use mod.prelude.widgets_internal.* // Kids toy. Every part is injection-moulded plastic on a royal-blue board: // a key is a thick rounded moulding whose side wall shows under its top // face, its shoulder deepening the colour where the plastic is thickest, a // soft window reflection over its upper half and a crisp catch light along // its top edge, and it throws a short soft shadow down onto the board. // Every face is drawn in true points (one device pixel is `px`); shadows, // walls and rings that fall outside a layout box are drawn in a quad grown // in `vertex`, and no padding is spent on relief. // ---------------------------------------------------------------- helpers // One device pixel in points. let kt_px = fn(dpi: float) -> float { return 1.0 / max(dpi, 0.5) } // An edge rounded to a whole device pixel in window space, handed back in // box space. let kt_snap = fn(v: float, o: float, px: float) -> float { return Finish.snap(o + v, px) - o } // Distance from p to the segment a..b, in points. let kt_seg = fn(p: vec2, a: vec2, b: vec2) -> float { let pa = p - a let ba = b - a let t = clamp(dot(pa, ba) / max(dot(ba, ba), 0.0001), 0.0, 1.0) return length(pa - ba * t) } // The toy box: one colour per kind of part. 0 red, 1 green, 2 yellow, // 3 purple, 4 orange, 5 light blue, 6 magenta, 7 teal, 8 cyan, 9 white. let kt_col = fn(k: float) -> vec3 { if k < 0.5 { return vec3(0.878, 0.204, 0.165) } if k < 1.5 { return vec3(0.278, 0.706, 0.263) } if k < 2.5 { return vec3(0.976, 0.812, 0.106) } if k < 3.5 { return vec3(0.580, 0.310, 0.780) } if k < 4.5 { return vec3(0.957, 0.537, 0.110) } if k < 5.5 { return vec3(0.200, 0.557, 0.937) } if k < 6.5 { return vec3(0.820, 0.243, 0.773) } if k < 7.5 { return vec3(0.090, 0.639, 0.627) } if k < 8.5 { return vec3(0.278, 0.776, 0.941) } return vec3(0.957, 0.949, 0.925) } // The colour deep in the plastic, where it is thickest: darker and more // saturated, as light that has travelled through a coloured moulding is. let kt_deep = fn(c: vec3) -> vec3 { return c * c * 0.9 + c * 0.08 } // A part that cannot be used: its colour washed toward a grey board blue. let kt_dull = fn(c: vec3, disabled: float) -> vec3 { let l = Finish.lum(c) let g = mix(c, vec3(l, l, l), 0.55 * disabled) return mix(g, vec3(0.42, 0.47, 0.64), 0.38 * disabled) } // The navy shadow every part throws on the board (unpremultiplied ink). let kt_shade = fn() -> vec3 { return vec3(0.0, 0.03, 0.11) } // Signed grain, -1..1, one value per device pixel of window space `w`. // Each pixel is first sent to a far cell picked by the hash of its own, so // the hash's near-repeat every 97 pixels never lines up into a lattice. let kt_grain = fn(w: vec2, px: float) -> float { let i = floor(w / px) let j = i + vec2(Finish.hash(i) * 419.0, Finish.hash(i + vec2(5.31, 9.17)) * 263.0) return Finish.hash(j) - Finish.hash(j + vec2(17.13, 3.71)) } // Which way the outline of a rounded box faces at `p`: a straight side's // normal on the sides, an arc's on the corners. let kt_box_n = fn(p: vec2, c: vec2, h: vec2, r: float) -> vec2 { let s = vec2(step(0.0, p.x - c.x) * 2.0 - 1.0, step(0.0, p.y - c.y) * 2.0 - 1.0) let rr = clamp(r, 0.0, min(h.x, h.y)) let q = abs(p - c) - (h - vec2(rr, rr)) let qc = max(q, vec2(0.0, 0.0)) var n = vec2(0.0, s.y) if q.x > q.y { n = vec2(s.x, 0.0) } if q.x > 0.0 && q.y > 0.0 { n = qc / max(length(qc), 0.0001) * s } return n } // The board's moulded pebble grain: a height 0..1 at a point of window space // in points. Three octaves of smooth noise about 1.3, 0.6 and 5 points // across, the middle one turned, so no cell repeats and nothing lines up. let kt_pebble = fn(q: vec2) -> float { let a = Finish.noise(q * 0.78) let b = Finish.noise(vec2(q.x * 1.55 + q.y * 0.42, q.y * 1.55 - q.x * 0.42) + vec2(17.3, 5.9)) let c = Finish.noise(q * 0.19 + vec2(3.1, 11.7)) return a * 0.5 + b * 0.3 + c * 0.2 } // The board at window point `w` of a window `size` points big: royal blue, // a broad soft light over the upper middle as a lamp over a play table // gives it, the far corners and the foot a step darker, and the pebble // grain catching that light from the upper left. let kt_board = fn(w: vec2, size: vec2, px: float) -> vec3 { let u = w / max(size, vec2(1.0, 1.0)) let dx = (u.x - 0.46) / 0.8 let dy = (u.y - 0.30) / 0.9 let lite = exp(-(dx * dx + dy * dy) * 1.5) var col = mix(vec3(0.106, 0.318, 0.643), vec3(0.165, 0.420, 0.765), lite) col = col * (1.0 - 0.08 * smoothstep(0.65, 1.0, u.y)) let g = kt_pebble(w) - kt_pebble(w + vec2(-0.3, -0.42)) col = col * (1.0 + 0.3 * g) return col + vec3(1.0, 1.0, 1.0) * kt_grain(w, px) * 0.003 } // The board's wear: scratches in the plastic. Each cell `g` of a lattice // `s` points wide holds at most one scratch (with chance `prob`): a thin // line through a random point of its cell at a random angle, `lmin` to // `lmax` long (never over two cells, so the cells round a point find every // scratch that reaches it), barely bowed, tapering to nothing at both ends // and catching the light unevenly along its length. Most are faint // hairlines, a few brighter; with chance `gouge` one is cut deeper, a // dark core with a pale lip either side. Returned: how much it lifts the // plastic toward white in .x, how much it darkens it in .y. let kt_scratch = fn(w: vec2, g: vec2, s: float, lmin: float, lmax: float, prob: float, gouge: float, seed: float, px: float) -> vec2 { let k = g + vec2(seed * 0.37, seed * 0.91) if Finish.hash(k * 1.31 + vec2(3.7, 9.1)) > prob { return vec2(0.0, 0.0) } let h1 = Finish.hash(k + vec2(17.13, 3.31)) let h2 = Finish.hash(k + vec2(5.71, 41.93)) let h3 = Finish.hash(k + vec2(29.37, 13.11)) let h4 = Finish.hash(k + vec2(7.97, 61.73)) let h5 = Finish.hash(k + vec2(83.19, 27.47)) let h6 = Finish.hash(k + vec2(47.53, 71.29)) let h7 = Finish.hash(k + vec2(61.07, 89.41)) let c = (g + vec2(h1, h2)) * s let ang = h3 * PI let dir = vec2(cos(ang), sin(ang)) let nrm = vec2(0.0 - dir.y, dir.x) let len = mix(lmin, lmax, h4 * h4) let q = w - (c - dir * len * 0.5) let along = dot(q, dir) let t = clamp(along / len, 0.0, 1.0) let bow = (h5 - 0.5) * len * 0.05 let d = length(vec2(along - t * len, dot(q, nrm) - bow * 4.0 * t * (1.0 - t))) let taper = smoothstep(0.0, 0.22, t) * (1.0 - smoothstep(0.7, 1.0, t)) let strength = 0.4 + 0.3 * h6 * h6 * h6 let hw = px * (0.22 + 0.4 * h6) * taper // Along its length a scratch catches the light unevenly: it breaks up. let broken = 0.45 + 0.55 * Finish.noise(vec2(along * 0.16, h1 * 37.0)) let line = Finish.cover(d - hw, px) * taper * strength * broken let deep = step(1.0 - gouge, h7) let core = Finish.cover(d - px * 0.45 * taper, px) * taper let lip = clamp(Finish.cover(d - px * 1.6 * taper, px) * taper - core, 0.0, 1.0) return mix(vec2(line, 0.0), vec2(lip * 0.5, core * 0.55), deep) } // Every scratch reaching window point `w`, at three scales: a few long ones // crossing a large stretch of the board, more of middle length, and short // nicks that gather into scuffed patches where a low noise says the board // was handled most. The cells round `w` are searched; the strongest wins. let kt_scratches = fn(w: vec2, px: float) -> vec2 { var res = vec2(0.0, 0.0) var i = 0.0 loop { if i > 8.5 { break } let o = vec2(i - 3.0 * floor(i / 3.0) - 1.0, floor(i / 3.0) - 1.0) let g1 = floor(w / 230.0) + o res = max(res, kt_scratch(w, g1, 230.0, 120.0, 440.0, 0.62, 0.14, 1.0, px)) let g2 = floor(w / 62.0) + o res = max(res, kt_scratch(w, g2, 62.0, 14.0, 115.0, 0.5, 0.03, 2.0, px)) let g3 = floor(w / 22.0) + o let patch = smoothstep(0.55, 0.85, Finish.noise((g3 + vec2(0.5, 0.5)) * 22.0 * 0.0055 + vec2(11.3, 4.7))) res = max(res, kt_scratch(w, g3, 22.0, 3.0, 30.0, 0.1 + 0.5 * patch, 0.0, 3.0, px) * vec2(0.85, 0.0)) i = i + 1.0 } return res } // ---------------------------------------------------------------- materials // A moulded plastic key standing on the board, premultiplied. `lo`..`hi` is // its footprint; the top face stands on a side wall that shows along the // bottom, about a seventh of the key's height (pressed, the face sinks over // three quarters of it and the shadow under it all but goes). `lift` 1 // throws the full shadow, 0 seats the key on the board with the contact // shadow only. let kt_block = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, base: vec3, hover: float, down: float, disabled: float, focus: float, lift: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let hh = hi.y - lo.y let sz = min(min(hh, hi.x - lo.x), 40.0) let live = 1.0 - disabled let dn = clamp(down, 0.0, 1.0) * live let wall_full = clamp(0.14 * sz, 1.5, 4.5) let wall = wall_full * (1.0 - 0.75 * dn) * (1.0 - 0.45 * disabled) let d = Material.sd_box(p, c, h, r) // The shadow: a soft one falling down and a little right, and a tight // contact shadow along the foot. let reach = max(0.085 * sz, 1.0) let s1 = Finish.drop(p, c, h - vec2(0.05 * sz, 0.0), r, vec2(0.025 * sz, reach), reach * 0.85) * 0.45 * lift * (1.0 - 0.8 * dn) let s2 = Finish.drop(p, c, h, r, vec2(0.0, px + 0.02 * sz), px + 0.025 * sz) * 0.55 let sh = (1.0 - (1.0 - s1) * (1.0 - s2)) * (1.0 - 0.6 * disabled) var res = vec4(kt_shade() * sh, sh) var b = kt_dull(base, disabled) b = b + (vec3(1.0, 1.0, 1.0) - b) * 0.08 * hover * live b = b * (1.0 - 0.07 * dn) let deep = kt_deep(b) // The top face, lifted by the wall. let flo = vec2(lo.x, lo.y + wall_full - wall) let fhi = vec2(hi.x, hi.y - wall) let fc = (flo + fhi) * 0.5 let fh = max((fhi - flo) * 0.5, vec2(0.5, 0.5)) let df = Material.sd_box(p, fc, fh, r) let n = kt_box_n(p, fc, fh, r) // How far over the rounded shoulder: 0 on the flat, 1 at the edge. let bw = clamp(0.2 * sz, 1.6, 5.0) let s = clamp(1.0 + df / bw, 0.0, 1.0) let s2c = s * s let facing = dot(n, vec2(-0.38, -0.92)) let t = clamp((p.y - flo.y) / max(fhi.y - flo.y, 1.0), 0.0, 1.0) var face = b * (1.05 - 0.09 * t) face = mix(face, deep, 0.38 * s2c) face = face * (1.0 + 0.30 * facing * s2c) let uv = clamp((p - flo) / max(fhi - flo, vec2(1.0, 1.0)), vec2(0.0, 0.0), vec2(1.0, 1.0)) let gloss = (1.0 - 0.8 * disabled) * (1.0 - 0.5 * dn) // The window seen in the gloss: a soft bright band over the upper half, // its lower edge curving up toward the ends. face = mix(face, vec3(1.0, 1.0, 1.0), Finish.sheen(uv, 0.04, 0.52, 0.35) * (1.0 - s * 0.7) * 0.32 * gloss) // Light that has come through the plastic gathers above the lower // shoulder, a breath brighter and richer. face = face + b * 0.12 * smoothstep(0.55, 0.95, t) * (1.0 - s) * (1.0 - disabled) let catchl = smoothstep(0.3, 0.95, facing) * smoothstep(0.2, 0.7, s) * (1.0 - smoothstep(0.85, 1.0, s)) face = mix(face, vec3(1.0, 1.0, 1.0), catchl * 0.6 * gloss) // The wall: the colour seen through the thickness, darkening to the foot. let tw = clamp((p.y - fhi.y + r * 0.5) / max(hi.y - fhi.y + r * 0.5, 1.0), 0.0, 1.0) let wallc = mix(b * 0.72, deep * 0.5, tw) var col = mix(wallc, face, Finish.cover(df, px)) col = mix(col, deep * 0.55, Finish.band(df, 0.0, px, px) * smoothstep(0.2, 0.9, n.y) * 0.6) // The moulding seam round the whole key, darkest under it. col = mix(col, deep * 0.32, Finish.band(d, 0.0, px, px) * mix(0.3, 0.8, step(c.y, p.y))) let a = Finish.cover(d, px) res = Finish.over(res, vec4(col * a, a)) // Focus: a toy-yellow ring standing just off the key. let ring = Finish.ring_out(d, px, px * 2.5, px) + Finish.glow(d - px * 2.5, 1.0) * 0.4 * (1.0 - a) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(ring, 0.0, 1.0) * focus * live) } // A glossy plastic ball laid over `dst`, premultiplied: its soft shadow on // the board, a lit sphere whose colour deepens toward its rim, light coming // back through the plastic low down, a broad soft reflection and a crisp // white highlight up and to the left. let kt_ball = fn(dst: vec4, p: vec2, c: vec2, rad: float, px: float, base: vec3, hover: float, held: float, disabled: float, lift: float) -> vec4 { let live = 1.0 - disabled var b = kt_dull(base, disabled) b = b + (vec3(1.0, 1.0, 1.0) - b) * 0.09 * hover * live b = b * (1.0 - 0.06 * held * live) let so = c + vec2(0.16 * rad, 0.38 * rad) * lift let sd = length(p - so) - rad * 0.84 let shs = max(0.36 * rad, px) let sh = (1.0 - smoothstep(-shs, shs * 1.5, sd)) * 0.42 * lift let cd = length(p - (c + vec2(0.0, 0.1 * rad))) - rad let ct = (1.0 - smoothstep(-0.12 * rad, 0.22 * rad + px, cd)) * 0.35 let shadow = (1.0 - (1.0 - sh) * (1.0 - ct)) * (1.0 - 0.5 * disabled) var res = Finish.over(dst, vec4(kt_shade() * shadow, shadow)) let q = (p - c) / max(rad, 0.5) let r2 = dot(q, q) let z = sqrt(max(1.0 - r2, 0.0)) let n = vec3(q.x, q.y, z) let l = normalize(vec3(-0.45, -0.68, 0.58)) let dif = max(dot(n, l), 0.0) let deep = kt_deep(b) var col = mix(deep * 0.8, b * 1.1, dif) let rimt = smoothstep(0.5, 1.0, sqrt(r2)) col = mix(col, deep * 0.9, rimt * 0.3) col = col + b * 0.3 * smoothstep(0.25, 0.95, q.y) * rimt let hv = normalize(l + vec3(0.0, 0.0, 1.0)) let nh = max(dot(n, hv), 0.0) let gloss = 1.0 - 0.8 * disabled col = col + vec3(1.0, 1.0, 1.0) * (pow(nh, 9.0) * 0.16 + pow(nh, 70.0) * 0.95) * gloss col = min(col, vec3(1.0, 1.0, 1.0)) let d = length(p - c) - rad col = mix(col, deep * 0.45, Finish.band(d, 0.0, px, px) * 0.45) let a = Finish.cover(d, px) return Finish.over(res, vec4(col * a, a)) } // A channel moulded into the board, premultiplied: its floor `fl`, the // board's shadow falling in along the upper wall, and a catch light on the // board just under its lower lip. let kt_groove = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, fl: vec3) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let hh = hi.y - lo.y let t = clamp((p.y - lo.y) / max(hh, 1.0), 0.0, 1.0) var col = fl * (0.84 + 0.26 * t) let ins = Finish.inset(p, c, h, r, vec2(0.0, clamp(0.35 * hh, 0.6, 2.5)), clamp(0.3 * hh, px, 2.0)) col = col * (1.0 - 0.55 * ins) col = mix(col, fl * 0.5, Finish.band(d, 0.0, px, px) * 0.6) let a = Finish.cover(d, px) let lip = Finish.ring_out(d, 0.0, px * 1.5, px) * smoothstep(c.y - h.y * 0.2, c.y + h.y * 0.7, p.y) * 0.5 return Finish.over(vec4(vec3(0.62, 0.77, 1.0) * lip, lip), vec4(col * a, a)) } // A rod of coloured plastic lying in a channel, laid over `dst`: round // across, lit from above, with a highlight line along its upper third. let kt_rod = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, px: float, base: vec3, disabled: float) -> vec4 { let c = (lo + hi) * 0.5 let h = max((hi - lo) * 0.5, vec2(0.25, 0.25)) let d = Material.sd_box(p, c, h, min(h.x, h.y)) let b = kt_dull(base, disabled) let deep = kt_deep(b) let v = clamp((p.y - c.y) / max(h.y, 0.25), -1.0, 1.0) let z = sqrt(max(1.0 - v * v, 0.0)) var col = mix(deep * 0.8, b * 1.06, clamp(0.25 + 0.6 * z - 0.3 * v, 0.0, 1.0)) col = col + vec3(1.0, 1.0, 1.0) * exp(-((v + 0.45) * (v + 0.45)) / 0.06) * 0.38 * (1.0 - 0.8 * disabled) col = mix(col, deep * 0.5, Finish.band(d, 0.0, px, px) * 0.5) let a = Finish.cover(d, px) return Finish.over(dst, vec4(min(col, vec3(1.0, 1.0, 1.0)) * a, a)) } // A thick moulded frame of coloured plastic round a window, premultiplied: // the frame `bw` wide and round across like a tube, lit from above; the // window's floor `fill` (at `fill_a`) with the frame's shadow falling in // under its top edge, and a dark seam where the window starts. let kt_frame = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, bw: float, rim: vec3, fill: vec3, fill_a: float, hover: float, focus: float, disabled: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let ih = max(h - vec2(bw, bw), vec2(0.5, 0.5)) let ir = max(r - bw, 0.5) let di = Material.sd_box(p, c, ih, ir) let live = 1.0 - disabled var rc = kt_dull(rim, disabled) rc = rc + (vec3(1.0, 1.0, 1.0) - rc) * (0.08 * hover + 0.14 * focus) * live let deep = kt_deep(rc) let insh = Finish.inset(p, c, ih, ir, vec2(0.0, 1.4), 1.1) let win = fill * (1.0 - 0.5 * insh) let n = kt_box_n(p, c, h, r) let across = clamp(di / max(bw, 0.5), 0.0, 1.0) * 2.0 - 1.0 let facing = dot(n * across, vec2(-0.38, -0.92)) var fr = mix(deep * 0.85, rc * 1.08, clamp(0.55 + 0.5 * facing, 0.0, 1.0)) let crown = exp(-((across + 0.15) * (across + 0.15)) / 0.1) * smoothstep(0.1, 0.9, -n.y) fr = mix(fr, vec3(1.0, 1.0, 1.0), crown * 0.42 * (1.0 - 0.7 * disabled)) let inframe = Finish.cover(-di, px) var col = mix(win, fr, inframe) col = mix(col, deep * 0.35, Finish.band(di, 0.0, px, px) * 0.8) col = mix(col, deep * 0.35, Finish.band(d, 0.0, px, px) * 0.6) let a = Finish.cover(d, px) * mix(fill_a, 1.0, inframe) return vec4(col * a, a) } // A part pressed into the board: a navy well with the board's shadow falling // in from its top edge and walls, and light catching its lower wall. let kt_sunk = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, hover: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = mix(vec3(0.075, 0.180, 0.440), vec3(0.110, 0.255, 0.560), t) + vec3(0.03, 0.03, 0.04) * hover let ins = Finish.inset(p, c, h, r, vec2(0.0, 2.0), 1.6) col = col * (1.0 - 0.6 * ins) col = mix(col, vec3(0.36, 0.56, 0.92), Finish.band(d, 0.0, px * 1.5, px) * smoothstep(c.y + h.y * 0.3, hi.y, p.y) * 0.6) col = mix(col, vec3(0.03, 0.08, 0.22), Finish.band(d, 0.0, px, px) * (1.0 - smoothstep(c.y, hi.y, p.y)) * 0.7) let a = Finish.cover(d, px) return vec4(col * a, a) } // Clear plastic, premultiplied: what is under it shows lightened and tinted // by `tint` at `density`; a broad reflection over its upper half, a bright // refraction rim just inside the edge, light gathering at its foot, and a // faint coloured shadow under it. let kt_jelly = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, tint: vec3, density: float, disabled: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) let tn = kt_dull(tint, disabled) let sh = Finish.drop(p, c, h, r, vec2(0.0, 1.2), 1.4) * 0.35 * (1.0 - Finish.cover(d, px)) var res = vec4(mix(kt_shade(), kt_deep(tn) * 0.5, density) * sh, sh) let clear = vec3(0.74, 0.82, 0.95) var col = mix(clear, tn, density) col = col * (0.92 + 0.12 * t) col = col + (vec3(1.0, 1.0, 1.0) - col) * smoothstep(0.55, 1.0, t) * 0.18 let uv = clamp((p - lo) / max(hi - lo, vec2(1.0, 1.0)), vec2(0.0, 0.0), vec2(1.0, 1.0)) col = mix(col, vec3(1.0, 1.0, 1.0), Finish.sheen(uv, 0.06, 0.5, 0.12) * 0.5 * (1.0 - 0.7 * disabled)) col = mix(col, vec3(1.0, 1.0, 1.0), Finish.band(d, px, px * 2.5, px) * 0.35) col = mix(col, kt_deep(mix(vec3(0.2, 0.35, 0.65), tn, density)) * 0.6, Finish.band(d, 0.0, px, px) * 0.7) let a = Finish.cover(d, px) * mix(0.72, 0.95, density) return Finish.over(res, vec4(col * a, a)) } // The focus ring: a toy-yellow line standing a device pixel off the edge // of a shape at distance `d`, with a short breath of light outside it. let kt_focus = fn(d: float, px: float) -> float { let ring = Finish.ring_out(d, px, px * 2.5, px) return clamp(ring + Finish.glow(d - px * 2.5, 1.0) * 0.4 * (1.0 - Finish.cover(d - px * 2.5, px)), 0.0, 1.0) } // The three-quarter arc a waiting button turns in place of its label. let kt_spinner = fn(dst: vec4, p: vec2, c: vec2, rad: float, t: float, amt: float, stroke: float) -> vec4 { let sdf = Sdf2d.viewport(p) let a0 = t * 2.0 * PI sdf.arc_round_caps(c.x, c.y, rad, a0, a0 + 1.5 * PI, stroke) sdf.fill(vec4(1.0, 1.0, 1.0, amt)) return Finish.over(dst, sdf.result) } // ---------------------------------------------------------------- buttons // Every button is a thick plastic key, each kind in its own colour: the // plain button red, the primary green, the secondary yellow, the tertiary // purple, the danger magenta, the flat one orange, the icon key teal; the // outline is a cyan ring with the board showing through. The key's wall // takes the bottom of its box, so the label is set two points up from the // box's middle, onto the face. mod.widgets.ButtonFlat.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonFlat.min_height = 24.0 mod.widgets.ButtonFlat.icon_walk.width = 14.0 mod.widgets.ButtonIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonFlatIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonFlatterIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonPrimary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonSecondary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonTertiary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonDanger.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 2.0 bottom: 4.0} mod.widgets.ButtonOutline.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 3.0 bottom: 3.0} mod.widgets.ButtonXs.min_height = 0.0 mod.widgets.ButtonSm.min_height = 0.0 mod.widgets.ButtonSm.padding = mod.turtle.Inset{left: 8.0 right: 8.0 top: 0.0 bottom: 2.0} mod.widgets.ButtonLg.padding = mod.turtle.Inset{left: 14.0 right: 14.0 top: 0.0 bottom: 3.0} mod.widgets.ButtonXs.draw_text.text_style.font_size = 6.5 mod.widgets.ButtonFlat.draw_bg.border_radius = uniform(2.5) mod.widgets.ButtonFlat.draw_bg.border_size = uniform(0.67) mod.widgets.ButtonFlat.clip_x = false mod.widgets.ButtonFlat.clip_y = false mod.widgets.ButtonFlat.draw_bg.vertex = fn() { let m = 8.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } // The key's colour for a button `kind`: 0 flat (orange), 1 plain (red), // 2 primary (green), 3 secondary (yellow), 4 tertiary (purple), 5 danger // (magenta), 8 icon (teal). let kt_key_col = fn(kind: float) -> vec3 { if kind < 0.5 { return kt_col(4.0) } if kind < 1.5 { return kt_col(0.0) } if kind < 2.5 { return kt_col(1.0) } if kind < 3.5 { return kt_col(2.0) } if kind < 4.5 { return kt_col(3.0) } if kind < 5.5 { return kt_col(6.0) } return kt_col(7.0) } // The key and its states, shared by every button template; 6 is the // outline ring and 7 the flatter button, a pale key only under the hand. let kt_button = fn(pos: vec2, size: vec2, o: vec2, dpi: float, hover: float, down: float, disabled: float, focus: float, loading: float, anim: float, kind: float, dash: float) -> vec4 { let m = 8.0 let px = kt_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(size.x, o.x, px), kt_snap(size.y, o.y, px)) let hh = hi.y - lo.y let r = clamp(0.24 * hh, 3.0, 7.0) var res = vec4(0.0, 0.0, 0.0, 0.0) if kind > 5.5 && kind < 7.5 { if kind > 6.5 { if hover + down + focus > 0.001 { res = kt_block(p, lo, hi, r, px, kt_col(9.0) * 0.92, hover, down, disabled, focus, 0.6) * clamp(max(max(hover, down), focus), 0.0, 1.0) } } else { // The outline: a cyan ring moulding standing on the board, the // board showing through it a shade darker; under the hand the // window fills a little, pressed the ring sinks. let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let dn = down * (1.0 - disabled) let sh = Finish.drop(p, c, h, r, vec2(0.4, 1.6 * (1.0 - 0.8 * dn) + px), 1.3) * 0.45 * (1.0 - 0.5 * disabled) res = vec4(kt_shade() * sh, sh) var ring = kt_frame(p, lo, hi, r, px, 2.5, kt_col(8.0), vec3(0.10, 0.36, 0.62), 0.16 + 0.16 * hover + 0.25 * dn, hover, 0.0, disabled) if dash > 0.0 { let dd = Material.sd_box(p, c, h - vec2(1.25, 1.25), max(r - 1.25, 0.5)) let on = step(0.5, fract((p.x + p.y) / (dash * 2.0))) ring = mix(ring * Finish.cover(-dd + 1.25, px), ring, on) } res = Finish.over(res, ring) let d = Material.sd_box(p, c, h, r) let fr = Finish.ring_out(d, px, px * 2.5, px) + Finish.glow(d - px * 2.5, 1.0) * 0.4 * (1.0 - Finish.cover(d, px)) res = Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * focus * (1.0 - disabled)) } } else { res = kt_block(p, lo, hi, r, px, kt_key_col(kind), hover, down, disabled, focus, 1.0) } if loading > 0.001 { let rad = max(min(hi.x - lo.x, hh) * 0.5 - 6.0, 2.0) res = kt_spinner(res, p, (lo + hi) * 0.5 - vec2(0.0, 1.5), rad, anim, loading, 1.5) } return res } mod.widgets.ButtonFlat.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 0.0, 0.0), 8.0) } mod.widgets.Button.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 1.0, 0.0), 8.0) } mod.widgets.ButtonSm.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 1.0, 0.0), 8.0) } mod.widgets.ButtonLg.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 1.0, 0.0), 8.0) } mod.widgets.ButtonXs.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 1.0, 0.0), 8.0) } mod.widgets.ButtonXl.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 1.0, 0.0), 8.0) } mod.widgets.ButtonIcon.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 8.0, 0.0), 8.0) } mod.widgets.ButtonPrimary.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 2.0, 0.0), 8.0) } mod.widgets.ButtonSecondary.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 3.0, 0.0), 8.0) } mod.widgets.ButtonTertiary.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 4.0, 0.0), 8.0) } mod.widgets.ButtonDanger.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 5.0, 0.0), 8.0) } mod.widgets.ButtonOutline.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 6.0, self.border_dash), 8.0) } mod.widgets.ButtonFlatter.draw_bg.pixel = fn() { return self.host_over(kt_button(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.disabled, self.focus, self.loading, self.anim_time, 7.0, 0.0), 8.0) } // Label ink per key: white a breath toward the key's colour, dark olive on // the yellow key, the outline's cyan; disabled, a muted tone of the key. mod.widgets.ButtonFlat.draw_text.color = #fff7ee mod.widgets.ButtonFlat.draw_text.color_hover = #ffffff mod.widgets.ButtonFlat.draw_text.color_down = #fff1e2 mod.widgets.ButtonFlat.draw_text.color_focus = #fff7ee mod.widgets.ButtonFlat.draw_text.color_disabled = #c9b8a8 mod.widgets.ButtonFlat.draw_icon.color = #fff7ee mod.widgets.Button.draw_text.color = #fff3f0 mod.widgets.Button.draw_text.color_hover = #ffffff mod.widgets.Button.draw_text.color_down = #ffe9e4 mod.widgets.Button.draw_text.color_focus = #fff3f0 mod.widgets.Button.draw_text.color_disabled = #c8a7b4 mod.widgets.ButtonSm.draw_text.color = #fff3f0 mod.widgets.ButtonSm.draw_text.color_hover = #ffffff mod.widgets.ButtonSm.draw_text.color_down = #ffe9e4 mod.widgets.ButtonSm.draw_text.color_focus = #fff3f0 mod.widgets.ButtonSm.draw_text.color_disabled = #c8a7b4 mod.widgets.ButtonLg.draw_text.color = #fff3f0 mod.widgets.ButtonLg.draw_text.color_hover = #ffffff mod.widgets.ButtonLg.draw_text.color_down = #ffe9e4 mod.widgets.ButtonLg.draw_text.color_focus = #fff3f0 mod.widgets.ButtonLg.draw_text.color_disabled = #c8a7b4 mod.widgets.ButtonPrimary.draw_text.color = #f3fff0 mod.widgets.ButtonPrimary.draw_text.color_hover = #ffffff mod.widgets.ButtonPrimary.draw_text.color_down = #e6f8e2 mod.widgets.ButtonPrimary.draw_text.color_focus = #f3fff0 mod.widgets.ButtonPrimary.draw_text.color_disabled = #a9c2b4 mod.widgets.ButtonPrimary.draw_icon.color = #f3fff0 mod.widgets.ButtonSecondary.draw_text.color = #3d2f00 mod.widgets.ButtonSecondary.draw_text.color_hover = #2e2300 mod.widgets.ButtonSecondary.draw_text.color_down = #3d2f00 mod.widgets.ButtonSecondary.draw_text.color_focus = #3d2f00 mod.widgets.ButtonSecondary.draw_text.color_disabled = #5c5a52 mod.widgets.ButtonSecondary.draw_icon.color = #3d2f00 mod.widgets.ButtonTertiary.draw_text.color = #fbf3ff mod.widgets.ButtonTertiary.draw_text.color_hover = #ffffff mod.widgets.ButtonTertiary.draw_text.color_down = #f1e4fa mod.widgets.ButtonTertiary.draw_text.color_focus = #fbf3ff mod.widgets.ButtonTertiary.draw_text.color_disabled = #b7aac8 mod.widgets.ButtonTertiary.draw_icon.color = #fbf3ff mod.widgets.ButtonDanger.draw_text.color = #fff2fd mod.widgets.ButtonDanger.draw_text.color_hover = #ffffff mod.widgets.ButtonDanger.draw_text.color_down = #fbe2f8 mod.widgets.ButtonDanger.draw_text.color_focus = #fff2fd mod.widgets.ButtonDanger.draw_text.color_disabled = #c4a8c8 mod.widgets.ButtonDanger.draw_icon.color = #fff2fd mod.widgets.ButtonOutline.draw_text.color = #8fe0ff mod.widgets.ButtonOutline.draw_text.color_hover = #b5ebff mod.widgets.ButtonOutline.draw_text.color_down = #8fe0ff mod.widgets.ButtonOutline.draw_text.color_focus = #b5ebff mod.widgets.ButtonOutline.draw_text.color_disabled = #8fa6cf mod.widgets.ButtonOutline.draw_icon.color = #8fe0ff mod.widgets.ButtonFlat.draw_icon_end.color = #ffffff // The labels on the keys are set in the medium weight. mod.widgets.ButtonFlat.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.Button.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonPrimary.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonSecondary.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonTertiary.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonDanger.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonOutline.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonFlatter.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ButtonSm.draw_text.text_style = mod.theme.font_label{font_size: 7.75} mod.widgets.ButtonLg.draw_text.text_style = mod.theme.font_label{font_size: 9.5} // ---------------------------------------------------------------- selection // The quad of a small control grows by this much so its shadow and focus // ring can fall outside the box. mod.widgets.CheckBoxFlat.draw_bg.vertex = fn() { let m = 6.0 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.CheckBoxFlat.clip_x = false mod.widgets.CheckBoxFlat.clip_y = false mod.widgets.CheckBoxFlat.padding = mod.turtle.Inset{left: 8.0 right: 8.0 top: 4.0 bottom: 4.0} mod.widgets.CheckBoxFlat.draw_bg.size = uniform(15.0) mod.widgets.CheckBoxFlat.draw_bg.border_radius = uniform(2.0) mod.widgets.CheckBoxFlat.label_walk.margin.left = 15.0 // The check box: a square socket moulded into the board. Checked, a chunky // white tick stands in it; mixed, a red plug fills it with a white dash. mod.widgets.CheckBoxFlat.draw_bg.pixel = fn() { let m = 6.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let sz = self.size let x0 = (self.rect_size.x - sz) * self.mark_at_end let y0 = self.rect_size.y * 0.5 - sz * 0.5 let lo = vec2(kt_snap(x0, o.x, px), kt_snap(y0, o.y, px)) let hi = vec2(kt_snap(x0 + sz, o.x, px), kt_snap(y0 + sz, o.y, px)) let c = (lo + hi) * 0.5 let r = 3.5 let live = 1.0 - self.disabled var fl = mix(mix(vec3(0.075, 0.200, 0.490), vec3(0.11, 0.26, 0.57), self.hover * live), vec3(0.36, 0.42, 0.56), self.disabled) fl = fl * (1.0 - 0.3 * self.down * live) var res = kt_groove(p, lo, hi, r, px, fl) // Under the hand the socket's rim lights. let d = Material.sd_box(p, c, (hi - lo) * 0.5, r) res = Finish.over(res, vec4(0.75, 0.86, 1.0, 1.0) * Finish.ring_out(d, 0.0, px * 1.5, px) * 0.5 * self.hover * live) // Mixed: a red plug pressed into the socket, a white dash on it. let plug = kt_block(p, lo + vec2(1.5, 1.5), hi - vec2(1.5, 1.0), 2.2, px, kt_col(0.0), 0.0, max(self.down, 0.0), self.disabled, 0.0, 0.0) res = mix(res, Finish.over(res, plug), self.mixed) let cy = c.y - 0.6 let dd = kt_seg(p, vec2(c.x - 3.2, cy), vec2(c.x + 3.2, cy)) - 1.05 res = Finish.over(res, vec4(1.0, 1.0, 1.0, 1.0) * Finish.cover(dd, px) * self.mixed * (1.0 - 0.4 * self.disabled)) // Checked: the tick, white plastic with its own small shadow. let on = self.active * (1.0 - self.mixed) let cm = c + vec2(0.0, 0.2) let dm = min(kt_seg(p, vec2(cm.x - 4.0, cm.y), vec2(cm.x - 1.2, cm.y + 2.9)), kt_seg(p, vec2(cm.x - 1.2, cm.y + 2.9), vec2(cm.x + 4.2, cm.y - 3.3))) - 1.1 let ds = min(kt_seg(p - vec2(0.3, 0.9), vec2(cm.x - 4.0, cm.y), vec2(cm.x - 1.2, cm.y + 2.9)), kt_seg(p - vec2(0.3, 0.9), vec2(cm.x - 1.2, cm.y + 2.9), vec2(cm.x + 4.2, cm.y - 3.3))) - 1.1 res = Finish.over(res, vec4(0.0, 0.02, 0.08, 1.0) * Finish.cover(ds, px * 2.0) * 0.5 * on) let tk = mix(vec3(1.0, 1.0, 1.0), vec3(0.72, 0.78, 0.88), self.disabled) res = Finish.over(res, vec4(tk, 1.0) * Finish.cover(dm, px) * on) // The error: the rim turns red. res = Finish.over(res, vec4(0.95, 0.25, 0.2, 1.0) * Finish.ring_out(d, 0.0, px * 2.0, px) * self.error) let fr = kt_focus(d - px * 0.5, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * self.focus * live) } // The toggle: a pill of clear plastic with a clear plastic block for a // thumb. On, the pill is red jelly lit from inside and the block stands at // its right end; off, the board shows through the clear plastic. mod.widgets.ToggleFlat.draw_bg.size = uniform(18.0) mod.widgets.ToggleFlat.draw_bg.pill_aspect = uniform(1.89) mod.widgets.ToggleFlat.label_walk.margin.left = 34.0 let kt_toggle = fn(p: vec2, lo: vec2, hi: vec2, o: vec2, px: float, kt: float, on: float, hover: float, down: float, disabled: float, focus: float, tint: vec3) -> vec4 { let th = hi.y - lo.y let tw = hi.x - lo.x let r = th * 0.5 var res = kt_jelly(p, lo, hi, r, px, tint, 0.85 * on, disabled) // The thumb: a clear block the track's height less two points, rounded, // riding from end to end. let ks = th - 3.0 let kx = kt_snap(lo.x + 1.5 + (tw - 3.0 - ks) * kt, o.x, px) let klo = vec2(kx, lo.y + 1.5) let khi = vec2(kx + ks, lo.y + 1.5 + ks) let kc = (klo + khi) * 0.5 let kh = (khi - klo) * 0.5 let kd = Material.sd_box(p, kc, kh, ks * 0.32) let ksh = Finish.drop(p, kc, kh, ks * 0.32, vec2(0.5, 1.4 * (1.0 - 0.6 * down)), 1.2) * 0.5 * (1.0 - Finish.cover(kd, px)) res = Finish.over(res, vec4(kt_shade() * ksh, ksh)) let thumb = kt_jelly(p, klo, khi, ks * 0.32, px, vec3(0.92, 0.95, 1.0), 0.55 + 0.1 * hover, disabled) res = Finish.over(res, thumb) // A glint on the thumb's upper left corner. let gq = p - (klo + vec2(ks * 0.3, ks * 0.26)) let glint = exp(-dot(gq, gq) / max(0.06 * ks * ks, 0.2)) * 0.7 * (1.0 - 0.7 * disabled) res = Finish.over(res, vec4(1.0, 1.0, 1.0, 1.0) * glint * Finish.cover(kd, px)) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, r) let fr = Finish.ring_out(d, px, px * 2.5, px) + Finish.glow(d - px * 2.5, 1.0) * 0.35 * (1.0 - Finish.cover(d, px)) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * focus * (1.0 - disabled)) } mod.widgets.ToggleFlat.draw_bg.pixel = fn() { let m = 5.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let tw = self.size * self.pill_aspect let th = self.size let x0 = (self.rect_size.x - tw) * self.mark_at_end let y0 = self.rect_size.y * 0.5 - th * 0.5 let lo = vec2(kt_snap(x0, o.x, px), kt_snap(y0, o.y, px)) let hi = vec2(kt_snap(x0 + tw, o.x, px), kt_snap(y0 + th, o.y, px)) let kt = mix(self.active, self.drag_pos, self.drag) return kt_toggle(p, lo, hi, o, px, kt, self.active, self.hover, max(self.pressed, self.down), self.disabled, self.focus, kt_col(0.0)) } // The radio: a ball of plastic sitting in a round socket. Not chosen it is // white; chosen it is the toy red, pressed a little deeper into the socket. mod.widgets.RadioButtonFlat.draw_bg.vertex = fn() { let m = 6.0 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.RadioButtonFlat.clip_x = false mod.widgets.RadioButtonFlat.clip_y = false mod.widgets.RadioButtonFlat.draw_bg.size = uniform(15.0) mod.widgets.RadioButtonFlat.padding = mod.turtle.Inset{left: 8.0 right: 8.0 top: 4.0 bottom: 4.0} mod.widgets.RadioButtonFlat.label_walk.margin.left = 15.0 mod.widgets.RadioButtonFlat.draw_bg.pixel = fn() { let m = 6.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let sz = self.size let y0 = self.rect_size.y * 0.5 - sz * 0.5 let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(y0, o.y, px)) let hi = vec2(kt_snap(sz, o.x, px), kt_snap(y0 + sz, o.y, px)) let c = (lo + hi) * 0.5 let on = self.active let live = 1.0 - self.disabled var res = kt_groove(p, lo, hi, sz * 0.5, px, mix(vec3(0.075, 0.2, 0.49), vec3(0.36, 0.42, 0.56), self.disabled)) let rad = sz * 0.5 - 1.6 let col = mix(kt_col(9.0), kt_col(0.0), on) let pushed = max(self.down * live, on) res = kt_ball(res, p, c - vec2(0.0, 0.6 * (1.0 - pushed)), rad - 0.4 * self.down * live, px, col, self.hover, pushed, self.disabled, 0.55 - 0.4 * pushed) let d = length(p - c) - sz * 0.5 let fr = kt_focus(d - px * 0.5, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * self.focus * live) } // The radio tab: an orange key; chosen, it is pressed into the board, a // navy well with its word lit. mod.widgets.RadioButtonTabFlat.draw_bg.vertex = fn() { let m = 8.0 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.RadioButtonTabFlat.clip_x = false mod.widgets.RadioButtonTabFlat.clip_y = false mod.widgets.RadioButtonTabFlat.padding = mod.turtle.Inset{left: 0.0 right: 8.0 top: 3.0 bottom: 5.0} mod.widgets.RadioButtonTabFlat.min_height = 24.0 mod.widgets.RadioButtonTabFlat.draw_bg.pixel = fn() { let m = 8.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), kt_snap(self.rect_size.y, o.y, px)) let r = clamp(0.24 * (hi.y - lo.y), 3.0, 6.0) let key = kt_block(p, lo, hi, r, px, kt_col(4.0), self.hover, self.down, self.disabled, self.focus, 1.0) let well = kt_sunk(p, lo, hi, r, px, self.hover) return mix(key, well, self.active) } mod.widgets.RadioButtonTabFlat.draw_text.color = #fff7ee mod.widgets.RadioButtonTabFlat.draw_text.color_hover = #ffffff mod.widgets.RadioButtonTabFlat.draw_text.color_active = #9fd6ff mod.widgets.RadioButtonTabFlat.draw_text.color_disabled = #c9b8a8 // ---------------------------------------------------------------- sliders // A slider is a channel moulded into the board with a coloured plastic rod // lying in it up to the value, and a glossy ball riding it; past the value // the channel's floor is the slider's colour at its deepest. Each kind has // its colour: the slider green, the minimal one light blue, the round one // orange, the band purple. Its value sits in a small navy window framed in // the same colour. let kt_slider = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, f0: float, f1: float, hx: vec2, px: float, rad: float, base: vec3, hover: float, held: float, disabled: float) -> vec4 { let th = hi.y - lo.y let fl = mix(kt_deep(kt_dull(base, disabled)) * 0.75, vec3(0.07, 0.19, 0.46), 0.5) var res = Finish.over(dst, kt_groove(p, lo, hi, th * 0.5, px, fl)) let ins = 1.0 if f1 - f0 > 0.01 { res = kt_rod(res, p, vec2(max(f0, lo.x + ins), lo.y + ins), vec2(min(f1, hi.x - ins), hi.y - ins), px, base, disabled) } if rad > 0.0 { res = kt_ball(res, p, hx, rad, px, base, hover, held, disabled, 1.0) } return res } // The value window of a slider kind: a navy window in a thick frame of the // slider's colour; focused, the frame lightens. let kt_valbox = fn(pos: vec2, size: vec2, o: vec2, dpi: float, rim: vec3, hover: float, focus: float, disabled: float) -> vec4 { let px = kt_px(dpi) let p = pos * size if size.x < 1.0 || size.y < 1.0 { return vec4(0.0, 0.0, 0.0, 0.0) } let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(size.x - px * 0.49, o.x, px), kt_snap(size.y - px * 0.49, o.y, px)) return kt_frame(p, lo, hi, 5.0, px, 2.5, rim, vec3(0.07, 0.18, 0.44), 1.0, hover, focus, disabled) } mod.widgets.SliderFlat.clip_x = false mod.widgets.SliderFlat.clip_y = false mod.widgets.SliderFlat.draw_bg.vertex = fn() { let m = 12.0 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.SliderFlat.draw_bg.pixel = fn() { let m = 12.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let rad = 9.5 let cy = kt_snap(20.0 + (self.rect_size.y - 20.0) * 0.5, o.y, px) let lo = vec2(kt_snap(0.0, o.x, px), cy - 3.5) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), cy + 3.5) let span = self.rect_size.x - rad * 2.0 let hx = rad + self.slide_pos * span let ox = rad + self.origin_pos * span let f0 = mix(lo.x, min(ox, hx), self.arc_origin) let f1 = mix(hx, max(ox, hx), self.arc_origin) var res = kt_slider(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, f0, f1, vec2(hx, cy - 0.5), px, rad, kt_col(1.0), self.hover, self.drag, self.disabled) let d = length(p - vec2(hx, cy - 0.5)) - rad let fr = kt_focus(d, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * self.focus * (1.0 - self.disabled)) } // The value field rides in the label row: padded into a small window. mod.widgets.SliderMinimal.text_input.min_height = 0.0 mod.widgets.SliderMinimal.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.SliderFlat.text_input.min_height = 0.0 mod.widgets.SliderFlat.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.Slider.text_input.min_height = 0.0 mod.widgets.Slider.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.SliderRoundFlat.text_input.min_height = 0.0 mod.widgets.SliderRoundFlat.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.SliderRound.text_input.min_height = 0.0 mod.widgets.SliderRound.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.RotaryFlat.text_input.min_height = 0.0 mod.widgets.RotaryFlat.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.Rotary.text_input.min_height = 0.0 mod.widgets.Rotary.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.RotaryGradientY.text_input.min_height = 0.0 mod.widgets.RotaryGradientY.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 2.0 bottom: 2.0} mod.widgets.SliderFlat.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(1.0), self.hover, self.focus, self.disabled) } mod.widgets.Slider.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(1.0), self.hover, self.focus, self.disabled) } mod.widgets.SliderMinimal.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(5.0), self.hover, self.focus, self.disabled) } mod.widgets.SliderRoundFlat.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(4.0), self.hover, self.focus, self.disabled) } mod.widgets.SliderRound.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(4.0), self.hover, self.focus, self.disabled) } mod.widgets.RotaryFlat.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(1.0), self.hover, self.focus, self.disabled) } mod.widgets.Rotary.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(1.0), self.hover, self.focus, self.disabled) } mod.widgets.RotaryGradientY.text_input.draw_bg.pixel = fn() { return kt_valbox(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, kt_col(1.0), self.hover, self.focus, self.disabled) } // The minimal slider: a slimmer channel, the light-blue rod and a smaller // ball. mod.widgets.SliderMinimal.clip_x = false mod.widgets.SliderMinimal.clip_y = false mod.widgets.SliderMinimal.draw_bg.vertex = fn() { let m = 12.0 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.SliderMinimal.draw_bg.pixel = fn() { let m = 12.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let rad = 8.0 let cy = kt_snap(self.offset_y + (self.rect_size.y - self.offset_y) * 0.5, o.y, px) let lo = vec2(kt_snap(0.0, o.x, px), cy - 2.5) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), cy + 2.5) let span = self.rect_size.x - rad * 2.0 let hx = rad + self.slide_pos * span let ox = rad + self.origin_pos * span let f0 = mix(lo.x, min(ox, hx), self.arc_origin) let f1 = mix(hx, max(ox, hx), self.arc_origin) var res = kt_slider(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, f0, f1, vec2(hx, cy - 0.5), px, rad, kt_col(5.0), self.hover, self.drag, self.disabled) let d = length(p - vec2(hx, cy - 0.5)) - rad let fr = kt_focus(d, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * self.focus * (1.0 - self.disabled)) } // The round slider: a label column, then the channel with the orange rod // and ball; the channel ends short of the right edge, where its value // window stands on the board. mod.widgets.SliderRoundFlat.clip_x = false mod.widgets.SliderRoundFlat.clip_y = false mod.widgets.SliderRoundFlat.draw_bg.vertex = fn() { let m = 12.0 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.SliderRoundFlat.draw_bg.pixel = fn() { let m = 12.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let rad = 9.0 let cy = kt_snap(self.rect_size.y * 0.5, o.y, px) let x0 = kt_snap(self.label_size, o.x, px) let lo = vec2(x0, cy - 3.5) let hi = vec2(kt_snap(self.rect_size.x - 46.0, o.x, px), cy + 3.5) let span = hi.x - lo.x - rad * 2.0 let hx = lo.x + rad + self.slide_pos * span var res = kt_slider(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, lo.x, hx, vec2(hx, cy - 0.5), px, rad, kt_col(4.0), self.hover, self.drag, self.disabled) let d = length(p - vec2(hx, cy - 0.5)) - rad let fr = kt_focus(d, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * self.focus * (1.0 - self.disabled)) } // THE BAND is the slider with two balls, in purple: the rod lies between // the two balls. The widget's grab geometry is the balls' own. mod.widgets.RangeSliderFlat.clip_x = false mod.widgets.RangeSliderFlat.clip_y = false mod.widgets.RangeSliderFlat.track_inset = 0.0 mod.widgets.RangeSliderFlat.handle_size = 18.0 mod.widgets.RangeSliderFlat.draw_bg.vertex = fn() { let m = 12.0 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.RangeSliderFlat.draw_bg.pixel = fn() { let m = 12.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let rad = 9.0 let cy = kt_snap(self.label_px + (self.rect_size.y - self.label_px) * 0.5, o.y, px) let lo = vec2(kt_snap(0.0, o.x, px), cy - 3.5) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), cy + 3.5) let span = self.rect_size.x - rad * 2.0 let h0 = rad + self.start_pos * span let h1 = rad + self.end_pos * span let col = kt_col(3.0) var res = kt_slider(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, h0, h1, vec2(h0, cy), px, 0.0, col, 0.0, 0.0, self.disabled) res = kt_ball(res, p, vec2(h0, cy - 0.5), rad, px, col, self.hot_start, self.drag * self.hot_start, self.disabled, 1.0) res = kt_ball(res, p, vec2(h1, cy - 0.5), rad, px, col, self.hot_end, self.drag * self.hot_end, self.disabled, 1.0) let d = min(length(p - vec2(h0, cy - 0.5)), length(p - vec2(h1, cy - 0.5))) - rad let fr = kt_focus(d, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * self.focus * (1.0 - self.disabled)) } // THE FADER: a slot moulded into the board with dotted scale marks either // side, a yellow rod lying in it up to the value, and a chunky cap of green // plastic with a purple top band and a white index line across its middle, // throwing its shadow down the board. mod.widgets.SliderFader.cap_size = 22.0 // A standing fader is 34 points wide, so a bank of four keeps to its column. mod.widgets.SliderFaderY.width = 34.0 mod.widgets.SliderFader.track_inset = 8.0 mod.widgets.SliderFader.draw_bg.track_size = uniform(5.0) mod.widgets.SliderFader.draw_bg.cap_cross = uniform(0.68) mod.widgets.SliderFader.clip_x = false mod.widgets.SliderFader.clip_y = false mod.widgets.SliderFader.draw_bg.vertex = fn() { let m = 12.0 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.SliderFader.draw_bg.pixel = fn() { let m = 12.0 let px = kt_px(self.draw_pass.dpi_factor) let sz = self.rect_size let o = self.rect_pos let p = self.pos * (sz + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let v = self.is_vertical let along = mix(sz.x, sz.y, v) let across = mix(sz.y, sz.x, v) let inset = self.inset_px let travel = max(along - inset * 2.0 - self.cap_px, 1.0) let foot = inset + self.cap_px * 0.5 let dis = self.disabled // Track space: `a` along the track from the value's zero (up the screen // when the fader stands), `b` across it. let a = mix(p.x, sz.y - p.y, v) let b = mix(p.y, p.x, v) let mid = kt_snap(across * 0.5, mix(o.y, o.x, v), px) let tw = min(self.track_size, across) // The slot and the scale, laid out in track space and drawn in screen // space through the swap. let slo = mix(vec2(inset, mid - tw * 0.5), vec2(mid - tw * 0.5, inset), v) let shi = mix(vec2(along - inset, mid + tw * 0.5), vec2(mid + tw * 0.5, along - inset), v) var res = kt_groove(p, slo, shi, tw * 0.5, px, vec3(0.06, 0.16, 0.40)) // The scale: ten short white dashes either side of the slot. let pitch = travel / 10.0 let k = (a - foot) / max(pitch, 1.0) let ka = abs(fract(k + 0.5) - 0.5) * pitch let inr = step(-0.5, k) * step(k, 10.5) let side = abs(abs(b - mid) - (tw * 0.5 + 4.5)) let dash = Finish.cover(max(ka - 0.55, side - 1.6), px) * inr res = Finish.over(res, vec4(0.86, 0.92, 1.0, 1.0) * dash * mix(0.55, 0.3, dis)) // The value: a yellow rod in the slot. var lo = foot + self.fill_lo * travel var hi = foot + self.fill_hi * travel if self.fill_lo < 0.0005 { lo = inset + 1.0 } if self.fill_hi > 0.9995 { hi = along - inset - 1.0 } if hi - lo > 0.1 { let rlo = mix(vec2(lo, mid - tw * 0.5 + 1.0), vec2(mid - tw * 0.5 + 1.0, sz.y - hi), v) let rhi = mix(vec2(hi, mid + tw * 0.5 - 1.0), vec2(mid + tw * 0.5 - 1.0, sz.y - lo), v) res = kt_rod(res, p, rlo, rhi, px, kt_col(2.0), dis) } // The cap. let at = foot + self.slide_pos * travel let cw = min(max(across * self.cap_cross, 8.0), across) let cc = mix(vec2(at, mid), vec2(mid, sz.y - at), v) let ch = mix(vec2(self.cap_px * 0.5, cw * 0.5), vec2(cw * 0.5, self.cap_px * 0.5), v) let clo = vec2(Finish.snap(o.x + cc.x - ch.x, px), Finish.snap(o.y + cc.y - ch.y, px)) - o let chi = clo + ch * 2.0 let r = 4.0 let held = self.drag * (1.0 - dis) var cap = kt_block(p, clo, chi, r, px, kt_col(1.0), self.hover, held * 0.5, dis, self.focus, 1.0) // The purple band over its top quarter, moulded in, and the index line. let wall = clamp(0.14 * min(chi.y - clo.y, chi.x - clo.x), 1.5, 4.5) let fhi = chi.y - wall * (1.0 - 0.375 * held) let fmid = (clo.y + fhi) * 0.5 let band_d = max(Material.sd_box(p, (clo + chi) * 0.5, (chi - clo) * 0.5 - vec2(1.6, 0.0), r), p.y - (clo.y + (fhi - clo.y) * 0.3)) let band = Finish.cover(band_d, px) * step(clo.y + 0.8, p.y) let pc = kt_dull(kt_col(3.0), dis) cap = vec4(mix(cap.rgb, pc * (1.04 - 0.1 * (p.y - clo.y) / max(fhi - clo.y, 1.0)) * cap.a, band * 0.95), cap.a) let line = Finish.cover(abs(p.y - fmid) - px * 0.75, px) * step(clo.x + 2.5, p.x) * step(p.x, chi.x - 2.5) cap = vec4(mix(cap.rgb, vec3(1.0, 1.0, 1.0) * cap.a, line * mix(0.9, 0.5, dis)), cap.a) return Finish.over(res, cap) } // ---------------------------------------------------------------- knobs // The angle of `q` from straight down, clockwise, 0..2 pi. let kt_ang = fn(q: vec2) -> float { var ang = atan2(0.0 - q.x, q.y) if ang < 0.0 { ang = ang + 2.0 * PI } return ang } // A small knob: a channel ring round it with a yellow rod lit along the // value, and the knob itself, a glossy red dome on a fluted skirt whose // flutes turn with the value, a yellow pointer moulded across its top. // Angles run from straight down, clockwise, the gap at the bottom. let kt_knob = fn(p: vec2, c: vec2, rr: float, px: float, slide: float, origin: float, arc_origin: float, gap: float, hover: float, held: float, focus: float, disabled: float) -> vec4 { let q = p - c let rl = length(q) let ang = kt_ang(q) let one = PI / 180.0 let sweep = 2.0 * PI - gap * one let start = gap * one * 0.5 let ve = start + sweep * slide let oe = start + sweep * origin let a0 = mix(start, min(oe, ve), arc_origin) let a1 = mix(ve, max(oe, ve), arc_origin) // The channel ring, open at the bottom like the arc. let rw = clamp(0.16 * rr, 2.6, 5.0) let rm = rr - rw * 0.5 let ac = clamp(ang, start, start + sweep) let cp = c + vec2(0.0 - sin(ac), cos(ac)) * rm let dch = length(p - cp) - rw * 0.5 let fl = vec3(0.06, 0.17, 0.42) var res = vec4(0.0, 0.0, 0.0, 0.0) let lip = Finish.ring_out(dch, 0.0, px * 1.5, px) * smoothstep(-0.2, 0.8, (p.y - c.y) / max(rr, 1.0)) * 0.4 res = vec4(vec3(0.62, 0.77, 1.0) * lip, lip) var gcol = fl * (0.8 + 0.3 * clamp((p.y - cp.y) / max(rw, 1.0) + 0.5, 0.0, 1.0)) gcol = mix(gcol, fl * 0.45, Finish.band(dch, 0.0, px, px) * 0.6) let ga = Finish.cover(dch, px) res = Finish.over(res, vec4(gcol * ga, ga)) // The lit arc: a yellow rod along the channel from a0 to a1. let aa = clamp(ang, a0, a1) let ap = c + vec2(0.0 - sin(aa), cos(aa)) * rm let dv = length(p - ap) - (rw * 0.5 - 0.8) let live = step(0.002, a1 - a0) let yb = kt_dull(kt_col(2.0), disabled) let across = clamp((rl - rm) / max(rw * 0.5, 0.5), -1.0, 1.0) let yrod = mix(kt_deep(yb) * 0.85, yb * 1.06, clamp(0.65 - 0.45 * across * (q.y / max(rl, 0.001)), 0.0, 1.0)) let va = Finish.cover(dv, px) * live res = Finish.over(res, vec4(yrod * va, va)) // The knob. let rk = rr - rw - clamp(0.07 * rr, 1.2, 3.0) // Fourteen rounded lobes round the skirt, sharp notches between them. let flute = sqrt(abs(cos(7.0 * (ang - ve)))) let rs = rk * (0.93 + 0.07 * flute) var b = kt_dull(kt_col(0.0), disabled) b = b + (vec3(1.0, 1.0, 1.0) - b) * 0.08 * hover * (1.0 - disabled) let deep = kt_deep(b) let so = c + vec2(0.12 * rk, 0.3 * rk) let sd = length(p - so) - rk * 0.92 let sh = (1.0 - smoothstep(-0.3 * rk, 0.45 * rk, sd)) * 0.45 * (1.0 - 0.5 * disabled) res = Finish.over(res, vec4(kt_shade() * sh, sh)) let qn = q / max(rk, 0.5) let r2 = dot(qn, qn) // The dome: a low sphere cap over the middle, the skirt falling at the // fluted rim. let zt = sqrt(max(1.0 - r2 * 0.6, 0.0)) let n = normalize(vec3(qn.x * 0.8, qn.y * 0.8, zt)) let l = normalize(vec3(-0.45, -0.68, 0.58)) let dif = max(dot(n, l), 0.0) var col = mix(deep * 0.8, b * 1.08, dif) let skirt = smoothstep(0.7, 0.8, sqrt(r2)) col = col * (1.0 + 0.3 * (flute - 0.6) * skirt) col = mix(col, deep * 0.85, skirt * 0.3) col = col + b * 0.25 * smoothstep(0.3, 0.95, qn.y) * skirt // The ledge where the domed top stands off the fluted skirt: lit on // its upper left, in shade on its lower right. let ledge = exp(-((sqrt(r2) - 0.73) * (sqrt(r2) - 0.73)) / 0.0012) let lf = dot(q / max(rl, 0.001), vec2(-0.45, -0.89)) col = col * (1.0 - 0.3 * ledge * clamp(0.0 - lf, 0.0, 1.0)) + (vec3(1.0, 1.0, 1.0) - col) * ledge * clamp(lf, 0.0, 1.0) * 0.35 let hv = normalize(l + vec3(0.0, 0.0, 1.0)) let nh = max(dot(n, hv), 0.0) col = col + vec3(1.0, 1.0, 1.0) * (pow(nh, 8.0) * 0.14 + pow(nh, 60.0) * 0.8) * (1.0 - 0.8 * disabled) let dk = rl - rs col = mix(col, deep * 0.4, Finish.band(dk, 0.0, px, px) * 0.6) let ka = Finish.cover(dk, px) res = Finish.over(res, vec4(min(col, vec3(1.0, 1.0, 1.0)) * ka, ka)) // The pointer: a yellow bar moulded across the top, from near the // middle to near the rim, with its own small shadow. let dir = vec2(0.0 - sin(ve), cos(ve)) let pa = c + dir * rk * 0.3 let pb = c + dir * rk * 0.62 let pw = clamp(0.1 * rk, 1.2, 2.6) let dps = kt_seg(p - vec2(0.3, 0.8), pa, pb) - pw res = Finish.over(res, vec4(kt_shade() * 0.5, 0.5) * Finish.cover(dps, px * 2.0) * ka) let dp = kt_seg(p, pa, pb) - pw let pq = clamp(dot(p - pa, vec2(0.0 - dir.y, dir.x)) / max(pw, 0.5), -1.0, 1.0) let pcol = mix(yb * 1.08, kt_deep(yb), clamp(0.5 + 0.5 * dot(vec2(0.0 - dir.y, dir.x) * pq, vec2(0.38, 0.92)), 0.0, 1.0)) res = Finish.over(res, vec4(pcol, 1.0) * Finish.cover(dp, px)) let fr = kt_focus(rl - rr, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * focus * (1.0 - disabled)) } mod.widgets.RotaryKnob.clip_x = false mod.widgets.RotaryKnob.clip_y = false mod.widgets.RotaryKnob.draw_bg.vertex = fn() { let m = 6.0 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.RotaryKnob.draw_bg.pixel = fn() { let m = 6.0 let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let dia = min(self.rect_size.x, self.rect_size.y) let c = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x, Finish.snap(self.rect_pos.y + self.rect_size.y - dia * 0.5, px) - self.rect_pos.y) return kt_knob(p, c, dia * 0.5 - 1.0, px, self.slide_pos, self.origin_pos, self.arc_origin, self.gap, self.hover, self.drag, self.focus, self.disabled) } // The rainbow of the dial: hue `t` 0..1 from red through orange, yellow, // green and blue to purple, in the toy box's own colours. let kt_rainbow = fn(t: float) -> vec3 { let k = clamp(t, 0.0, 1.0) * 5.0 var col = mix(kt_col(0.0), kt_col(4.0), clamp(k, 0.0, 1.0)) col = mix(col, kt_col(2.0), clamp(k - 1.0, 0.0, 1.0)) col = mix(col, kt_col(1.0), clamp(k - 2.0, 0.0, 1.0)) col = mix(col, kt_col(5.0), clamp(k - 3.0, 0.0, 1.0)) return mix(col, kt_col(3.0), clamp(k - 4.0, 0.0, 1.0)) } // THE DIAL is a toy wind-up knob. A round plate of turquoise plastic stands // on the board; a moulded collar rises round a socket in it, a dark gap // where the knob goes in, and in the socket a glossy yellow knob, a dome // with soft corners, with one broad raised bar across its face: the grip // taken between the fingers to wind it. // The bar turns with the value, so the knob shows by its angle how far it // is wound; a small red bead on the leading end of the bar tells its two // ends apart. Round the plate a ring of short plastic dashes in the // rainbow's colours is lit up to the value and dark past it. // The wing's footprint in the knob's own frame (`u` along the wing, `v` // across it, in points; `rk` the knob's radius): one broad straight bar // across the whole face, rim to rim, a little wider at its ends. Negative inside. let kt_wing_d = fn(u: float, v: float, rk: float) -> float { let t = clamp(abs(u) / rk, 0.0, 1.0) let w = rk * (0.18 + 0.04 * t * t) let ex = abs(u) - rk * 1.1 let db = abs(v) - w return length(vec2(max(ex, 0.0), max(db, 0.0))) + min(max(ex, db), 0.0) } // The knob's height at `q` (points from its centre), the wing pointing // along `dir`: a low dome, nearly flat on top and rounding off hard at its // rim, with the wing standing on it, round across like a moulded ridge and // sinking into the dome's shoulder at its ends. let kt_wind_h = fn(q: vec2, dir: vec2, rk: float) -> float { let r = min(length(q) / max(rk, 0.5), 1.0) let dome = rk * 0.24 * (1.0 - r * r * r * r) let u = dot(q, dir) let v = dot(q, vec2(0.0 - dir.y, dir.x)) let x = clamp((0.0 - kt_wing_d(u, v, rk)) / (rk * 0.14), 0.0, 1.0) let wing = rk * 0.23 * x * x * (3.0 - 2.0 * x) * (1.0 - smoothstep(0.62, 0.97, r)) return dome + wing } let kt_dial = fn(p: vec2, c: vec2, rr: float, px: float, slide: float, origin: float, arc_origin: float, gap: float, hover: float, held: float, focus: float, disabled: float) -> vec4 { let q = p - c let rl = length(q) let ang = kt_ang(q) let one = PI / 180.0 let sweep = 2.0 * PI - gap * one let start = gap * one * 0.5 let ve = start + sweep * slide let oe = start + sweep * origin let a0 = mix(start, min(oe, ve), arc_origin) let a1 = mix(ve, max(oe, ve), arc_origin) let live = 1.0 - disabled let l = normalize(vec3(-0.45, -0.68, 0.58)) let hv = normalize(l + vec3(0.0, 0.0, 1.0)) let rdir = q / max(rl, 0.001) var res = vec4(0.0, 0.0, 0.0, 0.0) // The dashes: 19 over the sweep, each a short rounded rod pointing out. let n = 19.0 let tl = clamp(0.13 * rr, 3.0, 9.0) let tr = rr - tl * 0.5 let kf = clamp(floor((ang - start) / sweep * n), 0.0, n - 1.0) let ta = start + (kf + 0.5) / n * sweep let tdir = vec2(0.0 - sin(ta), cos(ta)) let tw = clamp(0.035 * rr, 1.1, 2.6) let dt = kt_seg(p, c + tdir * (tr - tl * 0.5 + tw), c + tdir * (tr + tl * 0.5 - tw)) - tw let lit = step(a0 - 0.001, ta) * step(ta, a1 + 0.001) var tcol = kt_dull(kt_rainbow((kf + 0.5) / n), disabled) tcol = mix(mix(tcol, vec3(0.08, 0.2, 0.48), 0.72), tcol, lit) let tsh = Finish.cover(kt_seg(p - vec2(0.3, 0.8), c + tdir * (tr - tl * 0.5 + tw), c + tdir * (tr + tl * 0.5 - tw)) - tw, px * 2.0) * 0.4 res = Finish.over(res, vec4(kt_shade() * tsh, tsh)) let tlit = 1.0 + 0.25 * clamp(dot(tdir, vec2(0.0, -1.0)), -1.0, 1.0) res = Finish.over(res, vec4(tcol * tlit, 1.0) * Finish.cover(dt, px)) // The plate: a turquoise disc on the board, its shoulder rounded off and // lit from the upper left, its shadow falling down and a little right. let rb = rr - tl - clamp(0.05 * rr, 1.5, 4.0) let sd = length(q - vec2(0.08 * rb, 0.16 * rb)) - rb * 0.95 let sh = (1.0 - smoothstep(-0.2 * rb, 0.25 * rb, sd)) * 0.45 res = Finish.over(res, vec4(kt_shade() * sh, sh)) let tq = kt_dull(vec3(0.12, 0.72, 0.78), disabled) let tdeep = kt_deep(tq) let facing = dot(rdir, vec2(-0.38, -0.92)) let pbw = clamp(0.14 * rb, 2.0, 7.0) let ps = clamp(1.0 + (rl - rb) / pbw, 0.0, 1.0) var plate = tq * (1.04 - 0.08 * clamp((q.y + rb) / (2.0 * rb), 0.0, 1.0)) plate = mix(plate, tdeep, 0.45 * ps * ps) plate = plate * (1.0 + 0.38 * facing * ps * ps) plate = mix(plate, vec3(1.0, 1.0, 1.0), smoothstep(0.3, 0.95, facing) * smoothstep(0.2, 0.7, ps) * (1.0 - smoothstep(0.85, 1.0, ps)) * 0.5 * live) plate = plate + vec3(1.0, 1.0, 1.0) * kt_grain(q, px) * 0.008 plate = mix(plate, tdeep * 0.35, Finish.band(rl - rb, 0.0, px, px) * 0.6) // The collar: a soft raised ring of the same plastic round the socket. let cw = 0.16 * rb let gw = max(0.035 * rb, 1.2) let rk = rb * 0.72 - gw let rcm = rk + gw + cw * 0.5 let ca = clamp((rl - rcm) / max(cw * 0.5, 0.5), -1.0, 1.0) let cn = normalize(vec3(rdir * ca * 0.85, sqrt(max(1.0 - ca * ca, 0.0)) + 0.25)) var collar = mix(tdeep * 0.9, tq * 1.12, max(dot(cn, l), 0.0)) collar = collar + vec3(1.0, 1.0, 1.0) * pow(max(dot(cn, hv), 0.0), 30.0) * 0.45 * live plate = mix(plate, collar, Finish.cover(abs(rl - rcm) - cw * 0.5, px)) // The gap where the knob goes in: dark. let ing = Finish.cover(rl - (rk + gw), px) plate = mix(plate, tdeep * 0.22, ing) let pa = Finish.cover(rl - rb, px) res = Finish.over(res, vec4(min(plate, vec3(1.0, 1.0, 1.0)) * pa, pa)) // The knob's shadow in the socket and on the collar's inner side. let ksd = length(q - vec2(0.05 * rk, 0.1 * rk)) - rk let ksh = (1.0 - smoothstep(-0.05 * rk, 0.2 * rk, ksd)) * 0.5 * (1.0 - Finish.cover(rl - rk, px)) res = Finish.over(res, vec4(kt_shade() * ksh, ksh) * pa) // The knob, the bar pointing at the value. let dir = vec2(0.0 - sin(ve), cos(ve)) let perp = vec2(0.0 - dir.y, dir.x) var b = kt_dull(kt_col(2.0), disabled) b = b + (vec3(1.0, 1.0, 1.0) - b) * 0.08 * hover * live b = b * (1.0 - 0.06 * held * live) let deep = kt_deep(b) let e = max(rk * 0.02, px * 0.5) let hx = kt_wind_h(q + vec2(e, 0.0), dir, rk) - kt_wind_h(q - vec2(e, 0.0), dir, rk) let hy = kt_wind_h(q + vec2(0.0, e), dir, rk) - kt_wind_h(q - vec2(0.0, e), dir, rk) let nk = normalize(vec3(0.0 - hx / (2.0 * e), 0.0 - hy / (2.0 * e), 1.0)) let dif = max(dot(nk, l), 0.0) var col = mix(deep * 0.78, b * 1.12, smoothstep(0.0, 0.92, dif)) col = mix(col, deep * 0.9, (1.0 - nk.z) * 0.35) col = col + b * 0.22 * smoothstep(0.3, 0.95, q.y / max(rk, 1.0)) * (1.0 - nk.z) // The bar's own shade on the dome toward the lower right. let qs = q - vec2(0.07 * rk, 0.11 * rk) let ws = smoothstep(0.0, rk * 0.1, 0.0 - kt_wing_d(dot(qs, dir), dot(qs, perp), rk)) let wm = smoothstep(0.0, rk * 0.1, 0.0 - kt_wing_d(dot(q, dir), dot(q, perp), rk)) col = col * (1.0 - 0.28 * ws * (1.0 - wm)) let nh = max(dot(nk, hv), 0.0) col = col + vec3(1.0, 1.0, 1.0) * (pow(nh, 9.0) * 0.16 + pow(nh, 55.0) * 0.85) * (1.0 - 0.8 * disabled) let dk = rl - rk col = mix(col, deep * 0.4, Finish.band(dk, 0.0, px, px) * 0.6) let ka = Finish.cover(dk, px) res = Finish.over(res, vec4(min(col, vec3(1.0, 1.0, 1.0)) * ka, ka)) // The red bead on the leading end of the bar. let bc = c + dir * (rk * 0.58) - vec2(0.0, rk * 0.06) res = kt_ball(res, p, bc, max(rk * 0.075, 1.3), px, kt_col(0.0), 0.0, held, disabled, 0.25) let fr = kt_focus(rl - rr, px) return Finish.over(res, vec4(1.0, 0.86, 0.2, 1.0) * clamp(fr, 0.0, 1.0) * focus * live) } mod.widgets.RotaryFlat.clip_x = false mod.widgets.RotaryFlat.clip_y = false mod.widgets.RotaryFlat.draw_bg.vertex = fn() { let m = 12.0 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.RotaryFlat.draw_bg.pixel = fn() { let m = 12.0 let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let dia = min(self.rect_size.x, self.rect_size.y - 22.0) let c = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x, Finish.snap(self.rect_pos.y + 20.0 + dia * 0.5, px) - self.rect_pos.y) return kt_dial(p, c, dia * 0.5 - 1.0, px, self.slide_pos, self.origin_pos, self.arc_origin, self.gap, self.hover, self.drag, self.focus, self.disabled) } // ---------------------------------------------------------------- fields // A text field: a navy window in a thick red plastic frame, all inside its // own box (a field clips what it holds), the last row left for the frame's // short shadow. Under the hand the frame lightens; focused it lightens more // and a pale line lights along the window's inner edge. let kt_field = fn(p: vec2, size: vec2, o: vec2, px: float, rim: vec3, fill: vec3, hover: float, focus: float, disabled: float) -> vec4 { let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(size.x - px * 0.49, o.x, px), kt_snap(size.y - px * 0.49, o.y, px) - 1.0) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let r = 7.0 let bw = 3.0 let sh = Finish.drop(p, c, h, r, vec2(0.0, 0.8), 0.6) * 0.5 var res = vec4(kt_shade() * sh, sh) let f = mix(fill + vec3(0.02, 0.025, 0.04) * hover, vec3(0.42, 0.45, 0.52), disabled) res = Finish.over(res, kt_frame(p, lo, hi, r, px, bw, rim, f, 1.0, hover, focus, disabled)) let di = Material.sd_box(p, c, h - vec2(bw, bw), r - bw) let fo = focus * (1.0 - disabled) return Finish.over(res, vec4(0.85, 0.94, 1.0, 1.0) * Finish.band(di, px, px * 2.0, px) * 0.6 * fo) } // Text fields; an input with no fill of its own (the one a slider, a combo // box or a well holds) draws nothing. mod.widgets.TextInputFlat.draw_bg.pixel = fn() { if self.color.a < 0.01 { return vec4(0.0, 0.0, 0.0, 0.0) } let px = kt_px(self.draw_pass.dpi_factor) return kt_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, kt_col(0.0), vec3(0.08, 0.20, 0.47), self.hover, self.focus, self.disabled) } // A field well (a form's field, a search box with icons) wears the same // frame and carries its input's state into it. mod.widgets.FieldWell.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, kt_col(0.0), vec3(0.08, 0.20, 0.47), self.hover, self.focus, self.disabled) } mod.widgets.FormField.input.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, kt_col(0.0), vec3(0.08, 0.20, 0.47), self.hover, self.focus, self.disabled) } mod.widgets.TextInputFlat.padding = mod.turtle.Inset{left: 9.0 right: 9.0 top: 3.0 bottom: 4.0} mod.widgets.TextInputFlat.min_height = 24.0 mod.widgets.TextInputFlat.draw_cursor.color = #ffffff mod.widgets.TextInputFlat.draw_text.color = #f6f8ff mod.widgets.TextInputFlat.draw_text.color_empty = #a9c0ea mod.widgets.TextInputFlat.draw_text.color_disabled = #e6e8ee // The number field: a purple frame, its stepper a pair of small purple keys // standing inside the window's right end. mod.widgets.NumberField.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, kt_col(3.0), vec3(0.08, 0.20, 0.47), self.hover, self.focus, self.disabled) } mod.widgets.NumberField.spin_width = 15.0 mod.widgets.NumberSpin.width = 15.0 mod.widgets.NumberSpin.draw_text.color = #00000000 mod.widgets.NumberSpin.draw_text.color_disabled = #00000000 mod.widgets.NumberSpin.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let x0 = kt_snap(0.0, o.x, px) let xr = kt_snap(self.rect_size.x - px * 0.49, o.x, px) - 3.0 let yt = kt_snap(0.0, o.y, px) + 3.0 let yb = kt_snap(self.rect_size.y - px * 0.49, o.y, px) - 4.0 let mid = (yt + yb) * 0.5 let live = 1.0 - self.disabled let col = kt_col(3.0) var res = kt_block(p, vec2(x0, yt), vec2(xr, mid - 0.5), 2.5, px, col, max(0.0, self.hot), max(0.0, self.down), self.disabled, 0.0, 0.4) res = Finish.over(res, kt_block(p, vec2(x0, mid + 0.5), vec2(xr, yb), 2.5, px, col, max(0.0, 0.0 - self.hot), max(0.0, 0.0 - self.down), self.disabled, 0.0, 0.4)) let ink = mix(vec3(1.0, 1.0, 1.0), vec3(0.8, 0.82, 0.88), self.disabled) let cx = (x0 + xr) * 0.5 let cu = (yt + mid) * 0.5 - 0.5 let cd = (mid + yb) * 0.5 - 0.5 let du = min(kt_seg(p, vec2(cx - 2.2, cu + 1.1), vec2(cx, cu - 1.1)), kt_seg(p, vec2(cx, cu - 1.1), vec2(cx + 2.2, cu + 1.1))) let dd = min(kt_seg(p, vec2(cx - 2.2, cd - 1.1), vec2(cx, cd + 1.1)), kt_seg(p, vec2(cx, cd + 1.1), vec2(cx + 2.2, cd - 1.1))) let k = min(du, dd) - 0.6 return Finish.over(res, vec4(ink, 1.0) * Finish.cover(k, px) * (0.6 + 0.4 * live)) } // The drop-down: a green plastic key with a chevron at its right, behind a // moulded divider. mod.widgets.DropDownFlat.padding = mod.turtle.Inset{left: 10.0 right: 26.0 top: 2.0 bottom: 4.0} mod.widgets.DropDownFlat.clip_x = false mod.widgets.DropDownFlat.clip_y = false mod.widgets.DropDownFlat.draw_bg.vertex = fn() { let m = 8.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } // The divider and the chevron, laid on a key or a field; `ink` is the // chevron's, `face` the colour it is moulded in. let kt_chevron = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, px: float, face: vec3, ink: vec3, disabled: float) -> vec4 { let dx = hi.x - 19.0 let inside = step(lo.y + 4.0, p.y) * step(p.y, hi.y - 4.0) let dark = step(dx - px, p.x) * step(p.x, dx) * inside let light = step(dx, p.x) * step(p.x, dx + px) * inside var res = Finish.over(dst, vec4(kt_deep(face) * 0.6, 1.0) * dark * 0.8) res = Finish.over(res, vec4(mix(face, vec3(1.0, 1.0, 1.0), 0.45), 1.0) * light * 0.7) let cc = vec2(dx + 9.5, (lo.y + hi.y) * 0.5) let ds = min(kt_seg(p - vec2(0.0, 0.8), vec2(cc.x - 3.5, cc.y - 1.8), vec2(cc.x, cc.y + 1.8)), kt_seg(p - vec2(0.0, 0.8), vec2(cc.x, cc.y + 1.8), vec2(cc.x + 3.5, cc.y - 1.8))) - 1.0 res = Finish.over(res, vec4(kt_deep(face) * 0.4, 1.0) * Finish.cover(ds, px * 1.5) * 0.5) let dc = min(kt_seg(p, vec2(cc.x - 3.5, cc.y - 1.8), vec2(cc.x, cc.y + 1.8)), kt_seg(p, vec2(cc.x, cc.y + 1.8), vec2(cc.x + 3.5, cc.y - 1.8))) - 1.0 return Finish.over(res, vec4(mix(ink, vec3(0.75, 0.78, 0.85), disabled), 1.0) * Finish.cover(dc, px)) } mod.widgets.DropDownFlat.draw_bg.pixel = fn() { let m = 8.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), kt_snap(self.rect_size.y, o.y, px)) let r = clamp(0.24 * (hi.y - lo.y), 3.0, 7.0) let col = kt_col(1.0) var res = kt_block(p, lo, hi, r, px, col, self.hover, max(self.down, self.active), self.disabled, self.focus, 1.0) let wall = clamp(0.14 * min(hi.y - lo.y, 40.0), 1.5, 4.5) return kt_chevron(res, p, lo, vec2(hi.x, hi.y - wall), px, col, vec3(1.0, 1.0, 1.0), self.disabled) } mod.widgets.DropDownFlat.draw_text.color = #f3fff0 mod.widgets.DropDownFlat.draw_text.color_hover = #ffffff mod.widgets.DropDownFlat.draw_text.color_focus = #f3fff0 mod.widgets.DropDownFlat.draw_text.color_disabled = #a9c2b4 mod.widgets.DropDownFlat.draw_text.text_style = mod.theme.font_label{font_size: 8.5} // The combo box: a yellow plastic bar, its words dark, its list opened from // the chevron at its right. mod.widgets.ComboBoxFlat.padding = mod.turtle.Inset{left: 10.0 right: 26.0 top: 3.0 bottom: 4.0} mod.widgets.ComboBoxFlat.input.min_height = 0.0 mod.widgets.ComboBoxFlat.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x - px * 0.49, o.x, px), kt_snap(self.rect_size.y - px * 0.49, o.y, px) - 1.0) let col = kt_col(2.0) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let sh = Finish.drop(p, c, h, 6.0, vec2(0.0, 0.8), 0.6) * 0.5 var res = vec4(kt_shade() * sh, sh) res = Finish.over(res, kt_frame(p, lo, hi, 6.0, px, 2.5, col * 0.97, mix(col, vec3(1.0, 1.0, 1.0), 0.06 + 0.06 * self.hover), 1.0, self.hover, self.focus, self.disabled)) return kt_chevron(res, p, lo, hi, px, col, vec3(0.24, 0.18, 0.0), self.disabled) } mod.widgets.ComboBoxFlat.input.draw_text.color = #3d2f00 mod.widgets.ComboBoxFlat.input.draw_text.color_hover = #2e2300 mod.widgets.ComboBoxFlat.input.draw_text.color_focus = #2e2300 mod.widgets.ComboBoxFlat.input.draw_text.color_empty = #7a6a2a mod.widgets.ComboBoxFlat.input.draw_text.color_disabled = #5c5a52 mod.widgets.ComboBoxFlat.input.draw_cursor.color = #3d2f00 // Selected words on the yellow bar: a pale wash the dark ink reads through. mod.widgets.ComboBoxFlat.input.draw_selection.color = uniform(#fffbe04d) mod.widgets.ComboBoxFlat.input.draw_selection.color_hover = uniform(#fffbe04d) mod.widgets.ComboBoxFlat.input.draw_selection.color_focus = uniform(#fffbe05c) mod.widgets.ComboBoxFlat.input.draw_selection.color_down = uniform(#fffbe05c) // Open lists: a tray of navy plastic in a thick blue frame, rows that lift // a little under the hand, and the chosen row a red key. let kt_menu = fn(p: vec2, size: vec2, px: float) -> vec4 { let lo = vec2(0.0, 0.0) let hi = size return kt_frame(p, lo, hi, 6.0, px, 2.5, kt_col(5.0), vec3(0.075, 0.19, 0.46), 1.0, 0.0, 0.0, 0.0) } let kt_row = fn(p: vec2, size: vec2, px: float, hover: float, active: float, disabled: float) -> vec4 { let lo = vec2(2.0, 1.0) let hi = size - vec2(2.0, 1.0) var res = vec4(1.0, 1.0, 1.0, 1.0) * 0.06 * hover * (1.0 - disabled) * Finish.cover(Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 4.0), px) let key = kt_block(p, lo, hi, 4.0, px, kt_col(0.0), hover, 0.0, 0.0, 0.0, 0.0) return mix(res, key, active) } mod.widgets.PopupMenuFlat.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_menu(self.pos * self.rect_size, self.rect_size, px) } mod.widgets.PopupMenuItem.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_row(self.pos * self.rect_size, self.rect_size, px, self.hover, self.active, self.disabled) } mod.widgets.PopupMenuItem.draw_text.color_active = #ffffff mod.widgets.ComboBoxFlat.draw_popup_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_menu(self.pos * self.rect_size, self.rect_size, px) } mod.widgets.ComboBoxFlat.draw_item.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) return kt_row(self.pos * self.rect_size, self.rect_size, px, self.hover, self.active, 0.0) } mod.widgets.ComboBoxFlat.draw_item_text.color_active = #ffffff // ---------------------------------------------------------------- tabs // The segmented control: the whole strip one long red key; the chosen // answer is pressed down into the board, a navy well with its word lit // light blue, and the key's two ends stand over it. mod.widgets.SegmentedControlFlat.draw_bg.vertex = fn() { let m = 8.0 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.SegmentedControlFlat.draw_bg.pixel = fn() { let m = 8.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), kt_snap(self.rect_size.y, o.y, px)) let r = clamp(0.24 * (hi.y - lo.y), 3.0, 7.0) return kt_block(p, lo, hi, r, px, kt_col(0.0), 0.0, 0.0, 0.0, 0.0, 1.0) } // The answers stand 2 points in from the strip's edge; the well reaches // from the strip's top edge to its face's foot, a point in from either side. mod.widgets.SegmentedControlFlat.draw_pill.vertex = fn() { let m = 9.0 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.SegmentedControlFlat.draw_pill.pixel = fn() { let m = 9.0 let v = 1.0 - step(0.0, self.radius) let hz = 1.0 - v let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let sh = self.rect_size.y + 4.0 * hz let wall = clamp(0.14 * min(sh, 40.0), 1.5, 4.5) let lo = vec2(kt_snap(1.0 * hz - 0.5 * v, o.x, px), kt_snap(-1.0 * hz, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x - 1.0 * hz + 0.5 * v, o.x, px), kt_snap(self.rect_size.y + (2.0 - wall - 0.5) * hz, o.y, px)) let r = clamp(0.24 * (hi.y - lo.y), 3.0, 6.0) var res = kt_sunk(p, lo, hi, r, px, 0.0) // A soft pool of the word's light on the floor under it. let c = (lo + hi) * 0.5 let qq = vec2((p.x - c.x) / max((hi.x - lo.x) * 0.36, 1.0), (p.y - c.y) / max((hi.y - lo.y) * 0.45, 1.0)) let pool = exp(-dot(qq, qq)) * 0.16 * Finish.cover(Material.sd_box(p, c, (hi - lo) * 0.5, r), px) return Finish.over(res, vec4(0.45, 0.7, 1.0, 1.0) * pool) } mod.widgets.SegmentedControlFlat.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.SegmentedControlFlat.draw_text_selected.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.SegmentedControlFlat.draw_text.color = #fff3f0 mod.widgets.SegmentedControlFlat.draw_text_selected.color = #a8dcff mod.widgets.SegmentedControlVertical.draw_pill.radius = -1.0 // Tabs: each tab is an orange key of its own with a small gap to the next; // the tab in use is pressed into the board like the chosen segment, its word // lit light blue. mod.widgets.Tabs.height = 26.0 mod.widgets.Tabs.clip_x = false mod.widgets.Tabs.clip_y = false let kt_tab = fn(pos: vec2, size: vec2, o: vec2, dpi: float, hover: float, active: float) -> vec4 { let m = 8.0 let px = kt_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(1.5, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(size.x - 1.5, o.x, px), kt_snap(size.y, o.y, px)) let r = clamp(0.24 * (hi.y - lo.y), 3.0, 6.0) let key = kt_block(p, lo, hi, r, px, kt_col(4.0), hover, 0.0, 0.0, 0.0, 1.0) let well = kt_sunk(p, lo, hi, r, px, hover) return mix(key, well, active) } mod.widgets.Tabs.draw_tab.vertex = fn() { let m = 8.0 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.Tabs.draw_tab_hover.vertex = fn() { let m = 8.0 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.Tabs.draw_tab_active.vertex = fn() { let m = 8.0 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.Tabs.draw_bg.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } mod.widgets.Tabs.draw_tab.pixel = fn() { return kt_tab(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 0.0, 0.0) } mod.widgets.Tabs.draw_tab_hover.pixel = fn() { return kt_tab(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 1.0, 0.0) } mod.widgets.Tabs.draw_tab_active.pixel = fn() { return kt_tab(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 0.0, 1.0) } mod.widgets.Tabs.draw_sep.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } mod.widgets.Tabs.draw_mark.color = #fff7ee mod.widgets.Tabs.draw_text.color = #fff7ee mod.widgets.Tabs.draw_text_active.color = #a8dcff mod.widgets.Tabs.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.Tabs.draw_text_active.text_style = mod.theme.font_label{font_size: 8.5} // ---------------------------------------------------------------- feedback // The progress bar: a channel in the board with a coloured rod lying in it // up to the value; still and unknown, a rod standing in the middle third. mod.widgets.ProgressBarFlat.height = 8.0 mod.widgets.ProgressBarFlat.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let th = min(max(self.thickness, 6.0), self.rect_size.y) let y0 = kt_snap((self.rect_size.y - th) * 0.5, o.y, px) let x0 = kt_snap(self.rect_size.x * self.start, o.x, px) let x1 = kt_snap(self.rect_size.x * self.end, o.x, px) let lo = vec2(x0, y0) let hi = vec2(x1, y0 + kt_snap(th, 0.0, px) - px) var res = vec4(0.0, 0.0, 0.0, 0.0) if self.track > 0.5 { res = kt_groove(p, lo, hi, (hi.y - lo.y) * 0.5, px, vec3(0.06, 0.17, 0.42)) } let ins = 1.0 let span = hi.x - lo.x - ins * 2.0 var f0 = lo.x + ins var f1 = f0 + span * clamp((self.value - self.start) / max(self.end - self.start, 0.001), 0.0, 1.0) if self.value < 0.0 { f0 = lo.x + ins + span * 0.3 f1 = lo.x + ins + span * 0.7 } let fill = self.fill_color() if f1 - f0 > 0.01 { let rod = kt_rod(vec4(0.0, 0.0, 0.0, 0.0), p, vec2(f0, lo.y + ins), vec2(f1, hi.y - ins), px, fill.rgb, 0.0) res = Finish.over(res, rod * fill.a) } return res * self.opacity } mod.widgets.ProgressBarFlat.draw_bg.color_primary = #47b443 // The level meter: chunky rounded cells of plastic in a navy channel, green, // then yellow toward the top, red at the end; unlit cells are dark glass of // their own colour. The clip lamp is a small LED. mod.widgets.LevelMeter.height = 8.0 mod.widgets.LevelMeterColumn.width = 11.0 mod.widgets.LevelMeter.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let sz = self.rect_size let p = self.pos * sz let v = self.vertical let along = mix(sz.x, sz.y, v) let across = mix(sz.y, sz.x, v) let a = mix(p.x, sz.y - p.y, v) let b = mix(p.y, p.x, v) let lamp_room = self.lamp * (across + 3.0) let bar = max(4.0, along - lamp_room) let wlo = mix(vec2(0.0, 0.0), vec2(0.0, sz.y - bar), v) let whi = mix(vec2(bar, sz.y), vec2(sz.x, sz.y), v) let lo = vec2(kt_snap(wlo.x, o.x, px), kt_snap(wlo.y, o.y, px)) let hi = vec2(kt_snap(whi.x, o.x, px), kt_snap(whi.y, o.y, px) - px) var res = kt_groove(p, lo, hi, min(across * 0.5, 4.0), px, vec3(0.05, 0.14, 0.36)) let pad = 1.5 let span = max(1.0, bar - pad * 2.0) // The cells: about a cell and a half of the meter's thickness long. let pitch = span / max(floor(span / max(across * 1.5, 4.0) + 0.5), 1.0) let k = floor((a - pad) / pitch) let ca = pad + (k + 0.5) * pitch let share = clamp((ca - pad) / span, 0.0, 1.0) var lc = kt_col(1.0) lc = mix(lc, kt_col(2.0), step(self.hot_at, share)) lc = mix(lc, kt_col(4.0), step(mix(self.hot_at, self.hot_to, 0.6), share)) lc = mix(lc, kt_col(0.0), step(self.hot_to, share)) let on = step(share - 0.5 / max(span / pitch, 1.0), self.level) * step(0.001, self.level) let held = step(abs(ca - (pad + span * self.hold)), pitch * 0.5) * step(0.002, self.hold) let lit = max(on, held) let cw = max(pitch - 1.4, 1.0) let cb = across - pad * 2.0 let cq = vec2(a - ca, b - across * 0.5) let cd = Material.sd_box(cq, vec2(0.0, 0.0), vec2(cw * 0.5, cb * 0.5), min(1.6, cb * 0.5)) let inb = step(pad, a) * step(a, bar - pad) let deep = kt_deep(lc) let t = clamp(cq.y / max(cb * 0.5, 0.5), -1.0, 1.0) var cc = mix(lc * 1.08, deep * 0.85, clamp(0.35 + 0.4 * t, 0.0, 1.0)) cc = cc + vec3(1.0, 1.0, 1.0) * exp(-((t + 0.5) * (t + 0.5)) / 0.08) * 0.3 let unl = mix(vec3(0.06, 0.15, 0.38), deep, 0.28) cc = mix(unl, cc, lit) res = Finish.over(res, vec4(cc, 1.0) * Finish.cover(cd, px) * inb * self.opacity) if self.lamp > 0.5 { let lcen = mix(vec2(bar + 3.0 + across * 0.5, sz.y * 0.5), vec2(sz.x * 0.5, across * 0.5), v) let rl = clamp(across * 0.5 - 0.5, 1.5, 3.5) res = kt_led_lamp(res, p, lcen, vec2(rl, rl), step(0.5, self.over), kt_col(0.0), 1.0, px, vec3(0.153, 0.388, 0.725), rl * 1.2, kt_col(9.0), 0.0) } return res * self.opacity } // The spinner: a channel ring in the board with a yellow rod lying three // quarters of the way round. A sheet may not read the pass clock, so it // stands still. mod.widgets.SpinnerFlat.size = 20.0 mod.widgets.SpinnerFlat.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) 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 size = min(self.rect_size.x, self.rect_size.y) let rw = 3.6 let rm = size * 0.5 - rw * 0.5 - 0.5 let q = p - c let rl = length(q) let dr = abs(rl - rm) - rw * 0.5 let fl = vec3(0.06, 0.17, 0.42) let lip = Finish.ring_out(dr, 0.0, px * 1.5, px) * smoothstep(-0.2, 0.8, q.y / max(rm, 1.0)) * 0.4 var res = vec4(vec3(0.62, 0.77, 1.0) * lip, lip) var g = fl * (0.8 + 0.3 * clamp((rl - rm) / rw + 0.5, 0.0, 1.0)) g = mix(g, fl * 0.45, Finish.band(dr, 0.0, px, px) * 0.6) res = Finish.over(res, vec4(g, 1.0) * Finish.cover(dr, px)) let ang = kt_ang(q) let ac = clamp(ang, 0.8, 0.8 + 1.5 * PI) let ap = c + vec2(0.0 - sin(ac), cos(ac)) * rm let da = length(p - ap) - (rw * 0.5 - 0.7) let yb = kt_col(2.0) let across = clamp((rl - rm) / max(rw * 0.5, 0.5), -1.0, 1.0) let yc = mix(kt_deep(yb) * 0.85, yb * 1.06, clamp(0.65 - 0.45 * across * (q.y / max(rl, 0.001)), 0.0, 1.0)) res = Finish.over(res, vec4(yc, 1.0) * Finish.cover(da, px)) return res * self.alpha } // A count is a small navy window in a thick yellow frame, its figures white. mod.widgets.BadgePalette.neutral = #0d2154 mod.widgets.BadgePalette.on_neutral = #ffffff mod.widgets.BadgeFlat.shape = mod.widgets.BadgeShape.Rounded mod.widgets.BadgeFlat.radius = 4.0 mod.widgets.BadgeFlat.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x - px * 0.49, o.x, px), kt_snap(self.rect_size.y - px * 0.49, o.y, px)) let r = min(5.0, min(hi.x - lo.x, hi.y - lo.y) * 0.5) return kt_frame(p, lo, hi, r, px, 2.0, kt_col(2.0), self.color.rgb, 1.0, 0.0, 0.0, 0.0) * max(self.color.a, 0.0) } // A chip is a small yellow key, its label dark; a keyed chip wears the // focus ring. mod.widgets.ChipFlat.draw_text.text_style = mod.theme.font_label{font_size: 8.5} mod.widgets.ChipFlat.draw_text.color = #3d2f00 mod.widgets.ChipFlat.draw_bg.vertex = fn() { let m = 8.0 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.ChipFlat.draw_bg.pixel = fn() { let m = 8.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), kt_snap(self.rect_size.y, o.y, px)) let r = clamp(0.24 * (hi.y - lo.y), 3.0, 7.0) return kt_block(p, lo, hi, r, px, kt_col(2.0), self.hover, self.down, 0.0, self.keyed, 1.0) } // ---------------------------------------------------------------- surfaces // The scroll bar: a channel in the board, the thumb a yellow rod in it. mod.widgets.ScrollBar.bar_size = 9.0 mod.widgets.ScrollBar.bar_side_margin = 1.0 mod.widgets.ScrollBar.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let sz = self.rect_size let p = self.pos * sz let v = self.is_vertical let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(sz.x, o.x, px), kt_snap(sz.y, o.y, px)) var res = kt_groove(p, lo, hi, min(hi.x - lo.x, hi.y - lo.y) * 0.5, px, vec3(0.06, 0.17, 0.42)) let t0 = mix(sz.x * self.norm_scroll, sz.y * self.norm_scroll, v) let t1 = t0 + mix(sz.x * self.norm_handle, sz.y * self.norm_handle, v) let tlo = mix(vec2(t0 + 1.0, 1.5), vec2(1.5, t0 + 1.0), v) let thi = mix(vec2(t1 - 1.0, sz.y - 1.5), vec2(sz.x - 1.5, t1 - 1.0), v) let slo = vec2(kt_snap(tlo.x, o.x, px), kt_snap(tlo.y, o.y, px)) let shi = vec2(kt_snap(thi.x, o.x, px), kt_snap(thi.y, o.y, px)) let col = kt_col(2.0) + (vec3(1.0, 1.0, 1.0) - kt_col(2.0)) * 0.1 * max(self.hover, self.drag) // The rod lies across the bar either way; lit from above, so a standing // rod is shaded across x. let c = (slo + shi) * 0.5 let h = max((shi - slo) * 0.5, vec2(0.5, 0.5)) let d = Material.sd_box(p, c, h, min(h.x, h.y)) let u = clamp(mix((p.y - c.y) / h.y, (p.x - c.x) / h.x, v), -1.0, 1.0) let z = sqrt(max(1.0 - u * u, 0.0)) var rc = mix(kt_deep(col) * 0.85, col * 1.06, clamp(0.3 + 0.6 * z - 0.3 * u, 0.0, 1.0)) rc = rc + vec3(1.0, 1.0, 1.0) * exp(-((u + 0.45) * (u + 0.45)) / 0.06) * 0.35 rc = mix(rc, kt_deep(col) * 0.5, Finish.band(d, 0.0, px, px) * 0.5) res = Finish.over(res, vec4(min(rc, vec3(1.0, 1.0, 1.0)), 1.0) * Finish.cover(d, px)) return res * self.opacity } // A raised panel: a big block of red plastic with a moulded lip just inside // its edge, standing on the board with its soft shadow held within half the // gap to its neighbours. A sunken panel is a green block whose middle is // cut away into a pocket. A card is a purple block with a lighter rim. let kt_slab = fn(p: vec2, size: vec2, o: vec2, px: float, r: float, base: vec3, rim: float, hover: float) -> vec4 { let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(size.x, o.x, px), kt_snap(size.y, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let s1 = Finish.drop(p, c, h - vec2(2.0, 0.0), r, vec2(1.2, 3.6), 3.0) * 0.45 let s2 = Finish.drop(p, c, h, r, vec2(0.0, px + 0.6), px + 0.8) * 0.5 let sh = 1.0 - (1.0 - s1) * (1.0 - s2) var res = vec4(kt_shade() * sh, sh) let b = base + (vec3(1.0, 1.0, 1.0) - base) * 0.05 * hover let deep = kt_deep(b) // The wall along the foot, 5 points. let wall = 5.0 let fhi = vec2(hi.x, hi.y - wall) let fc = (lo + fhi) * 0.5 let fh = (fhi - lo) * 0.5 let df = Material.sd_box(p, fc, fh, r) let n = kt_box_n(p, fc, fh, r) let bw = clamp(0.32 * min(fh.x, fh.y), 4.0, 16.0) let s = clamp(1.0 + df / bw, 0.0, 1.0) let s2c = s * s let facing = dot(n, vec2(-0.38, -0.92)) let t = clamp((p.y - lo.y) / max(fhi.y - lo.y, 1.0), 0.0, 1.0) var face = b * (1.05 - 0.09 * t) face = mix(face, deep, 0.5 * s2c) face = face * (1.0 + 0.4 * facing * s2c) let catchl = smoothstep(0.3, 0.95, facing) * smoothstep(0.2, 0.7, s) * (1.0 - smoothstep(0.85, 1.0, s)) face = mix(face, vec3(1.0, 1.0, 1.0), catchl * 0.5) // A soft reflection over the upper left of the face. let uv = clamp((p - lo) / max(fhi - lo, vec2(1.0, 1.0)), vec2(0.0, 0.0), vec2(1.0, 1.0)) let refl = exp(-((uv.x - 0.25) * (uv.x - 0.25) / 0.09 + (uv.y - 0.12) * (uv.y - 0.12) / 0.03)) * (1.0 - s) face = mix(face, vec3(1.0, 1.0, 1.0), refl * 0.16) face = face + vec3(1.0, 1.0, 1.0) * kt_grain(p, px) * 0.008 // The moulded lip: a low rounded ridge `rim` points in from the edge. if rim > 0.0 { let dl = Material.sd_box(p, fc, fh - vec2(rim, rim), max(r - rim, 1.0)) let x = dl / 1.4 let ridge = exp(-x * x) let nl = kt_box_n(p, fc, fh - vec2(rim, rim), max(r - rim, 1.0)) let lf = dot(nl * clamp(x, -1.0, 1.0), vec2(-0.38, -0.92)) face = face * (1.0 + 0.22 * lf * ridge) + (vec3(1.0, 1.0, 1.0) - face) * ridge * 0.08 } let tw = clamp((p.y - fhi.y + r * 0.5) / max(wall + r * 0.5, 1.0), 0.0, 1.0) let wallc = mix(b * 0.72, deep * 0.5, tw) var col = mix(wallc, face, Finish.cover(df, px)) col = mix(col, deep * 0.32, Finish.band(d, 0.0, px, px) * mix(0.3, 0.8, step(c.y, p.y))) let a = Finish.cover(d, px) return Finish.over(res, vec4(col * a, a)) } // The pocket cut into a sunken panel: a deeper floor of the same plastic // with the frame's shadow falling in from the top and the sides. let kt_pocket = fn(dst: vec4, p: vec2, size: vec2, o: vec2, px: float, r: float, base: vec3, frame: float) -> vec4 { let lo = vec2(kt_snap(frame, o.x, px), kt_snap(frame, o.y, px)) let hi = vec2(kt_snap(size.x - frame, o.x, px), kt_snap(size.y - 8.5, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let rr = max(r - frame * 0.5, 2.0) let d = Material.sd_box(p, c, h, rr) let deep = kt_deep(base) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = mix(base * 0.66, base * 0.78, t) let ins = Finish.inset(p, c, h, rr, vec2(0.0, 3.0), 2.6) col = mix(col, deep * 0.45, ins * 0.75) col = mix(col, mix(base, vec3(1.0, 1.0, 1.0), 0.3), Finish.band(d, 0.0, px * 1.5, px) * smoothstep(c.y + h.y * 0.4, hi.y, p.y) * 0.6) col = col + vec3(1.0, 1.0, 1.0) * kt_grain(p, px) * 0.008 let a = Finish.cover(d, px) return Finish.over(dst, vec4(col * a, a)) } mod.widgets.PanelView.clip_x = false mod.widgets.PanelView.clip_y = false mod.widgets.PanelView.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 12.0 bottom: 12.0} mod.widgets.PanelView.draw_bg.vertex = fn() { let m = 14.0 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.PanelView.draw_bg.pixel = fn() { let m = 14.0 let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) if self.sunken > 0.5 { let g = kt_col(1.0) let slab = kt_slab(p, self.rect_size, self.rect_pos, px, 16.0, g, 0.0, 0.0) return kt_pocket(slab, p, self.rect_size, self.rect_pos, px, 16.0, g, 5.5) } return kt_slab(p, self.rect_size, self.rect_pos, px, 16.0, vec3(0.82, 0.16, 0.13), 0.0, 0.0) } // The rounded view keeps the colour its caller gives it: opaque, it is a // slab of plastic in that colour, rounded, its face catching the light at // its top edge and its foot a shade deeper; translucent, it stays a plain // tint. mod.widgets.RoundedView.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size 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 c = (lo + hi) * 0.5 let h = max((hi - lo) * 0.5, vec2(0.5, 0.5)) let r = min(2.0 * max(1.0, self.border_radius), min(h.x, h.y)) let d = Material.sd_box(p, c, h, r) 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 solid = step(0.98, fill.a) let b = fill.rgb let deep = kt_deep(b) let n = kt_box_n(p, c, h, r) let bw = clamp(0.3 * min(h.x, h.y), 1.0, 14.0) let s = clamp(1.0 + d / max(bw, 0.5), 0.0, 1.0) let facing = dot(n, vec2(-0.38, -0.92)) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = b * (1.04 - 0.08 * t) col = mix(col, deep, 0.45 * s * s) col = col * (1.0 + 0.36 * facing * s * s) let catchl = smoothstep(0.3, 0.95, facing) * smoothstep(0.2, 0.7, s) * (1.0 - smoothstep(0.85, 1.0, s)) col = mix(col, vec3(1.0, 1.0, 1.0), catchl * 0.4) col = mix(b, col, solid) var ink = self.border_color if self.border_size > 0.01 { col = mix(col, ink.rgb, Finish.band(d, 0.0, max(self.border_size, px), px) * ink.a) } else { col = mix(col, deep * 0.4, Finish.band(d, 0.0, px, px) * 0.6 * solid) } let a = Finish.cover(d, px) return vec4(col * a * fill.a, a * fill.a) + vec4(ink.rgb * ink.a, ink.a) * Finish.band(d, 0.0, max(self.border_size, px), px) * a * (1.0 - fill.a) * step(0.01, self.border_size) } // The card: a purple slab with a lighter moulded rim; a pressable card // lifts under the hand. mod.widgets.Card.clip_x = false mod.widgets.Card.clip_y = false mod.widgets.Card.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 12.0 bottom: 12.0} mod.widgets.Card.draw_bg.vertex = fn() { let m = 14.0 return self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Card.draw_bg.pixel = fn() { let m = 14.0 let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let pu = kt_col(3.0) var res = kt_slab(p, self.rect_size, o, px, 10.0, pu, 0.0, self.hover) // The rim: a lighter frame moulded on the face, 3.5 points wide. let lo = vec2(kt_snap(1.5, o.x, px), kt_snap(1.5, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x - 1.5, o.x, px), kt_snap(self.rect_size.y - 6.5, o.y, px)) let fr = kt_frame(p, lo, hi, 8.5, px, 3.5, mix(pu, vec3(1.0, 1.0, 1.0), 0.2), pu, 0.0, self.hover, 0.0, 0.0) return Finish.over(res, fr) } // List rows: 22 points, the words 20 points in. Each row carries a small // orange ball at its left; the chosen row is a red key with its ball // yellow. mod.widgets.ListItem.height = 22.0 mod.widgets.ListItemOne.height = 22.0 mod.widgets.ListItem.padding = mod.turtle.Inset{left: 20.0 right: 8.0 top: 0.0 bottom: 2.0} mod.widgets.ListItemOne.padding = mod.turtle.Inset{left: 20.0 right: 8.0 top: 0.0 bottom: 2.0} mod.widgets.ListItem.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let live = 1.0 - self.disabled let lo = vec2(kt_snap(1.0, o.x, px), kt_snap(1.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x - 2.0, o.x, px), kt_snap(self.rect_size.y - 1.0, o.y, px)) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 5.0) var res = vec4(1.0, 1.0, 1.0, 1.0) * (0.07 * self.hover + 0.04 * self.down) * live * Finish.cover(d, px) let key = kt_block(p, lo, hi, 5.0, px, kt_col(0.0), self.hover, self.down, self.disabled, 0.0, 0.0) res = mix(res, key, self.selected) let wall = clamp(0.14 * min(hi.y - lo.y, 40.0), 1.5, 4.5) let bc = vec2(kt_snap(10.0, o.x, px), (lo.y + hi.y - wall * self.selected) * 0.5) return kt_ball(res, p, bc, 3.6, px, mix(kt_col(4.0), kt_col(2.0), self.selected), self.hover, 0.0, self.disabled, 0.6) } mod.widgets.ListItem.draw_text.color = #ffffff mod.widgets.ListItem.draw_text_2.color = #c6d6f4 // The tree's rows stand on the board, clear; the open row is a red key. mod.widgets.FileTreeNode.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let lo = vec2(1.0, 1.0) let hi = self.rect_size - vec2(2.0, 1.0) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 5.0) let key = kt_block(p, lo, hi, 5.0, px, kt_col(0.0), 0.0, 0.0, 0.0, 0.0, 0.0) return key * self.active } mod.widgets.FileTreeNode.draw_text.color_active = #ffffff mod.widgets.FileTreeNode.draw_icon.color_active = #ffffff // ---------------------------------------------------------------- ink // Words on the parts are moulded in: a soft dark shadow one device pixel // under each glyph (on the yellow key, a pale one); a key's label sinks with // it when it is pressed. Words on the board carry the same shadow. The word // of a chosen segment or tab is lit: a light-blue glow round it. mod.widgets.ButtonFlat.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.Button.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonPrimary.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonSecondary.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.45 * c.a return main + vec4(1.0, 1.0, 0.9, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.45 * c.a return main + vec4(1.0, 1.0, 0.9, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.45 * c.a return main + vec4(1.0, 1.0, 0.9, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonTertiary.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonDanger.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonOutline.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonFlatter.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonXs.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonSm.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonLg.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.ButtonXl.draw_text.pixel = fn() { let nudge = dFdy(self.t.xy) * 2.0 * step(0.5, self.down) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - dFdy(self.pos) * 2.0 * step(0.5, self.down) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.Label.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.CheckBoxFlat.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.RadioButtonFlat.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.DropDownFlat.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.SegmentedControlFlat.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.SegmentedControlFlat.draw_text_selected.pixel = fn() { let main = self.sample_text_pixel() if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let ex = dFdx(self.pos) * 1.5 let ey = dFdy(self.pos) * 1.5 var g = self.alpha_at(self.pos + ex, px_x, px_y) g = g + self.alpha_at(self.pos - ex, px_x, px_y) g = g + self.alpha_at(self.pos + ey, px_x, px_y) g = g + self.alpha_at(self.pos - ey, px_x, px_y) let lit = vec4(0.70, 0.88, 1.0, self.color.a) let cov = clamp(self.alpha_at(self.pos, px_x, px_y), 0.0, 1.0) let lm = vec4(lit.rgb * lit.a * cov, lit.a * cov) let a = clamp(g * 0.25, 0.0, 1.0) * 0.6 * lit.a return lm + vec4(0.35 * a, 0.62 * a, 1.0 * a, a) * (1.0 - lm.a) } if self.texture_index < 0.5 { let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let ex = dFdx(self.t.xy) * 1.5 let ey = dFdy(self.t.xy) * 1.5 let k = vec4(0.0, 0.0, 0.0, 1.0) var g = self.sdf(scale, clamp(self.t.xy + ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.sdf(scale, clamp(self.t.xy - ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.sdf(scale, clamp(self.t.xy + ey, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.sdf(scale, clamp(self.t.xy - ey, self.t_min + half_texel, self.t_max - half_texel), k) let c = self.get_color() let a = clamp(g * 0.25, 0.0, 1.0) * 0.5 * c.a return main + vec4(0.35 * a, 0.62 * a, 1.0 * a, a) * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let ex = dFdx(self.t.xy) * 1.5 let ey = dFdy(self.t.xy) * 1.5 let k = vec4(0.0, 0.0, 0.0, 1.0) var g = self.msdf(scale, clamp(self.t.xy + ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.msdf(scale, clamp(self.t.xy - ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.msdf(scale, clamp(self.t.xy + ey, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.msdf(scale, clamp(self.t.xy - ey, self.t_min + half_texel, self.t_max - half_texel), k) let c = self.get_color() let a = clamp(g * 0.25, 0.0, 1.0) * 0.5 * c.a return main + vec4(0.35 * a, 0.62 * a, 1.0 * a, a) * (1.0 - main.a) } return main } mod.widgets.Tabs.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } mod.widgets.Tabs.draw_text_active.pixel = fn() { let main = self.sample_text_pixel() if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let ex = dFdx(self.pos) * 1.5 let ey = dFdy(self.pos) * 1.5 var g = self.alpha_at(self.pos + ex, px_x, px_y) g = g + self.alpha_at(self.pos - ex, px_x, px_y) g = g + self.alpha_at(self.pos + ey, px_x, px_y) g = g + self.alpha_at(self.pos - ey, px_x, px_y) let lit = vec4(0.70, 0.88, 1.0, self.color.a) let cov = clamp(self.alpha_at(self.pos, px_x, px_y), 0.0, 1.0) let lm = vec4(lit.rgb * lit.a * cov, lit.a * cov) let a = clamp(g * 0.25, 0.0, 1.0) * 0.6 * lit.a return lm + vec4(0.35 * a, 0.62 * a, 1.0 * a, a) * (1.0 - lm.a) } if self.texture_index < 0.5 { let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let ex = dFdx(self.t.xy) * 1.5 let ey = dFdy(self.t.xy) * 1.5 let k = vec4(0.0, 0.0, 0.0, 1.0) var g = self.sdf(scale, clamp(self.t.xy + ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.sdf(scale, clamp(self.t.xy - ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.sdf(scale, clamp(self.t.xy + ey, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.sdf(scale, clamp(self.t.xy - ey, self.t_min + half_texel, self.t_max - half_texel), k) let c = self.get_color() let a = clamp(g * 0.25, 0.0, 1.0) * 0.5 * c.a return main + vec4(0.35 * a, 0.62 * a, 1.0 * a, a) * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let ex = dFdx(self.t.xy) * 1.5 let ey = dFdy(self.t.xy) * 1.5 let k = vec4(0.0, 0.0, 0.0, 1.0) var g = self.msdf(scale, clamp(self.t.xy + ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.msdf(scale, clamp(self.t.xy - ex, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.msdf(scale, clamp(self.t.xy + ey, self.t_min + half_texel, self.t_max - half_texel), k) g = g + self.msdf(scale, clamp(self.t.xy - ey, self.t_min + half_texel, self.t_max - half_texel), k) let c = self.get_color() let a = clamp(g * 0.25, 0.0, 1.0) * 0.5 * c.a return main + vec4(0.35 * a, 0.62 * a, 1.0 * a, a) * (1.0 - main.a) } return main } mod.widgets.SliderMinimal.draw_text.pixel = fn() { let nudge = vec2(0.0, 0.0) let c = self.get_color() let dxt = length(dFdx(self.t)) let dyt = length(dFdy(self.t)) if self.texture_index > 2.5 { if self.slug_curve_count() < 0.5 { return vec4(0.0, 0.0, 0.0, 0.0) } let dy = dFdy(self.pos) let sample = self.pos - vec2(0.0, 0.0) let px_x = max(abs(dFdx(self.pos.x)) + abs(dFdy(self.pos.x)), 0.00001) let px_y = max(abs(dFdx(self.pos.y)) + abs(dFdy(self.pos.y)), 0.00001) let grid = if self.aa_4x4 > 0.5 {4.0} else if self.aa_2x2 > 0.5 {2.0} else {1.0} let inv_grid = if self.aa_4x4 > 0.5 {0.25} else if self.aa_2x2 > 0.5 {0.5} else {1.0} var alpha_sum = 0.0 var sample_index = 0.0 loop { if sample_index >= grid * grid { break } let row = floor(sample_index * inv_grid) let col = sample_index - row * grid let offset = (vec2(col, row) + 0.5 - grid * 0.5) * inv_grid * vec2(px_x, px_y) alpha_sum = alpha_sum + self.alpha_at(sample + offset, px_x, px_y) sample_index = sample_index + 1.0 } let alpha_base = clamp(alpha_sum * inv_grid * inv_grid, 0.0, 1.0) let darken = clamp(max(px_x, px_y) * self.stem_darken, 0.0, self.stem_darken_max) let edge_weight = clamp(1.0 - abs(alpha_base * 2.0 - 1.0), 0.0, 1.0) let alpha = clamp(alpha_base + darken * edge_weight, 0.0, 1.0) let c = self.get_color() let main = vec4(c.rgb * c.a * alpha, c.a * alpha) let s = clamp(self.alpha_at(sample - dy, px_x, px_y), 0.0, 1.0) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index < 0.5 { let tex_size = self.grayscale_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.sdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.sdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } if self.texture_index > 1.5 && self.texture_index < 2.5 { let tex_size = self.msdf_texture.size() let scale = (dxt + dyt) * tex_size.x * 0.5 let half_texel = vec2(0.5 / tex_size.x, 0.5 / tex_size.y) let pm = clamp(self.t.xy - nudge, self.t_min + half_texel, self.t_max - half_texel) let main = self.msdf(scale, pm, c) * vec4(c.rgb * c.a, c.a) let ps = clamp(self.t.xy - nudge - dFdy(self.t.xy), self.t_min + half_texel, self.t_max - half_texel) let s = self.msdf(scale, ps, vec4(0.0, 0.0, 0.0, 1.0)) * 0.55 * c.a return main + vec4(0.02, 0.05, 0.16, 1.0) * s * (1.0 - main.a) } return self.sample_text_pixel() } // ---------------------------------------------------------------- field row // A ROW OF FIELDS IS ONE HEIGHT. Left to themselves the library's fields each // come out at a size of their own, so the box metrics are stated ONCE here // and handed to each field below; a field added to the library later joins // the row by being named here. let field_height = 24.0 let field_pad_v = 3.0 let field_radius = 2.5 let field_border = 0.67 // The room a Fit field takes: a minimum height, and the padding with it. let field_room = fn(w) { w.min_height = field_height w.padding.top = field_pad_v w.padding.bottom = field_pad_v + 1.0 } // The box a field draws, given the draw object. 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: the // height is all these take. let field_frame = fn(w) { w.min_height = field_height } 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) mod.widgets.WellInput.min_height = 0.0 // The drop-down stands in the field row: the text box's padding, so the // two are one height (sheet_checks::field_row). mod.widgets.DropDown.padding.top = 3.0 mod.widgets.DropDown.padding.bottom = 4.0 // ---------------------------------------------------------------- rules // A rule is a groove moulded into the board: a navy line over a pale one. mod.widgets.Hr.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let y0 = kt_snap(self.rect_size.y * 0.5 - px, self.rect_pos.y, px) let dark = step(y0, p.y) * step(p.y, y0 + px) let light = step(y0 + px, p.y) * step(p.y, y0 + px * 2.0) return vec4(0.04, 0.12, 0.32, 1.0) * dark * 0.8 + vec4(0.45, 0.62, 0.92, 1.0) * light * 0.6 } mod.widgets.Vr.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let x0 = kt_snap(self.rect_size.x * 0.5 - px, self.rect_pos.x, px) let dark = step(x0, p.x) * step(p.x, x0 + px) let light = step(x0 + px, p.x) * step(p.x, x0 + px * 2.0) return vec4(0.04, 0.12, 0.32, 1.0) * dark * 0.8 + vec4(0.45, 0.62, 0.92, 1.0) * light * 0.6 } // ---------------------------------------------------------------- ground // Plain views stop clipping so a shadow can fall past their edge; scroll // views keep clipping their content. mod.widgets.View.clip_x = false // A splitter's strip is the board itself: nothing is drawn there at rest. mod.widgets.Splitter.draw_bg.color_bg = uniform(#00000000) mod.widgets.View.clip_y = false mod.widgets.Window.pass.clear_color = #2763b9 // The window's own ground: the board. Round its edge the board's moulded // rim -- a thick rounded lip lit along its upper and left edges and in // shade along its lower and right, its corners rounded off over a dark // gap -- so the detail stays at the frame and the floor under the content // is calm. The board has been played with: a light scatter of scratches. mod.widgets.Window.show_bg = true mod.widgets.Window.draw_bg.pixel = fn() { let px = kt_px(self.draw_pass.dpi_factor) let sz = self.rect_size let p = self.pos * sz let w = p + self.rect_pos var col = kt_board(w, sz, px) let c = sz * 0.5 let h = sz * 0.5 - vec2(1.0, 1.0) let r = 20.0 let d = Material.sd_box(p, c, h, r) let n = kt_box_n(p, c, h, r) let rim = 7.0 let e = clamp(1.0 + d / rim, 0.0, 1.0) let facing = dot(n, vec2(-0.38, -0.92)) col = col * (1.0 + 0.32 * facing * e * e) col = mix(col, vec3(1.0, 1.0, 1.0), smoothstep(0.35, 0.95, facing) * smoothstep(0.3, 0.75, e) * (1.0 - smoothstep(0.8, 1.0, e)) * 0.3) // The inner foot of the lip: a soft shade where the rim rises off the // floor. let foot = exp(-((d + rim) * (d + rim)) / 6.0) * 0.12 col = col * (1.0 - foot) col = mix(col, vec3(0.02, 0.06, 0.16), Finish.band(d, 0.0, px * 1.5, px) * 0.8) // The wear: scratches lift the plastic toward a pale grey-white where // they scatter the light; a deeper gouge darkens at its core. Under the // content they stay faint, and a little stronger toward the frame. let sc = kt_scratches(w, px) let edge = 1.0 - smoothstep(0.0, 90.0, 0.0 - d) let amt = mix(0.25, 0.34, edge) col = mix(col, vec3(0.80, 0.86, 0.95), clamp(sc.x * amt, 0.0, 0.5)) col = col * (1.0 - 0.3 * sc.y) // Past the rounded corners: the dark gap behind the board. col = mix(vec3(0.03, 0.07, 0.17), col, Finish.cover(d, px)) return vec4(col, 1.0) } // ---------------------------------------------------------------- screens // A SCREEN: navy glass in a thick yellow plastic frame, the readouts' and the // meter's one housing; the glass shaded under its top edge, a quiet diagonal // reflection over it. Its figures are the screen ink, a warm white. mod.widgets.ScreenView.clip_x = false mod.widgets.ScreenView.clip_y = false mod.widgets.ScreenView.padding = mod.turtle.Inset{top: 9.0 right: 11.0 bottom: 9.0 left: 11.0} mod.widgets.ScreenView.draw_bg.vertex = fn() { let m = 6.0 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.ScreenView.draw_bg.pixel = fn() { let m = 6.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), kt_snap(self.rect_size.y, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let sh = Finish.drop(p, c, h - vec2(1.0, 0.0), 7.0, vec2(0.6, 2.2), 1.8) * 0.45 var res = vec4(kt_shade() * sh, sh) var fill = self.color.rgb if self.scan > 0.0 { fill = fill * mix(1.0, Finish.scan(p.y, px, 3.0 * px, self.scan), 0.6) } res = Finish.over(res, kt_frame(p, lo, hi, 7.0, px, max(self.bezel, 3.0), kt_col(2.0), fill, 1.0, 0.0, 0.0, 0.0)) return res * self.color.a } mod.widgets.ScreenView.sheen = 0.04 mod.widgets.ScreenView.draw_glass.pixel = fn() { let p = self.pos * self.rect_size let px = kt_px(self.draw_pass.dpi_factor) 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)) - self.rect_pos let c = (lo + hi) * 0.5 let ho = (hi - lo) * 0.5 let b = max(self.bezel, 3.0) + px let hf = max(ho - vec2(b, b), vec2(0.5, 0.5)) let fd = Material.sd_box(p, c, hf, 4.0) 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 a = clamp(self.sheen * band, 0.0, 1.0) * Finish.cover(fd + px, px) return vec4(vec3(0.85, 0.92, 1.0) * a, a) } // THE NEEDLE METER is a screen: the same yellow frame and navy glass, its // scale printed on the glass in the screen ink, the red zone a red band // along the arc, the needle red, its root under a red plastic ball. mod.widgets.NeedleMeter.clip_x = false mod.widgets.NeedleMeter.clip_y = false mod.widgets.NeedleMeter.draw_bg.color_zone = uniform(#ff4a3a) mod.widgets.NeedleMeter.draw_bg.color_needle = uniform(#ff4a3a) mod.widgets.NeedleMeter.draw_bg.vertex = fn() { let m = 6.0 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.NeedleMeter.draw_bg.pixel = fn() { let m = 6.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(kt_snap(0.0, o.x, px), kt_snap(0.0, o.y, px)) let hi = vec2(kt_snap(self.rect_size.x, o.x, px), kt_snap(self.rect_size.y, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let sh = Finish.drop(p, c, h - vec2(1.0, 0.0), 7.0, vec2(0.6, 2.2), 1.8) * 0.45 var res = vec4(kt_shade() * sh, sh) var face = vec3(0.051, 0.129, 0.329) 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) let ink = vec3(1.0, 0.953, 0.722) let arc = Finish.cover(abs(r - rr) - px * 0.75, px) * on_scale let nn = 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) * nn + 0.5) let ak = (k / nn - 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(0.6, 1.1, major), px) * Finish.cover(radial, px) * step(0.0, 0.0 - q.y * cos(ak) + q.x * sin(ak)) face = mix(face, ink, max(arc, tick) * 0.9) 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 - 3.0), px) face = mix(face, self.color_zone.rgb, zone_t * zone_r) } 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 - 0.7, px) * Finish.cover(along - (rr + 3.0), px) * Finish.cover(0.0 - along, px) face = mix(face, self.color_needle.rgb, needle) res = Finish.over(res, kt_frame(p, lo, hi, 7.0, px, 3.0, kt_col(2.0), face, 1.0, 0.0, 0.0, 0.0)) // The pivot: a red plastic ball. res = kt_ball(res, p, pv, max(self.pivot_size, 3.0), px, kt_col(0.0), 0.0, 0.0, 0.0, 0.4) // The glass's quiet reflection. let hf = h - vec2(3.0, 3.0) 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 ga = 0.04 * band * Finish.cover(Material.sd_box(p, c, hf, 4.0), px) res = Finish.over(res, vec4(vec3(0.85, 0.92, 1.0) * ga, ga)) return res * self.color.a * self.opacity } // ---------------------------------------------------------------- switches // THE SWITCHES are the toggle's clear plastic in their own colours: the // rocker lights orange, the slide switch green. mod.widgets.ToggleRocker.draw_bg.size = uniform(18.0) mod.widgets.ToggleSlide.draw_bg.size = uniform(18.0) mod.widgets.ToggleRocker.draw_bg.pill_aspect = uniform(1.89) mod.widgets.ToggleSlide.draw_bg.pill_aspect = uniform(1.89) mod.widgets.ToggleRocker.label_walk.margin.left = 34.0 mod.widgets.ToggleSlide.label_walk.margin.left = 34.0 mod.widgets.ToggleRocker.draw_bg.pixel = fn() { let m = 5.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let tw = self.size * self.pill_aspect let th = self.size let x0 = (self.rect_size.x - tw) * self.mark_at_end let y0 = self.rect_size.y * 0.5 - th * 0.5 let lo = vec2(kt_snap(x0, o.x, px), kt_snap(y0, o.y, px)) let hi = vec2(kt_snap(x0 + tw, o.x, px), kt_snap(y0 + th, o.y, px)) let kt = mix(self.active, self.drag_pos, self.drag) return kt_toggle(p, lo, hi, o, px, kt, self.active, self.hover, max(self.pressed, self.down), self.disabled, self.focus, kt_col(4.0)) } mod.widgets.ToggleSlide.draw_bg.pixel = fn() { let m = 5.0 let px = kt_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let tw = self.size * self.pill_aspect let th = self.size let x0 = (self.rect_size.x - tw) * self.mark_at_end let y0 = self.rect_size.y * 0.5 - th * 0.5 let lo = vec2(kt_snap(x0, o.x, px), kt_snap(y0, o.y, px)) let hi = vec2(kt_snap(x0 + tw, o.x, px), kt_snap(y0 + th, o.y, px)) let kt = mix(self.active, self.drag_pos, self.drag) return kt_toggle(p, lo, hi, o, px, kt, self.active, self.hover, max(self.pressed, self.down), self.disabled, self.focus, kt_col(1.0)) } // ---------------------------------------------------------------- states // Every held state is written as a plain value that cuts in at once (the // library writes some as snap() values, which a state held as a default -- // the states page -- never applies). Live, the cut is the same as the snap. mod.widgets.ButtonFlat.animator.hover.on.from = {all: Snap} mod.widgets.ButtonFlat.animator.hover.on.apply = {draw_bg: {down: 0.0 hover: 1.0} draw_text: {down: 0.0 hover: 1.0}} mod.widgets.ButtonFlat.animator.hover.down.from = {all: Snap} mod.widgets.ButtonFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} mod.widgets.CheckBoxFlat.animator.hover.down.from = {all: Snap} mod.widgets.CheckBoxFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} mod.widgets.RadioButtonFlat.animator.hover.down.from = {all: Snap} mod.widgets.RadioButtonFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} mod.widgets.RadioButtonTabFlat.animator.hover.down.from = {all: Snap} mod.widgets.RadioButtonTabFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} mod.widgets.ToggleFlat.animator.hover.down.from = {all: Snap} mod.widgets.ToggleFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} mod.widgets.TextInputFlat.animator.hover.on.from = {all: Snap} mod.widgets.TextInputFlat.animator.hover.on.apply = {draw_bg: {down: 0.0 hover: 1.0} draw_text: {down: 0.0 hover: 1.0}} mod.widgets.TextInputFlat.animator.hover.down.from = {all: Snap} mod.widgets.TextInputFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} mod.widgets.DropDownFlat.animator.hover.on.from = {all: Snap} mod.widgets.DropDownFlat.animator.hover.on.apply = {draw_bg: {down: 0.0 hover: 1.0} draw_text: {down: 0.0 hover: 1.0}} mod.widgets.DropDownFlat.animator.hover.down.from = {all: Snap} mod.widgets.DropDownFlat.animator.hover.down.apply = {draw_bg: {down: 1.0 hover: 1.0} draw_text: {down: 1.0 hover: 1.0}} // ---------------------------------------------------------------- lamps // LAMPS: an LED as a toy has it, a glossy bead of coloured glass. 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 of white plastic lit from the upper left, // or a socket cut into the board, its upper wall in shadow and a catch // light on its lower rim. Over the bead one crisp highlight of a dome. Its // light is added, never painted: a tight hot halo and a short bloom in its // own hue, gone in about two radii. let kt_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 kt_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 kt_led_lamp_hue = fn(ink: vec3, vivid: float) -> vec3 { let f = kt_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 kt_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 = kt_led_lamp_full(ink) let hue = kt_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 = kt_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: a glossy toy light bead set in a raised // ring of white plastic on the board, with its own soft shadow. 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.color_accent = uniform(#3aa8ff) mod.widgets.Lamp.draw_bg.color_success = uniform(#3ee05a) mod.widgets.Lamp.draw_bg.color_warning = uniform(#ffc21a) mod.widgets.Lamp.draw_bg.color_error = uniform(#ff3a2a) 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) // The bead takes nearly half its box, the rest is room for its bezel // and light. let t = min(self.rect_size.y / (1.0 + 2.0 * reach) * 1.35, self.rect_size.y * 0.5) let room = (self.rect_size.y - t) * 0.5 let c = self.rect_size * 0.5 // A round lamp: the bead the lamp's size in the middle of its box. A // bar: a short light pipe three fifths of a bead thick and at most 11 // points long, set from the start of its box with its light gone // within a point and a half, so in a row it never reaches toward what // stands after it. let tb = t * 0.6 let blen = min(max(self.rect_size.x - 2.0 * room, tb), min(2.0 * tb, 11.0)) let cb = vec2(1.5 + 0.9 + blen * 0.5, self.rect_size.y * 0.5) let cc = mix(c, cb, self.bar) let hb = mix(vec2(t * 0.5, t * 0.5), vec2(blen * 0.5, tb * 0.5), self.bar) let reach_px = mix(max(room - 0.5, 2.0), 1.5, self.bar) let res = kt_led_lamp(vec4(0.0, 0.0, 0.0, 0.0), p, cc, hb, self.lit, self.intent_color().rgb, 1.0 - step(3.5, self.intent), px, vec3(0.153, 0.388, 0.725), reach_px, vec3(0.93, 0.93, 0.91), 1.0) return res * self.opacity } mod.widgets.LampBar.draw_bg.color_accent = uniform(#3aa8ff) mod.widgets.LampBar.draw_bg.color_success = uniform(#3ee05a) mod.widgets.LampBar.draw_bg.color_warning = uniform(#ffc21a) mod.widgets.LampBar.draw_bg.color_error = uniform(#ff3a2a) true