use mod.prelude.widgets_internal.* use mod.sdf.Cap // Milled dark panels lit from inside. One blue-black material at three // heights -- the ground, the slabs standing on it, the wells punched into // the slabs -- and one orange light, thin and hot and close to an edge. // Every control is a face set into a bezel that is part of its own box, so // nothing a control draws reaches a neighbour: only the slab's short // shadow (gone within 4 points) falls outside the box, onto the ground, // and the soft light a chosen cell spills (gone within about 8). // Every face is drawn in true points; `px` is one device pixel. // ---------------------------------------------------------------- helpers let lm_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: a hairline on it lands on one pixel row. let lm_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 lm_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) } // Which way the outline of a rounded box faces at p. let lm_normal = 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 q = abs(p - c) - (h - vec2(r, r)) 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 } // Anything drawn in a grown quad fades out over its last points, so a // shadow never ends on a hard edge where the quad stops. let lm_fade = fn(pos: vec2, size: vec2, m: float) -> float { let q = pos * (size + vec2(2.0 * m, 2.0 * m)) let e = min(min(q.x, q.y), min(size.x + 2.0 * m - q.x, size.y + 2.0 * m - q.y)) return smoothstep(0.0, min(m, 4.0), e) } // The palette. The ground, and the light: body, deep, pale core, glow. let lm_ground = fn() -> vec3 { return vec3(0.067, 0.086, 0.106) } let lm_orange = fn() -> vec3 { return vec3(1.0, 0.416, 0.118) } let lm_deep = fn() -> vec3 { return vec3(0.722, 0.204, 0.039) } let lm_core = fn() -> vec3 { return vec3(1.0, 0.776, 0.565) } let lm_glowc = fn() -> vec3 { return vec3(1.0, 0.353, 0.078) } // ---------------------------------------------------------------- heights // A SLAB: a bezel or a panel standing on the ground. #1b1f25 with a quiet // fall, a one-pixel lighter line along its top (#363c44), a dark line along // its foot (#0a0c0f), the sides between; its short soft shadow falls on the // ground under it (1.2 down, gone within 4 points). `sh` scales the shadow. let lm_slab = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, sh: float, hover: float, dis: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let n = lm_normal(p, c, h, r) let s = Finish.drop(p, c, h, r, vec2(0.0, 1.2), 1.3) * 0.62 * sh * (1.0 - a) * (1.0 - 0.5 * dis) let res = vec4(0.0, 0.0, 0.0, s) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = mix(vec3(0.118, 0.133, 0.157), vec3(0.094, 0.110, 0.133), t) let ring = Finish.band(d, 0.0, px, px) let up = smoothstep(-0.25, 0.75, -n.y) let dn = smoothstep(-0.25, 0.75, n.y) col = mix(col, vec3(0.141, 0.157, 0.184) + vec3(0.05, 0.052, 0.055) * hover, ring * (1.0 - up) * (1.0 - dn)) col = mix(col, vec3(0.212, 0.235, 0.267) + vec3(0.1, 0.105, 0.11) * hover, ring * up) col = mix(col, vec3(0.039, 0.047, 0.059), ring * dn) col = mix(col, lm_ground(), 0.35 * dis) return Finish.over(res, vec4(col * a, a)) } // A WELL punched into a slab: floor #0b0d10, an inner shadow under its top // edge that fades over about 5 points, a near-black top line and a faint // light line along its lower inner edge. `deep` scales the inner shadow. let lm_well = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, deep: float, dis: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let n = lm_normal(p, c, h, r) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = vec3(0.043, 0.051, 0.063) + vec3(0.012, 0.013, 0.016) * t let ins = Finish.inset(p, c, h, r, vec2(0.0, 1.8), 2.2) col = mix(col, vec3(0.0, 0.0, 0.0), clamp(0.8 * ins * deep, 0.0, 0.9)) let ring = Finish.band(d, 0.0, px, px) let up = smoothstep(-0.25, 0.75, -n.y) let dn = smoothstep(-0.1, 0.8, n.y) col = mix(col, vec3(0.012, 0.014, 0.017), ring * up) col = mix(col, vec3(0.165, 0.184, 0.208), ring * dn * 0.85) col = mix(col, vec3(0.075, 0.086, 0.1), 0.45 * dis) return vec4(col * a, a) } // A TRACK: a long well a segmented group's answers stand in. Its floor a // little lighter than a well's, an inner shadow under its upper wall, and // its lower wall a 1.3 point band facing up, lit a shade from above. let lm_track = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let n = lm_normal(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(0.058, 0.067, 0.08), vec3(0.068, 0.078, 0.092), t) let ins = Finish.inset(p, c, h, r, vec2(0.0, 1.8), 2.0) col = mix(col, vec3(0.0, 0.0, 0.0), clamp(0.75 * ins, 0.0, 0.85)) let x = max(-d, 0.0) let dn = smoothstep(0.2, 0.9, n.y) col = mix(col, vec3(0.098, 0.11, 0.128), (1.0 - smoothstep(0.9, 1.4, x)) * dn) let ring = Finish.band(d, 0.0, px, px) col = mix(col, vec3(0.012, 0.014, 0.017), ring * smoothstep(-0.25, 0.75, -n.y)) col = mix(col, vec3(0.17, 0.188, 0.212), ring * dn * 0.8) return vec4(col * a, a) } // A FACE set into its bezel: a dark key (#202428 falling to #15181d) with a // one-pixel outline (#3a4048) lighter on top (#4d545d). Round it a dark cut // seats it in the slab; a raised face throws a short shadow into the cut // under its foot. Hover brightens the outline; held, the face sinks: darker, // a shade under its top edge, the top line gone. let lm_face = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, hover: float, down: float, dis: float, raise: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let hh = hi.y - lo.y let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let n = lm_normal(p, c, h, r) let live = 1.0 - dis let up = raise * (1.0 - down * live) let seat = Finish.ring_out(d, 0.0, px, px) * (0.5 + 0.4 * smoothstep(0.0, 0.9, n.y)) let sh = Finish.drop(p, c, h, r, vec2(0.0, 1.1 * up), 0.8 + 0.4 * up) * (0.3 + 0.4 * up) * (1.0 - a) var res = Finish.over(dst, vec4(0.0, 0.0, 0.0, max(seat, sh) * (1.0 - 0.5 * dis))) let t = clamp((p.y - lo.y) / max(hh, 1.0), 0.0, 1.0) var col = mix(vec3(0.125, 0.141, 0.161), vec3(0.082, 0.094, 0.114), t) col = col + vec3(0.018, 0.02, 0.022) * hover * live * (1.0 - down) let ins = Finish.inset(p, c, h, r, vec2(0.0, 1.6), 1.8) col = mix(col, col * 0.7, down * live) col = mix(col, vec3(0.0, 0.0, 0.0), clamp(ins * 0.7, 0.0, 0.8) * down * live) let upper = smoothstep(-0.3, 0.7, -n.y) // A faint light just under the top line of a raised face. col = col + vec3(0.028, 0.03, 0.034) * Finish.band(d, px, px * 2.0, px) * upper * up let ring = Finish.band(d, 0.0, px, px) var oc = mix(vec3(0.227, 0.251, 0.282), vec3(0.302, 0.329, 0.365), upper) oc = oc + vec3(0.1, 0.105, 0.11) * hover * live * (1.0 - down) oc = mix(oc, mix(vec3(0.36, 0.39, 0.425), vec3(0.47, 0.5, 0.54), upper), down * live) oc = mix(oc, col, 0.55 * dis) col = mix(col, oc, ring) col = mix(col, vec3(0.09, 0.1, 0.115), 0.45 * dis) return Finish.over(res, vec4(col * a, a)) } // The outline of a well or a face brightened: what an unlit control shows // under the hand (a little) and held (more). One device pixel, lighter on top. let lm_edge = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, amt: float) -> vec4 { if amt < 0.001 { return dst } let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let n = lm_normal(p, c, h, r) let e = Finish.band(d, 0.0, px, px) * min(amt, 1.0) let col = mix(vec3(0.35, 0.384, 0.42), vec3(0.52, 0.553, 0.592), smoothstep(-0.3, 0.7, -n.y)) return Finish.over(dst, vec4(col * e, e)) } // ---------------------------------------------------------------- light // 1. THE LIT FRAME: a line 1.5 to 2 points wide just inside the face's // edge, orange with a pale core; the face turns near black with a dark // orange-brown rim (#3a1a0c) that falls off within 6 to 9 points; a hot // spill just inside the line; outward on the bezel about 0.4 of the line // one device pixel out, gone to a tenth by 2.5 points. `s` 1 is lit; up to // 1.5 is brighter (hover, held); under 1 a partial light. let lm_frame = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, s: float) -> vec4 { if s < 0.001 { return dst } let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let hh = min(hi.y - lo.y, hi.x - lo.x) let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let x = max(-d, 0.0) let lw = clamp(0.085 * hh, 1.2, 2.0) let k = clamp(0.13 * hh, 1.0, 3.0) let sv = min(s, 1.0) let hot = clamp((s - 1.0) * 2.0, 0.0, 1.0) var res = Finish.over(dst, vec4(0.0, 0.0, 0.0, 0.3 * sv * a)) let bleed = exp(-max(x - lw, 0.0) / k) * a * sv * 0.62 res = Finish.over(res, vec4(vec3(0.36, 0.13, 0.04) * bleed, bleed)) let inl = Finish.band(d, 0.0, lw, px) let spill = exp(-max(x - lw, 0.0) / 0.7) * a * (0.3 + 0.15 * hot) * sv * (1.0 - inl) res = Finish.over(res, vec4(lm_glowc() * spill, spill * 0.35)) let od = max(d, 0.0) let g = (0.42 + 0.1 * hot) * exp(-(od * od) / (2.0 * 1.45 * 1.45)) * (1.0 - a) * sv res = Finish.over(res, vec4(lm_glowc() * g, g * 0.45)) let lc = mix(lm_orange(), mix(lm_orange(), lm_core(), 0.35), hot) let line = inl * sv res = Finish.over(res, vec4(lc * line, line)) let core = Finish.band(d, lw * 0.3, lw * 0.7, px) * sv * (0.8 + 0.2 * hot) return Finish.over(res, vec4(lm_core() * core, core)) } // FOCUS on a control that is not lit: a lit line round the OUTSIDE of the // whole control -- its bezel's edge -- with a pale core and a close halo // (gone within 3 points), the face left as it stands (still raised, not // darkened). Chosen is lit inside the face; focus rings the bezel: the two // never read alike. let lm_focus = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, s: float) -> vec4 { if s < 0.001 { return dst } let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let x = max(-d, 0.0) let lw = clamp(0.06 * min(hi.y - lo.y, hi.x - lo.x), 1.0, 1.4) let od = max(d, 0.0) let g = 0.4 * exp(-(od * od) / (2.0 * 1.2 * 1.2)) * (1.0 - a) * s var res = Finish.over(dst, vec4(lm_glowc() * g, g * 0.45)) let inl = Finish.band(d, 0.0, lw, px) let spill = 0.22 * exp(-max(x - lw, 0.0) / 0.8) * a * s * (1.0 - inl) res = Finish.over(res, vec4(lm_glowc() * spill, spill * 0.3)) let line = inl * s res = Finish.over(res, vec4(lm_orange() * line, line)) let core = Finish.band(d, lw * 0.3, lw * 0.7, px) * s * 0.6 return Finish.over(res, vec4(lm_core() * core, core)) } // 2. THE UNDER-LIGHT: a raised key throws a thin line of light at its foot, // a pool on the bezel's rim below it, and the pool runs on past the bezel's // foot onto the ground for about 3 points, gone by 4 (half the 8 point gap // to a row below). `foot` is where the bezel ends under the face. let lm_under = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, s: float, foot: float) -> vec4 { if s < 0.001 { return dst } let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let w = hi.x - lo.x let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let dx = (p.x - c.x) / max(0.34 * w, 2.0) let along = exp(-dx * dx) // On the rim: bright under the face, a little less at the bezel's foot. let rimy = clamp((p.y - hi.y) / max(foot - hi.y, 0.5), 0.0, 1.0) let past = max(p.y - foot, 0.0) / 1.9 let fy = step(hi.y, p.y) * (1.0 - 0.35 * rimy) * exp(-past * past) // Across, it keeps to the face's width: full in the middle, gone at // the face's ends, so it never runs past the bezel toward a neighbour. let ax = abs(p.x - c.x) / max(h.x, 1.0) let pool = (1.0 - smoothstep(0.3, 1.0, ax)) * fy * (1.0 - a) * 0.72 * s var res = Finish.over(dst, vec4(lm_glowc() * pool, pool * 0.6)) let low = smoothstep(0.35, 0.95, (p.y - c.y) / max(h.y, 0.01)) let foot = Finish.band(d, 0.0, px * 1.5, px) * low * along * min(s, 1.0) let fc = mix(lm_orange(), lm_core(), smoothstep(0.55, 1.0, along) * 0.75) res = Finish.over(res, vec4(fc * foot, foot)) // The light also warms the face just above its foot. let warm = exp(-max(-d, 0.0) / 1.2) * low * along * a * 0.18 * min(s, 1.0) return Finish.over(res, vec4(lm_glowc() * warm, warm * 0.3)) } // 2b. THE LIT CELL: the chosen cell, the tab in use and the chosen radio // tab. The face stays DARK: a deep red-brown glass (#3c140b), darkest in // its upper middle. The light is a thin line just inside the edge, 1.15 // points on top and sides, 1.6 along the foot, orange with a pale hot core // that is brightest along the foot. From the line a red glow bleeds inward: // a point or so under the top, about 3 at the sides, and from the foot a // deep red that rises over the lower third. A faint gloss lies over the // upper part. Outward the light spills red on the bezel and the track for a // few points, a little more under the foot. The label is lit orange on it. // `s` 1 is lit, more under the hand, less held. let lm_lit = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, s: float, dis: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let x = max(-d, 0.0) let od = max(d, 0.0) let live = 1.0 - dis let sv = clamp(s, 0.0, 1.3) * live // Where p lies: -1 at the top edge, 1 at the foot. The weights are // taken from position, not from the outline's normal, so no seam runs // in from a corner. let vy = (p.y - c.y) / max(h.y, 0.5) let foot = smoothstep(0.25, 0.95, vy) // The spill outside: red, strongest against the line, gone by 7. let near = 0.5 * exp(-od / 0.7) + 0.36 * exp(-(od * od) / (2.0 * 2.8 * 2.8)) let g = near * (0.75 + 0.6 * foot) * (1.0 - a) * sv * (1.0 - smoothstep(5.0, 8.0, od)) let gc = mix(vec3(0.8, 0.2, 0.05), vec3(0.42, 0.05, 0.015), smoothstep(0.3, 3.0, od)) var res = Finish.over(dst, vec4(gc * g, g * 0.55)) // The face: dark maroon glass. let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) let lv = min(sv, 1.0) var col = vec3(0.235, 0.078, 0.042) // The deep red rising from the foot over the lower part. let rise = smoothstep(0.3, 1.0, t) col = mix(col, vec3(0.64, 0.05, 0.0), rise * rise * 0.88 * lv) // The glow the line bleeds inward from each edge: short under the // top, longer from the sides, strong over the foot. let lwt = 1.15 let lwb = 1.6 let dtop = max(p.y - lo.y - lwt, 0.0) let dbot = max(hi.y - p.y - lwb, 0.0) let dsid = max(min(p.x - lo.x, hi.x - p.x) - lwt, 0.0) let gt = 0.5 * exp(-dtop / 1.1) let gs = 0.5 * exp(-dsid / 2.2) let gb = 0.85 * exp(-dbot / 1.8) let ig = (1.0 - (1.0 - gt) * (1.0 - gs) * (1.0 - gb)) * lv col = mix(col, vec3(0.86, 0.2, 0.02), ig) // A faint gloss over the upper part. let gl = (1.0 - smoothstep(0.12, 0.5, t)) * smoothstep(0.8, 2.6, x) col = col + vec3(0.035, 0.022, 0.018) * gl col = col * (1.0 + Finish.grain(p / px, 0.02)) // The line, orange; its pale core brightest along the foot. let lw = mix(lwt, lwb, foot) let inl = Finish.band(d, 0.0, lw, px) * min(sv, 1.15) let lc = mix(vec3(0.88, 0.48, 0.3), vec3(1.0, 0.56, 0.24), foot) col = mix(col, lc, clamp(inl, 0.0, 1.0)) let core = Finish.band(d, lw * 0.3, lw * 0.72, px) * mix(0.18, 1.0, foot) * min(sv, 1.15) col = mix(col, vec3(1.0, 0.87, 0.64), clamp(core, 0.0, 1.0)) col = mix(col, vec3(0.2, 0.2, 0.215), 0.75 * dis) return Finish.over(res, vec4(col * a, a)) } // 2c. THE LIT ROW: the lit cell drawn for a chosen row of a list, a face // taller than a key. The same thin line with its pale core brightest along // the foot; the face a darker, browner glass (#2d1914) the light bleeds into // over fixed points, not over a share of the height: about 4 under the top, // 5 in from the sides and 6 up from the foot. Outward its red light reaches // `room` points and is gone there. let lm_litrow = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, s: float, room: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let x = max(-d, 0.0) let od = max(d, 0.0) let sv = clamp(s, 0.0, 1.3) let lv = min(sv, 1.0) let vy = (p.y - c.y) / max(h.y, 0.5) let foot = smoothstep(0.25, 0.95, vy) let near = 0.5 * exp(-od / 0.9) + 0.34 * exp(-(od * od) / (2.0 * 2.3 * 2.3)) let g = near * (0.75 + 0.5 * foot) * (1.0 - a) * sv * (1.0 - smoothstep(room * 0.45, room, od)) let gc = mix(vec3(0.8, 0.2, 0.05), vec3(0.42, 0.05, 0.015), smoothstep(0.3, 3.0, od)) var res = Finish.over(dst, vec4(gc * g, g * 0.55)) var col = vec3(0.176, 0.098, 0.078) let lwt = 1.15 let lwb = 1.6 let dtop = max(p.y - lo.y - lwt, 0.0) let dbot = max(hi.y - p.y - lwb, 0.0) let dsid = max(min(p.x - lo.x, hi.x - p.x) - lwt, 0.0) let gt = 0.5 * exp(-dtop / 1.6) let gs = 0.55 * exp(-dsid / 3.5) let gb = 0.62 * exp(-dbot / 2.6) let ig = (1.0 - (1.0 - gt) * (1.0 - gs) * (1.0 - gb)) * lv col = mix(col, vec3(0.62, 0.14, 0.02), ig) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) let gl = (1.0 - smoothstep(0.1, 0.45, t)) * smoothstep(0.8, 2.6, x) col = col + vec3(0.03, 0.02, 0.016) * gl col = col * (1.0 + Finish.grain(p / px, 0.02)) let lw = mix(lwt, lwb, foot) let inl = Finish.band(d, 0.0, lw, px) * min(sv, 1.15) let lc = mix(vec3(0.88, 0.48, 0.3), vec3(1.0, 0.56, 0.24), foot) col = mix(col, lc, clamp(inl, 0.0, 1.0)) let core = Finish.band(d, lw * 0.3, lw * 0.72, px) * mix(0.75, 1.0, foot) * min(sv, 1.15) col = mix(col, vec3(1.0, 0.87, 0.64), clamp(core, 0.0, 1.0)) return Finish.over(res, vec4(col * a, a)) } // 6. A LAMP: a dot `r` across the middle, orange with a pale centre and a // halo of 2 to 3 points; off, a dark lens in a dark ring. let lm_lamp = fn(dst: vec4, p: vec2, c: vec2, r: float, px: float, lit: float, dis: float) -> vec4 { let d = length(p - c) - r let a = Finish.cover(d, px) let od = max(d, 0.0) let li = lit * (1.0 - 0.7 * dis) let g = 0.45 * exp(-(od * od) / (2.0 * 1.1 * 1.1)) * (1.0 - a) * li var res = Finish.over(dst, vec4(lm_glowc() * g, g * 0.5)) let rr = length(p - c) / max(r, 0.5) let body = mix(lm_orange(), lm_core(), (1.0 - smoothstep(0.0, 0.75, rr)) * 0.8) let off = mix(vec3(0.078, 0.086, 0.098), vec3(0.2, 0.216, 0.24), Finish.band(d, 0.0, px, px)) var col = mix(off, body, li) col = mix(col, vec3(0.3, 0.2, 0.15), dis * lit * 0.6) return Finish.over(res, vec4(col * a, a)) } // 4. A LIT TUBE in a groove: a thin line `tw` points across, lying along // the middle of the well `wlo`..`whi` (corner `wr`) from `u0` to `u1` along // it (x, or y where `vert` is 1). The line is orange (#f7873b) with a pale // core (#ffb066). Its light turns the well's floor a dark red (#450300) // over the lit stretch, orange right against the line and gone to the red // within 2 points; it burns the well's rim a pale orange-brown (#944832) // there and warms the slab round the well, gone within 4 points. Past the // lit stretch the groove stays black. let lm_tube = fn(dst: vec4, p: vec2, u0: float, u1: float, tw: float, px: float, dis: float, hot: float, wlo: vec2, whi: vec2, wr: float, vert: float) -> vec4 { let live = 1.0 - dis let wc = (wlo + whi) * 0.5 let u = mix(p.x, p.y, vert) let v = mix(p.y - wc.y, p.x - wc.x, vert) let len = u1 - u0 let on = step(0.3, len) let tr = max(min(tw * 0.5, len * 0.5), 0.01) let hl = max(len * 0.5 - tr, 0.0) let d = length(vec2(max(abs(u - (u0 + u1) * 0.5) - hl, 0.0), v)) - tr let a = Finish.cover(d, px) * on let od = max(d, 0.0) let hk = 1.0 + 0.25 * hot // Along the lit stretch, soft at its two ends. let am = smoothstep(u0 - 1.2, u0 + 1.2, u) * (1.0 - smoothstep(u1 - 1.2, u1 + 1.2, u)) * on * live let dw = Material.sd_box(p, wc, (whi - wlo) * 0.5, wr) let inw = Finish.cover(dw, px) // The floor: dark red over the stretch, orange against the line. let fl = 0.85 * am * inw var res = Finish.over(dst, vec4(vec3(0.27, 0.012, 0.0) * fl, fl)) let near = exp(-od / 0.7) * inw * (1.0 - a) * on * live * hk res = Finish.over(res, vec4(vec3(1.0, 0.4, 0.08) * near, near * 0.3)) // The rim of the well, lit along the stretch, the lower lip brighter. let rim = Finish.band(dw, 0.0, px, px) * am let rc = mix(vec3(0.58, 0.282, 0.196), vec3(0.65, 0.337, 0.24), step(0.0, v)) * hk res = Finish.over(res, vec4(rc * rim, rim)) // The warm light on the slab past the rim. let ow = max(dw, 0.0) let wide = smoothstep(u0 - 3.0, u0 + 1.0, u) * (1.0 - smoothstep(u1 - 1.0, u1 + 3.0, u)) * on * live let og = 0.42 * exp(-ow / 1.5) * (1.0 - smoothstep(3.0, 4.5, ow)) * (1.0 - inw) * wide * hk res = Finish.over(res, vec4(vec3(0.47, 0.1, 0.012) * og, og)) // The tube: a flat bright body, its pale core along the middle. let q = abs(v) / tr var col = mix(vec3(0.97, 0.53, 0.2), vec3(1.0, 0.69, 0.4), exp(-q * q * 4.0) * (0.85 + 0.15 * hot)) col = mix(col, vec3(0.24, 0.22, 0.21), dis) return Finish.over(res, vec4(col * a, a)) } // The three-quarter arc a waiting button turns in place of its label. let lm_spinner = fn(dst: vec4, p: vec2, c: vec2, rad: float, t: float, amt: float, stroke: float, ink: vec3) -> 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(ink, amt)) return Finish.over(dst, sdf.result) } // A screw head in a slab's corner, 6 points across: a dark counterbore // with a light lip on its lower edge, a domed head lit from the top left // with a bright rim above, and a slot across it. let lm_screw = fn(dst: vec4, p: vec2, c: vec2, px: float) -> vec4 { let q = p - c let d0 = length(q) - 3.0 let a0 = Finish.cover(d0, px) var res = Finish.over(dst, vec4(vec3(0.016, 0.02, 0.024) * a0, a0)) // The counterbore's lower lip catches the light. let lip = Finish.band(d0, 0.0, px, px) * smoothstep(0.0, 0.8, q.y / 3.0) res = Finish.over(res, vec4(vec3(0.25, 0.27, 0.3) * lip * 0.8, lip * 0.8)) let d1 = length(q) - 2.3 let a1 = Finish.cover(d1, px) let lit = clamp(0.55 - 0.65 * (q.x * 0.45 + q.y * 0.9) / 2.3, 0.0, 1.0) var col = mix(vec3(0.12, 0.13, 0.15), vec3(0.38, 0.4, 0.43), lit) let rim = Finish.band(d1, 0.0, px, px) * smoothstep(0.2, -0.8, q.y / 2.3) col = mix(col, vec3(0.5, 0.53, 0.57), rim * 0.8) let sl = abs((q.x - q.y) * 0.7071) - 0.4 col = mix(col, vec3(0.03, 0.035, 0.04), Finish.cover(sl, px) * step(length(q), 1.9)) return Finish.over(res, vec4(col * a1, a1)) } // ---------------------------------------------------------------- buttons // Every button is a face set into its own bezel: a slab 28 points tall // with a 7 point corner, the face 3 points in. Padding 14 each side (the // bezel's 3 and 11 of room), the label on a 12 point line. mod.widgets.ButtonFlat.padding = mod.turtle.Inset{left: 14.0 right: 14.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonFlat.min_height = 28.0 mod.widgets.ButtonFlat.icon_walk.width = 14.0 mod.widgets.ButtonIcon.padding = mod.turtle.Inset{left: 7.0 right: 7.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonFlatIcon.padding = mod.turtle.Inset{left: 7.0 right: 7.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonFlatterIcon.padding = mod.turtle.Inset{left: 7.0 right: 7.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonXs.min_height = 20.0 mod.widgets.ButtonSm.min_height = 24.0 mod.widgets.ButtonLg.min_height = 32.0 mod.widgets.ButtonXl.min_height = 36.0 mod.widgets.ButtonFlat.draw_bg.border_radius = uniform(3.5) mod.widgets.ButtonFlat.draw_bg.border_size = uniform(0.34) mod.widgets.ButtonFlat.clip_x = false mod.widgets.ButtonFlat.clip_y = false mod.widgets.ButtonFlat.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)) } // The bezel and its face for a box lo..hi: the rim, the corner of each. let lm_rim = fn(hh: float) -> float { return clamp(0.125 * hh, 3.2, 4.0) } // The button and its variants share one face; `kind` picks it: // 0 flat plate seated in its bezel, 1 raised key, 2 lit key (the lit // frame and the light under it), 3 raised key with the light under it, // 4 raised key with a lit legend, 5 danger, 6 outline (an empty bezel), // 7 flatter (a face only under the hand). let lm_button = fn(pos: vec2, size: vec2, o: vec2, dpi: float, hover: float, down: float, dis: float, focus: float, loading: float, anim: float, kind: float, dash: float) -> vec4 { let m = 6.0 let px = lm_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) let hh = hi.y - lo.y let rim = lm_rim(hh) let flo = vec2(lm_snap(rim, o.x, px), lm_snap(rim, o.y, px)) let fhi = vec2(lm_snap(size.x - rim, o.x, px), lm_snap(size.y - rim, o.y, px)) let rb = min(7.0, 0.3 * hh) let rf = max(rb - rim + 0.5, 2.0) let live = 1.0 - dis var res = vec4(0.0, 0.0, 0.0, 0.0) var ink = vec3(0.788, 0.808, 0.831) if kind > 5.5 { let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, rb) let a = Finish.cover(d, px) let n = lm_normal(p, (lo + hi) * 0.5, (hi - lo) * 0.5, rb) if kind < 6.5 { // Outline: the bezel's edge alone, one device pixel, lighter on top. var ring = Finish.band(d, 0.0, px, px) if dash > 0.0 { ring = ring * step(0.5, fract((p.x + p.y) / (dash * 2.0))) } let col = mix(vec3(0.227, 0.251, 0.282), vec3(0.33, 0.357, 0.392), smoothstep(-0.3, 0.7, -n.y)) + vec3(0.1, 0.105, 0.11) * hover * live let ra = ring * mix(1.0, 0.45, dis) res = vec4(col * ra, ra) let wash = (0.05 * hover + 0.08 * down) * live * a * (1.0 - ring) res = Finish.over(res, vec4(vec3(0.0, 0.0, 0.0), wash * 2.0)) res = Finish.over(res, vec4(vec3(0.788, 0.808, 0.831) * wash * 0.3, wash * 0.3)) } else { // Flatter: a face comes up under the hand and sinks when held. let show = max(hover, down) * live if show > 0.001 { res = lm_face(res, p, flo, fhi, rf, px, 0.0, down, dis, 0.0) * show } } res = lm_focus(res, p, lo, hi, rb, px, focus * live) } else { res = lm_slab(p, lo, hi, rb, px, 1.0, hover * live, dis) var raise = 1.0 if kind < 0.5 { raise = 0.0 } res = lm_face(res, p, flo, fhi, rf, px, hover, down, dis, raise) // The light under a raised key: at rest on the lit and the // secondary key, a trace of it under the hand on any raised key, // none while held (the key is down in its bezel). var under = 0.32 * hover * raise if kind > 1.5 && kind < 3.5 { under = 0.85 + 0.15 * hover } under = under * live * (1.0 - 0.85 * down) res = lm_under(res, p, flo, fhi, rf, px, under, hi.y) // The lit frame on the lit key, brighter under the hand, held and // focused; any other key shows focus as the frame's line alone. if kind > 1.5 && kind < 2.5 { res = lm_frame(res, p, flo, fhi, rf, px, (1.0 + 0.2 * hover + 0.4 * down + 0.25 * focus) * live) } else { res = lm_focus(res, p, lo, hi, rb, px, focus * live) } } if loading > 0.001 { let c = (lo + hi) * 0.5 let rad = max(min(hh, size.x) * 0.5 - rim - 5.0, 2.0) res = lm_spinner(res, p, c, rad, anim, loading, 1.5, vec3(1.0, 0.541, 0.235)) } return res * lm_fade(pos, size, m) } mod.widgets.ButtonFlat.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.Button.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.ButtonPrimary.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.ButtonSecondary.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.ButtonTertiary.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.ButtonDanger.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.ButtonOutline.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } mod.widgets.ButtonFlatter.draw_bg.pixel = fn() { return self.host_over(lm_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), 6.0) } // Label ink: grey-white on an unlit face, orange on a lit one or a lit // legend, red-orange for danger (the meaning kept by the word). mod.widgets.ButtonFlat.draw_text.color = #c9ced4 mod.widgets.ButtonFlat.draw_text.color_hover = #e4e8ec mod.widgets.ButtonFlat.draw_text.color_down = #b9bfc6 mod.widgets.ButtonFlat.draw_text.color_focus = #e4e8ec mod.widgets.ButtonFlat.draw_text.color_disabled = #5b636d mod.widgets.ButtonFlat.draw_icon.color = #c9ced4 mod.widgets.ButtonPrimary.draw_text.color = #ff8a3c mod.widgets.ButtonPrimary.draw_text.color_hover = #ffa060 mod.widgets.ButtonPrimary.draw_text.color_down = #ffb27a mod.widgets.ButtonPrimary.draw_text.color_focus = #ffa060 mod.widgets.ButtonPrimary.draw_text.color_disabled = #5b636d mod.widgets.ButtonPrimary.draw_icon.color = #ff8a3c mod.widgets.ButtonSecondary.draw_text.color = #e8ebee mod.widgets.ButtonSecondary.draw_text.color_hover = #f4f6f8 mod.widgets.ButtonSecondary.draw_text.color_down = #d0d5db mod.widgets.ButtonSecondary.draw_text.color_focus = #f4f6f8 mod.widgets.ButtonSecondary.draw_text.color_disabled = #5b636d mod.widgets.ButtonSecondary.draw_icon.color = #e8ebee mod.widgets.ButtonTertiary.draw_text.color = #ff8a3c mod.widgets.ButtonTertiary.draw_text.color_hover = #ffa060 mod.widgets.ButtonTertiary.draw_text.color_down = #ff8a3c mod.widgets.ButtonTertiary.draw_text.color_focus = #ffa060 mod.widgets.ButtonTertiary.draw_text.color_disabled = #5b636d mod.widgets.ButtonTertiary.draw_icon.color = #ff8a3c mod.widgets.ButtonDanger.draw_text.color = #ff5a3c mod.widgets.ButtonDanger.draw_text.color_hover = #ff7458 mod.widgets.ButtonDanger.draw_text.color_down = #ff5a3c mod.widgets.ButtonDanger.draw_text.color_focus = #ff7458 mod.widgets.ButtonDanger.draw_text.color_disabled = #5b636d mod.widgets.ButtonDanger.draw_icon.color = #ff5a3c mod.widgets.ButtonOutline.draw_text.color = #c9ced4 mod.widgets.ButtonOutline.draw_text.color_hover = #e4e8ec mod.widgets.ButtonOutline.draw_text.color_down = #c9ced4 mod.widgets.ButtonOutline.draw_text.color_focus = #e4e8ec mod.widgets.ButtonOutline.draw_text.color_disabled = #5b636d mod.widgets.ButtonOutline.draw_icon.color = #c9ced4 mod.widgets.ButtonFlatter.draw_text.color = #c9ced4 mod.widgets.ButtonFlatter.draw_text.color_hover = #e4e8ec mod.widgets.ButtonFlatter.draw_text.color_down = #c9ced4 mod.widgets.ButtonFlatter.draw_text.color_focus = #e4e8ec mod.widgets.ButtonFlatter.draw_text.color_disabled = #5b636d mod.widgets.ButtonFlatter.draw_icon.color = #c9ced4 mod.widgets.ButtonFlat.draw_description.color = #8b95a1 mod.widgets.ButtonSecondary.draw_description.color = #9aa3ae mod.widgets.ButtonOutline.draw_description.color = #9aa3ae mod.widgets.ButtonFlatter.draw_description.color = #9aa3ae // A link is words on the ground, lighting orange under the hand. mod.widgets.LinkLabel.draw_text.color = #c9ced4 mod.widgets.LinkLabel.draw_text.color_hover = #ff8a3c mod.widgets.LinkLabel.draw_text.color_down = #ff6a1e mod.widgets.LinkLabel.draw_text.color_focus = #ffa060 mod.widgets.LinkLabel.draw_text.color_disabled = #5b636d mod.widgets.CloseButton.draw_bg.cross_color = #c9ced4 // ---------------------------------------------------------------- selection // The small controls keep their bezel inside their box; the quad grows only // for the slab's short shadow. mod.widgets.CheckBoxFlat.draw_bg.vertex = fn() { let m = 5.0 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(16.0) mod.widgets.CheckBoxFlat.draw_bg.border_radius = uniform(2.0) mod.widgets.CheckBoxFlat.label_walk.margin.left = 16.0 // The check box: a 16 point bezel with a 12 point well punched in it. On, // the well's frame is lit and an orange check burns in it; mixed, a dash. mod.widgets.CheckBoxFlat.draw_bg.pixel = fn() { let m = 5.0 let px = lm_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(lm_snap(x0, o.x, px), lm_snap(y0, o.y, px)) let hi = vec2(lm_snap(x0 + sz, o.x, px), lm_snap(y0 + sz, o.y, px)) let wlo = vec2(lm_snap(x0 + 2.0, o.x, px), lm_snap(y0 + 2.0, o.y, px)) let whi = vec2(lm_snap(x0 + sz - 2.0, o.x, px), lm_snap(y0 + sz - 2.0, o.y, px)) let c = (wlo + whi) * 0.5 let held = max(self.down, self.pressed) let on = max(self.active, self.mixed) let live = 1.0 - self.disabled // CheckBoxCircle asks for its corners rounded all the way: a round // bezel and a round well. let round = step(20.0, self.border_radius) let rb = mix(4.5, (hi.x - lo.x) * 0.5, round) let rw = mix(2.5, (whi.x - wlo.x) * 0.5, round) var res = lm_slab(p, lo, hi, rb, px, 1.0, self.hover * live, self.disabled) // Held, the bezel dims round a well pushed deeper. res = Finish.over(res, vec4(0.0, 0.0, 0.0, 0.3 * held * live * res.w)) res = Finish.over(res, lm_well(p, wlo, whi, rw, px, 1.0 + 1.4 * held * live, self.disabled)) // The frame: lit when on; focus lights its line; under the hand the // well's edge brightens, held it brightens more and warms. res = lm_edge(res, p, wlo, whi, rw, px, (0.45 * self.hover + held) * live * (1.0 - on)) res = lm_frame(res, p, wlo, whi, rw, px, max(on * (1.0 + 0.25 * self.hover + 0.3 * held), 0.35 * held) * live) res = lm_focus(res, p, lo, hi, rb, px, self.focus * live * (1.0 - on)) // The error: the bezel's edge turns red-orange. let bd = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, rb) let er = Finish.band(bd, 0.0, px, px) * self.error * live res = Finish.over(res, vec4(vec3(1.0, 0.29, 0.16) * er, er)) // The mark: a check 7 points across in a 1.6 point stroke, or a dash; // orange with a pale middle and a close halo on the floor. let dm = min(lm_seg(p, vec2(c.x - 3.0, c.y + 0.1), vec2(c.x - 1.0, c.y + 2.2)), lm_seg(p, vec2(c.x - 1.0, c.y + 2.2), vec2(c.x + 3.0, c.y - 2.3))) let dd = lm_seg(p, vec2(c.x - 2.8, c.y), vec2(c.x + 2.8, c.y)) let dk = mix(dm, dd, self.mixed) - 0.85 let halo = 0.35 * exp(-max(dk, 0.0) / 0.9) * (1.0 - Finish.cover(dk, px)) * on * live res = Finish.over(res, vec4(lm_glowc() * halo, halo * 0.4)) let mk = Finish.cover(dk, px) * on var ink = mix(lm_orange(), lm_core(), (1.0 - smoothstep(-0.8, -0.2, dk)) * 0.6) ink = mix(ink, vec3(0.36, 0.39, 0.43), self.disabled) res = Finish.over(res, vec4(ink * mk, mk)) return res * lm_fade(self.pos, self.rect_size, m) } // The toggle: a 34 x 18 point bezel with a pill well punched in it. Off, // a dark domed thumb sits at the left; on, the thumb is a lit orange ball at // the right, its light on the floor of the track. // Size and aspect stay uniforms: the widget reads them back to find the // knob (a plain value here left the knob icons standing in the row). mod.widgets.ToggleFlat.draw_bg.size = uniform(18.0) mod.widgets.ToggleFlat.draw_bg.pill_aspect = uniform(1.9) // The knob stands centred in the track's height at both ends, 4 points in // from the bezel's edge (the 0.5 border and 3.5 of inset); told so, the // widget rides a knob icon on it at the knob's own size and drags it the // same travel. mod.widgets.ToggleFlat.draw_bg.knob_centred = uniform(1.0) mod.widgets.ToggleFlat.draw_bg.knob_inset = uniform(3.5) mod.widgets.ToggleFlat.label_walk.margin.left = 34.0 mod.widgets.ToggleFlat.draw_bg.pixel = fn() { let m = 5.0 let px = lm_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(lm_snap(x0, o.x, px), lm_snap(y0, o.y, px)) let hi = vec2(lm_snap(x0 + tw, o.x, px), lm_snap(y0 + th, o.y, px)) let wlo = vec2(lm_snap(x0 + 2.5, o.x, px), lm_snap(y0 + 2.5, o.y, px)) let whi = vec2(lm_snap(x0 + tw - 2.5, o.x, px), lm_snap(y0 + th - 2.5, o.y, px)) let held = max(self.pressed, self.down) let live = 1.0 - self.disabled let on = self.active var res = lm_slab(p, lo, hi, th * 0.5, px, 1.0, self.hover * live, self.disabled) res = Finish.over(res, vec4(0.0, 0.0, 0.0, 0.25 * held * live * res.w)) let wr = (whi.y - wlo.y) * 0.5 res = Finish.over(res, lm_well(p, wlo, whi, wr, px, 1.0 + 1.0 * held, self.disabled)) // The thumb follows the value, or the pointer while it is dragged. let kt = mix(on, self.drag_pos, self.drag) let kr = wr - 1.5 let kc = vec2(wlo.x + 1.5 + kr + (whi.x - wlo.x - 3.0 - kr * 2.0) * kt, (wlo.y + whi.y) * 0.5) // Its light on the floor of the track, reaching toward the left. let fl = exp(-max(length((p - kc) * vec2(0.45, 1.0)) - kr, 0.0) / 3.0) * 0.28 * on * live let win = Finish.cover(Material.sd_box(p, (wlo + whi) * 0.5, (whi - wlo) * 0.5, wr), px) res = Finish.over(res, vec4(lm_glowc() * fl * win, fl * win * 0.4)) // Under the hand and held the track's edge brightens; focus lights it. res = lm_edge(res, p, wlo, whi, wr, px, (0.45 * self.hover + held) * live) res = lm_focus(res, p, lo, hi, th * 0.5, px, self.focus * live) // The dark thumb, off: a domed cap with a thin light ring. let kd = length(p - kc) - kr let ka = Finish.cover(kd, px) let ksh = Finish.drop(p, kc + vec2(0.0, 0.8), vec2(kr, kr), kr, vec2(0.0, 0.0), 1.0) * 0.6 * (1.0 - ka) res = Finish.over(res, vec4(0.0, 0.0, 0.0, ksh * (1.0 - on))) let kq = (p - kc) / max(kr, 1.0) var kcol = mix(vec3(0.21, 0.227, 0.255), vec3(0.086, 0.098, 0.114), smoothstep(-1.0, 1.0, kq.y)) kcol = kcol + vec3(0.03, 0.032, 0.035) * self.hover * live - vec3(0.03, 0.03, 0.03) * held let kring = Finish.band(kd, 0.0, px, px) kcol = mix(kcol, mix(vec3(0.22, 0.24, 0.27), vec3(0.4, 0.43, 0.47), smoothstep(0.3, -0.6, kq.y)) + vec3(0.08, 0.08, 0.08) * self.hover * live, kring) kcol = mix(kcol, vec3(0.1, 0.11, 0.125), 0.5 * self.disabled) res = Finish.over(res, vec4(kcol * ka * (1.0 - on), ka * (1.0 - on))) // The lit ball, on. res = lm_lamp(res, p, kc, kr, px, on * (1.0 - 0.25 * held), self.disabled) // The error: the bezel's edge turns red-orange. let bd = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, th * 0.5) let er = Finish.band(bd, 0.0, px, px) * self.error * live res = Finish.over(res, vec4(vec3(1.0, 0.29, 0.16) * er, er)) return res * lm_fade(self.pos, self.rect_size, m) } // The radio: a 16 point round bezel with a round well; chosen, a lamp 6 // points across burns in it; off, the well is a dark ring. mod.widgets.RadioButtonFlat.draw_bg.vertex = fn() { let m = 5.0 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(16.0) 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 = 16.0 mod.widgets.RadioButtonFlat.draw_bg.pixel = fn() { let m = 5.0 let px = lm_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(lm_snap(0.0, o.x, px), lm_snap(y0, o.y, px)) let hi = vec2(lm_snap(sz, o.x, px), lm_snap(y0 + sz, o.y, px)) let c = (lo + hi) * 0.5 let live = 1.0 - self.disabled var res = lm_slab(p, lo, hi, sz * 0.5, px, 1.0, self.hover * live, self.disabled) res = Finish.over(res, vec4(0.0, 0.0, 0.0, 0.3 * self.down * live * res.w)) let wr = sz * 0.5 - 2.0 res = Finish.over(res, lm_well(p, c - vec2(wr, wr), c + vec2(wr, wr), wr, px, 1.0 + 1.4 * self.down * live, self.disabled)) res = lm_edge(res, p, c - vec2(wr, wr), c + vec2(wr, wr), wr, px, (0.45 * self.hover + self.down) * live) res = lm_frame(res, p, c - vec2(wr, wr), c + vec2(wr, wr), wr, px, 0.35 * self.down * live * (1.0 - self.active)) res = lm_focus(res, p, lo, hi, sz * 0.5, px, self.focus * live) return lm_lamp(res, p, c, 3.0, px, self.active * (1.0 + 0.0 * self.hover), self.disabled) * lm_fade(self.pos, self.rect_size, m) } // The radio tab: a raised key in its bezel; chosen, the face is lit from // within, dark glass behind a lit line, its word lit orange. mod.widgets.RadioButtonTabFlat.draw_bg.vertex = fn() { let m = 5.0 let mb = 12.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, m + mb)) } mod.widgets.RadioButtonTabFlat.clip_x = false mod.widgets.RadioButtonTabFlat.clip_y = false // The label is laid at the top of its box: 2.5 more on top and 2.5 less // below stand its capitals in the middle of the face. mod.widgets.RadioButtonTabFlat.padding = mod.turtle.Inset{left: 2.0 right: 14.0 top: 6.5 bottom: 1.5} mod.widgets.RadioButtonTabFlat.min_height = 28.0 mod.widgets.RadioButtonTabFlat.draw_bg.pixel = fn() { let m = 5.0 let mb = 12.0 let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, m + mb)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) let hh = hi.y - lo.y let rim = lm_rim(hh) let flo = vec2(lm_snap(rim, o.x, px), lm_snap(rim, o.y, px)) let fhi = vec2(lm_snap(size.x - rim, o.x, px), lm_snap(size.y - rim, o.y, px)) let rb = min(7.0, 0.3 * hh) let rf = max(rb - rim + 0.5, 2.0) let live = 1.0 - self.disabled let sel = self.active var res = lm_slab(p, lo, hi, rb, px, 1.0, self.hover * live, self.disabled) if sel > 0.5 { // Chosen: the face lit from within, its light spilling on the // bezel round it. res = lm_lit(res, p, flo, fhi, rf, px, 1.0 + 0.12 * self.hover - 0.3 * self.down, self.disabled) } else { res = lm_face(res, p, flo, fhi, rf, px, self.hover, self.down, self.disabled, 1.0) res = lm_under(res, p, flo, fhi, rf, px, 0.28 * self.hover * live * (1.0 - self.down), hi.y) res = lm_focus(res, p, lo, hi, rb, px, self.focus * live) } // The old 5 point fade on every side for the quiet states; the chosen // one has 12 below for its light. let e = min(min(p.x + m, p.y + m), min(size.x + m - p.x, size.y + mix(m, mb, step(0.5, sel)) - p.y)) return res * smoothstep(0.0, 4.0, e) } mod.widgets.RadioButtonTabFlat.draw_text.color = #aab2bc mod.widgets.RadioButtonTabFlat.draw_text.color_hover = #e4e8ec mod.widgets.RadioButtonTabFlat.draw_text.color_active = #ffb47c mod.widgets.RadioButtonTabFlat.draw_text.color_disabled = #5b636d // ---------------------------------------------------------------- sliders // A slider thumb: a dark round cap with a thin light ring; under the hand // the ring brightens, dragged or focused it is lit. let lm_thumb = fn(dst: vec4, p: vec2, c: vec2, rad: float, px: float, hover: float, drag: float, focus: float, dis: float) -> vec4 { let live = 1.0 - dis let d = length(p - c) - rad let a = Finish.cover(d, px) let sh = Finish.drop(p, c, vec2(rad, rad), rad, vec2(0.0, 1.2), 1.3) * 0.7 * (1.0 - a) var res = Finish.over(dst, vec4(0.0, 0.0, 0.0, sh)) let q = (p - c) / max(rad, 1.0) var col = mix(vec3(0.12, 0.14, 0.165), vec3(0.035, 0.047, 0.06), smoothstep(-1.0, 0.8, q.y)) col = col + vec3(0.04, 0.045, 0.05) * exp(-dot(q - vec2(-0.25, -0.45), q - vec2(-0.25, -0.45)) * 5.0) col = col - vec3(0.03, 0.03, 0.03) * drag * live // A small dimple in the middle. col = mix(col, vec3(0.05, 0.055, 0.065), Finish.cover(length(p - c) - 1.4, px)) // Its thin ring: pale on top, lit orange-brown underneath and on the // side the lit tube comes from. let ring = Finish.band(d, 0.0, px, px) let warm = clamp(smoothstep(-0.5, 0.6, q.y) + smoothstep(-0.2, -0.95, q.x) * 0.8, 0.0, 1.0) * live var rc = mix(vec3(0.46, 0.47, 0.48), vec3(0.76, 0.74, 0.7), smoothstep(0.0, -0.9, q.y)) rc = mix(rc, vec3(0.86, 0.5, 0.27), warm) + vec3(0.15, 0.15, 0.15) * hover * live rc = mix(rc, vec3(0.16, 0.17, 0.19), 0.6 * dis) col = mix(col, rc, ring) col = mix(col, vec3(0.09, 0.1, 0.115), 0.5 * dis) res = Finish.over(res, vec4(col * a, a)) // Lit: an orange ring with its pale core and a close halo. let lit = drag * live if lit > 0.001 { let od = max(d, 0.0) let g = 0.4 * exp(-(od * od) / (2.0 * 1.2 * 1.2)) * (1.0 - a) * lit res = Finish.over(res, vec4(lm_glowc() * g, g * 0.45)) let lr = Finish.band(d, 0.0, 1.4, px) * lit res = Finish.over(res, vec4(lm_orange() * lr, lr)) let lcr = Finish.band(d, 0.45, 0.95, px) * lit * 0.85 res = Finish.over(res, vec4(lm_core() * lcr, lcr)) } return res } // The groove every bar slider shares: a slab 12 points tall, a well 6 // points tall punched along it, the lit fill in the well. let lm_groove = fn(p: vec2, x0: float, x1: float, cy: float, o: vec2, px: float, bh: float, wh: float, dis: float, hover: float) -> vec4 { let lo = vec2(lm_snap(x0, o.x, px), cy - bh * 0.5) let hi = vec2(lm_snap(x1, o.x, px), cy + bh * 0.5) var res = lm_slab(p, lo, hi, bh * 0.5, px, 1.0, hover * (1.0 - dis), dis) let inset = (bh - wh) * 0.5 let wlo = vec2(lo.x + inset, cy - wh * 0.5) let whi = vec2(hi.x - inset, cy + wh * 0.5) return Finish.over(res, lm_well(p, wlo, whi, wh * 0.5, px, 1.0, dis)) } mod.widgets.SliderFlat.clip_x = false mod.widgets.SliderFlat.clip_y = false mod.widgets.SliderFlat.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_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 = 7.0 let cy = lm_snap(20.0 + (self.rect_size.y - 20.0) * 0.5, o.y, px) let live = 1.0 - self.disabled var res = lm_groove(p, 0.0, self.rect_size.x, cy, o, px, 12.0, 9.333, self.disabled, self.hover) let wlo = vec2(lm_snap(0.0, o.x, px) + 1.333, cy - 4.667) let whi = vec2(lm_snap(self.rect_size.x, o.x, px) - 1.333, cy + 4.667) 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(wlo.x + 1.5, min(ox, hx), self.arc_origin) let f1 = mix(hx, max(ox, hx), self.arc_origin) // Focus lights the groove's line, laid under the fill so the fill keeps // its own light. res = lm_focus(res, p, vec2(lm_snap(0.0, o.x, px), cy - 6.0), vec2(lm_snap(self.rect_size.x, o.x, px), cy + 6.0), 6.0, px, self.focus * live) res = lm_tube(res, p, f0, f1, 2.667, px, self.disabled, max(max(self.hover, self.drag), self.focus), wlo, whi, 4.667, 0.0) return lm_thumb(res, p, vec2(hx, cy), rad, px, self.hover, self.drag, self.focus, self.disabled) * lm_fade(self.pos, self.rect_size, m) } // The minimal slider: a slim slab with its slot and the lit value; a small // dark cap with a lit line shows under the hand. // Its box ends close under the value, so the groove sits at the box's foot // and runs a point past it (the quad grows 4 for that and the short shadow; // the next row stands 8 below): the value stands 3 points clear above it. mod.widgets.SliderMinimal.clip_x = false mod.widgets.SliderMinimal.clip_y = false mod.widgets.SliderMinimal.draw_bg.vertex = fn() { let m = 4.0 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 = 4.0 let px = lm_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 cy = lm_snap(self.rect_size.y - 2.5, o.y, px) var res = lm_groove(p, 0.0, self.rect_size.x, cy, o, px, 7.0, 4.0, self.disabled, self.hover) let wlo = vec2(lm_snap(0.0, o.x, px) + 1.5, cy - 2.0) let whi = vec2(lm_snap(self.rect_size.x, o.x, px) - 1.5, cy + 2.0) let lo2 = min(self.origin_pos, self.slide_pos) let hi2 = max(self.origin_pos, self.slide_pos) let f0 = mix(0.0, lo2, self.arc_origin) * self.rect_size.x let f1 = mix(self.slide_pos, hi2, self.arc_origin) * self.rect_size.x res = lm_tube(res, p, max(f0, wlo.x + 1.0), min(f1, whi.x - 1.0), 1.333, px, self.disabled, max(self.hover, self.drag), wlo, whi, 2.0, 0.0) let hx = clamp(self.slide_pos * self.rect_size.x, 4.0, self.rect_size.x - 4.0) let show = max(self.hover, self.drag) if show > 0.001 { let cap = lm_face(vec4(0.0, 0.0, 0.0, 0.0), p, vec2(hx - 3.5, cy - 5.5), vec2(hx + 3.5, cy + 5.5), 2.0, px, 0.0, 0.0, self.disabled, 1.0) var cl = Finish.over(res, cap) let ln = Finish.cover(abs(p.x - hx) - 0.5, px) * step(abs(p.y - cy), 3.5) cl = Finish.over(cl, vec4(lm_orange() * ln, ln)) res = mix(res, cl, show) } return res * lm_fade(self.pos, self.rect_size, m) } // The round slider: a label column, then the bar slider's groove, fill and // thumb; the groove ends short of the right edge so the value stands clear. mod.widgets.SliderRoundFlat.clip_x = false mod.widgets.SliderRoundFlat.clip_y = false mod.widgets.SliderRoundFlat.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_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 = 7.0 let cy = lm_snap(self.rect_size.y * 0.5, o.y, px) let x0 = self.label_size let x1 = self.rect_size.x - 37.0 var res = lm_groove(p, x0, x1, cy, o, px, 12.0, 9.333, self.disabled, self.hover) let wlo = vec2(lm_snap(x0, o.x, px) + 1.333, cy - 4.667) let whi = vec2(lm_snap(x1, o.x, px) - 1.333, cy + 4.667) let span = whi.x - wlo.x - rad * 2.0 + 2.667 let hx = wlo.x - 1.333 + rad + self.slide_pos * span res = lm_focus(res, p, vec2(lm_snap(x0, o.x, px), cy - 6.0), vec2(lm_snap(x1, o.x, px), cy + 6.0), 6.0, px, self.focus * (1.0 - self.disabled)) res = lm_tube(res, p, wlo.x + 1.5, hx, 2.667, px, self.disabled, max(max(self.hover, self.drag), self.focus), wlo, whi, 4.667, 0.0) return lm_thumb(res, p, vec2(hx, cy), rad, px, self.hover, self.drag, self.focus, self.disabled) * lm_fade(self.pos, self.rect_size, m) } // The fader: his cove cap with a white line across it (the slider bench's // "Cove cap, white line", a wedge), drawn by the cap engine (mod.sdf.Cap): // a narrow flat ridge carrying the line, concave coves sweeping down to the // foot along the travel and straight sides across it, the ridge brought // toward the eye by its height. It runs a 5 point slot lit orange from its // foot to the cap, the light's halo round the lit stretch beside the cap, // and it throws a soft shadow down and to the right. The shape, the // material and the inks are his bench preset number for number; the ground // under them is this sheet's (#11161b, not the bench's #2e3034). His cap // throws its shadow and its fill's halo farther than this sheet's own faces // do (see lm_fader_room). Under the hand the light runs a little hotter, as // the old lit tube did, and the cap's face a shade lighter, as every face // here; held, the cap sinks half a point; disabled, the light goes out (the // fill a dark bar), the face dims toward the disabled face, the line greys // and the shadows halve. The old fader drew no focus ring; neither does this. mod.widgets.SliderFader.cap_size = 26.0 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(0.44) mod.widgets.SliderFader.clip_x = false mod.widgets.SliderFader.clip_y = false // The material, tunable live: the key light (x right, y down, z toward the // viewer) and its intensity; the highlight, its roughness and the sheen; the // rim toward grazing; the occlusion and how far up the walls it reaches; the // plain sky's reflection and how near the eye is over the cap; metal, spun // grain and glow (none); the exposure in EV and the highlight roll-off; the // cast shadow's strength and blur, the contact shadow and the slot's inner // shadow. mod.widgets.SliderFader.draw_bg.cap_light = uniform(vec3(-0.22, -0.72, 0.66)) mod.widgets.SliderFader.draw_bg.cap_light_intensity = uniform(0.95) mod.widgets.SliderFader.draw_bg.cap_specular = uniform(0.12) mod.widgets.SliderFader.draw_bg.cap_roughness = uniform(0.84) mod.widgets.SliderFader.draw_bg.cap_gloss = uniform(0.16) mod.widgets.SliderFader.draw_bg.cap_rim = uniform(0.35) mod.widgets.SliderFader.draw_bg.cap_ao = uniform(0.45) mod.widgets.SliderFader.draw_bg.cap_ao_reach = uniform(1.2) mod.widgets.SliderFader.draw_bg.cap_reflection = uniform(0.12) mod.widgets.SliderFader.draw_bg.cap_reflection_perspective = uniform(0.35) mod.widgets.SliderFader.draw_bg.cap_metal = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_spun = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_glow = uniform(0.0) mod.widgets.SliderFader.draw_bg.cap_exposure = uniform(-0.35) mod.widgets.SliderFader.draw_bg.cap_rolloff = uniform(0.6) mod.widgets.SliderFader.draw_bg.cap_shadow = uniform(0.7) mod.widgets.SliderFader.draw_bg.cap_shadow_blur = uniform(6.0) mod.widgets.SliderFader.draw_bg.cap_contact = uniform(0.5) mod.widgets.SliderFader.draw_bg.cap_inner = uniform(0.7) // His inks: the cap's charcoal body, the white line, the slot's black, the // orange fill, the light's warm white and the shade's grey. None of them is // a token of this sheet (its handle and material tokens carry other colours // and dress other widgets), so they stand here as he chose them. The ground // is this sheet's window ground; disabled, the sheet's own disabled face, // mark and value colours. mod.widgets.SliderFader.draw_bg.ground_color = uniform(theme.color_bg_app) mod.widgets.SliderFader.draw_bg.handle_color = uniform(#1f1f22) mod.widgets.SliderFader.draw_bg.handle_color_disabled = uniform(theme.color_outset_disabled) mod.widgets.SliderFader.draw_bg.mark_color = uniform(#f2f0ea) mod.widgets.SliderFader.draw_bg.mark_color_disabled = uniform(theme.color_mark_disabled) mod.widgets.SliderFader.draw_bg.track_color = uniform(#111214) mod.widgets.SliderFader.draw_bg.fill_color = uniform(#bd5b00) mod.widgets.SliderFader.draw_bg.fill_color_disabled = uniform(theme.color_val_disabled) mod.widgets.SliderFader.draw_bg.light_color = uniform(#f4f2ee) mod.widgets.SliderFader.draw_bg.shadow_color = uniform(#46474c) // How far the fader's quad reaches past its rect, in points: the throw of // the cap's cast shadow from its 14 point height along the key light, the // blur at the shadow's tip (the engine holds it between 0.35 and 1 times the // height), two points for the contact shadow's tail, and the glow's reach // when the cap emits. The cap itself stays well inside that: never wider // than the fader, stopped at the track's ends, its ridge magnified by the // perspective by at most 16% of its half width. The lit fill's long faint // halo is cut there (see lm_fader_fade). let lm_fader_room = fn(lgt: vec3, blur: float, glo: float) -> float { let ln = normalize(lgt) return 14.0 * 0.7 * length(ln.xy) / max(ln.z, 0.25) + clamp(blur, 4.9, 14.0) + 24.0 * step(0.001, glo) + 2.0 } // The grown quad fades out over the outer half of its margin, where the // cap's shadow never reaches, by how far `p` lies outside the rect, rather // than over the last 4 points of the quad as lm_fade fades the sheet's // faces: the lit fill's halo still carries a few levels of orange out // there, and ended by the quad's edge it drew each fader's quad on the // ground as a faint square box. Faded by the distance from the rect, the // halo dies out round a rounded outline, as light does. let lm_fader_fade = fn(p: vec2, size: vec2, m: float) -> float { let d = length(max(abs(p - size * 0.5) - size * 0.5, vec2(0.0, 0.0))) return 1.0 - smoothstep(m * 0.5, m, d) } // The fader laid over the ground without painting it: the share of the // ground it darkens away and the light it puts back, premultiplied, so bare // ground comes out clear and the window's own ground (its vignette and // grain) shows through. Exact for any colour. Cap.on_ground adds only what // each channel has above the ground and takes the ground away by the // darkest channel's share, so a colour below the ground in one channel // loses the ground's own share in the others: the orange fill, which has no // blue, came out 17 levels short in red and 22 in green on this ground. let lm_on_ground = fn(col: vec3, gnd: vec3) -> vec4 { let dk = max(gnd - col, vec3(0.0, 0.0, 0.0)) / max(gnd, vec3(0.01, 0.01, 0.01)) let k = clamp(max(dk.x, max(dk.y, dk.z)), 0.0, 1.0) return vec4(max(col - gnd * (1.0 - k), vec3(0.0, 0.0, 0.0)), k) } // The cove cap's solid at `w` (cap-local points in the fader's frame), his // curves read as the bench reads them: the along curve symmetric, from its // centre to one end, mirrored; the across curve over the half width; the // edge over the edge width, 0.1 of the smaller half, in from the footprint // `fp`. No ribs and no cut; a painted line leaves the solid as it is. let lm_cove = fn(w: vec2, hs: vec2, fp: vec3, shape: vec4, mark: vec4, mark_at: vec4) -> vec4 { let c_along = Cap.mirror(Cap.curve(abs(w.x) / hs.x, 8.0, vec2(0.0, 1.0), vec2(0.0533, 0.0), vec2(0.0, 0.0), vec2(0.16, 1.0), vec2(0.0, 0.0), vec2(-0.01, 0.0386), vec2(0.19, 0.86), vec2(0.01, -0.0386), vec2(-0.0367, 0.0847), vec2(0.3, 0.46), vec2(0.0367, -0.0847), vec2(-0.06, 0.0557), vec2(0.48, 0.19), vec2(0.06, -0.0557), vec2(-0.0733, 0.0223), vec2(0.72, 0.07), vec2(0.0733, -0.0223), vec2(-0.02, 0.0), vec2(0.94, 0.05), vec2(0.02, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)), w.x) let c_across = Cap.curve(abs(w.y) / hs.y, 3.0, vec2(0.0, 1.0), vec2(0.1567, 0.0), vec2(0.0, 0.0), vec2(0.94, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)) let c_edge = Cap.curve(Cap.edge_x(fp.x, hs, 0.1), 3.0, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.06, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0)) return Cap.field(w, hs, fp, c_along, c_across, c_edge, vec2(1.0, 0.0), shape, vec4(0.0, 0.0, 0.0, 0.0), mark, mark_at, vec4(0.0, 0.0, 0.0, 0.0)) } mod.widgets.SliderFader.draw_bg.vertex = fn() { let m = lm_fader_room(self.cap_light, self.cap_shadow_blur, self.cap_glow) 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 px = lm_px(self.draw_pass.dpi_factor) let m = lm_fader_room(self.cap_light, self.cap_shadow_blur, self.cap_glow) 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 vert = self.is_vertical let live = 1.0 - self.disabled // The fader's frame: `a` along the travel from the value's zero (up the // screen when the fader stands), `b` across it. let a = mix(p.x, sz.y - p.y, vert) let b = mix(p.y, p.x, vert) let ab = vec2(a, b) let along = mix(sz.x, sz.y, vert) let across = mix(sz.y, sz.x, vert) let travel = max(along - self.inset_px * 2.0 - self.cap_px, 1.0) let foot = self.inset_px + self.cap_px * 0.5 // The slot's middle and the cap's centre on the device pixel grid, so the // slot's two walls antialias alike and the cap keeps one shape as it // moves. let mid = lm_snap(across * 0.5, mix(o.y, o.x, vert), px) let at_free = foot + self.slide_pos * travel let sa = Finish.snap(mix(o.x + at_free, o.y + sz.y - at_free, vert), px) let at = mix(sa - o.x, o.y + sz.y - sa, vert) // The cap's half size: cap_size along the travel, cap_cross of the // fader's width across, held to 4 points and to the width as the widget // holds it. let hs = vec2(self.cap_px * 0.5, min(max(across * self.cap_cross, 4.0), across) * 0.5) // The key light on screen, and turned into the fader's frame. let l = normalize(self.cap_light) let lt = Cap.light(l, vert) // Under the hand or held the light runs a little hotter; held, the cap // is pressed; disabled, the light goes out. let hot = max(self.hover, self.drag) * live let press = self.drag * live let lit = step(0.5, live) let ground = self.ground_color.rgb let light_ink = self.light_color.rgb let shadow_ink = self.shadow_color.rgb let body = self.handle_color.rgb let mark_ink = mix(self.mark_color.rgb, self.mark_color_disabled.rgb, self.disabled) let fill_ink = mix(self.fill_color.rgb * (1.0 + 0.15 * hot), self.fill_color_disabled.rgb, self.disabled) // THE GROUND: his slot, track_size wide, its ends rounded by half its // half width, held track_inset off the fader's ends; no well and no // scale. The fill runs from the slot's end (or out of the default, when // the widget asks) to the value; lit, it glows beside the cap; disabled, // it is a dark bar on the slot's floor. let tw = self.track_size let tlen = max(along - self.inset_px * 2.0, 1.0) let tbox = vec4(self.inset_px + tlen * 0.5, mid, tlen * 0.5, tw * 0.5) let lo = mix(foot + self.fill_lo * travel, self.inset_px, step(self.fill_lo, 0.0005)) let hi = mix(foot + self.fill_hi * travel, along - self.inset_px, step(0.9995, self.fill_hi)) var col = Cap.slot(ground, ab, tbox, tw * 0.25, 1.0 + lit, lo, hi, at, hs.x, lt, px, 0.0, 0.0, self.track_color.rgb, fill_ink, light_ink, shadow_ink, self.cap_inner, self.cap_ao) // THE CAP, his cove cap: corner 0.32 of the smaller half, edge 0.1, blend // 0.01, 14 points high, its top brought 16% toward the eye; a painted // line 1.6 points wide across its middle over 0.9 of its width. His plan // curve is flat at 1, which is no plan. let q = ab - vec2(at, mid) let shape = vec4(0.32, 0.1, 0.01, 14.0) let persp = 0.16 let mark = vec4(1.0, 1.6, 0.35, 0.0) let mark_at = vec4(0.0, 0.5, 0.9, 0.0) let r = shape.x * min(hs.x, hs.y) var cap = body var cov = 0.0 var under = 0.0 var halo = 0.0 // Only near the cap: the rest of a long track skips it. let far = abs(q) - hs if max(far.x, far.y) < m { var fp = Cap.sd_cap(q, hs, r, vec2(1.0, 0.0)) // Where the cap or its magnified top can lie: the solid read three // times, each at the point the height read before brings toward the // eye. Farther out every read is the plain footprint's. if max(far.x - persp * hs.x, far.y - persp * hs.y) < px { var w = q / (1.0 + persp) fp = Cap.sd_cap(w, hs, r, vec2(1.0, 0.0)) var f = lm_cove(w, hs, fp, shape, mark, mark_at) w = Cap.perspective(q, f.x, fp.x, persp) fp = Cap.sd_cap(w, hs, r, vec2(1.0, 0.0)) f = lm_cove(w, hs, fp, shape, mark, mark_at) w = Cap.perspective(q, f.x, fp.x, persp) fp = Cap.sd_cap(w, hs, r, vec2(1.0, 0.0)) f = lm_cove(w, hs, fp, shape, mark, mark_at) // The line is painted where the cap's own point lies, as the // bench paints it. let paint = Cap.mark_line(q, hs, mark, mark_at, px) let n = Cap.normal(f.yz, shape.w, vert) let v = Cap.view(q, hs, self.cap_reflection_perspective, vert) cap = Cap.shade(n, l, v, f.x, body, paint, 0.0, 1.0, self.cap_specular, self.cap_roughness, self.cap_gloss, self.cap_rim, self.cap_ao, self.cap_ao_reach, self.cap_reflection, self.cap_metal, self.cap_light_intensity, mark_ink, light_ink, shadow_ink, ground) let grain = Cap.spun(q, hs, lt.xy) * self.cap_spun * (1.0 - paint) cap = Cap.in_shadow(Cap.in_light(cap, clamp(grain, 0.0, 1.0) * 0.55, light_ink), clamp(-grain, 0.0, 1.0) * 0.42, shadow_ink) cap = Cap.emit(cap, f.x, body, light_ink, self.cap_glow) // The lit fill lights the cap's end walls beside it. cap = cap + fill_ink * Cap.fill_light(q, hs, f.yz * shape.w, lo, hi, at, tw) * (1.0 - paint) * lit // Under the hand the face a shade lighter, as every face here; // disabled, it dims toward the disabled face, the line its grey. cap = cap + vec3(0.018, 0.02, 0.022) * self.hover * live * (1.0 - press) * (1.0 - paint) cap = mix(cap, self.handle_color_disabled.rgb, 0.45 * self.disabled * (1.0 - paint)) cov = Cap.cover(fp.x, px) } // Under it the cast shadow, thrown from his top outline and a little // shorter while the cap is pressed, and the contact shadow; disabled, // both halve, as every face's shadow here does. let rise = shape.w - 0.5 * press let dim = 1.0 - 0.5 * self.disabled let sh = Cap.shadow(q, hs, r, vec3(0.2235, 0.9529, 1.0), lt, rise, self.cap_shadow_blur, self.cap_shadow * dim, px) let ct = Cap.contact(fp.x, max(rise * 0.3, 1.0), self.cap_contact * dim) under = clamp(sh + ct, 0.0, 1.0) halo = Cap.glow(fp.x, hs, self.cap_glow) } col = mix(col, col * shadow_ink, under * (1.0 - cov)) col = col + body * halo * 0.9 * (1.0 - cov) col = mix(col, cap, cov) let ex = pow(2.0, self.cap_exposure) let res = lm_on_ground(Cap.tone(col, ex, self.cap_rolloff), Cap.tone(ground, ex, self.cap_rolloff)) return res * lm_fader_fade(p, sz, m) } // ---------------------------------------------------------------- knobs // A knob: a round bezel with a well punched in it, and in the well a cut // wing knob, as the knob bench draws it: a short cylindrical cap whose top // is milled down on both sides, leaving a raised wing -- a band 0.56 of the // cap's radius wide running the whole diameter -- that turns with the value // and is the pointer. The cap is flat on top out to 0.82 of its radius, // where a crisp edge drops into a steep rounded side down to the floor of // the well. Two cutters take the top away either side of the wing, 0.55 of // the cap's height deep the whole way along; each cutter's profile is a // rounded shoulder at the wing's wall, a filleted root a sixth of a radius // out, then a floor running away a little to the edge. One solid in the // faders' charcoal: its flat face in their material and light, from the // cap engine, and every face turned off the flat lit as the bench lights // it, relative to the flat face as it shows and at the bench's strength -- // the wing's top and the floors keep the flat face's tone, the wall toward // the light a little over it, the wall away from the light goes to the // shade, the side ring toward the light brightens and away from it darkens // as far as the bench's, the edges and the shoulders turned toward the // light catch it, and a hairline round the outline is lit on the side // toward the light. The wing throws its shadow across the floor away from // the light, and, as in the bench, its swept crest throws one on the end // turned toward the light, a darker notch below the top's lit edge; the // cap throws its own on the floor of the well. Along the wing the sheet's pale // line, laid over the lit solid as the bench lays its mark, runs from half // the radius out to 0.95 of it, over the edge and down the side in the // flat face's light, whichever way it points. Round the cap the value arc, // orange with a pale core, its light falling on the floor of the well and // catching the cap's side, at 1.18 of the cap's radius; on it twelve ticks // stand outward, eleven steps across the sweep, lit orange where the arc // is lit and grey past it. Under the hand the light lifts a little and the // outlines brighten; held or focused, the value runs a little hotter, and // focus rings the bezel in the sheet's lit line; disabled, the light goes // out, the solid dims, the line fades and the shadows halve. Angles run // from straight down, clockwise, the gap at the bottom. // The cut wing's solid at `q` (points from the cap's centre): its height in // shares of the cap's height, 1 on top. `rc` the cap's radius, `side` the // unit vector across the wing, `hpt` the cap's height in points, `kmin` the // least fillet. The revolve first, flat to 0.82 of the radius and falling // to the floor at its rim (and on down past it, eight heights a radius); // then the cutters, their section read by the distance out from the // wing's wall, taken away by the smooth minimum. The fillet is 0.03 of the // radius measured along the surface, so its height band shrinks where the // crossing is steep. let lm_cw_h = fn(q: vec2, rc: float, side: vec2, hpt: float, kmin: float) -> float { let rn = length(q) / rc let pr = Cap.curve(rn, 4.0, vec2(0.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.82, 1.0), vec2(0.0, 0.0), vec2(-0.026667, 0.148148), vec2(0.9, 0.55), vec2(0.026667, -0.148148), vec2(-0.016667, 0.091667), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)) let h = pr.x - max(rn - 1.0, 0.0) * 8.0 let x = (abs(dot(q, side)) - 0.28 * rc) / rc // Inside the wing the cutter's section runs on up at its wall's slope, // so the smooth minimum rounds the shoulder over the fillet instead of // stepping where the cutter stops. var v = 1.0 - 5.125 * x var dv = -5.125 if x < -0.1 { return h } if x >= 0.0 { let wp = Cap.curve(min(x, 0.999), 3.0, vec2(0.0, 1.0), vec2(0.026667, -0.136667), vec2(-0.053333, 0.053333), vec2(0.16, 0.18), vec2(0.053333, -0.053333), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 0.0)) v = wp.x + wp.y * max(x - 1.0, 0.0) dv = wp.y } let hc = 1.0 - 0.55 * (1.0 - v) let sc = 0.55 * abs(dv) / rc let sb = abs(pr.y) / rc let dg = sqrt(sc * sc + sb * sb) let k = max(max(0.03 * rc, kmin) * dg / sqrt(1.0 + dg * dg * hpt * hpt), 0.0001) let hh = clamp(0.5 - 0.5 * (hc - h) / k, 0.0, 1.0) return mix(h, hc, hh) - k * hh * (1.0 - hh) } // How far one look along the ray toward the light, `t` points out, finds // the solid standing over the ray: the overhang in points across, as the // bench measures it, 0 where the ray clears the solid and 1 once the solid // stands `pen` over it (a quarter of the cap's height); a ray that clears // it is never shaded. let lm_cw_look = fn(q: vec2, t: float, h0: float, ld: vec2, tanel: float, rc: float, side: vec2, hpt: float, kmin: float, pen: float) -> float { if t <= 0.0 { return 0.0 } let hj = lm_cw_h(q + ld * t, rc, side, hpt, kmin) let over = ((hj - h0) * hpt - t * tanel) / max(tanel, 0.05) return clamp(over / pen, 0.0, 1.0) } // The wing's shadow on the cut and the side's on itself: looks along the // ray toward the light, as far as the top can throw. Two of them land just // past where the ray climbs onto the wing's top (the band, and the band // within the flat of the cap), the crisp edges every shadow here is thrown // from; three more are spread along the rest. let lm_cw_self = fn(q: vec2, h0: float, ld: vec2, tanel: float, rc: float, side: vec2, hpt: float, kmin: float, px: float) -> float { let tb = (1.0 - h0) * hpt / max(tanel, 0.05) if tb < 0.5 * px { return 0.0 } let pen = max(0.25 * hpt / max(tanel, 0.05), px) let gap = 0.28 * rc let s0 = dot(q, side) var sv = dot(ld, side) if abs(sv) < 0.0001 { sv = 0.0001 } let ta = (-gap - s0) / sv let tz = (gap - s0) / sv let b_in = min(ta, tz) let b_out = max(ta, tz) let rt = 0.82 * rc let bq = dot(q, ld) let cq = dot(q, q) - rt * rt let disc = bq * bq - cq var top_in = -1.0 if disc > 0.0 { let sq = sqrt(disc) let t0 = max(b_in, -bq - sq) let t1 = min(b_out, -bq + sq) if t1 > max(t0, 0.0) { top_in = max(t0, 0.0) } } var occ = 0.0 if b_out > 0.0 && b_in < tb { occ = max(occ, lm_cw_look(q, max(b_in, 0.0) + 0.5 * px, h0, ld, tanel, rc, side, hpt, kmin, pen)) } if top_in >= 0.0 && top_in < tb { occ = max(occ, lm_cw_look(q, top_in + 0.5 * px, h0, ld, tanel, rc, side, hpt, kmin, pen)) } occ = max(occ, lm_cw_look(q, 0.15 * tb, h0, ld, tanel, rc, side, hpt, kmin, pen)) occ = max(occ, lm_cw_look(q, 0.45 * tb, h0, ld, tanel, rc, side, hpt, kmin, pen)) occ = max(occ, lm_cw_look(q, 0.85 * tb, h0, ld, tanel, rc, side, hpt, kmin, pen)) return occ } // The hull of two discs, centres `a` and `b`, radii `ra` and `rb`: in .x // the signed distance from `p`, in .y where along a to b the nearest point // lies. let lm_cw_hull2 = fn(p: vec2, a: vec2, b: vec2, ra: float, rb: float) -> vec2 { let ba = b - a let l = length(ba) let dr = ra - rb if l <= abs(dr) + 0.0001 { let da = length(p - a) - ra let db = length(p - b) - rb if da < db { return vec2(da, 0.0) } return vec2(db, 1.0) } let ax = ba / l let pa = p - a let y = dot(pa, ax) let x = abs(ax.x * pa.y - ax.y * pa.x) let sb = dr / l let cb = sqrt(1.0 - sb * sb) let k = cb * y - sb * x if k < 0.0 { return vec2(length(pa) - ra, 0.0) } if k > cb * l { return vec2(length(p - b) - rb, 1.0) } return vec2(x * cb + y * sb - ra, k / (cb * l)) } let lm_cw_cross = fn(a: vec2, b: vec2, p: vec2) -> float { let ea = b - a let wa = p - a return ea.x * wa.y - ea.y * wa.x } // THE WING'S SHADOW ON THE CAP'S OWN TOP, as the bench throws it: the wing // taken as a swept solid, a disc at each end of it (0.68 of the radius out // along it) at its crest and one at the height just over the receiver // `zp`, as wide there as the section is (the crest 0.68 of the base's // 0.41 radii), each moved down-light by its height over the receiver // (`sh` points a cap's height); the shadow is the hull of the four. The // discs at the crest reach past the flat top to 0.96 of the radius, so the // end of the wing turned to the light, the steep side from 0.82 of the // radius out, falls under its own crest: a darker notch with the top's // edge lit above it and the rim lit below. The penumbra is the bench's: a // 10 point blur on a 56 point cap, halved, never under a pixel and a half. let lm_cw_hull = fn(q: vec2, zp: float, rc: float, dir: vec2, sh: vec2, px: float) -> float { let zb = 0.5838 let z0 = max(zb, zp + 0.12) if z0 + 0.001 > 1.0 { return 0.0 } let f = clamp((z0 - zb) / (1.0 - zb), 0.0, 1.0) * 3.0 var tw = mix(1.0, 0.8767, f) if f >= 1.0 { tw = mix(0.8767, 0.7818, f - 1.0) } if f >= 2.0 { tw = mix(0.7818, 0.6774, f - 2.0) } let half = 0.6835 * rc let rb = 0.4133 * rc * tw let rt = 0.4133 * rc * 0.6774 let pb0 = -dir * half + sh * (z0 - zp) let pb1 = dir * half + sh * (z0 - zp) let pt0 = -dir * half + sh * (1.0 - zp) let pt1 = dir * half + sh * (1.0 - zp) // The nearest of its four edges -- the base, the crest and the two // ends -- and the height there. let e0 = lm_cw_hull2(q, pb0, pb1, rb, rb) var dm = e0.x var zm = z0 let e1 = lm_cw_hull2(q, pt0, pt1, rt, rt) if e1.x < dm { dm = e1.x zm = 1.0 } let e2 = lm_cw_hull2(q, pb0, pt0, rb, rt) if e2.x < dm { dm = e2.x zm = mix(z0, 1.0, e2.y) } let e3 = lm_cw_hull2(q, pb1, pt1, rb, rt) if e3.x < dm { dm = e3.x zm = mix(z0, 1.0, e3.y) } let s1 = lm_cw_cross(pb0, pb1, q) let s2 = lm_cw_cross(pb1, pt1, q) let s3 = lm_cw_cross(pt1, pt0, q) let s4 = lm_cw_cross(pt0, pb0, q) if (s1 > 0.0 && s2 > 0.0 && s3 > 0.0 && s4 > 0.0) || (s1 < 0.0 && s2 < 0.0 && s3 < 0.0 && s4 < 0.0) { dm = min(dm, -rc) } let blur = 10.0 * rc / 56.0 let bl = max(0.5 * blur * mix(0.3, 1.0, clamp(zm - zp, 0.0, 1.0)), (zm - zp) * 0.11 * length(sh)) return 1.0 - smoothstep(-1.0, 1.0, dm / max(max(0.5 * bl, 1.5 * px), 0.001)) } // The highlight's lobe at `nh` (the normal against the half vector) for a // roughness `a`, normalised so that 0.5 peaks at the highlight's strength. let lm_cw_ggx = fn(nh: float, a: float) -> float { let a2 = a * a let dd = nh * nh * (a2 - 1.0) + 1.0 return 0.25 * a2 / max(dd * dd, 0.000001) } // THE BENCH'S FACE LIGHT, for a face of normal `n` under the light `l` of // strength `li`: in .x the direct light relative to a flat face (1 flat, // toward 0 turned away, over 1 turned toward the light), the difference // eased in on both sides so a face turned only a little keeps the flat // face's tone; in .y the highlight a flat face would not have, a lobe of // strength `spec` widened by `rough`, the flat face's own subtracted. let lm_cw_lit = fn(n: vec3, l: vec3, li: float, spec: float, rough: float) -> vec2 { let ndl = dot(n, l) let key = (smoothstep(-0.35, 1.0, ndl) - smoothstep(-0.35, 1.0, l.z)) * li * 1.5 let dl = 1.0 + smoothstep(0.0, 1.0, key) - smoothstep(0.0, 1.0, -key) let rk = max(sqrt(rough * rough + 0.01), 0.03) let hv = normalize(l + vec3(0.0, 0.0, 1.0)) let lobe = lm_cw_ggx(max(dot(n, hv), 0.0), rk) - lm_cw_ggx(hv.z, rk) return vec2(dl, max(lobe, 0.0) * spec * li * step(0.0, ndl)) } let lm_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, dis: float) -> vec4 { let live = 1.0 - dis let q = p - c let rl = length(q) var res = lm_slab(p, c - vec2(rr, rr), c + vec2(rr, rr), rr, px, 1.0, hover * live, dis) res = lm_focus(res, p, c - vec2(rr, rr), c + vec2(rr, rr), rr, px, focus * live) let rw = rr - clamp(0.08 * rr, 2.0, 3.0) // A box too small to hold a well draws the bezel alone. if rw < 4.0 { return res } res = Finish.over(res, lm_well(p, c - vec2(rw, rw), c + vec2(rw, rw), rw, px, 1.0, dis)) // The arc is a thin line (1.2 to 1.6 points) near the well's rim, the // floor inside it room for its glow and the knob, and outside it room // for the ticks: they run out from the arc's middle 0.14 of the cap's // radius (the arc's radius over 1.18), and at least a point past the // arc's outer edge, their round ends half a point inside the rim. On a // small knob that room is wanting at 0.86 of the well, so the arc, and // the cap with it, draw in until the ticks fit. let ring_w = clamp(0.07 * rr, 1.2, 1.6) let tick_w = max(1.8 * 0.86 * rw / (1.18 * 56.0), 1.0) let tick_room = rw - 0.5 - tick_w * 0.5 let ring_mid = min(0.86 * rw, min(tick_room / (1.0 + 0.14 / 1.18), tick_room - ring_w * 0.5 - 1.0)) 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) var ang = atan2(-q.x, q.y) if ang < 0.0 { ang = ang + 2.0 * PI } let es = 0.5 / max(ring_mid, 1.0) let inside_sweep = smoothstep(start - es, start + es, ang) * (1.0 - smoothstep(start + sweep - es, start + sweep + es, ang)) // The unlit track: a faint line in the well. let tr = Finish.cover(abs(rl - ring_mid) - ring_w * 0.5, px) * inside_sweep res = Finish.over(res, vec4(vec3(0.1, 0.11, 0.125) * tr, tr)) // THE CAP'S PROPORTIONS, the bench's: the arc and the ticks stand at // 1.18 of the cap's radius, so the cap is the arc's radius over 1.18 // (0.73 of the well's, less on a small knob); its height is 0.6 of its // radius, the depth the bench gives it in charcoal. The ticks are 1.8 // points wide on a 56 point cap, never under a point. let rc = ring_mid / 1.18 let hpt = 0.6 * rc let kmin = 0.5 * px let dir = vec2(-sin(ve), cos(ve)) let side = vec2(-dir.y, dir.x) let tick_r1 = min(ring_mid + max(0.14 * rc, ring_w * 0.5 + 1.0), tick_room) // The faders' material: their key light, charcoal, pale line, the // light's warm white and the shade's grey, the window's ground for the // sky, the highlight, sheen, rim and exposure; the light 1.2 strong for // their 0.95 on the flat face, as a knob seen from above turns less of // itself to the light than a cove cap's faces do, and three quarters of // that, the bench's 0.9, for the faces turned off it. Under the hand it // lifts a little. let l = normalize(vec3(-0.22, -0.72, 0.66)) let ld = normalize(l.xy) let tanel = l.z / length(l.xy) let cap_ink = vec3(0.122, 0.122, 0.133) let mark_ink = vec3(0.949, 0.941, 0.918) let light_ink = vec3(0.957, 0.949, 0.933) let shadow_ink = vec3(0.275, 0.278, 0.298) let ex = pow(2.0, -0.35) let dim = 1.0 - 0.5 * dis let hot = 1.0 + 0.25 * max(held, focus) let li = (1.2 + 0.15 * hover * live) * mix(1.0, 0.8, dis) let dcap = rl - rc let ccap = Finish.cover(dcap, px) // THE TICKS, on the floor under everything that falls on it: a capsule // from 1.18 of the radius outward at each of the twelve stops. Unlit // ones first, a grey a little brighter than the track; the lit ones // are laid over the arc below. let tstep = sweep / 11.0 let tk = clamp(floor((ang - start) / tstep + 0.5), 0.0, 11.0) let ta = start + tk * tstep let tdir = vec2(-sin(ta), cos(ta)) let td = lm_seg(q, tdir * (1.18 * rc), tdir * tick_r1) - tick_w * 0.5 let tcov = Finish.cover(td, px) let arcon = step(0.004, abs(a1 - a0)) let tlit = step(a0 - 0.001, ta) * step(ta, a1 + 0.001) * arcon * live let tunl = tcov * (1.0 - tlit) res = Finish.over(res, vec4(mix(vec3(0.3, 0.318, 0.345), vec3(0.16, 0.17, 0.185), dis) * tunl, tunl)) // Its shadow on the floor of the well, never past it: the cap's, thrown // by the height of the cut's floor, and the wing's, thrown by the full // height from a box along it; and a contact shadow hugging its foot. let sb = Cap.shadow(q, vec2(rc, rc), rc, vec3(0.9, 0.9, 1.0), l, 0.55 * hpt, 6.0, 0.7 * dim, px) let qw = vec2(dot(q, dir), dot(q, side)) let lw = vec3(dot(l.xy, dir), dot(l.xy, side), l.z) let sw = Cap.shadow(qw, vec2(0.9 * rc, 0.42 * rc), 0.4 * rc, vec3(0.91, 0.67, 1.0), lw, hpt, 6.0, 0.6 * dim, px) let ct = Cap.contact(dcap, max(hpt * 0.15, 1.0), 0.5 * dim) let wfl = Finish.cover(rl - (rw - 0.5 * px), px) let fsh = clamp(max(sb, sw) + ct, 0.0, 1.0) * (1.0 - ccap) * wfl res = Finish.over(res, vec4(0.0, 0.0, 0.0, fsh * 0.85)) // The arc, with round ends: the distance to its middle line. let e0 = c + ring_mid * vec2(-sin(a0), cos(a0)) let e1 = c + ring_mid * vec2(-sin(a1), cos(a1)) let inr = step(a0, ang) * step(ang, a1) let ad = mix(min(length(p - e0), length(p - e1)), abs(rl - ring_mid), inr) let arc = Finish.cover(ad - ring_w * 0.5, px) * arcon // Its light on the dark floor of the well, both sides of the line: a // red-orange close to it (#9a2900 at a point), a deep red-brown that // reaches the knob and the well's rim. // It fades out across the bezel's rim rather than stopping at the well. let lit = hot * live * arcon * (1.0 - smoothstep(rw - 0.5, rr, rl)) * (1.0 - arc) let odd = max(ad - ring_w * 0.5, 0.0) let gf = 1.2 * exp(-odd / 5.0) * lit res = Finish.over(res, vec4(vec3(0.42, 0.1, 0.03) * gf, gf * 0.6)) let gn = 1.2 * exp(-odd / 0.6) * lit res = Finish.over(res, vec4(vec3(0.85, 0.22, 0.03) * gn, gn * 0.6)) // The line: orange at its edges, a pale hot core down its middle. let hq = ad / (0.3 * ring_w) var acol = mix(vec3(1.0, 0.5, 0.2), vec3(1.0, 0.75, 0.47), exp(-hq * hq) * (0.85 + 0.15 * max(held, focus))) acol = mix(acol, vec3(0.3, 0.28, 0.27), dis) res = Finish.over(res, vec4(acol * arc, arc)) // The lit ticks: the arc's orange, a pale core along each, a little // brighter held or focused. let tl = tcov * tlit let tq = (td + tick_w * 0.5) / max(0.35 * tick_w, 0.3) let tcol = mix(vec3(1.0, 0.5, 0.2), vec3(1.0, 0.75, 0.47), exp(-tq * tq) * 0.8) * (0.9 + 0.1 * hot) res = Finish.over(res, vec4(tcol * tl, tl)) // THE CAP: its height here and a device pixel either way, the normal // from their differences, as the bench reads its solid. let h0 = lm_cw_h(q, rc, side, hpt, kmin) let hx = lm_cw_h(q + vec2(px, 0.0), rc, side, hpt, kmin) - lm_cw_h(q - vec2(px, 0.0), rc, side, hpt, kmin) let hy = lm_cw_h(q + vec2(0.0, px), rc, side, hpt, kmin) - lm_cw_h(q - vec2(0.0, px), rc, side, hpt, kmin) let n = normalize(vec3(-vec2(hx, hy) * hpt / (2.0 * px), 1.0)) // The light that reaches it past the wing and the side: the bench's // visibility, the shadow taking up to 0.385 of the key light; the // solid's own shadow, and the wing's as the bench throws it. let selfsh = max(lm_cw_self(q, h0, ld, tanel, rc, side, hpt, kmin, px), lm_cw_hull(q, h0, rc, dir, -ld * (hpt / tanel), px)) let kvis = 1.0 - 0.385 * selfsh * dim // The pale line painted along the wing, square-ended, 2 points wide on // a 56 point cap, never under 1.2. let pw = max(2.0 * rc / 56.0, 1.2) let pal = dot(q, dir) let pd2 = vec2(abs(dot(q, side)) - pw * 0.5, max(0.5 * rc - pal, pal - 0.95 * rc)) let pd = min(max(pd2.x, pd2.y), 0.0) + length(max(pd2, vec2(0.0, 0.0))) let paint = Finish.cover(pd, px) * mix(1.0, 0.45, dis) // The flat face in the faders' material, as it shows (exposed); then // every face lit as the bench lights it, relative to that, at the // bench's strength (0.9, three quarters of the sheet's light), so a face // turned a little keeps the flat face's tone, one turned to the light // brightens as much as the bench's does and one turned away goes to the // shade as far. let vw = Cap.view(q, vec2(rc, rc), 0.35, 0.0) let face = Cap.tone(Cap.shade(vec3(0.0, 0.0, 1.0), l, vw, clamp(h0, 0.0, 1.0), cap_ink, 0.0, 0.0, 1.0, 0.12, 0.84, 0.16, 0.35, 0.45, 1.2, 0.12, 0.0, li, mark_ink, light_ink, shadow_ink, lm_ground()), ex, 0.6) let lt = lm_cw_lit(n, l, li * 0.75, 0.12, 0.84) // The bench's hairline round the cap's outline, 1.4 points wide on a 56 // point cap: its light raised where the side faces the light, lowered // where it faces away. let hband = 1.0 - smoothstep(0.0, max(1.4 * rc / 56.0, px), abs(dcap)) let dl = lt.x + 0.3 * hband * dot(n.xy / max(length(n.xy), 0.0001), ld) var col = Cap.in_light(face * (shadow_ink + (vec3(1.0, 1.0, 1.0) - shadow_ink) * clamp(dl, 0.0, 1.0) * kvis), max(dl - 1.0, 0.0) * kvis, light_ink) col = col + light_ink * lt.y * kvis // And its rim: the last half point inside the outline lit as it faces // the light, 0.32 strong. let rimw = max(0.5 * rc / 56.0, 0.5 * px) col = Cap.in_light(col, (1.0 - smoothstep(0.0, rimw, -dcap)) * step(dcap, 0.0) * pow(max(dot(n, l), 0.0), 0.8) * 0.32 * dim, light_ink) // The arc's light catches the cap's side where it faces out, from the // top's edge down; the wing's walls inside stand clear of it. let outward = clamp(dot(n.xy, q / max(rl, 0.001)) * 1.4, 0.0, 1.0) * smoothstep(0.78 * rc, 0.9 * rc, rl) col = col + vec3(0.85, 0.22, 0.03) * gf * 0.5 * outward * ex // Under the hand a shade lighter, as every face here; disabled, dimmed // toward the disabled face. col = col + vec3(0.018, 0.02, 0.022) * hover * live * ex col = mix(col, vec3(0.086, 0.098, 0.114) * ex, 0.45 * dis) col = Cap.tone(col, 1.0, 0.6) // The line laid over the lit solid, as the bench lays its mark: in the // flat face's light the whole length, so it keeps its tone over the // edge and down the side whichever way the wing points. let line = Cap.tone(Cap.shade(vec3(0.0, 0.0, 1.0), l, vw, 1.0, cap_ink, 1.0, 0.0, 1.0, 0.12, 0.84, 0.16, 0.35, 0.45, 1.2, 0.12, 0.0, li, mark_ink, light_ink, shadow_ink, lm_ground()), ex, 0.6) col = mix(col, line, paint) return Finish.over(res, vec4(col * ccap, ccap)) } mod.widgets.RotaryKnob.clip_x = false mod.widgets.RotaryKnob.clip_y = false mod.widgets.RotaryKnob.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_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 lm_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) * lm_fade(self.pos, self.rect_size, m) } mod.widgets.RotaryFlat.clip_x = false mod.widgets.RotaryFlat.clip_y = false mod.widgets.RotaryFlat.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_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 - 24.0) 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 + 22.0 + dia * 0.5, px) - self.rect_pos.y) return lm_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) * lm_fade(self.pos, self.rect_size, m) } // The dial's value: a small chip, a well with orange digits. 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.Rotary.text_input.draw_text.color = #ff8a3c // ---------------------------------------------------------------- fields // A text field: a well punched in its bezel. Focused, the well's frame is // lit, the light bleeding inward over the floor. let lm_field = fn(p: vec2, lo: vec2, hi: vec2, o: vec2, px: float, hover: float, down: float, focus: float, dis: float, bezel: float) -> vec4 { let hh = hi.y - lo.y let rim = mix(0.0, clamp(0.12 * hh, 3.0, 3.5), bezel) let rb = min(7.0, 0.3 * hh) let wlo = vec2(lm_snap(lo.x + rim, o.x, px), lm_snap(lo.y + rim, o.y, px)) let whi = vec2(lm_snap(hi.x - rim, o.x, px), lm_snap(hi.y - rim, o.y, px)) let rw = max(rb - rim, 2.0) let live = 1.0 - dis var res = vec4(0.0, 0.0, 0.0, 0.0) if bezel > 0.5 { res = lm_slab(p, lo, hi, rb, px, 1.0, hover * live, dis) } res = Finish.over(res, lm_well(p, wlo, whi, rw, px, 1.0 + 0.6 * down * live, dis)) res = lm_edge(res, p, wlo, whi, rw, px, (0.45 * hover + 0.55 * down) * live * (1.0 - focus)) return lm_frame(res, p, wlo, whi, rw, px, focus * live) } mod.widgets.TextInputFlat.clip_x = false mod.widgets.TextInputFlat.clip_y = false mod.widgets.TextInputFlat.draw_bg.vertex = fn() { let m = 5.0 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.TextInputFlat.draw_bg.pixel = fn() { if self.color.a < 0.01 { return vec4(0.0, 0.0, 0.0, 0.0) } let m = 5.0 let px = lm_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(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(self.rect_size.x, o.x, px), lm_snap(self.rect_size.y, o.y, px)) // A field lower than a row (the dial's value chip) is a bare well. let bezel = step(22.0, hi.y - lo.y) return lm_field(p, lo, hi, o, px, self.hover, self.down, self.focus, self.disabled, bezel) * lm_fade(self.pos, self.rect_size, m) } mod.widgets.TextInputFlat.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.TextInputFlat.draw_cursor.color = #ffc690 mod.widgets.TextInputFlat.draw_text.color = #d0d5db mod.widgets.TextInputFlat.draw_text.color_empty = #7d8691 mod.widgets.TextInputFlat.draw_text.color_disabled = #5b636d // The number field: the same well; its stepper two small keys stacked at // the right, sharing the field's bezel. mod.widgets.NumberField.clip_x = false mod.widgets.NumberField.clip_y = false mod.widgets.NumberField.draw_bg.vertex = fn() { let m = 5.0 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.NumberField.draw_bg.pixel = fn() { let m = 5.0 let px = lm_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(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(self.rect_size.x, o.x, px), lm_snap(self.rect_size.y, o.y, px)) return lm_field(p, lo, hi, o, px, self.hover, 0.0, self.focus, self.disabled, 1.0) * lm_fade(self.pos, self.rect_size, m) } mod.widgets.NumberField.spin_width = 18.0 mod.widgets.NumberSpin.width = 18.0 mod.widgets.NumberSpin.draw_text.color = #00000000 mod.widgets.NumberSpin.draw_text.color_disabled = #00000000 mod.widgets.NumberSpin.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let x0 = lm_snap(1.0, o.x, px) let x1 = lm_snap(self.rect_size.x - 3.5, o.x, px) let y0 = lm_snap(4.0, o.y, px) let y1 = lm_snap(self.rect_size.y - 4.0, o.y, px) let mid = lm_snap(self.rect_size.y * 0.5, o.y, px) let live = 1.0 - self.disabled let tu = step(p.y, mid) let hot = mix(max(0.0, -self.hot), max(0.0, self.hot), tu) * live let dn = mix(max(0.0, -self.down), max(0.0, self.down), tu) * live let lo = vec2(x0, mix(mid + px * 0.5, y0, tu)) let hi = vec2(x1, mix(y1, mid - px * 0.5, tu)) var res = lm_face(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, 2.0, px, hot, dn, self.disabled, 1.0) let cx = (x0 + x1) * 0.5 let cu = (y0 + mid) * 0.5 let cd = (mid + y1) * 0.5 let du = min(lm_seg(p, vec2(cx - 2.5, cu + 1.2), vec2(cx, cu - 1.3)), lm_seg(p, vec2(cx, cu - 1.3), vec2(cx + 2.5, cu + 1.2))) let dd = min(lm_seg(p, vec2(cx - 2.5, cd - 1.2), vec2(cx, cd + 1.3)), lm_seg(p, vec2(cx, cd + 1.3), vec2(cx + 2.5, cd - 1.2))) let k = Finish.cover(min(du, dd) - 0.6, px) * mix(1.0, 0.4, self.disabled) let ink = mix(vec3(0.788, 0.808, 0.831), vec3(1.0, 0.541, 0.235), max(hot, dn)) return Finish.over(res, vec4(ink * k, k)) } // The chevron of a drop-down: 8 x 4.5 points in a 1.5 point stroke; grey // at rest, lit orange with a close halo when open. let lm_chevron = fn(dst: vec4, p: vec2, cc: vec2, ink: vec3, open: float, dis: float, px: float) -> vec4 { let dk = min(lm_seg(p, vec2(cc.x - 4.0, cc.y - 2.0), vec2(cc.x, cc.y + 2.2)), lm_seg(p, vec2(cc.x, cc.y + 2.2), vec2(cc.x + 4.0, cc.y - 2.0))) - 0.75 let hb = 0.4 * exp(-max(dk, 0.0) / 0.9) * (1.0 - Finish.cover(dk, px)) * open * (1.0 - dis) var res = Finish.over(dst, vec4(lm_glowc() * hb, hb * 0.45)) let col = mix(mix(ink, vec3(1.0, 0.541, 0.235), open), vec3(0.36, 0.39, 0.43), dis) let k = Finish.cover(dk, px) return Finish.over(res, vec4(col * k, k)) } // The drop-down: a raised key in its bezel, its chevron in a zone of its // own at the right behind an engraved joint; open, held and the frame lit. mod.widgets.DropDownFlat.padding = mod.turtle.Inset{left: 14.0 right: 34.0 top: 4.0 bottom: 4.0} mod.widgets.DropDownFlat.clip_x = false mod.widgets.DropDownFlat.clip_y = false mod.widgets.DropDownFlat.draw_bg.vertex = fn() { let m = 5.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } let lm_dropdown = fn(pos: vec2, size: vec2, o: vec2, dpi: float, hover: float, down: float, open: float, dis: float, focus: float) -> vec4 { let m = 5.0 let px = lm_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) let hh = hi.y - lo.y let rim = lm_rim(hh) let flo = vec2(lm_snap(rim, o.x, px), lm_snap(rim, o.y, px)) let fhi = vec2(lm_snap(size.x - rim, o.x, px), lm_snap(size.y - rim, o.y, px)) let rb = min(7.0, 0.3 * hh) let rf = max(rb - rim + 0.5, 2.0) let live = 1.0 - dis let held = max(down, open) var res = lm_slab(p, lo, hi, rb, px, 1.0, hover * live, dis) res = lm_face(res, p, flo, fhi, rf, px, hover, held, dis, 1.0) res = lm_under(res, p, flo, fhi, rf, px, 0.28 * hover * live * (1.0 - held), hi.y) // The joint before the chevron zone: a dark line and a light one. let jx = lm_snap(size.x - rim - 22.0, o.x, px) let iny = step(flo.y + 3.0, p.y) * step(p.y, fhi.y - 3.0) let jd = step(jx - px, p.x) * step(p.x, jx) * iny let jl = step(jx, p.x) * step(p.x, jx + px) * iny res = Finish.over(res, vec4(0.0, 0.0, 0.0, 0.8 * jd)) res = Finish.over(res, vec4(vec3(0.2, 0.22, 0.245) * jl, jl)) res = lm_frame(res, p, flo, fhi, rf, px, open * live) res = lm_focus(res, p, lo, hi, rb, px, focus * live * (1.0 - open)) // The chevron is a glyph on a lit control when the list is open or the // frame is lit by focus: orange. res = lm_chevron(res, p, vec2(fhi.x - 11.0, (lo.y + hi.y) * 0.5), vec3(0.788, 0.808, 0.831), max(open, focus), dis, px) return res * lm_fade(pos, size, m) } mod.widgets.DropDownFlat.draw_bg.pixel = fn() { return lm_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.active, self.disabled, self.focus) } mod.widgets.DropDownFlat.draw_text.color = #c9ced4 mod.widgets.DropDownFlat.draw_text.color_hover = #e4e8ec mod.widgets.DropDownFlat.draw_text.color_focus = #e4e8ec mod.widgets.DropDownFlat.draw_text.color_disabled = #5b636d // The select wears a button of its own, built before this sheet: it is // given the drop-down's face and room here. mod.widgets.Select.clip_x = false mod.widgets.Select.clip_y = false mod.widgets.MultiSelect.clip_x = false mod.widgets.MultiSelect.clip_y = false mod.widgets.Select.face.clip_x = false mod.widgets.Select.face.clip_y = false mod.widgets.MultiSelect.face.clip_x = false mod.widgets.MultiSelect.face.clip_y = false mod.widgets.Select.face.draw_bg.vertex = fn() { let m = 5.0 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.MultiSelect.face.draw_bg.vertex = fn() { let m = 5.0 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.Select.face.draw_bg.pixel = fn() { return lm_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, 0.0, self.disabled, self.focus) } mod.widgets.MultiSelect.face.draw_bg.pixel = fn() { return lm_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, 0.0, self.disabled, self.focus) } mod.widgets.Select.face.padding = mod.turtle.Inset{left: 14.0 right: 34.0 top: 4.0 bottom: 4.0} mod.widgets.MultiSelect.face.padding = mod.turtle.Inset{left: 14.0 right: 34.0 top: 4.0 bottom: 4.0} mod.widgets.Select.face.min_height = 28.0 mod.widgets.MultiSelect.face.min_height = 28.0 mod.widgets.Select.face.draw_text.color = #c9ced4 mod.widgets.MultiSelect.face.draw_text.color = #c9ced4 // The combo box: a well one types in, in its bezel, the chevron at its // right behind an engraved joint. mod.widgets.ComboBoxFlat.padding = mod.turtle.Inset{left: 12.0 right: 34.0 top: 4.0 bottom: 4.0} mod.widgets.ComboBoxFlat.input.min_height = 0.0 mod.widgets.ComboBoxFlat.clip_x = false mod.widgets.ComboBoxFlat.clip_y = false mod.widgets.ComboBoxFlat.draw_bg.vertex = fn() { let m = 5.0 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.ComboBoxFlat.draw_bg.pixel = fn() { let m = 5.0 let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) var res = lm_field(p, lo, hi, o, px, self.hover, 0.0, self.focus, self.disabled, 1.0) let jx = lm_snap(size.x - 26.0, o.x, px) let iny = step(5.5, p.y) * step(p.y, size.y - 5.5) let jd = step(jx - px, p.x) * step(p.x, jx) * iny let jl = step(jx, p.x) * step(p.x, jx + px) * iny res = Finish.over(res, vec4(0.0, 0.0, 0.0, 0.9 * jd)) res = Finish.over(res, vec4(vec3(0.16, 0.18, 0.2) * jl, jl)) res = lm_chevron(res, p, vec2(size.x - 14.0, size.y * 0.5), vec3(0.788, 0.808, 0.831), self.focus, self.disabled, px) return res * lm_fade(self.pos, size, m) } // Open lists: a slab with its top line; rows lift a little under the hand, // the chosen row in a lit frame. let lm_menu = fn(p: vec2, size: vec2, px: float) -> vec4 { let r = min(7.0, min(size.x, size.y) * 0.5) let res = lm_slab(p, vec2(0.0, 0.0), size, r, px, 0.0, 0.0, 0.0) let d = Material.sd_box(p, size * 0.5, size * 0.5, r) let e = Finish.band(d, 0.0, px, px) * 0.5 return Finish.over(res, vec4(vec3(0.25, 0.27, 0.3) * e, e) * step(p.y, size.y - px)) } let lm_row = fn(p: vec2, size: vec2, px: float, hover: float, active: float, dis: float) -> vec4 { let lo = vec2(3.0, 1.5) let hi = size - vec2(3.0, 1.5) let r = min(4.0, (hi.y - lo.y) * 0.5) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, r) let a = Finish.cover(d, px) let wash = 0.06 * hover * (1.0 - dis) * a var res = vec4(vec3(0.788, 0.808, 0.831) * wash, wash) if active > 0.001 { var sel = Finish.over(vec4(0.0, 0.0, 0.0, 0.0), vec4(vec3(0.075, 0.082, 0.094) * a, a)) sel = lm_frame(sel, p, lo, hi, r, px, 1.0) res = mix(res, sel, active) } return res } mod.widgets.PopupMenuFlat.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) return lm_menu(self.pos * self.rect_size, self.rect_size, px) } mod.widgets.PopupMenuItem.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) return lm_row(self.pos * self.rect_size, self.rect_size, px, self.hover, self.active, self.disabled) } mod.widgets.PopupMenuItem.draw_text.color_active = #ff8a3c mod.widgets.ComboBoxFlat.draw_popup_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) return lm_menu(self.pos * self.rect_size, self.rect_size, px) } mod.widgets.ComboBoxFlat.draw_item.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) return lm_row(self.pos * self.rect_size, self.rect_size, px, self.hover, self.active, 0.0) } mod.widgets.ComboBoxFlat.draw_item_text.color_active = #ff8a3c // ---------------------------------------------------------------- tabs // The segmented control: one bezel with a track punched along it, the // answers standing in the track; the chosen answer is lit from within. mod.widgets.SegmentedControl.segment_height = 24.0 mod.widgets.SegmentedControlFlat.segment_height = 24.0 mod.widgets.SegmentedControlFlat.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) let rb = min(7.0, 0.3 * (hi.y - lo.y)) var res = lm_slab(p, lo, hi, rb, px, 1.0, 0.0, 0.0) // The track: a sunken ridge punched along the bezel, 1 point in. Its // floor dark, the shade of its upper wall under the top edge, and its // lower wall a band facing up that catches what light there is. let tlo = vec2(lm_snap(1.0, o.x, px), lm_snap(1.0, o.y, px)) let thi = vec2(lm_snap(size.x - 1.0, o.x, px), lm_snap(size.y - 1.0, o.y, px)) res = Finish.over(res, lm_track(p, tlo, thi, max(rb - 1.0, 2.0), px)) return res * lm_fade(self.pos, size, m) } // The chosen answer: its cell of the track lit from within, filling the // segment's box less half a point either side; its light spills on the // track's floor beside it, the rim and a little on the ground. mod.widgets.SegmentedControlFlat.draw_pill.vertex = fn() { let m = 13.0 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 = 13.0 let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let clo = vec2(lm_snap(1.5, o.x, px), lm_snap(1.5, o.y, px)) let chi = vec2(lm_snap(size.x - 1.5, o.x, px), lm_snap(size.y - 1.5, o.y, px)) let res = lm_lit(vec4(0.0, 0.0, 0.0, 0.0), p, clo, chi, 4.5, px, 1.0, 0.0) return res * lm_fade(self.pos, size, m) } mod.widgets.SegmentedControlFlat.draw_text.text_style.font_size = 9.0 mod.widgets.SegmentedControlFlat.draw_text_selected.text_style.font_size = 9.0 mod.widgets.SegmentedControlFlat.draw_text.color = #aab2bc mod.widgets.SegmentedControlFlat.draw_text_selected.color = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_primary_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_neutral_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_secondary_container = #ffb47c mod.widgets.SegmentedControl.palette.on_primary_container = #ffb47c mod.widgets.SegmentedControl.palette.on_neutral_container = #ffb47c mod.widgets.SegmentedControl.palette.on_secondary_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_tertiary_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_error_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_warning_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_success_container = #ffb47c mod.widgets.SegmentedControlFlat.palette.on_info_container = #ffb47c mod.widgets.SegmentedControl.palette.on_tertiary_container = #ffb47c mod.widgets.SegmentedControl.palette.on_error_container = #ffb47c mod.widgets.SegmentedControl.palette.on_warning_container = #ffb47c mod.widgets.SegmentedControl.palette.on_success_container = #ffb47c mod.widgets.SegmentedControl.palette.on_info_container = #ffb47c // Tabs: the strip is one bezel; each quiet tab a raised face in it, the // tab in use lit from within, its word lit orange on the dark glass. mod.widgets.Tabs.height = 28.0 mod.widgets.Tabs.clip_x = false mod.widgets.Tabs.clip_y = false mod.widgets.Tabs.draw_bg.vertex = fn() { let m = 5.0 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() { let m = 5.0 let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) return lm_slab(p, lo, hi, min(7.0, 0.3 * (hi.y - lo.y)), px, 1.0, 0.0, 0.0) * lm_fade(self.pos, size, m) } // A tab's close cross, drawn by the tab's own face so it can burn orange on // the tab in use: where the strip puts its mark (15 points square, 5 in // from the right, centred in height), two strokes 1.4 points thick. The // strip shows it on the tab in use, the one under the pointer, and on every // tab 108 points wide or more; the mark the strip draws there itself is // left empty (below). let lm_cross = fn(dst: vec4, p: vec2, size: vec2, px: float, ink: vec3, lit: float, show: float) -> vec4 { if show < 0.5 { return dst } let cc = vec2(size.x - 12.5, size.y * 0.5) let k = 2.76 let dk = min(lm_seg(p, cc - vec2(k, k), cc + vec2(k, k)), lm_seg(p, cc + vec2(k, -k), cc + vec2(-k, k))) - 0.7 let hb = 0.4 * exp(-max(dk, 0.0) / 0.9) * (1.0 - Finish.cover(dk, px)) * lit var res = Finish.over(dst, vec4(lm_glowc() * hb, hb * 0.45)) let a = Finish.cover(dk, px) return Finish.over(res, vec4(ink * a, a)) } let lm_tab = fn(p: vec2, size: vec2, o: vec2, dpi: float, hover: float, active: float) -> vec4 { let px = lm_px(dpi) let lo = vec2(lm_snap(1.0, o.x, px), lm_snap(3.0, o.y, px)) let hi = vec2(lm_snap(size.x - 1.0, o.x, px), lm_snap(size.y - 3.0, o.y, px)) var res = vec4(0.0, 0.0, 0.0, 0.0) if active > 0.5 { // The tab in use: its face lit from within, the light spilling on // the strip's bezel round it. res = lm_lit(res, p, lo, hi, 4.0, px, 1.0, 0.0) res = lm_cross(res, p, size, px, vec3(1.0, 0.706, 0.486), 1.0, 1.0) } else { res = lm_face(res, p, lo, hi, 4.0, px, hover, 0.0, 0.0, 1.0) res = lm_under(res, p, lo, hi, 4.0, px, 0.28 * hover, hi.y + 3.0) let ink = mix(vec3(0.604, 0.639, 0.682), vec3(0.894, 0.91, 0.925), hover) res = lm_cross(res, p, size, px, ink, 0.0, max(hover, step(108.0, size.x))) } return res } mod.widgets.Tabs.draw_tab.pixel = fn() { return lm_tab(self.pos * self.rect_size, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 0.0, 0.0) } mod.widgets.Tabs.draw_tab_hover.pixel = fn() { return lm_tab(self.pos * self.rect_size, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 1.0, 0.0) } // The tab in use grows its quad downward for the light under it. mod.widgets.Tabs.draw_tab_active.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.Tabs.draw_tab_active.pixel = fn() { let m = 12.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) return lm_tab(p, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 0.0, 1.0) * lm_fade(self.pos, self.rect_size, m) } mod.widgets.Tabs.draw_sep.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } // The strip's own mark: the add plus in the grey line drawing; its close // cross is drawn by the tab faces above, so here it draws nothing. mod.widgets.Tabs.draw_mark.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let cc = self.rect_size * 0.5 let r = min(self.rect_size.x, self.rect_size.y) * 0.26 let dk = min(lm_seg(p, cc - vec2(r, 0.0), cc + vec2(r, 0.0)), lm_seg(p, cc - vec2(0.0, r), cc + vec2(0.0, r))) - 0.7 let a = Finish.cover(dk, px) * step(0.5, self.plus) return vec4(vec3(0.604, 0.639, 0.682) * a, a) } mod.widgets.Tabs.draw_mark.color = #9aa3ae mod.widgets.Tabs.draw_text.color = #aab2bc mod.widgets.Tabs.draw_text_active.color = #ffb47c mod.widgets.Tabs.draw_text.text_style.font_size = 9.0 mod.widgets.Tabs.draw_text_active.text_style.font_size = 9.0 // ---------------------------------------------------------------- feedback // The progress bar: a slab 10 points tall with a 6 point well, the lit // fill in it. mod.widgets.ProgressBarFlat.height = 10.0 mod.widgets.ProgressBarFlat.clip_x = false mod.widgets.ProgressBarFlat.clip_y = false mod.widgets.ProgressBarFlat.draw_bg.vertex = fn() { let m = 5.0 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.ProgressBarFlat.draw_bg.pixel = fn() { let m = 5.0 let px = lm_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 th = min(10.0, self.rect_size.y) let y0 = lm_snap((self.rect_size.y - th) * 0.5, o.y, px) let x0 = lm_snap(self.rect_size.x * self.start, o.x, px) let x1 = lm_snap(self.rect_size.x * self.end, o.x, px) var res = vec4(0.0, 0.0, 0.0, 0.0) let wlo = vec2(x0 + 1.333, y0 + 1.333) let whi = vec2(x1 - 1.333, y0 + th - 1.333) if self.track > 0.5 { res = lm_slab(p, vec2(x0, y0), vec2(x1, y0 + th), th * 0.5, px, 1.0, 0.0, 0.0) res = Finish.over(res, lm_well(p, wlo, whi, (whi.y - wlo.y) * 0.5, px, 1.0, 0.0)) } let span = whi.x - wlo.x - 2.0 var f0 = wlo.x + 1.0 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 { // Still: the sweep would need the pass clock, which a sheet may not // read, so the unknown amount is a lit stretch standing in the // middle with its ends fading. f0 = wlo.x + 1.0 + span * 0.3 f1 = wlo.x + 1.0 + span * 0.7 } var fill = lm_tube(vec4(0.0, 0.0, 0.0, 0.0), p, f0, f1, 2.0, px, 0.0, 0.0, wlo, whi, (whi.y - wlo.y) * 0.5, 0.0) // An intent other than the plain one tints the light with its colour. let ic = self.fill_color() let tint = step(0.5, self.intent) fill = vec4(mix(fill.rgb, fill.rgb * ic.rgb * 1.1, tint * 0.8), fill.a) if self.value < 0.0 { fill = fill * smoothstep(f0 - 1.0, f0 + span * 0.12, p.x) * smoothstep(f1 + 1.0, f1 - span * 0.12, p.x) } res = Finish.over(res, fill) return res * self.opacity * lm_fade(self.pos, self.rect_size, m) } // The level meter: cells 3 points long with 1.5 point gaps in a well in a // slab; the light deep at the foot, orange, then hot, red-orange past the // clip point; unlit cells dark; the clip lamp a lamp. mod.widgets.LevelMeter.draw_bg.pixel = fn() { let px = lm_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 wa = min(across, 10.0) let wb0 = (across - wa) * 0.5 let blo0 = mix(vec2(0.0, wb0), vec2(wb0, sz.y - bar), v) let bhi0 = mix(vec2(bar, wb0 + wa), vec2(wb0 + wa, sz.y), v) let blo = vec2(lm_snap(blo0.x, o.x, px), lm_snap(blo0.y, o.y, px)) let bhi = vec2(lm_snap(bhi0.x, o.x, px), lm_snap(bhi0.y, o.y, px)) var res = lm_slab(p, blo, bhi, 3.5, px, 0.0, 0.0, 0.0) res = Finish.over(res, lm_well(p, blo + vec2(2.0, 2.0), bhi - vec2(2.0, 2.0), 1.5, px, 1.0, 0.0)) let pad = 3.0 let span = max(1.0, bar - pad * 2.0) let pitch = 4.5 let ca = a - pad let cell = Finish.cover(abs(fract(ca / pitch) * pitch - 1.5) - 1.5, px) let share = clamp((floor(ca / pitch) * pitch + 1.5) / span, 0.0, 1.0) let inb = step(pad, a) * step(a, bar - pad) * step(wb0 + 3.0, b) * step(b, wb0 + wa - 3.0) let ha = max(self.hot_at, 0.7) let ht = max(self.hot_to, 0.9) var lit = mix(lm_deep(), lm_orange(), smoothstep(0.0, 1.0, share / ha)) lit = mix(lit, vec3(1.0, 0.56, 0.3), step(ha, share)) lit = mix(lit, vec3(1.0, 0.24, 0.1), step(ht, share)) let qm = (b - (wb0 + wa * 0.5)) / max(0.3 * (wa - 6.0), px * 0.8) lit = mix(lit, lm_core(), exp(-qm * qm) * 0.5 * (1.0 - step(ht, share))) let on = step(share, self.level) * step(0.001, self.level) // The lit cells warm the floor between them the dark red a lit tube // gives its groove. let lit_to = pad + span * self.level let wfl = Finish.cover(Material.sd_box(p, (blo + bhi) * 0.5, (bhi - blo) * 0.5 - vec2(2.0, 2.0), 1.5), px) let fl = (1.0 - smoothstep(lit_to - 0.5, lit_to + 1.5, a)) * step(0.001, self.level) * wfl * 0.8 * self.opacity res = Finish.over(res, vec4(vec3(0.27, 0.012, 0.0) * fl, fl)) let ghost = vec3(0.1, 0.11, 0.125) let col = mix(ghost, lit, on) res = Finish.over(res, vec4(col, 1.0) * cell * inb * self.opacity) let hold_at = floor((span * self.hold) / pitch) * pitch let hc = step(abs(floor(ca / pitch) * pitch - hold_at), 0.1) * step(0.002, self.hold) res = Finish.over(res, vec4(lm_orange(), 1.0) * hc * cell * inb * 0.85) if self.lamp > 0.5 { let lc = mix(vec2(bar + 3.0 + across * 0.5, sz.y * 0.5), vec2(sz.x * 0.5, across * 0.5), v) let rl = max(across * 0.5 - 3.0, 1.5) res = lm_lamp(res, p, lc, rl, px, step(0.5, self.over), 0.0) } return res * self.opacity } // The spinner keeps the library's own turning face and takes the orange. mod.widgets.SpinnerFlat.draw_bg.color = #ff6a1e mod.widgets.SpinnerFlat.draw_bg.track_alpha = 0.18 // The rings, the arc and the stock bars keep their own faces; the plain // intent reads orange, so the page has one accent. mod.widgets.ProgressRingFlat.draw_bg.color_primary = #ff6a1e mod.widgets.ProgressRing.draw_bg.color_primary = #ff6a1e mod.widgets.ProgressArc.draw_bg.color_primary = #ff6a1e mod.widgets.ActivityRings.draw_bg.color_primary = #ff6a1e mod.widgets.ProgressBarFlat.draw_bg.color_primary = #ff6a1e mod.widgets.ProgressBar.draw_bg.color_primary = #ff6a1e mod.widgets.ProgressBarGradientX.draw_bg.color_primary = #ff6a1e mod.widgets.ProgressBarGradientY.draw_bg.color_primary = #ff6a1e // Words in the error intent beside a check box or a toggle: red-orange. mod.widgets.CheckBoxFlat.draw_text.color_error = #ff6a4a mod.widgets.ToggleFlat.draw_text.color_error = #ff6a4a // ---------------------------------------------------------------- surfaces // The scroll bar: no gutter; the thumb a slim dark slab with its outline, // lighter under the hand. mod.widgets.ScrollBar.bar_size = 8.0 mod.widgets.ScrollBar.bar_side_margin = 1.0 mod.widgets.ScrollBar.draw_bg.pixel = fn() { let px = lm_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 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 mid = mix(sz.y * 0.5, sz.x * 0.5, v) let tlo = mix(vec2(t0, mid - 3.0), vec2(mid - 3.0, t0), v) let thi = mix(vec2(t1, mid + 3.0), vec2(mid + 3.0, t1), v) let lo = vec2(lm_snap(tlo.x, o.x, px), lm_snap(tlo.y, o.y, px)) let hi = vec2(lm_snap(thi.x, o.x, px), lm_snap(thi.y, o.y, px)) let res = lm_face(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, 3.0, px, max(self.hover, self.drag), 0.0, 0.0, 0.0) return res * self.opacity } // The faint free grain a slab carries, in its own device pixels. let lm_grain = fn(p: vec2, px: float) -> float { return Finish.grain(p / px, 0.014) } // A PANEL: a slab. A large one carries a screw in each corner. let lm_panel = fn(p: vec2, size: vec2, o: vec2, px: float, r: float, hover: float) -> vec4 { let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) var res = lm_slab(p, lo, hi, r, px, 1.4, hover, 0.0) let a = res.w let g = lm_grain(p, px) * a res = vec4(res.rgb + vec3(g, g, g) * step(0.99, a), res.w) if size.x > 120.0 && size.y > 70.0 { res = lm_screw(res, p, lo + vec2(7.0, 7.0), px) res = lm_screw(res, p, vec2(hi.x - 7.0, lo.y + 7.0), px) res = lm_screw(res, p, vec2(lo.x + 7.0, hi.y - 7.0), px) res = lm_screw(res, p, hi - vec2(7.0, 7.0), px) } return res } // 3. A PUNCHED PANEL with its LIT RIM: a bezel 3 points wide, a well in it, // light leaking from behind the well's edge: a thin bright line along its // inner rim, strongest along the top and in the corners, fading into the // floor within 8 to 12 points; the middle stays dark. let lm_tray = fn(p: vec2, size: vec2, o: vec2, px: float, r: float, lit: float) -> vec4 { let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) var res = lm_slab(p, lo, hi, r, px, 1.4, 0.0, 0.0) let wlo = vec2(lm_snap(3.0, o.x, px), lm_snap(3.0, o.y, px)) let whi = vec2(lm_snap(size.x - 3.0, o.x, px), lm_snap(size.y - 3.0, o.y, px)) let wr = max(r - 2.5, 2.0) res = Finish.over(res, lm_well(p, wlo, whi, wr, px, 1.4, 0.0)) let c = (wlo + whi) * 0.5 let h = (whi - wlo) * 0.5 let d = Material.sd_box(p, c, h, wr) let a = Finish.cover(d, px) let x = max(-d, 0.0) // Strongest along the top edge and in the corners, weak down the sides // and weakest along the foot. Which edge a point belongs to is read off // the nearest edge's direction, so the light keeps its strength all the // way into the panel from the top edge and fades by distance alone. let n = lm_normal(p, c, h, wr) let top = smoothstep(-0.3, 0.7, -n.y) let qx = abs(p.x - c.x) - (h.x - 14.0) let qy = abs(p.y - c.y) - (h.y - 14.0) let corner = smoothstep(0.0, 14.0, min(qx, qy)) let foot = smoothstep(-0.3, 0.7, n.y) let strength = max(max(top, corner), 0.3 - 0.18 * foot) * lit let rimline = Finish.band(d, px, px * 2.5, px) * a * strength // Falls into the floor by distance: a tenth of the line by about 8 // points, near nothing by 12; the middle of the panel stays dark. let fall = exp(-max(x - px * 2.0, 0.0) / 7.5) * a * strength * 0.62 * (1.0 - Finish.band(d, 0.0, px * 2.5, px)) res = Finish.over(res, vec4(mix(lm_deep(), lm_glowc(), 0.35) * fall, fall * 0.8)) let rc = mix(lm_orange(), lm_core(), 0.35 * max(top, corner)) res = Finish.over(res, vec4(rc * rimline, rimline)) let g = lm_grain(p, px) * 0.5 * a return vec4(res.rgb + vec3(g, g, g), res.w) } 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 = 5.0 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 = 5.0 let px = lm_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 { return lm_tray(p, self.rect_size, self.rect_pos, px, 7.0, 1.0) * lm_fade(self.pos, self.rect_size, m) } return lm_panel(p, self.rect_size, self.rect_pos, px, 7.0, 0.0) * lm_fade(self.pos, self.rect_size, m) } // The rounded view keeps the colour its caller gives it, with a true // corner and, when it is opaque, a one device pixel edge lighter on top. mod.widgets.RoundedView.draw_bg.pixel = fn() { let px = lm_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) let n = lm_normal(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)) } var ink = self.border_color if self.border_size < 0.01 { ink = vec4(mix(vec3(0.141, 0.157, 0.184), vec3(0.212, 0.235, 0.267), smoothstep(-0.25, 0.75, -n.y)), fill.a) } let a = Finish.cover(d, px) let bd = Finish.band(d, 0.0, max(self.border_size, px), px) let col = mix(fill.rgb, ink.rgb, bd * ink.a) return vec4(col * a * fill.a, a * fill.a) + vec4(ink.rgb * ink.a, ink.a) * bd * a * (1.0 - fill.a) } // The card: a slab. Elevated it throws a longer shadow; outlined it is the // bezel's edge alone; under the hand its top line brightens. 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: 10.0 bottom: 10.0} mod.widgets.Card.draw_bg.vertex = fn() { let m = 5.0 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.Card.draw_bg.pixel = fn() { let m = 5.0 let px = lm_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let fade = lm_fade(self.pos, self.rect_size, m) let o = self.rect_pos let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(self.rect_size.x, o.x, px), lm_snap(self.rect_size.y, o.y, px)) if self.border_size > 0.01 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, 7.0) let n = lm_normal(p, c, h, 7.0) let ring = Finish.band(d, 0.0, px, px) let col = mix(vec3(0.227, 0.251, 0.282), vec3(0.33, 0.357, 0.392), smoothstep(-0.3, 0.7, -n.y)) + vec3(0.08, 0.08, 0.08) * self.hover return vec4(col * ring, ring) * fade } var res = lm_slab(p, lo, hi, 7.0, px, 1.4 + 0.3 * step(0.01, self.shadow_radius), self.hover, 0.0) let g = lm_grain(p, px) * res.w return vec4(res.rgb + vec3(g, g, g) * step(0.99, res.w), res.w) * fade } // A LIST SHARES ONE BEZEL. A scroll view the size of a list (under 320 // points tall; a page-sized one stays the ground) is a slab with a well // punched in it, 3 points in, and its rows lie on the well's floor. The view // gets a draw object of its own first, so the face written here reaches no // other view. mod.widgets.ScrollYView.draw_bg = mod.widgets.SolidView.draw_bg{} mod.widgets.ScrollYView.show_bg = true mod.widgets.ScrollYView.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let sz = self.rect_size if sz.y > 320.0 || sz.x < 40.0 { return vec4(0.0, 0.0, 0.0, 0.0) } let p = self.pos * sz let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(sz.x, o.x, px), lm_snap(sz.y, o.y, px)) var res = lm_slab(p, lo, hi, 7.0, px, 0.0, 0.0, 0.0) let wlo = vec2(lm_snap(3.0, o.x, px), lm_snap(3.0, o.y, px)) let whi = vec2(lm_snap(sz.x - 3.0, o.x, px), lm_snap(sz.y - 3.0, o.y, px)) return Finish.over(res, lm_well(p, wlo, whi, 4.5, px, 1.2, 0.0)) } // List rows: 10 points in, a device pixel divider (#232a31) under each; // under the hand the row lifts a little; the chosen row sinks deeper in a // lit frame, held 5 points in from the left so it clears a list bezel's rim. mod.widgets.ListItem.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 0.0 bottom: 0.0} // The row's quad grows 6 points for the light a chosen row spills. mod.widgets.ListItem.clip_x = false mod.widgets.ListItem.clip_y = false mod.widgets.ListItem.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.ListItem.draw_bg.pixel = fn() { let m = 6.0 let px = lm_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 live = 1.0 - self.disabled let yb = lm_snap(self.rect_size.y, o.y, px) let div = step(yb - px, p.y) * step(p.y, yb) * step(10.0, p.x) * step(p.x, self.rect_size.x - 10.0) var res = vec4(0.137, 0.165, 0.192, 1.0) * div * (1.0 - self.selected) let lo = vec2(lm_snap(5.0, o.x, px), lm_snap(2.0, o.y, px)) // Held clear of the scroll bar that stands over a list's right edge. let hi = vec2(lm_snap(self.rect_size.x - 11.0, o.x, px), yb - px * 2.0) let wash = (0.045 * self.hover + 0.03 * self.down) * live let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 4.0) let wa = Finish.cover(d, px) * wash res = Finish.over(res, vec4(vec3(0.788, 0.808, 0.831) * wa, wa)) if self.selected > 0.001 { // Chosen: the row lit from within, as the chosen answer and the tab // in use are. let sl = lm_litrow(vec4(0.0, 0.0, 0.0, 0.0), p, lo, hi, 4.0, px, 1.0 + 0.12 * self.hover, 6.0) res = mix(res, sl, self.selected) } return res } mod.widgets.ListItem.draw_text.color = #d0d5db mod.widgets.ListItem.draw_text_2.color = #8b95a1 // A chip is a small key in its bezel, cornered like every bezel (not a // pill); keyed, its frame is lit. mod.widgets.ChipFlat.draw_text.text_style.font_size = 9.0 mod.widgets.ChipFlat.palette.on_neutral = #c9ced4 mod.widgets.ChipFlat.palette.on_neutral_container = #c9ced4 mod.widgets.ChipFlat.palette.neutral = #c9ced4 mod.widgets.ChipFlat.palette.on_primary = #ff8a3c mod.widgets.ChipFlat.palette.on_primary_container = #ff8a3c mod.widgets.ChipFlat.palette.primary = #ff8a3c mod.widgets.ChipFlat.palette.on_secondary_container = #c9ced4 mod.widgets.ChipFlat.palette.on_tertiary_container = #c9ced4 mod.widgets.ChipFlat.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(size.x, o.x, px), lm_snap(size.y, o.y, px)) let hh = hi.y - lo.y let rim = 3.0 let flo = vec2(lm_snap(rim, o.x, px), lm_snap(rim, o.y, px)) let fhi = vec2(lm_snap(size.x - rim, o.x, px), lm_snap(size.y - rim, o.y, px)) let rb = min(7.0, 0.3 * hh) let rf = max(rb - rim + 0.5, 2.0) var res = lm_slab(p, lo, hi, rb, px, 1.0, self.hover, 0.0) res = lm_face(res, p, flo, fhi, rf, px, self.hover, self.down, 0.0, 1.0) res = lm_under(res, p, flo, fhi, rf, px, 0.28 * self.hover * (1.0 - self.down), hi.y) return lm_frame(res, p, flo, fhi, rf, px, self.keyed) * lm_fade(self.pos, size, m) } // A count is a small dark face with orange figures. mod.widgets.BadgePalette.neutral = #1d2127 mod.widgets.BadgePalette.on_neutral = #ff8a3c mod.widgets.BadgeFlat.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let lo = vec2(lm_snap(0.0, o.x, px), lm_snap(0.0, o.y, px)) let hi = vec2(lm_snap(self.rect_size.x - px * 0.49, o.x, px), lm_snap(self.rect_size.y - px * 0.49, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let r = min(min(h.x, h.y), 3.5) let d = Material.sd_box(p, c, h, r) let n = lm_normal(p, c, h, r) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = self.color.rgb + vec3(0.02, 0.02, 0.02) * (1.0 - t) - vec3(0.02, 0.02, 0.02) * t let ring = Finish.band(d, 0.0, px, px) col = mix(col, mix(vec3(0.227, 0.251, 0.282), vec3(0.33, 0.357, 0.392), smoothstep(-0.3, 0.7, -n.y)), ring) let a = Finish.cover(d, px) * max(self.color.a, ring) return vec4(col * a, a) } // Dividers never glow: one device pixel, #232a31. mod.widgets.Hr.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let y = Finish.snap(self.rect_pos.y + self.rect_size.y * 0.5, px) - self.rect_pos.y return vec4(0.137, 0.165, 0.192, 1.0) * step(y, p.y) * step(p.y, y + px) } mod.widgets.Vr.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let x = Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x return vec4(0.137, 0.165, 0.192, 1.0) * step(x, p.x) * step(p.x, x + px) } // ---------------------------------------------------------------- own faces // Templates that draw a face of their own on top of these roots keep the // plain quad: the grown one is only for the faces written here. mod.widgets.CloseButton.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.CopyButton.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.BurgerButton.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.ButtonFloating.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.ButtonFloatingSm.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.CheckBoxCustom.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.glass.CutButton.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.glass.RadioButton.draw_bg.vertex = fn() { self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos, self.rect_size) } mod.widgets.ButtonFlatterIcon.draw_icon.color = #c9ced4 mod.widgets.BurgerButton.draw_bg.bar_color = #c9ced4 mod.widgets.BurgerButton.draw_bg.bar_color_hover = #ff8a3c mod.widgets.BurgerButton.draw_bg.bar_color_disabled = #5b636d mod.widgets.CloseButton.draw_bg.cross_color_hover = #ff8a3c // ---------------------------------------------------------------- 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 -- in the widget catalogue's toolbar the // search box, the number beside it and the drop down after it stood at three // different heights -- and a sheet that reshapes the text box alone widens // that gap instead of closing it. So the box metrics are stated ONCE here and // handed to each field below, and a field added to the library later joins // the row by being named here rather than by having these numbers copied // into it. // Fields and buttons share the one 28 point row, bezel included. let field_height = 28.0 let field_pad_v = 4.0 // Stock faces draw the corner doubled: 3.5 is a 7 point corner. let field_radius = 3.5 // One device pixel; the faces written above draw their own edges. let field_border = 0.34 // The room a Fit field takes. A minimum height rather than a height, // because a line of text is shorter than a row, and the padding with it: // where a field is Fit, the padding IS its height, and two fields padded // differently part company again the moment the type grows. let field_room = fn(w) { w.min_height = field_height w.padding.top = field_pad_v w.padding.bottom = field_pad_v } // The box a field draws. Given the draw object and not the widget, because // not every field draws its own box, and because writing a corner onto a // draw struct that has no corner would add a slot its shader never reads. 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: a number // with a stepper, a date, a time. The height is all these take. A padding // here would NOT hold the line off the box -- each of them measures its // parts against the turtle's whole rect and draws them from the content // origin, so the padding displaces the line instead of insetting it, and the // number came out sitting on the bottom edge with its arrows split around it. 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) // The number's box strokes its own hairline and declares no border size. mod.widgets.NumberField.draw_bg.border_radius = field_radius // The drag-number's corner is written into its own shader, so it takes the // room and keeps the box it draws. field_frame(mod.widgets.ValueInput) field_frame(mod.widgets.DateField) field_frame(mod.widgets.TimeField) // A picker is a date field in an anchor: the field inside fills the frame. field_frame(mod.widgets.DatePicker) field_frame(mod.widgets.DateRangePicker) // The chrome-less input a well holds must impose no height of its own. It is // a TextInput, so it inherits the minimum above, and a minimum as tall as the // whole field, applied inside a well already that tall, pushed the line out // through the bottom of the box. mod.widgets.WellInput.min_height = 0.0 // ---------------------------------------------------------------- ground // Plain views stop clipping so a slab's short shadow can fall past their // edge; scroll views keep clipping their content. mod.widgets.View.clip_x = false mod.widgets.View.clip_y = false mod.widgets.Window.pass.clear_color = #11161b // The window's ground: blue-black #11161b, matte, a shade lighter toward // the middle and darker at the corners, under a free grain (sd about // 0.006, one value per device pixel: no lattice, nothing that repeats). mod.widgets.Window.show_bg = true mod.widgets.Window.draw_bg.pixel = fn() { let px = lm_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let sz = self.rect_size let q = (p - sz * 0.5) / max(sz * 0.62, vec2(1.0, 1.0)) let v = smoothstep(0.0, 1.2, length(q)) var col = mix(vec3(0.071, 0.09, 0.11), vec3(0.047, 0.062, 0.078), v) let g = Finish.grain(p / px, 0.016) return vec4(col + vec3(g, g, g), 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.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}} // ---------------------------------------------------------------- band // THE BAND is the sheet's own slider with two thumbs: the same track, the // same lit value and the same thumb as the Slider, the value lit between // the two thumbs. The widget's grab geometry is set to the thumbs' own, so // what is drawn is what is dragged. mod.widgets.RangeSliderFlat.clip_x = false mod.widgets.RangeSliderFlat.clip_y = false mod.widgets.RangeSliderFlat.track_inset = 0.0 mod.widgets.RangeSliderFlat.handle_size = 14.0 mod.widgets.RangeSliderFlat.draw_bg.vertex = fn() { let m = 5.0 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 = 5.0 let px = lm_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 = 7.0 let cy = lm_snap(self.label_px + (self.rect_size.y - self.label_px) * 0.5, o.y, px) let live = 1.0 - self.disabled var res = lm_groove(p, 0.0, self.rect_size.x, cy, o, px, 12.0, 9.333, self.disabled, self.hover) let wlo = vec2(lm_snap(0.0, o.x, px) + 1.333, cy - 4.667) let whi = vec2(lm_snap(self.rect_size.x, o.x, px) - 1.333, cy + 4.667) let span = self.rect_size.x - rad * 2.0 let h0 = rad + self.start_pos * span let h1 = rad + self.end_pos * span res = lm_focus(res, p, vec2(lm_snap(0.0, o.x, px), cy - 6.0), vec2(lm_snap(self.rect_size.x, o.x, px), cy + 6.0), 6.0, px, self.focus * live) res = lm_tube(res, p, h0, h1, 2.667, px, self.disabled, max(max(self.hover, self.drag), self.focus), wlo, whi, 4.667, 0.0) res = lm_thumb(res, p, vec2(h0, cy), rad, px, self.hot_start, self.drag * self.hot_start, self.focus, self.disabled) return lm_thumb(res, p, vec2(h1, cy), rad, px, self.hot_end, self.drag * self.hot_end, self.focus, self.disabled) * lm_fade(self.pos, self.rect_size, m) } // ---------------------------------------------------------------- switches and meter // THE SWITCHES are the sheet's own toggle, in proportion with the // labels and the controls beside them: the rocker and the slide switch // take the toggle's face, its size and shape, its quad and its label // gap (the library's own faces for them are flat boxes sized for // another face). The rocker turns on a click; the slide switch follows a // drag, as the toggle does. mod.widgets.ToggleRocker.draw_bg.size = uniform(18.0) mod.widgets.ToggleSlide.draw_bg.size = uniform(18.0) mod.widgets.ToggleRocker.draw_bg.pill_aspect = uniform(1.9) mod.widgets.ToggleSlide.draw_bg.pill_aspect = uniform(1.9) mod.widgets.ToggleRocker.draw_bg.knob_centred = uniform(1.0) mod.widgets.ToggleSlide.draw_bg.knob_centred = uniform(1.0) mod.widgets.ToggleRocker.draw_bg.knob_inset = uniform(3.5) mod.widgets.ToggleSlide.draw_bg.knob_inset = uniform(3.5) mod.widgets.ToggleRocker.label_walk.margin.left = 34.0 mod.widgets.ToggleSlide.label_walk.margin.left = 34.0 mod.widgets.ToggleRocker.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel mod.widgets.ToggleSlide.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel // THE METER sits in the same window as the readouts and the screen: the // library's display housing drawn round its face -- the bezel ring, a shade // of whatever ground it is set in with a device pixel of dark at its edge; // the face with the surround's shadow falling across it from the top and a // device pixel of black where the glass meets the bezel; the glass's quiet // diagonal band and the light line inside its top edge; the lip of light on // the ground under it -- with the same corner, so the meter and the // readouts read as one family. The scale, the red zone, the needle and its // pivot are the library's own. mod.widgets.NeedleMeter.draw_bg.border_radius = uniform(theme.corner_radius * 0.5) mod.widgets.NeedleMeter.draw_bg.color_bezel = uniform(theme.color_d_05) mod.widgets.NeedleMeter.draw_bg.color_lip = uniform(theme.color_u_15) mod.widgets.NeedleMeter.draw_bg.pixel = fn() { let p = self.pos * self.rect_size let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let lo = vec2(Finish.snap(self.rect_pos.x, px), Finish.snap(self.rect_pos.y, px)) - self.rect_pos let hi = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x, px), Finish.snap(self.rect_pos.y + self.rect_size.y, px) - px) - self.rect_pos let c = (lo + hi) * 0.5 let ho = (hi - lo) * 0.5 let r_out = min(self.border_radius, min(ho.x, ho.y)) let outer = Material.sd_box(p, c, ho, r_out) let b = Finish.snap(2.0, px) let hf = max(ho - vec2(b, b), vec2(0.5, 0.5)) let rf = max(r_out - b, 0.0) let face_d = Material.sd_box(p, c, hf, rf) let pv = self.pivot() let rr = self.scale_radius() let q = p - pv let r = length(q) let ang = atan2(q.x, 0.0 - q.y) let sweep = self.sweep * 0.017453293 let t = ang / sweep + 0.5 let on_scale = step(-0.0001, t) * step(t, 1.0001) var face = self.color.rgb // The scale: a hairline arc and a tick at every division. let arc = Finish.cover(abs(r - rr) - px * 0.5, px) * on_scale let n = max(floor(self.majors + 0.5), 1.0) * max(floor(self.minors + 0.5), 1.0) let k = floor(clamp(t, 0.0, 1.0) * n + 0.5) let ak = (k / n - 0.5) * sweep let perp = abs(q.x * cos(ak) + q.y * sin(ak)) let mn = max(floor(self.minors + 0.5), 1.0) let major = 1.0 - step(0.5, k - mn * floor(k / mn + 0.0001)) let len = mix(self.tick_minor, self.tick_major, major) let radial = max(rr - len - r, r - rr) let tick = Finish.cover(perp - px * mix(0.5, 1.0, major), px) * Finish.cover(radial, px) * step(0.0, 0.0 - q.y * cos(ak) + q.x * sin(ak)) face = mix(face, self.color_scale.rgb, max(arc, tick)) if self.zone < 0.999 { let zone_t = Finish.cover((self.zone - t) * sweep * r, px) * Finish.cover((t - 1.0) * sweep * r, px) let zone_r = Finish.cover(max(rr + px - r, r - rr - 2.5), px) face = mix(face, self.color_zone.rgb, zone_t * zone_r) } // The needle, from under the pivot cover to just past the scale. let na = self.needle_angle(self.value) let nd = vec2(sin(na), 0.0 - cos(na)) let along = dot(q, nd) let across = abs(q.x * nd.y - q.y * nd.x) let needle = Finish.cover(across - px * 0.5, px) * Finish.cover(along - (rr + 3.0), px) * Finish.cover(0.0 - along - max(self.pivot_size - px, 0.0), px) face = mix(face, self.color_needle.rgb, needle) let pd = r - self.pivot_size face = mix(face, mix(self.color_needle.rgb, self.color.rgb, 0.35), Finish.cover(pd, px)) face = mix(face, face * 0.55, Finish.band(pd, 0.0, px, px)) // The housing: the surround's shadow across the face from the top, the // black device pixel at the glass's edge, and the glass over it all. let insh = Finish.inset(p, c, hf, rf, vec2(0.0, 2.0), 1.8) face = face * (1.0 - 0.55 * insh) face = mix(face, face * 0.4, Finish.band(face_d, 0.0, px, px)) let u = (p - (c - hf)) / max(hf * 2.0, vec2(1.0, 1.0)) let diag = u.x + u.y * 0.6 let band = smoothstep(0.0, 0.12, diag) * (1.0 - smoothstep(0.28, 0.5, diag)) let top = Finish.cover(abs(p.y - (c.y - hf.y) - px * 1.5) - px * 0.5, px) * 0.6 let ga = clamp(0.03 * (band + top), 0.0, 1.0) * Finish.cover(face_d + px, px) face = face * (1.0 - ga) + vec3(ga, ga, ga) let bz = self.color_bezel var col = vec4(bz.rgb * bz.a, bz.a) col = Finish.over(col, vec4(0.0, 0.0, 0.0, 0.45 * Finish.band(outer, 0.0, px, px))) col = mix(col, vec4(face, 1.0), Finish.cover(face_d, px)) col = col * Finish.cover(outer, px) let lip = Finish.ring_out(outer, 0.0, px, px) * step(hi.y, p.y) let la = self.color_lip.a * lip return Finish.over(vec4(self.color_lip.rgb * la, la), col) * self.color.a * self.opacity } // ---------------------------------------------------------------- lamps // LAMPS: an LED, as the hardware in his pictures has them. The emitter is // the light: at full current its middle burns toward white and its rim is // its most saturated colour; at lower current the middle is no longer // white, the colour deeper, the glow smaller; out, it is dark tinted glass, // its colour barely there. Round it a bezel: a raised ring lit from the // upper left, or a socket cut into the surface, its upper wall in shadow // and a catch light on its lower rim. Over the lens one crisp highlight of // a dome. Its light is added, never painted: a tight hot halo and a short // bloom in its own hue, screened over whatever is there and gone in about // two radii; on a pale ground, where light can barely brighten, its hue is // also laid round it as a tint that keeps the ground's luminance (the // library's halo rule: at most 0.45 one device pixel out, halving every // 0.4 of its reach, gone at the reach), so it never darkens or greys its // ground. A bar is the same light drawn out into a light pipe. let lm_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 lm_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 lm_led_lamp_hue = fn(ink: vec3, vivid: float) -> vec3 { let f = lm_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 lm_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 = lm_led_lamp_full(ink) let hue = lm_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 = lm_led_lamp_add(res, mix(hue, white, 0.15 * pw) * halo * pw * hwin * win, ground) } // THE BEAD: a glossy dome of coloured glass. Its colour deepens toward // the top; light pools low inside, where it comes through the dome; lit, // its middle burns toward white at full current and its rim is its most // saturated colour. let top = smoothstep(-1.0, 0.6, q.y) let pool = exp(-(q.y - 0.55) * (q.y - 0.55) / 0.09 - q.x * q.x / 0.30) var on = mix(hue * mix(0.55, 0.8, L), mix(b, hue, 0.5), top) on = mix(on, min(mix(b, hue, 0.4) + vec3(0.35, 0.35, 0.35), white), pool * 0.5) on = mix(on, vec3(1.0, 0.99, 0.975), exp(-t * t / 0.20) * smoothstep(0.5, 1.0, L) * 0.85) on = mix(on, hue * (0.82 + 0.18 * L), smoothstep(0.62, 1.0, t)) on = on * (0.42 + 0.58 * L) // Out: dark tinted glass on a dark ground, a grey bead on a pale one, // its colour barely there, the same dome, a catch light along its lower // rim. let offc = mix(mix(vec3(0.085, 0.09, 0.115), ground * 0.62, pale), b * 0.4, 0.12) var off = mix(offc * 0.62, offc * 1.08, top) off = mix(off, min(offc + vec3(0.18, 0.18, 0.18), white), pool * 0.35) off = off * mix(1.0, 0.75, smoothstep(0.75, 1.0, t)) let catchl = smoothstep(0.62, 0.9, t) * (1.0 - smoothstep(0.9, 1.0, t)) * smoothstep(0.2, 0.9, nrm.y) off = off + vec3(0.30, 0.30, 0.32) * catchl * (1.0 - 0.5 * pale) var col = mix(off, min(on, white), smoothstep(0.0, 0.35, L)) // One crisp highlight: a white oval across its upper third. let e = length(vec2(q.x / 0.62, (q.y + 0.46) / 0.30)) let spec = (1.0 - smoothstep(0.55, 1.0, e)) * mix(1.0, 0.3, clamp((q.y + 0.76) / 0.6, 0.0, 1.0)) col = mix(col, white, spec * mix(0.8, 0.55, L) * smoothstep(0.9, 2.2, rt)) // Out, a faint seam where the dome meets its bezel; lit, none: the rim // is the colour. col = mix(col, col * 0.7, Finish.band(d, 0.0, px * 0.6, px) * 0.6 * (1.0 - smoothstep(0.0, 0.25, L))) col = min(col, white) let a_l = Finish.cover(d, px) return Finish.over(res, vec4(col * a_l, a_l)) } // The Lamp widget and the bar lamp: the lamp above, here in a dark ring 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.vertex = fn() { let m = 2.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Lamp.draw_bg.pixel = fn() { let m = 2.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let reach = clamp(self.reach, 0.0, 1.0) let t = self.rect_size.y / (1.0 + 2.0 * reach) let room = t * reach let c = self.rect_size * 0.5 let half_len = max((self.rect_size.x - 2.0 * room) * 0.5, t * 0.5) // The lens is the lamp's size; its socket stands round it in the room. let hb = vec2(mix(t * 0.5, half_len, self.bar), t * 0.5) let res = lm_led_lamp(vec4(0.0, 0.0, 0.0, 0.0), p, c, hb, self.lit, self.intent_color().rgb, 1.0 - step(3.5, self.intent), px, vec3(0.067, 0.086, 0.106), max(room - 0.5, 2.0), vec3(0.22, 0.235, 0.26), 1.0) return res * self.opacity } true