * 0.55 * step(d, -px) col = col + k2 * fg let a = Finish.cover(d, px) return vec4(col * a, a) } mod.widgets.TextInputFlat.padding = mod.turtle.Inset{left: 7.0 right: 7.0 top: 3.0 bottom: 3.0} mod.widgets.TextInputFlat.draw_bg.pixel = fn() { // The value field inside a slider or a well draws no box of its own. if self.color.a < 0.01 { return vec4(0.0, 0.0, 0.0, 0.0) } let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 3.0) } mod.widgets.TextInputFlat.draw_text.color = #f2f6f9 mod.widgets.TextInputFlat.draw_text.color_hover = #f0f6fa mod.widgets.TextInputFlat.draw_text.color_focus = #f0f6fa mod.widgets.TextInputFlat.draw_text.color_empty = #7f8c95 mod.widgets.TextInputFlat.draw_text.color_disabled = #6b777f mod.widgets.TextInputFlat.draw_cursor.color = #30c8e2 mod.widgets.NumberField.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, 0.0, self.focus, self.disabled, 3.0) } // The box a field's input sits in is the same well. mod.widgets.FieldWell.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, 0.0, self.focus, self.disabled, 3.0) } // The stepper: a gunmetal column set into the well's end, split by an // engraved line, each half with a small chevron. let fm_spin = fn(p: vec2, size: vec2, o: vec2, px: float, hot: float, down: float, dis: float) -> vec4 { let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o + vec2(0.0, 2.0 * px) let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o - vec2(2.0 * px, 2.0 * px) let h = (hi - lo) * 0.5 let c = lo + h let d = fm_cbox(p, c, h, 2.0) let live = 1.0 - dis let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) var face = fm_gun(t) let upper = step(p.y, c.y) let hh = mix(max(0.0, -hot), max(0.0, hot), upper) * live let dn = mix(max(0.0, -down), max(0.0, down), upper) * live face = face + g3(0.04 * hh * (1.0 - dn)) face = mix(face, vec3(0.118, 0.145, 0.169), dn) face = mix(face, vec3(0.200, 0.227, 0.251), dis) let mid = Finish.snap(o.y + c.y, px) - o.y face = mix(face, fm_edge(), step(mid - px, p.y) * step(p.y, mid)) face = mix(face, vec3(0.45, 0.52, 0.57), step(mid, p.y) * step(p.y, mid + px) * live) let n = fm_norm(p, c, h, 2.0) face = Finish.lift(face, Finish.bevel(d + px, n, 1.0, fm_light()) * 0.4 * live) face = mix(face, fm_edge(), Finish.band(d, 0.0, px, px)) let ink = mix(vec3(0.80, 0.85, 0.88), vec3(0.36, 0.40, 0.43), dis) let cu = vec2(c.x, (lo.y + mid) * 0.5) let cl = vec2(c.x, (mid + hi.y) * 0.5) let chd = min(fm_chevron(p, cu, 5.0, 2.5, 1.0), fm_chevron(p, cl, 5.0, 2.5, 0.0)) - 0.65 face = mix(face, mix(ink, fm_core(), 0.6 * hh), Finish.cover(chd, px)) let a = Finish.cover(d, px) return vec4(face * a, a) } mod.widgets.NumberSpin.width = 16.0 mod.widgets.NumberSpin.draw_text.color = #00000000 mod.widgets.NumberSpin.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_spin(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hot, self.down, self.disabled) } // The number field's own stepper was built before this sheet ran. mod.widgets.NumberField.spin_width = 16.0 mod.widgets.NumberField.spin.width = 16.0 mod.widgets.NumberField.spin.draw_text.color = #00000000 mod.widgets.NumberField.spin.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_spin(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hot, self.down, self.disabled) } // --------------------------------------------------------------------------- // DROP-DOWNS. The cap with an engraved split 22 points from its right end // and a chevron behind it; open is pressed. mod.widgets.DropDownFlat.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0} mod.widgets.DropDown.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0} mod.widgets.DropDownFlat.clip_x = false mod.widgets.DropDownFlat.clip_y = false mod.widgets.DropDownFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.DropDownFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, max(self.down * self.hover, self.active), self.focus, self.disabled, 8.0) } mod.widgets.DropDownFlat.draw_text.text_style = mod.theme.font_regular{font_size: 8.5} // The combo box: the well with a gunmetal key joined at its right end. mod.widgets.ComboBox.padding = mod.turtle.Inset{left: 8.0 right: 26.0 top: 3.0 bottom: 3.0} mod.widgets.ComboBox.input.min_height = 0.0 mod.widgets.ComboBox.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let size = self.rect_size let o = self.rect_pos let live = 1.0 - self.disabled var out = fm_field(p, size, o, px, self.hover, 0.0, self.focus, self.disabled, 3.0) let kx = Finish.snap(o.x + size.x - 21.0, px) - o.x let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o - vec2(2.0 * px, 2.0 * px) let klo = vec2(kx, Finish.snap(o.y, px) - o.y + 2.0 * px) let held = self.down * self.hover * live out = Finish.over(out, fm_cap(p, o, klo, hi, 2.0, px, self.hover * live * (1.0 - held), held, self.disabled, 0.0)) let kc = (klo + hi) * 0.5 let cc = vec2(kc.x, Finish.snap(o.y + kc.y, px) - o.y) let ch = Finish.cover(fm_chevron(p, cc, 6.0, 3.5, 0.0) - 0.7, px) let ink = mix(vec3(0.75, 0.80, 0.84), vec3(0.36, 0.40, 0.43), self.disabled) return Finish.over(out, vec4(ink * ch, ch)) } // --------------------------------------------------------------------------- // SEGMENTS AND TABS. The segmented control is a row of steel push buttons: // the strip is one raised cap and the chosen answer is pushed in deep // between its neighbours, its legend lit and a lamp strip glowing under it // on the well's floor. The tab strip is engraved into the plate; the tab in // use is a dark glass pane with a lit cyan line along its foot. let fm_strip = fn(pos: vec2, size: vec2, o: vec2, px: float, m: float) -> vec4 { return fm_button(pos, size, o, px, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 3.0, 8.0, m) } let fm_push_well = fn(p: vec2, size: vec2, o: vec2, px: float) -> vec4 { let x0 = Finish.snap(o.x, px) - o.x let x1 = Finish.snap(o.x + size.x, px) - o.x let y0 = Finish.snap(o.y - 2.0, px) - o.y + px let y1 = Finish.snap(o.y + size.y + 2.0, px) - o.y - px let inside = step(x0, p.x) * (1.0 - step(x1, p.x)) * step(y0, p.y) * (1.0 - step(y1, p.y)) let t = clamp((p.y - y0) / max(y1 - y0, 1.0), 0.0, 1.0) var col = mix(vec3(0.050, 0.170, 0.205), vec3(0.060, 0.215, 0.255), t) col = col + g3(fm_grain((p + o) / px, 0.008)) // lit from within: the glass brightens toward its walls let ew = min(min(p.x - x0, x1 - p.x), min(p.y - y0, y1 - p.y)) col = col + fm_cyan() * exp(-max(ew, 0.0) / 3.5) * 0.30 let top = exp(-max(p.y - y0, 0.0) / (2.4 * px)) let wl = 0.8 * exp(-max(p.x - x0, 0.0) / (1.5 * px)) let wr = 0.8 * exp(-max(x1 - px - p.x, 0.0) / (1.5 * px)) let foot = 0.45 * step(y1 - px, p.y) let dk = 1.0 - (1.0 - top) * (1.0 - wl) * (1.0 - wr) * (1.0 - foot) col = mix(col, vec3(0.008, 0.012, 0.020), clamp(dk, 0.0, 1.0)) // the lamp's light on the floor: a broad soft pool let k = fm_cyan() let lc = vec2(Finish.snap(o.x + (x0 + x1) * 0.5, px) - o.x, Finish.snap(o.y + size.y, px) - o.y - 4.0) let qq = vec2((p.x - lc.x) / max((x1 - x0) * 0.30, 1.0), (p.y - lc.y) / 4.0) let pool = exp(-dot(qq, qq)) * 0.45 * (1.0 - 0.6 * top) col = col + k * pool var res = vec4(col, 1.0) * inside // the neighbours' ends over the well: one lit column each let ey = step(y0, p.y) * (1.0 - step(y1 - px, p.y)) let el = step(x0 - px, p.x) * (1.0 - step(x0, p.x)) let er = step(x1, p.x) * (1.0 - step(x1 + px, p.x)) let lit = mix(vec3(0.52, 0.59, 0.64), vec3(0.28, 0.33, 0.36), t) res = Finish.over(res, vec4(lit, 1.0) * (el + er) * ey) // the lamp: a lit strip with a white-hot core let hw = clamp((x1 - x0) * 0.32, 5.0, 14.0) let ld = fm_rbox(p, lc, vec2(hw, px * 1.5), px * 1.5) let gl = Finish.glow(max(ld, 0.0), 1.4) * step(0.0, ld) * 0.6 res = vec4(res.rgb + k * gl * inside, res.a) res = Finish.over(res, fm_dash(p, lc, hw, px * 1.5, px, k, 1.0) * inside) return res } mod.widgets.SegmentedControlFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SegmentedControlFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return fm_strip(self.pos, self.rect_size, self.rect_pos, px, 6.0) } mod.widgets.SegmentedControlFlat.draw_pill.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SegmentedControlFlat.draw_pill.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) return fm_push_well(p, self.rect_size, self.rect_pos, px) } mod.widgets.SegmentedControlFlat.draw_text.color = #eef3f6 mod.widgets.SegmentedControlFlat.draw_text_selected.color = #d6fbff mod.widgets.SegmentedControlFlat.palette.on_neutral_container = #8ff0fb // The tab strip. mod.widgets.Tabs.height = 26.0 mod.widgets.Tabs.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let yb = Finish.snap(o.y + self.rect_size.y, px) - o.y let dk = step(yb - 2.0 * px, p.y) * step(p.y, yb - px) * 0.8 let lt = step(yb - px, p.y) * step(p.y, yb) * 0.14 let bz = fm_edge() return Finish.over(vec4(bz * dk, dk), vec4(lt, lt, lt, lt)) } mod.widgets.Tabs.draw_tab.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } mod.widgets.Tabs.draw_tab_hover.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let h = self.rect_size * 0.5 - vec2(px, 2.0 * px) let d = fm_cbox(p, self.rect_size * 0.5 - vec2(0.0, px), h, 3.0) let a = Finish.cover(d, px) * 0.07 return vec4(a, a, a, a) } mod.widgets.Tabs.draw_tab_active.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o - vec2(0.0, 2.0 * px) let h = (hi - lo) * 0.5 let c = lo + h let k = 3.0 let d = fm_cbox(p, c, h, k) // dark glass sunk into the plate let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) var col = fm_well(p, c, h, k, px, mix(vec3(0.050, 0.165, 0.200), vec3(0.060, 0.215, 0.255), t), 2.2) // lit from within: the glass brightens toward its walls and its foot col = col + fm_cyan() * exp(-max(-d, 0.0) / 3.5) * 0.28 * Finish.cover(d, px) let yb = Finish.snap(o.y + self.rect_size.y, px) - o.y let rise = exp(-max(yb - 2.0 * px - p.y, 0.0) / 4.0) * 0.40 col = col + fm_cyan() * rise let a = Finish.cover(d, px) var out = vec4(col * a, a) // the lit strip along the foot, two device pixels, white-hot in the middle let inx = step(lo.x + k, p.x) * step(p.x, hi.x - k) let ln = step(yb - 2.0 * px, p.y) * step(p.y, yb) * inx let hot = mix(fm_core(), vec3(1.0, 1.0, 1.0), 0.4 * step(p.y, yb - px)) return Finish.over(out, vec4(hot * ln, ln)) } mod.widgets.Tabs.draw_sep.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let x = self.pos.x * self.rect_size.x let y = self.pos.y let in_y = step(0.25, y) * step(y, 0.75) let dk = step(x, px) * 0.9 * in_y let lt = step(px, x) * step(x, 2.0 * px) * 0.14 * in_y let bz = fm_edge() return Finish.over(vec4(bz * dk, dk), vec4(lt, lt, lt, lt)) } mod.widgets.Tabs.draw_mark.color = #e2e9ee mod.widgets.Tabs.draw_mark.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let c = vec2(Finish.snap(o.x + self.rect_size.x * 0.5, px), Finish.snap(o.y + self.rect_size.y * 0.5, px)) - o let a = mix(0.7853981634, 0.0, self.plus) let r = mix(3.6, 3.5, self.plus) let u = vec2(cos(a), sin(a)) * r let v = vec2(-sin(a), cos(a)) * r let dd = min(fm_seg(p, c - u, c + u), fm_seg(p, c - v, c + v)) - 0.5 let k = Finish.cover(dd, px) * self.color.a return vec4(self.color.rgb * k, k) } mod.widgets.Tabs.draw_text.text_style = mod.theme.font_bold{font_size: 8.25} mod.widgets.Tabs.draw_text_active.text_style = mod.theme.font_bold{font_size: 8.25} mod.widgets.Tabs.draw_text.color = #eef3f6 mod.widgets.Tabs.draw_text_active.color = #d6fbff // --------------------------------------------------------------------------- // PROGRESS. The slider's groove, six points; the value is the lit cyan // line with its light on the groove's floor. The unknown value cannot move // (a face runs no clock), so it is shown as still dim dashes. mod.widgets.ProgressBarFlat.height = 6.0 mod.widgets.ProgressBarFlat.draw_bg.thickness = 6.0 mod.widgets.ProgressBarFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let w = self.rect_size.x let th = 9.0 * px let top = Finish.snap(o.y + (self.rect_size.y - th) * 0.5, px) - o.y let bx0 = Finish.snap(o.x, px) - o.x let bx1 = Finish.snap(o.x + w, px) - o.x let h = vec2((bx1 - bx0) * 0.5, th * 0.5) let c = vec2(bx0, top) + h let r = 1.5 let d = fm_cbox(p, c, h, r) let dis = step(4.5, self.intent) var ink = fm_cyan() if self.intent > 0.5 { ink = self.fill_color().rgb } ink = mix(ink, fm_off(), dis) let sh = Finish.inset(p, c, h, r, vec2(0.0, 0.8), 1.0) var col = mix(vec3(0.051, 0.071, 0.086), fm_edge(), clamp(sh, 0.0, 1.0) * 0.8) col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px) * 0.8) let span = bx1 - bx0 - 4.0 * px let lx0 = Finish.snap(o.x + bx0 + 2.0 * px + span * self.start, px) - o.x + px * step(0.001, self.start) let lx1 = Finish.snap(o.x + bx0 + 2.0 * px + span * self.end, px) - o.x let xv = Finish.snap(o.x + bx0 + 2.0 * px + span * clamp(self.value, self.start, self.end), px) - o.x let lh = 1.5 * px var ld = fm_rbox(p, vec2((lx0 + xv) * 0.5, c.y), vec2(max((xv - lx0) * 0.5, 0.0), lh), lh) var on = step(0.0, self.value) * step(lx0 + 0.01, xv) if self.value < 0.0 { let sx = floor((p.x - lx0) / px) let dashx = step(0.0, sx) * step(fract(sx / 16.0), 0.49) * step(p.x, lx1) ld = mix(1000.0, abs(p.y - c.y) - lh, dashx) on = 0.45 } let across = clamp(abs(p.y - c.y) / lh, 0.0, 1.0) let body = mix(mix(mix(vec3(1.0, 1.0, 1.0), ink, 0.45), ink, smoothstep(0.1, 1.0, across)), fm_off() * 1.3, dis) let lg = Finish.glow(max(ld, 0.0), 1.2) * step(0.0, ld) * 0.8 * on * (1.0 - dis) col = col + ink * lg let la = Finish.cover(ld, px) * on col = mix(col, body, la) let a = Finish.cover(d, px) * self.track var out = fm_lip(p, c, h, r, px, 0.16 * self.track) out = Finish.over(out, vec4(col * a, a)) // a stacked segment (drawn with no track) shows only its line let seg = (1.0 - self.track) * la out = Finish.over(out, vec4(body * seg, seg)) return out * self.opacity } // --------------------------------------------------------------------------- // LEVEL METERS. A ladder of lamps in a dark well: cyan to -6 dB, amber to // -2, red above, each lit lamp glowing on the well; unlit lamps keep a // tenth of their light. The over lamp is dark until it latches. mod.widgets.LevelMeter.height = 6.0 mod.widgets.LevelMeterColumn.width = 6.0 mod.widgets.LevelMeter.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let vert = self.vertical let along = mix(self.rect_size.x, self.rect_size.y, vert) let across = mix(self.rect_size.y, self.rect_size.x, vert) let a = mix(p.x, self.rect_size.y - p.y, vert) let b = mix(p.y, p.x, vert) let q = vec2(a, b) let lamp_room = self.lamp * (across + 3.0) let bar = max(4.0, along - lamp_room) let h = vec2(bar * 0.5, across * 0.5 - px * 0.5) let c = h let r = 1.5 let d = fm_rbox(q, c, h, r) let pad = 1.5 * px let span = max(1.0, bar - pad * 2.0) let share = clamp((a - pad) / span, 0.0, 1.0) let pitch = 4.0 let cell = fract((a - pad) / pitch) let in_cell = step(cell, 3.0 / pitch) let bt = b - (c.y - h.y) let in_b = step(pad, bt) * step(bt, 2.0 * h.y - pad) let cell_row = in_cell * in_b * step(pad, a) * step(a, pad + span) let lit = step(a, pad + span * self.level) * cell_row let zone = mix(mix(fm_cyan(), vec3(1.0, 0.690, 0.180), step(0.70, share)), vec3(1.0, 0.353, 0.392), step(0.88, share)) var col = mix(vec3(0.035, 0.047, 0.059), fm_edge(), 1.0 - smoothstep(0.0, 1.5, bt)) col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px)) col = mix(col, mix(col, zone, 0.12), cell_row) // the lit lamps' light between them let lvl = step(a, pad + span * self.level + 0.5) * step(pad, a) * in_b col = col + zone * lvl * 0.18 let hot = mix(zone, mix(zone, vec3(1.0, 1.0, 1.0), 0.45), 1.0 - smoothstep(0.0, 0.5, abs(bt - h.y) / max(h.y, 0.5))) col = mix(col, hot, lit) if self.hold > 0.002 { let at = pad + span * self.hold let hm = step(abs(a - at), 1.5) * in_b col = mix(col, zone, hm) } let ca = Finish.cover(d, px) var out = Finish.over(fm_lip(q, c, h, r, px, 0.16), vec4(col * ca, ca)) if self.lamp > 0.5 { let la = bar + 3.0 + across * 0.5 let lb = across * 0.5 let lc = vec2(mix(la, lb, vert), mix(lb, self.rect_size.y - la, vert)) let lr = min(across * 0.5 - px, 3.0) let ld = length(p - lc) - lr let on = step(0.5, self.over) let lcol = mix(vec3(0.20, 0.06, 0.08), mix(vec3(1.0, 0.353, 0.392), vec3(1.0, 0.85, 0.86), 0.3), on) let laa = Finish.cover(ld, px) out = Finish.over(out, vec4(lcol * laa, laa)) let ra = Finish.ring_out(ld, 0.0, px, px) * 0.8 out = Finish.over(out, vec4(fm_edge() * ra, ra)) } return out * self.opacity } // --------------------------------------------------------------------------- // SCROLL BARS. An 8 point slot with a 6 point gunmetal thumb in it; a held // thumb lights a cyan line. mod.widgets.ScrollBar.bar_size = 8.0 mod.widgets.ScrollBar.bar_side_margin = 0.0 mod.widgets.ScrollBar.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let vert = self.is_vertical let a = mix(p.x, p.y, vert) let b = mix(p.y, p.x, vert) let along = mix(self.rect_size.x, self.rect_size.y, vert) let across = mix(self.rect_size.y, self.rect_size.x, vert) let q = vec2(a, b) let sh = vec2(along * 0.5, across * 0.5) let sc = sh let sd = fm_rbox(q, sc, sh, 2.0) let wall = 1.0 - smoothstep(0.0, 2.0, b) let col = mix(vec3(0.059, 0.078, 0.094), fm_edge(), wall * 0.8) let sa = Finish.cover(sd, px) var out = vec4(col * sa, sa) let t0 = along * self.norm_scroll let tl = along * self.norm_handle let th = vec2(tl * 0.5 - 1.0, 3.0) let tc = vec2(t0 + tl * 0.5, across * 0.5) let td = fm_cbox(q, tc, th, 1.5) let tt = clamp((b - (tc.y - th.y)) / 6.0, 0.0, 1.0) var face = mix(vec3(0.360, 0.420, 0.460), vec3(0.200, 0.240, 0.270), tt) face = face + g3(0.05 * self.hover) face = mix(face, vec3(0.60, 0.67, 0.71), Finish.band(td, 0.0, px, px) * (1.0 - smoothstep(0.3, 0.6, tt))) face = mix(face, fm_edge(), Finish.band(td, 0.0, px, px) * smoothstep(0.4, 0.7, tt)) let cl = (1.0 - smoothstep(px * 0.5 - 0.01, px * 0.5 + 0.01, abs(b - tc.y))) * step(abs(a - tc.x), th.x - 3.0) face = mix(face, fm_core(), cl * self.drag * 0.8) let ta = Finish.cover(td, px) out = Finish.over(out, vec4(face * ta, ta)) return out * self.opacity } // --------------------------------------------------------------------------- // VIEWS AND PANELS. A raised plate is brushed steel with its top-left and // bottom-right corners cut: a soft shadow outside it, a black edge, a lit // shoulder, a gloss along its top, an engraved panel line four points in // and a cyan trace lit in that groove along the top, turning down the cut // corner and ending in a node. The sunken panel is a pocket cut the same // shape: a dark floor, the plate's shadow falling in, a steel lip at its // foot and a dim trace glowing along the groove at its foot. let fm_plate = fn(p: vec2, size: vec2, o: vec2, px: float, cut: float, sunken: float, alpha: float) -> vec4 { let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let h = (hi - lo) * 0.5 let c = lo + h let kk = clamp(cut, 0.0, min(h.x, h.y) * 0.6) let cuts = vec4(kk, 2.0, kk, 2.0) let d = Finish.sd_notch(p, c, h, cuts) let e = 0.35 let gx = Finish.sd_notch(p + vec2(e, 0.0), c, h, cuts) - Finish.sd_notch(p - vec2(e, 0.0), c, h, cuts) let gy = Finish.sd_notch(p + vec2(0.0, e), c, h, cuts) - Finish.sd_notch(p - vec2(0.0, e), c, h, cuts) let n = vec2(gx, gy) / max(length(vec2(gx, gy)), 0.0001) let ink = fm_ink() var out = vec4(0.0, 0.0, 0.0, 0.0) let raised = 1.0 - sunken let soft = Finish.drop(p, c, h, 3.0, vec2(0.0, 3.0), 3.0) * 0.6 * raised out = Finish.over(out, vec4(ink * soft, soft)) let con = Finish.drop(p, c, h, 3.0, vec2(0.0, px), px) * 0.7 out = Finish.over(out, vec4(ink * con, con)) // round a pocket: the plate's lit lip at its foot, its shade at its top let lipo = Finish.ring_out(d, 0.0, 2.0 * px, px) * clamp(n.y, 0.0, 1.0) * 0.55 * sunken out = Finish.over(out, vec4(vec3(0.85, 0.90, 0.93) * lipo, lipo)) let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let yi = p.y - lo.y let xi = (p.x - lo.x) / max(2.0 * h.x, 1.0) let q = p + o // raised: polished steel. A bright gloss over the top eight points, the // upper part mid steel brightening toward the right where no text sits, // a sharp reflection line, the lower part dark steel lifting a little at // the foot. let split = floor((lo.y + min(33.0, 2.0 * h.y * 0.55)) / px) * px let upper = step(p.y, split) var face = mix(vec3(0.365, 0.414, 0.450), vec3(0.340, 0.388, 0.424), clamp(yi / max(split - lo.y, 1.0), 0.0, 1.0)) let gl = 1.0 - smoothstep(0.0, 5.5, yi) face = face + vec3(0.92, 0.96, 1.0) * (0.36 * gl * gl) let rt = smoothstep(0.32, 0.92, xi + 0.25 * (1.0 - yi / max(split - lo.y, 1.0))) face = face + vec3(0.92, 0.96, 1.0) * 0.40 * rt * rt var low = mix(vec3(0.215, 0.250, 0.278), vec3(0.160, 0.188, 0.212), smoothstep(split, hi.y - 6.0, p.y)) low = low + g3(0.05 * smoothstep(hi.y - 12.0, hi.y - 2.0, p.y)) low = low + g3(0.07 * exp(-max(p.y - split, 0.0) / 3.0)) face = mix(low, face, upper) face = mix(face, vec3(0.88, 0.93, 0.96), fm_hl(p.y, split + px * 0.5, px, px) * 0.85) face = face + g3(fm_brush(q, px) * 0.03 + fm_grain(q / px, 0.010)) // sunken: a dark pocket, the shade of its top wall, a bus of lit traces // on its floor kept clear of the caption and body at its top left var fl = mix(vec3(0.071, 0.090, 0.106), vec3(0.094, 0.118, 0.137), t) fl = fl + g3(fm_brush(q, px) * 0.012 + fm_grain(q / px, 0.008)) if sunken > 0.5 { // a circuit seen through a pane, anchored to the panel itself; its // lit traces calm under the caption and body at the top left let bq = p - lo let calm = 1.0 - max(smoothstep(58.0, 70.0, yi), smoothstep(0.58, 0.72, xi)) let ru = (xi * 0.8 + t) / 1.8 let r1 = (ru - 0.62) / 0.05 let r2 = (ru - 0.70) / 0.012 var b = fm_board(bq + vec2(41.0, 23.0), px, 2.2, calm * 0.85, 0.3) b = fm_pane(b, q, px, exp(-r1 * r1) * 0.040 + exp(-r2 * r2) * 0.030, 0.30) fl = mix(b, b * 0.72, calm * 0.6) // the pane's rim, three points in, bright along its top fl = mix(fl, vec3(0.80, 0.88, 0.92), Finish.band(d, 3.0, 3.0 + px, px) * (0.2 + 0.5 * clamp(-n.y, 0.0, 1.0))) } let insh = Finish.inset(p, c, h, 3.0, vec2(0.0, 2.5), 3.0) fl = mix(fl, vec3(0.012, 0.016, 0.024), clamp(insh, 0.0, 1.0) * 0.85) face = mix(face, fl, sunken) // the rim: a bevel three points wide, lit toward the light let sh = Finish.bevel(d + px, n, 3.0, fm_light()) face = Finish.lift(face, clamp(sh, -1.0, 1.0) * mix(0.55, 0.45, step(sh, 0.0)) * raised) face = mix(face, vec3(0.45, 0.51, 0.55), Finish.band(d, px, 2.0 * px, px) * clamp(n.y, 0.0, 1.0) * sunken * 0.6) face = mix(face, fm_edge(), Finish.band(d, 0.0, px, px)) let a = Finish.cover(d, px) * alpha return Finish.over(out, vec4(face * a, a)) } mod.widgets.PanelView.clip_x = false mod.widgets.PanelView.clip_y = false mod.widgets.PanelView.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.PanelView.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) return fm_plate(p, self.rect_size, self.rect_pos, px, 9.0, self.sunken, 1.0) } // The card is the raised plate too. mod.widgets.Card.radius = 4.0 mod.widgets.Card.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 9.0 bottom: 9.0} mod.widgets.Card.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) return self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.Card.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let out = fm_plate(p, self.rect_size, self.rect_pos, px, 9.0, 0.0, 1.0) let d = fm_rbox(p, self.rect_size * 0.5, self.rect_size * 0.5, 2.0) let l = Finish.cover(d, px) * (0.03 * self.hover - 0.04 * self.down) return Finish.over(out, vec4(max(l, 0.0), max(l, 0.0), max(l, 0.0), abs(l))) } // The plain rounded view keeps the colours its caller gives it; the edge is // a snapped hairline. mod.widgets.RoundedView.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size var fill = self.color if self.color_2.x > -0.5 { fill = mix(self.color, self.color_2, mix(self.pos.y, self.pos.x, self.gradient_fill_horizontal)) } let lo = vec2(self.border_inset.x, self.border_inset.y) let hi = self.rect_size - vec2(self.border_inset.z, self.border_inset.w) let h = (hi - lo) * 0.5 let c = lo + h let d = fm_rbox(p, c, h, max(self.border_radius, 1.0)) var col = fill if self.border_size > 0.0 { col = mix(col, self.border_color, Finish.band(d, 0.0, max(self.border_size, px), px) * self.border_color.a) } let a = Finish.cover(d, px) * col.a return vec4(col.rgb * a, a) } // --------------------------------------------------------------------------- // LISTS. Rows of 22 points over a hairline; a hovered row lifts a little; // the chosen row is a pane of dark glass with a lit cyan bar at its head // and a small lamp at its end. mod.widgets.ListItemOne.height = 22.0 mod.widgets.ListItem.padding = mod.turtle.Inset{left: 12.0 right: 8.0 top: 0.0 bottom: 0.0} mod.widgets.ListItem.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let live = 1.0 - self.disabled let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o let lay = (self.hover * 0.035 - self.down * 0.04) * live // every row lies on a pane of dark glass, so what runs in the ground // under it stays quiet behind its text let ga = 0.62 var out = vec4(vec3(0.035, 0.047, 0.059) * ga, ga) out = Finish.over(out, vec4(max(lay, 0.0), max(lay, 0.0), max(lay, 0.0), abs(lay))) if self.selected > 0.5 { // it ends 10 points short of the row's right edge, clear of the // 8 point scroll bar let h = (hi - lo) * 0.5 - vec2(5.0, 1.0) let c = lo + (hi - lo) * 0.5 - vec2(5.0, 0.0) let d = fm_cbox(p, c, h, 2.5) let t = clamp((p.y - (c.y - h.y)) / max(2.0 * h.y, 1.0), 0.0, 1.0) var col = mix(vec3(0.071, 0.110, 0.133), vec3(0.059, 0.133, 0.161), t) col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px) * 0.8) let up = 1.0 - smoothstep(-0.5, 0.5, p.y - c.y) col = mix(col, vec3(0.30, 0.46, 0.52), Finish.band(d, px, 2.0 * px, px) * up * 0.5) let bx = c.x - h.x + 2.0 * px let bar = step(bx, p.x) * step(p.x, bx + 2.0 * px) * step(c.y - h.y + 4.0, p.y) * step(p.y, c.y + h.y - 4.0) let bg = Finish.glow(max(abs(p.x - bx - px) - px, 0.0), 1.5) * step(abs(p.y - c.y), h.y - 3.0) * 0.5 * live col = col + fm_cyan() * bg col = mix(col, fm_core(), bar * live) // the lamp at its end let lc = vec2(c.x + h.x - 7.0, c.y) let ld = fm_rbox(p, lc, vec2(1.8, 1.8), 0.4) let lg = Finish.glow(max(ld, 0.0), 1.2) * step(0.0, ld) * 0.6 * live col = col + fm_cyan() * lg col = mix(col, mix(fm_core(), vec3(1.0, 1.0, 1.0), 0.3), Finish.cover(ld, px) * live) let a = Finish.cover(d, px) out = Finish.over(out, vec4(col * a, a)) } let yb = hi.y let dk = step(yb - 2.0 * px, p.y) * step(p.y, yb - px) * 0.18 let lt = step(yb - px, p.y) * step(p.y, yb) * 0.06 out = Finish.over(out, vec4(0.0, 0.0, 0.0, dk)) return Finish.over(out, vec4(lt, lt, lt, lt)) } mod.widgets.ListItem.draw_text.color = #f2f6f9 // The open list of a drop-down: a raised steel sheet; the row under the // pointer becomes dark glass with a cyan bar at its head, the chosen row // carries a small lit dot. mod.widgets.PopupMenuFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let c = self.rect_size * 0.5 let d = fm_cbox(p, c, c, 3.0) let t = clamp(self.pos.y, 0.0, 1.0) var col = mix(vec3(0.200, 0.235, 0.263), vec3(0.157, 0.188, 0.212), t) col = col + g3(fm_brush(p + self.rect_pos, px) * 0.02) col = mix(col, vec3(0.45, 0.52, 0.57), Finish.band(d, px, 2.0 * px, px) * step(p.y, c.y) * 0.6) col = mix(col, fm_edge(), Finish.band(d, 0.0, px, px)) let a = Finish.cover(d, px) return vec4(col * a, a) } mod.widgets.PopupMenuItem.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let c = self.rect_size * 0.5 let h = c - vec2(1.0, 0.5) let d = fm_cbox(p, c, h, 2.0) let live = 1.0 - self.disabled let hv = self.hover * live let col = fm_well(p, c, h, 2.0, px, vec3(0.059, 0.098, 0.118), 2.0) let a = Finish.cover(d, px) * hv var out = vec4(col * a, a) let bar = step(1.0 + px, p.x) * step(p.x, 1.0 + 3.0 * px) * step(4.0, p.y) * step(p.y, self.rect_size.y - 4.0) * hv let k = fm_core() out = Finish.over(out, vec4(k * bar, bar)) let dt = Finish.cover(fm_rbox(p, vec2(6.0, c.y), vec2(1.3, 1.3), 0.4), px) * self.active return Finish.over(out, vec4(k * dt, dt)) } // The dock's tabs: the bar is a darker strip with an engraved foot; the tab // in use is the plate's face, cut at its top corners, lit along its top. mod.widgets.Tab.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 3.0 bottom: 3.0} mod.widgets.Tab.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y + 2.0, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o + vec2(0.0, 4.0) let h = (hi - lo) * 0.5 let c = lo + h let d = fm_cbox(p, c, h, 3.0) var face = vec3(0.235, 0.278, 0.310) + g3(fm_brush(p + o, px) * 0.02) face = mix(face, vec3(0.50, 0.57, 0.61), Finish.band(d, px, 2.0 * px, px) * step(p.y, lo.y + 3.0)) face = mix(face, fm_edge(), Finish.band(d, 0.0, px, px)) let tl = step(lo.y + px, p.y) * step(p.y, lo.y + 3.0 * px) * step(lo.x + 4.0, p.x) * step(p.x, hi.x - 4.0) face = mix(face, fm_core(), tl * 0.9) let a = Finish.cover(d, px) * self.active let lift = Finish.cover(d, px) * 0.05 * self.hover * (1.0 - self.active) return Finish.over(vec4(lift, lift, lift, lift), vec4(face * a, a)) } mod.widgets.TabBar.draw_fill.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let yb = Finish.snap(self.rect_pos.y + self.rect_size.y, px) - self.rect_pos.y var out = vec4(0.0, 0.0, 0.0, 0.22) let dk = step(yb - 2.0 * px, p.y) * step(p.y, yb - px) * 0.7 let lt = step(yb - px, p.y) * step(p.y, yb) * 0.12 out = Finish.over(out, vec4(0.0, 0.0, 0.0, dk)) return Finish.over(out, vec4(lt, lt, lt, lt)) } // --------------------------------------------------------------------------- // CHIPS AND BADGES. A chip is the 20 point steel cap; a chosen chip is lit // in its colour. A badge is a small pane of dark glass with a lit count. mod.widgets.ChipFlat.size = mod.widgets.ChipSize.Small mod.widgets.Chip.size = mod.widgets.ChipSize.Small mod.widgets.ChipFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ChipFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let ch = min(22.0, self.rect_size.y) let dy = (self.rect_size.y - ch) * 0.5 let sz = vec2(self.rect_size.x, ch) let pp = (p - vec2(0.0, dy) + vec2(m, m)) / (sz + vec2(2.0 * m, 2.0 * m)) let chosen = step(0.08, max(max(self.color.r, self.color.g), self.color.b) - min(min(self.color.r, self.color.g), self.color.b)) * step(0.5, self.color.a) let lw = vec3(0.2126, 0.7152, 0.0722) let pale = step(dot(self.ink.rgb, lw), 0.35) let held = step(0.45, dot(self.color.rgb, lw)) * step(0.5, self.color.a) * (1.0 - pale) * (1.0 - chosen) if max(chosen, pale) < 0.5 { return fm_button(pp, sz, o + vec2(0.0, dy), px, self.hover, max(self.down, held), self.keyed, 0.0, 0.0, 0.0, 2.5, 8.0, m) } let q = p - vec2(0.0, dy) let oo = o + vec2(0.0, dy) let lo = vec2(Finish.snap(oo.x, px), Finish.snap(oo.y, px)) - oo let hi = vec2(Finish.snap(oo.x + sz.x, px), Finish.snap(oo.y + sz.y, px)) - oo let h = (hi - lo) * 0.5 let c = lo + h let d = fm_cbox(q, c, h, 2.5) let t = clamp((q.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let yi = q.y - lo.y - 2.0 * px let k = mix(self.color.rgb, vec3(0.62, 0.66, 0.70), pale * (1.0 - chosen)) var face = mix(k, mix(k, vec3(1.0, 1.0, 1.0), 0.3), smoothstep(0.45, 1.0, t)) face = mix(k * 0.25, face, smoothstep(0.0, 3.0, yi)) face = face * (1.0 + 0.08 * self.hover - 0.12 * self.down) face = mix(face, k * 0.2, Finish.band(d, 0.0, 2.0 * px, px)) let ha = Finish.glow(max(d, 0.0), 1.2) * step(0.0, d) * 0.35 * chosen var out = vec4(k * ha, ha) let a = Finish.cover(d, px) out = Finish.over(out, vec4(face * a, a)) return Finish.over(out, fm_focus(d, px, self.keyed)) } mod.widgets.BadgePalette.neutral = #10171d mod.widgets.BadgePalette.on_neutral = #72f0fb mod.widgets.BadgeFlat.draw_text.text_style = mod.theme.font_bold{font_size: 6.75} mod.widgets.Badge.draw_text.text_style = mod.theme.font_bold{font_size: 6.75} mod.widgets.BadgeFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let bh = min(16.0, self.rect_size.y) let y0 = Finish.snap(o.y + (self.rect_size.y - bh) * 0.5, px) - o.y let lo = vec2(Finish.snap(o.x, px) - o.x, y0) let hi = vec2(Finish.snap(o.x + self.rect_size.x, px) - o.x, Finish.snap(o.y + y0 + bh, px) - o.y - px) let h = (hi - lo) * 0.5 let c = lo + h // a dot (as wide as tall and small) is round; a count is a pane let dotty = step(self.rect_size.x, self.rect_size.y + 0.5) * step(self.rect_size.y, 12.5) var d = fm_cbox(p, c, h, 2.0) if dotty > 0.5 { d = length(p - c) - h.y } var col = fm_well(p, c, h, 2.0, px, vec3(0.039, 0.063, 0.078), 2.0) col = mix(col, fm_dim(), Finish.band(d, px, 2.0 * px, px) * 0.8) let a = Finish.cover(d, px) * self.color.a var out = fm_lip(p, c, h, 2.0, px, 0.16) return Finish.over(out, vec4(col * a, a)) } // The spinner turns in the one cyan. mod.widgets.SpinnerFlat.draw_bg.color = #30c8e2 // Rules between groups: one dark device row over one light one, engraved. mod.widgets.Hr.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let y = Finish.snap(self.rect_pos.y + self.rect_size.y * 0.5, px) - self.rect_pos.y let dk = step(y - px, p.y) * (1.0 - step(y, p.y)) * 0.55 let lt = step(y, p.y) * (1.0 - step(y + px, p.y)) * 0.14 return Finish.over(vec4(0.0, 0.0, 0.0, dk), vec4(lt, lt, lt, lt)) } mod.widgets.Vr.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let x = Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x let dk = step(x - px, p.x) * (1.0 - step(x, p.x)) * 0.55 let lt = step(x, p.x) * (1.0 - step(x + px, p.x)) * 0.14 return Finish.over(vec4(0.0, 0.0, 0.0, dk), vec4(lt, lt, lt, lt)) } // --------------------------------------------------------------------------- // THE HULL under everything: the window's own ground, in window points and // anchored to the window's edges only, so it fits any page. The middle is calm // brushed steel. Along the left edge, the foot and the right edge a window is // cut into the steel, stepped out at 45 degrees where it widens: a seam round // it, a lit chamfer stepping down to a ledge, a dark wall, then a pane of // frosted blue-white plastic with a bright bevelled rim, lying in the frame's // shadow; through it the circuit board glows. // The plate's own steel at window point q: a top-lit fall down the window, // brushed streaks and grain. let fm_plate_steel = fn(q: vec2, top: float, bot: float, tone: float, px: float) -> vec3 { let t = clamp((q.y - top) / max(bot - top, 1.0), 0.0, 1.0) var col = mix(vec3(0.352, 0.402, 0.440), vec3(0.318, 0.364, 0.398), t) col = col + g3(tone) // a broad soft highlight across the plate, low and wide let w = q.x / 900.0 - t * 0.35 - 0.45 col = col + vec3(0.9, 0.95, 1.0) * exp(-(w * w) / 0.05) * 0.025 col = col + g3(fm_brush(q, px) * 0.05 + fm_grain(q / px, 0.012)) return col } // A box lo..hi with its corners cut (tl, tr, br, bl). let fm_nb = fn(q: vec2, lo: vec2, hi: vec2, k: vec4) -> float { return Finish.sd_notch(q, (lo + hi) * 0.5, (hi - lo) * 0.5, k) } // The window cut into the hull, negative inside: a narrow strip down the left // edge that widens part way down, one down the right edge that widens lower, // and a low band along the foot whose top steps down right of the middle. All // keep to the window's outer margin, where the least text lies. let fm_win_sd = fn(q: vec2, size: vec2) -> float { let m = 8.0 let w = size.x let h = size.y let lw = 32.0 let rw = 32.0 let bh = 50.0 let yt = clamp(h * 0.14, 60.0, 140.0) let yl = mix(yt, h - bh, 0.40) let yr = mix(yt, h - bh, 0.64) let l1 = fm_nb(q, vec2(m, yt), vec2(m + lw * 0.62, h - m), vec4(7.0, 5.0, 0.0, 12.0)) let l2 = fm_nb(q, vec2(m, yl), vec2(m + lw, h - m), vec4(0.0, 8.0, 0.0, 12.0)) let r1 = fm_nb(q, vec2(w - m - rw * 0.62, mix(yt, h - bh, 0.18)), vec2(w - m, h - m), vec4(5.0, 7.0, 12.0, 0.0)) let r2 = fm_nb(q, vec2(w - m - rw, yr), vec2(w - m, h - m), vec4(8.0, 0.0, 12.0, 0.0)) let b1 = fm_nb(q, vec2(m, h - bh), vec2(w * 0.42, h - m), vec4(0.0, 0.0, 0.0, 12.0)) let b2 = fm_nb(q, vec2(w * 0.30, h - bh + 12.0), vec2(w - m, h - m), vec4(0.0, 0.0, 12.0, 0.0)) let l = fm_uc(l1, l2, 12.0) let r = fm_uc(r1, r2, 12.0) let b = fm_uc(b1, b2, 18.0) return fm_uc(fm_uc(l, b, 16.0), r, 16.0) } // Relative luminance of a shader colour (gamma 2.2 decode). let fm_lum = fn(c: vec3) -> float { return 0.2126 * pow(max(c.x, 0.0), 2.2) + 0.7152 * pow(max(c.y, 0.0), 2.2) + 0.0722 * pow(max(c.z, 0.0), 2.2) } // Smoked plastic: what shows through keeps its hue and its order of // brightness, but its luminance rolls off softly toward `lm` and never // passes it, so light text over the brightest trace keeps its contrast. let fm_smoke = fn(c: vec3, lm: float) -> vec3 { let l = max(fm_lum(c), 0.00001) let kn = lm * 0.55 let lo = min(l, kn + (lm - kn) * (1.0 - exp(-max(l - kn, 0.0) / (lm - kn)))) return c * pow(lo / l, 1.0 / 2.2) } let fm_hull = fn(q: vec2, size: vec2, px: float) -> vec3 { var col = fm_plate_steel(q, 0.0, size.y, 0.0, px) let d = fm_win_sd(q, size) if d > 24.0 { return col } let e = 0.5 let gx = fm_win_sd(q + vec2(e, 0.0), size) - fm_win_sd(q - vec2(e, 0.0), size) let gy = fm_win_sd(q + vec2(0.0, e), size) - fm_win_sd(q - vec2(0.0, e), size) let n = vec2(gx, gy) / max(length(vec2(gx, gy)), 0.0001) // light on a wall that falls toward the pane: the lower walls face it let fw = clamp(dot(-n, fm_light()), -1.0, 1.0) // an engraved seam 16 points out; the plate inside it sits a hair lower col = mix(col, col * 0.93, step(d, 16.0)) col = mix(col, fm_edge(), fm_hl(d, 16.0 - px * 0.5, px, px) * 0.7) col = mix(col, vec3(0.80, 0.86, 0.90), fm_hl(d, 16.0 + px * 0.5, px, px) * 0.45) // the outer chamfer, 8..4 points out, lit where it faces the light let ch = step(4.0, d) * step(d, 8.0) // held at the steel's own brightness, so text crossing it keeps its // contrast; the light is in the hairline along its lip let chc = mix(vec3(0.150, 0.180, 0.200), vec3(0.470, 0.530, 0.570), clamp(fw * 0.6 + 0.45, 0.0, 1.0)) col = mix(col, chc + g3(fm_brush(q, px) * 0.03), ch) col = mix(col, vec3(0.95, 0.98, 1.0), fm_hl(d, 8.0 - px * 0.5, px, px) * 0.6) // the ledge, 4..1.8 out, darker steel, with a lit slot along stretches let le = step(1.8, d) * step(d, 4.0) col = mix(col, vec3(0.170, 0.205, 0.230) + g3(fm_brush(q, px) * 0.03), le) let along = mix(q.y, q.x, step(0.7071, abs(n.y))) let sg = floor(along / 150.0) let sl = along - sg * 150.0 let lit = step(0.45, Finish.hash(vec2(sg, 7.7 + step(0.7071, abs(n.y)) * 3.0))) * step(24.0, sl) * step(sl, 104.0) let slot = step(2.4, d) * step(d, 3.4) col = col + fm_cyan() * Finish.glow(max(abs(d - 2.9) - 0.5, 0.0), 0.9) * lit * 0.45 * step(1.8, d) * step(d, 4.0) * (1.0 - slot) col = mix(col, mix(vec3(0.020, 0.030, 0.040), mix(fm_cyan(), fm_core(), 0.6 * fm_hl(d, 2.9, 0.5, px)), lit), slot) // the inner wall, 1.8..0 out, dark and shaded let wl = step(0.0, d) * step(d, 1.8) col = mix(col, mix(vec3(0.030, 0.040, 0.050), vec3(0.230, 0.270, 0.300), clamp(fw * 0.5 + 0.3, 0.0, 1.0)), wl) // text runs over the frame as well: its lit chamfer, hairlines and slot // are held to the steel's own brightness, except at the window's edge let eo = min(min(q.x, size.x - q.x), size.y - q.y) col = mix(col, fm_smoke(col, mix(0.30, 0.095, smoothstep(1.5, 3.0, eo))), step(0.0, d) * step(d, 16.0)) if d < 0.0 { // the pane let refu = (q.x * 0.8 + q.y) / max(size.x * 0.8 + size.y, 1.0) let r1 = (refu - 0.30) / 0.06 let r2 = (refu - 0.52) / 0.05 let r3 = (refu - 0.565) / 0.008 let r4 = (refu - 0.80) / 0.05 let r5 = (refu - 0.842) / 0.007 let refl = exp(-r1 * r1) * 0.065 + exp(-r2 * r2) * 0.070 + exp(-r3 * r3) * 0.060 + exp(-r4 * r4) * 0.065 + exp(-r5 * r5) * 0.060 // smoked plastic: the board seen crisp and dark, a faint grey-blue // body to the pane and its reflections let fz = Finish.noise(q / 70.0 + vec2(3.3, 8.1)) - 0.5 // (the smoke passes a little over half the light, so unlit traces sink // toward the board and the lit ones stand out; their colour is kept // rich so they still read as lit when the peak is held down below) let bd = fm_board(q, px, 1.4, 0.0, 0.35) * 0.66 var pc = vec3(pow(max(bd.x, 0.0), 1.3), pow(max(bd.y, 0.0), 1.3), pow(max(bd.z, 0.0), 1.3)) * 1.25 pc = pc + vec3(0.026, 0.032, 0.038) * (1.0 + 0.5 * fz) + vec3(0.50, 0.56, 0.62) * refl pc = max(mix(vec3(dot(pc, vec3(0.2126, 0.7152, 0.0722))), pc, 1.5), vec3(0.0)) pc = pc + g3(fm_grain(q / px + vec2(311.0, 97.0), 0.008)) // the frame's shadow on the pane, from the walls toward the light let ds = fm_win_sd(q + fm_light() * 5.0, size) let sh = smoothstep(-9.0, 2.0, ds) pc = pc * (1.0 - 0.60 * sh * sh) pc = pc * (1.0 - 0.35 * (1.0 - smoothstep(0.0, 3.0, -d))) // the pane's bevelled rim, smoked too, lighter where it faces the light let fr = clamp(dot(n, fm_light()), -1.0, 1.0) let rim = step(-2.2, d) let rc = mix(vec3(0.100, 0.125, 0.140), vec3(0.330, 0.390, 0.420), clamp(fr * 0.55 + 0.45, 0.0, 1.0)) pc = mix(pc, rc, rim * 0.85) pc = mix(pc, vec3(0.93, 0.97, 1.0), fm_hl(d, -2.2 + px * 0.5, px, px) * 0.45) pc = mix(pc, vec3(0.93, 0.97, 1.0), fm_hl(d, -px * 1.5, px, px) * 0.75 * clamp(fr * 0.8 + 0.4, 0.0, 1.0)) pc = mix(pc, fm_edge(), fm_hl(d, -px * 0.5, px, px) * 0.8) // a moulded step in the pane four points in: a dark line over a light one pc = mix(pc, pc * 0.6, fm_hl(d, -4.0 + px * 0.5, px, px) * 0.8) pc = mix(pc, vec3(0.78, 0.87, 0.92), fm_hl(d, -4.0 - px * 0.5, px, px) * 0.25) // the smoke holds every peak under text down; right at the window's // own edge, where no text runs, the light may rise again col = fm_smoke(pc, mix(0.30, 0.078, smoothstep(1.5, 3.0, eo))) } return col } mod.widgets.Window.show_bg = true mod.widgets.Window.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return vec4(fm_hull(self.pos * self.rect_size, self.rect_size, px), 1.0) } // ---------------------------------------------------------------- band // THE BAND is the sheet's own slider with two thumbs: the same track, the // same lit value and the same thumb as the Slider, the value lit between // the two thumbs, its quad grown as the slider's is so the thumbs keep // their shape. The widget's grab geometry is set to the thumbs' own, so // what is drawn is what is dragged. mod.widgets.RangeSliderFlat.clip_x = false mod.widgets.RangeSliderFlat.clip_y = false mod.widgets.RangeSliderFlat.track_inset = 1.0 mod.widgets.RangeSliderFlat.handle_size = 15.0 mod.widgets.RangeSliderFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.RangeSliderFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let tr = 7.5 let cy = size.y - tr - 1.0 let th = 6.0 * px let top = Finish.snap(o.y + cy, px) - o.y - 3.0 * px let x0 = Finish.snap(o.x + 1.0, px) - o.x let w = Finish.snap(o.x + size.x - 1.0, px) - o.x - x0 let k0 = x0 + tr + self.start_pos * (w - 2.0 * tr) let k1 = x0 + tr + self.end_pos * (w - 2.0 * tr) let hot = max(self.hover, self.drag) * live var out = mix(fm_track(p, vec2(x0, top), w, th, px, x0, self.disabled, hot), fm_track(p, vec2(x0, top), w, th, px, k1, self.disabled, hot), step(k0, p.x)) let f0 = fm_fit(vec2(k0, top + 3.0 * px), o, tr, px) let f1 = fm_fit(vec2(k1, top + 3.0 * px), o, tr, px) out = Finish.over(out, fm_ball(p, f0.xy, f0.z, px, self.hot_start * live, self.drag * self.hot_start * live, self.disabled)) out = Finish.over(out, fm_crown(p, f0.xy, f0.z * 0.34, px, max(self.focus, self.drag * self.hot_start) * live)) out = Finish.over(out, fm_ball(p, f1.xy, f1.z, px, self.hot_end * live, self.drag * self.hot_end * live, self.disabled)) out = Finish.over(out, fm_crown(p, f1.xy, f1.z * 0.34, px, max(self.focus, self.drag * self.hot_end) * live)) return Finish.over(out, fm_focus(length(p - f1.xy) - f1.z, px, self.focus * live)) } // ---------------------------------------------------------------- switches and meter // THE SWITCHES are the sheet's own toggle, in proportion with the // labels and the controls beside them: the rocker and the slide switch // take the toggle's face, its size and shape, its quad and its label // gap (the library's own faces for them are flat boxes sized for // another face). The rocker turns on a click; the slide switch follows a // drag, as the toggle does. mod.widgets.ToggleRocker.label_walk.margin = mod.turtle.Inset{left: 44.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.ToggleSlide.label_walk.margin = mod.turtle.Inset{left: 44.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.ToggleRocker.draw_bg.size = uniform(16.0) mod.widgets.ToggleSlide.draw_bg.size = uniform(16.0) mod.widgets.ToggleRocker.min_height = 26.0 mod.widgets.ToggleSlide.min_height = 26.0 mod.widgets.ToggleRocker.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.ToggleSlide.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.ToggleRocker.draw_bg.pill_aspect = uniform(2.25) mod.widgets.ToggleSlide.draw_bg.pill_aspect = uniform(2.25) mod.widgets.ToggleRocker.draw_bg.knob_inset = uniform(0.0) mod.widgets.ToggleSlide.draw_bg.knob_inset = uniform(0.0) mod.widgets.ToggleRocker.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel mod.widgets.ToggleSlide.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel // THE METER sits in the same window as the readouts and the screen: the // library's display housing drawn round its face -- the bezel ring, a shade // of whatever ground it is set in with a device pixel of dark at its edge; // the face with the surround's shadow falling across it from the top and a // device pixel of black where the glass meets the bezel; the glass's quiet // diagonal band and the light line inside its top edge; the lip of light on // the ground under it -- with the same corner, so the meter and the // readouts read as one family. The scale, the red zone, the needle and its // pivot are the library's own. mod.widgets.NeedleMeter.draw_bg.border_radius = uniform(theme.corner_radius * 0.5) mod.widgets.NeedleMeter.draw_bg.color_bezel = uniform(theme.color_d_05) mod.widgets.NeedleMeter.draw_bg.color_lip = uniform(theme.color_u_15) mod.widgets.NeedleMeter.draw_bg.pixel = fn() { let p = self.pos * self.rect_size let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let lo = vec2(Finish.snap(self.rect_pos.x, px), Finish.snap(self.rect_pos.y, px)) - self.rect_pos let hi = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x, px), Finish.snap(self.rect_pos.y + self.rect_size.y, px) - px) - self.rect_pos let c = (lo + hi) * 0.5 let ho = (hi - lo) * 0.5 let r_out = min(self.border_radius, min(ho.x, ho.y)) let outer = Material.sd_box(p, c, ho, r_out) let b = Finish.snap(2.0, px) let hf = max(ho - vec2(b, b), vec2(0.5, 0.5)) let rf = max(r_out - b, 0.0) let face_d = Material.sd_box(p, c, hf, rf) let pv = self.pivot() let rr = self.scale_radius() let q = p - pv let r = length(q) let ang = atan2(q.x, 0.0 - q.y) let sweep = self.sweep * 0.017453293 let t = ang / sweep + 0.5 let on_scale = step(-0.0001, t) * step(t, 1.0001) var face = self.color.rgb // The scale: a hairline arc and a tick at every division. let arc = Finish.cover(abs(r - rr) - px * 0.5, px) * on_scale let n = max(floor(self.majors + 0.5), 1.0) * max(floor(self.minors + 0.5), 1.0) let k = floor(clamp(t, 0.0, 1.0) * n + 0.5) let ak = (k / n - 0.5) * sweep let perp = abs(q.x * cos(ak) + q.y * sin(ak)) let mn = max(floor(self.minors + 0.5), 1.0) let major = 1.0 - step(0.5, k - mn * floor(k / mn + 0.0001)) let len = mix(self.tick_minor, self.tick_major, major) let radial = max(rr - len - r, r - rr) let tick = Finish.cover(perp - px * mix(0.5, 1.0, major), px) * Finish.cover(radial, px) * step(0.0, 0.0 - q.y * cos(ak) + q.x * sin(ak)) face = mix(face, self.color_scale.rgb, max(arc, tick)) if self.zone < 0.999 { let zone_t = Finish.cover((self.zone - t) * sweep * r, px) * Finish.cover((t - 1.0) * sweep * r, px) let zone_r = Finish.cover(max(rr + px - r, r - rr - 2.5), px) face = mix(face, self.color_zone.rgb, zone_t * zone_r) } // The needle, from under the pivot cover to just past the scale. let na = self.needle_angle(self.value) let nd = vec2(sin(na), 0.0 - cos(na)) let along = dot(q, nd) let across = abs(q.x * nd.y - q.y * nd.x) let needle = Finish.cover(across - px * 0.5, px) * Finish.cover(along - (rr + 3.0), px) * Finish.cover(0.0 - along - max(self.pivot_size - px, 0.0), px) face = mix(face, self.color_needle.rgb, needle) let pd = r - self.pivot_size face = mix(face, mix(self.color_needle.rgb, self.color.rgb, 0.35), Finish.cover(pd, px)) face = mix(face, face * 0.55, Finish.band(pd, 0.0, px, px)) // The housing: the surround's shadow across the face from the top, the // black device pixel at the glass's edge, and the glass over it all. let insh = Finish.inset(p, c, hf, rf, vec2(0.0, 2.0), 1.8) face = face * (1.0 - 0.55 * insh) face = mix(face, face * 0.4, Finish.band(face_d, 0.0, px, px)) let u = (p - (c - hf)) / max(hf * 2.0, vec2(1.0, 1.0)) let diag = u.x + u.y * 0.6 let band = smoothstep(0.0, 0.12, diag) * (1.0 - smoothstep(0.28, 0.5, diag)) let top = Finish.cover(abs(p.y - (c.y - hf.y) - px * 1.5) - px * 0.5, px) * 0.6 let ga = clamp(0.03 * (band + top), 0.0, 1.0) * Finish.cover(face_d + px, px) face = face * (1.0 - ga) + vec3(ga, ga, ga) let bz = self.color_bezel var col = vec4(bz.rgb * bz.a, bz.a) col = Finish.over(col, vec4(0.0, 0.0, 0.0, 0.45 * Finish.band(outer, 0.0, px, px))) col = mix(col, vec4(face, 1.0), Finish.cover(face_d, px)) col = col * Finish.cover(outer, px) let lip = Finish.ring_out(outer, 0.0, px, px) * step(hi.y, p.y) let la = self.color_lip.a * lip return Finish.over(vec4(self.color_lip.rgb * la, la), col) * self.color.a * self.opacity } // ---------------------------------------------------------------- lamps // LAMPS: an LED, as the hardware in his pictures has them. The emitter is // the light: at full current its middle burns toward white and its rim is // its most saturated colour; at lower current the middle is no longer // white, the colour deeper, the glow smaller; out, it is dark tinted glass, // its colour barely there. Round it a bezel: a raised ring lit from the // upper left, or a socket cut into the surface, its upper wall in shadow // and a catch light on its lower rim. Over the lens one crisp highlight of // a dome. Its light is added, never painted: a tight hot halo and a short // bloom in its own hue, screened over whatever is there and gone in about // two radii; on a pale ground, where light can barely brighten, its hue is // also laid round it as a tint that keeps the ground's luminance (the // library's halo rule: at most 0.45 one device pixel out, halving every // 0.4 of its reach, gone at the reach), so it never darkens or greys its // ground. A bar is the same light drawn out into a light pipe. let fm_led_lamp_add = fn(res: vec4, light: vec3, ground: vec3) -> vec4 { let est = res.rgb + ground * (1.0 - res.a) let add = (vec3(1.0, 1.0, 1.0) - exp(-light)) * max(vec3(1.0, 1.0, 1.0) - est, vec3(0.0, 0.0, 0.0)) return vec4(res.rgb + add, res.a) } // An LED's colour at full strength: its brightest channel at one. let fm_led_lamp_full = fn(ink: vec3) -> vec3 { return ink / max(max(ink.x, max(ink.y, ink.z)), 0.01) } // The same colour at the emitter's own chroma: the hue kept and its // saturation raised by `vivid` (0 leaves a pale colour pale; a colour with // next to no hue, a white or a plain lamp, stays neutral either way). let fm_led_lamp_hue = fn(ink: vec3, vivid: float) -> vec3 { let f = fm_led_lamp_full(ink) let mn = min(f.x, min(f.y, f.z)) let ch = 1.0 - mn let pure = (f - vec3(mn, mn, mn)) / max(ch, 0.001) return mix(f, pure, clamp(vivid, 0.0, 1.0) * 0.72 * smoothstep(0.03, 0.12, ch)) } // The lamp: its lens a rounded box `hb` either side of `c` (round when the // two are equal), `lit` its current 0..1, `ink` its colour and `vivid` how // far its chroma is raised, `ground` what shows through where nothing is // drawn, `room` how far its light may reach, `bez` and `raised` its bezel // (raised 0: a recess cut in what is under it; 1: a raised ring of `bez`; // 2: the same ring polished metal). Premultiplied over `dst`. let fm_led_lamp = fn(dst: vec4, p: vec2, c: vec2, hb: vec2, lit: float, ink: vec3, vivid: float, px: float, ground: vec3, room: float, bez: vec3, raised: float) -> vec4 { let rt = max(min(hb.x, hb.y), 0.4) let d = Material.sd_box(p, c, hb, rt) let bw = clamp(0.3 * rt, 0.7, 2.4) let ds = d - bw let L = clamp(lit, 0.0, 1.0) let b = fm_led_lamp_full(ink) let hue = fm_led_lamp_hue(ink, vivid) let pw = L * sqrt(L) let white = vec3(1.0, 1.0, 1.0) let lum = vec3(0.2126, 0.7152, 0.0722) let pale = smoothstep(0.35, 0.75, dot(ground, lum)) var res = dst let x = max(ds, 0.0) let reach = max(room, 1.0) let win = 1.0 - smoothstep(0.55 * reach, reach, x) // The lens's own frame: `q` in lens radii from its centre line, `t` its // distance out, `nrm` the way its outline faces. let ex = max(hb.x - hb.y, 0.0) let ey = max(hb.y - hb.x, 0.0) let qx = p.x - c.x let qy = p.y - c.y let q = vec2(qx - clamp(qx, 0.0 - ex, ex), qy - clamp(qy, 0.0 - ey, ey)) / rt let t = clamp(length(q), 0.0, 1.0) let nrm = q / max(length(q), 0.001) // What the bead and its bezel throw on the ground: a soft shadow, down. let shd = Finish.drop(p, c, hb + vec2(bw, bw), rt + bw, vec2(0.0, 0.22 * rt + 0.3), 0.32 * rt + px) * mix(0.18, 0.34, min(raised, 1.0)) * (1.0 - 0.6 * pw) res = Finish.over(res, vec4(ground * 0.4 * shd, shd)) if L > 0.001 && pale > 0.001 { // The tint, on a pale ground only: its hue laid over, never darker. let h = clamp(0.42 * pw * pow(2.0, -x / max(0.4 * reach, 0.5)) * win, 0.0, 0.45) * pale let est = res.rgb + ground * (1.0 - res.a) let w = clamp(dot(hue, lum) / max(dot(est, lum), 0.001), 0.0, 1.0) res = Finish.over(res, vec4(hue * h * w, h * w)) } // The bezel: raised, a ring of `bez` rounded over, lit from the upper // left; or a socket cut into what is under it, its upper wall in shadow // and a catch light on its lower rim. let a_s = Finish.cover(ds, px) let u = clamp(d / max(bw, 0.01), 0.0, 1.0) let facing = dot(nrm * (u - 0.5) * 2.0, vec2(-0.45, -0.89)) let metal = clamp(raised - 1.0, 0.0, 1.0) var rc = bez * (0.94 + mix(0.12, 0.55, metal) * facing) rc = mix(rc, min(bez + vec3(0.30, 0.30, 0.30), white), smoothstep(mix(0.35, 0.55, metal), 0.9, facing) * mix(0.6, 0.85, metal)) rc = mix(rc, rc * 0.8, Finish.band(ds, 0.0, max(px, 0.45), px) * smoothstep(0.0, 0.8, nrm.y) * 0.8) let under = res.rgb / max(res.a, 0.001) * step(0.001, res.a) + ground * (1.0 - step(0.001, res.a)) let gy = clamp(nrm.y * t, -1.0, 1.0) var sc = under * mix(0.55, 0.92, smoothstep(-0.9, 0.9, gy)) sc = mix(sc, min(under * 1.06 + vec3(0.28, 0.28, 0.28), white), Finish.band(ds, 0.0, max(px, 0.45), px) * smoothstep(0.2, 0.95, nrm.y) * 0.85) sc = min(mix(sc, rc, min(raised, 1.0)), white) res = Finish.over(res, vec4(sc * a_s, a_s)) // The light: a tight hot halo and a short bloom in its hue, gone in // about two radii, falling on the bezel too. if L > 0.001 { let xl = max(d, 0.0) let halo = exp(-xl / max(0.30 * rt, 0.4)) * 1.5 + exp(-xl / max(0.65 * rt, 0.7)) * 0.32 let hwin = 1.0 - smoothstep(1.1 * rt, 2.0 * rt + 1.0, xl) res = fm_led_lamp_add(res, mix(hue, white, 0.15 * pw) * halo * pw * hwin * win, ground) } // THE BEAD: a glossy dome of coloured glass. Its colour deepens toward // the top; light pools low inside, where it comes through the dome; lit, // its middle burns toward white at full current and its rim is its most // saturated colour. let top = smoothstep(-1.0, 0.6, q.y) let pool = exp(-(q.y - 0.55) * (q.y - 0.55) / 0.09 - q.x * q.x / 0.30) var on = mix(hue * mix(0.55, 0.8, L), mix(b, hue, 0.5), top) on = mix(on, min(mix(b, hue, 0.4) + vec3(0.35, 0.35, 0.35), white), pool * 0.5) on = mix(on, vec3(1.0, 0.99, 0.975), exp(-t * t / 0.20) * smoothstep(0.5, 1.0, L) * 0.85) on = mix(on, hue * (0.82 + 0.18 * L), smoothstep(0.62, 1.0, t)) on = on * (0.42 + 0.58 * L) // Out: dark tinted glass on a dark ground, a grey bead on a pale one, // its colour barely there, the same dome, a catch light along its lower // rim. let offc = mix(mix(vec3(0.085, 0.09, 0.115), ground * 0.62, pale), b * 0.4, 0.12) var off = mix(offc * 0.62, offc * 1.08, top) off = mix(off, min(offc + vec3(0.18, 0.18, 0.18), white), pool * 0.35) off = off * mix(1.0, 0.75, smoothstep(0.75, 1.0, t)) let catchl = smoothstep(0.62, 0.9, t) * (1.0 - smoothstep(0.9, 1.0, t)) * smoothstep(0.2, 0.9, nrm.y) off = off + vec3(0.30, 0.30, 0.32) * catchl * (1.0 - 0.5 * pale) var col = mix(off, min(on, white), smoothstep(0.0, 0.35, L)) // One crisp highlight: a white oval across its upper third. let e = length(vec2(q.x / 0.62, (q.y + 0.46) / 0.30)) let spec = (1.0 - smoothstep(0.55, 1.0, e)) * mix(1.0, 0.3, clamp((q.y + 0.76) / 0.6, 0.0, 1.0)) col = mix(col, white, spec * mix(0.8, 0.55, L) * smoothstep(0.9, 2.2, rt)) // Out, a faint seam where the dome meets its bezel; lit, none: the rim // is the colour. col = mix(col, col * 0.7, Finish.band(d, 0.0, px * 0.6, px) * 0.6 * (1.0 - smoothstep(0.0, 0.25, L))) col = min(col, white) let a_l = Finish.cover(d, px) return Finish.over(res, vec4(col * a_l, a_l)) } // The Lamp widget and the bar lamp: the lamp above, here in a machined metal ring. // The halo's room is held in the lamp's own box (the library reserves a // lens thickness either side once a halo is asked for), so the light is // never cut at its edge. mod.widgets.Lamp.halo = 0.3 mod.widgets.Lamp.halo_reach = 1.0 mod.widgets.Lamp.draw_bg.vertex = fn() { let m = 2.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Lamp.draw_bg.pixel = fn() { let m = 2.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let reach = clamp(self.reach, 0.0, 1.0) let t = self.rect_size.y / (1.0 + 2.0 * reach) let room = t * reach let c = self.rect_size * 0.5 let half_len = max((self.rect_size.x - 2.0 * room) * 0.5, t * 0.5) // The lens is the lamp's size; its socket stands round it in the room. let hb = vec2(mix(t * 0.5, half_len, self.bar), t * 0.5) let res = fm_led_lamp(vec4(0.0, 0.0, 0.0, 0.0), p, c, hb, self.lit, self.intent_color().rgb, 1.0 - step(3.5, self.intent), px, vec3(0.220, 0.259, 0.294), max(room - 0.5, 2.0), vec3(0.62, 0.66, 0.70), 2.0) return res * self.opacity } true