use mod.prelude.widgets_internal.* use mod.sdf.Cap // White porcelain on a lavender-white plate, after the pictures in // interface/white. Every face is drawn in true points (one device pixel is // `px`); every shadow, lip and light falls OUTSIDE the layout box: the quad // is grown in `vertex`, the templates that throw light or shadow stop // clipping, and no padding is spent on either. Form comes from light: what // stands is a moulded slab with a visible side under its face (a pill 1 to // 2.5 points thick, a panel 5), a lit hairline on its upper edge, a darker // band at its foot and a large soft lavender shadow under it; what is // pressed in has an inner shade under its upper rim and a pale lower wall. // Deep navy is the strong second colour: the primary button, what is chosen, // a switch that is on, every screen. The accent is an indigo going to // violet: a value, a mark, focus. Warm light is never paint: it leaks from // under a slab and is added to what is there; small coloured LED slits at // the foot of a pill throw their own light the same way. // ---------------------------------------------------------------- helpers // One device pixel in points. let po_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 po_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 po_seg = fn(p: vec2, a: vec2, b: vec2) -> float { let pa = p - a let ba = b - a let t = clamp(dot(pa, ba) / max(dot(ba, ba), 0.0001), 0.0, 1.0) return length(pa - ba * t) } // The plate the controls stand on (#e8e8f2), for a face that fades to it. let po_ground = fn() -> vec3 { return vec3(0.910, 0.910, 0.949) } // The lavender every shadow is cast in; laid at a coverage, never black. let po_shade = fn() -> vec3 { return vec3(0.23, 0.22, 0.42) } // The second colour, the pictures' deep navy (#141634). let po_navy = fn() -> vec3 { return vec3(0.078, 0.086, 0.204) } // The accent's two ends, measured on the pictures' knob arcs: an indigo // (#4a45a8) where a value starts, a violet (#6e5cc4) at its head. let po_indigo = fn() -> vec3 { return vec3(0.290, 0.271, 0.659) } let po_violet = fn() -> vec3 { return vec3(0.431, 0.361, 0.769) } // Which way the outline of a rounded box faces at p: the edge lines follow // it, so a pill gets arcs where a square cap gets straight lines. let po_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 soft // shadow never ends on a hard edge where the quad stops. let po_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, 4.0, e) } // LIGHT. What glows is light, never paint: it is added to whatever is // drawn there, screened against it (what lies under a point is taken as // what this face has drawn over the plate) and rolled off as 1 - e^-light, // so it brightens and warms and never clips or darkens. On the pale plate // it has little room; in the shadow a slab throws it has more, and that is // where the pictures' warm glow shows. The alpha is left alone, so the // light is added over the window too. let po_lit = fn(res: vec4, light: vec3) -> vec4 { let est = res.rgb + po_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) } // The warm light that leaks from under a slab or a pill along its foot // `by`, round `cx`: a hot spot about `hw` across where it escapes, warm // white, and an orange bloom twice as wide spreading `hh` down over the // plate, gone smoothly by three times `hh`. `s` its strength. Light, for // po_lit. let po_warm = fn(p: vec2, cx: float, by: float, hw: float, hh: float, s: float) -> vec3 { let dx = p.x - cx let dy = max(p.y - by, 0.0) let up = max(by - p.y, 0.0) let sx = max(hw, 1.0) let gc = exp(-(dx * dx) / (2.0 * 0.4 * sx * 0.4 * sx)) let gx = exp(-(dx * dx) / (2.0 * sx * sx)) let gw = exp(-(dx * dx) / (2.0 * 2.2 * sx * 2.2 * sx)) let y1 = dy / max(0.22 * hh, 0.5) let y2 = dy / max(0.7 * hh, 0.5) let under = exp(-up / max(0.10 * hh, 0.4)) let win = 1.0 - smoothstep(1.5 * hh, 3.0 * hh, dy) let core = gc / (1.0 + y1 * y1) let bloom = gx / (1.0 + y2 * y2) let wash = gw / (1.0 + y2 * y2 * 0.5) return (vec3(1.0, 0.74, 0.45) * 2.6 * core + vec3(1.0, 0.50, 0.18) * 1.5 * bloom + vec3(1.0, 0.58, 0.40) * 0.4 * wash) * s * under * win } // A small LED let into the foot of a pill or a card, the pictures' coloured // slits: `hl` either side of `cx` at `by`. Its face is light itself, white // hot in the middle in `ink`; what it throws is a tight halo hugging it and // a coloured wash a few points down over the plate and a point or two up // over the face it sits in. Light, for po_lit. let po_slit_light = fn(p: vec2, cx: float, by: float, hl: float, ink: vec3, s: float) -> vec3 { let d = po_seg(p, vec2(cx - hl, by), vec2(cx + hl, by)) let down = step(by, p.y) let x = d / 1.4 let y = d / mix(2.4, 8.5, down) let win = 1.0 - smoothstep(2.5 * hl + 6.0, 4.0 * hl + 16.0, d) // The light is purer than the face looks: what is lit by it shows its // colour over the white it falls on. let lo = min(min(ink.x, ink.y), ink.z) let hi = max(max(ink.x, ink.y), ink.z) let pure = clamp((ink - vec3(lo, lo, lo) * 0.8) / max(hi, 0.01), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)) return (mix(ink, vec3(1.0, 1.0, 1.0), 0.4) * (2.6 / (1.0 + x * x)) + pure * (3.6 / (1.0 + y * y))) * s * win } let po_slit = fn(dst: vec4, p: vec2, cx: float, by: float, hl: float, th: float, ink: vec3, s: float, px: float) -> vec4 { let d = po_seg(p, vec2(cx - hl, by), vec2(cx + hl, by)) - th * 0.5 let a = Finish.cover(d, px) * s let t = clamp(abs(p.x - cx) / max(hl + th * 0.5, 0.5), 0.0, 1.0) let col = mix(mix(vec3(1.0, 1.0, 1.0), ink, 0.18), mix(ink, vec3(1.0, 1.0, 1.0), 0.25), smoothstep(0.35, 1.0, t)) return Finish.over(dst, vec4(col * a, a)) } // The LEDs' colours, measured on the pictures' slits: indigo-blue for the // primary, red for danger, green for success. let po_led_blue = fn() -> vec3 { return vec3(0.24, 0.43, 0.88) } let po_led_red = fn() -> vec3 { return vec3(0.89, 0.27, 0.45) } // TINY LIGHTS, the pictures' indicator dots and slits, are the sheet's LED // lamp (below) at a small size: a lens in a socket cut into whatever they // sit in, lit or dark glass. The lights' colours: warm white (the pictures' // lit dots), and the slits' indigo-blue, red and green. let po_led_warm = fn() -> vec3 { return vec3(1.0, 0.78, 0.50) } let po_led_green = fn() -> vec3 { return vec3(0.22, 0.85, 0.62) } // 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 po_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 po_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 po_lamp_hue = fn(ink: vec3, vivid: float) -> vec3 { let f = po_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 po_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 = po_lamp_full(ink) let hue = po_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 = po_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)) } let po_led = fn(dst: vec4, p: vec2, c: vec2, rd: float, lit: float, ink: vec3, px: float) -> vec4 { return po_lamp(dst, p, c, vec2(rd, rd), lit, ink, 0.6, px, po_ground(), 3.0 * rd + 2.5, vec3(0.0, 0.0, 0.0), 0.0) } // A slit, `hl` either side of `cx` at `by`, `th` thick: the same light // drawn out along a line, a short light pipe. let po_led_slit = fn(dst: vec4, p: vec2, cx: float, by: float, hl: float, th: float, lit: float, ink: vec3, px: float) -> vec4 { return po_lamp(dst, p, vec2(cx, by), vec2(hl + th * 0.5, th * 0.5), lit, ink, 0.6, px, po_ground(), 2.5 * th + 3.0, vec3(0.0, 0.0, 0.0), 0.0) } // What a raised slab throws on the plate (`c`, `h` the whole slab, face // and wall): a deep soft lavender shadow falling down, half gone 5 points // under the foot and gone by 12, drawn in 3 points from the sides; a broad // faint one under it, gone by 16; and a close dark contact shadow right // under the foot. Every quad that draws one holds it whole: the room under // a 26 point pill is 24 points, its last 4 a fade (blur at most half of // the room past its offset). // Sized by the control's height up to a 26 point row and no further. Held, // the slab sinks and most of it goes. Returns the coverage. let po_shadow = fn(p: vec2, c: vec2, h: vec2, r: float, px: float, sh_h: float, lift: float, hover: float, down: float, dis: float) -> float { let k = sh_h / 26.0 let sink = 1.0 - 0.75 * down let hs = vec2(max(h.x - 3.0 * k, 0.5), h.y) let rs = min(r, min(hs.x, hs.y)) let off = (4.6 + 0.8 * hover) * k * sink let sg = (2.9 + 0.3 * hover) * k + px * 0.5 let amb = Finish.drop(p, c, hs, rs, vec2(0.0, off), sg) * (0.34 + 0.06 * hover) * lift * sink * (1.0 - 0.8 * dis) let hw = vec2(max(h.x - 5.0 * k, 0.5), h.y) let wide = Finish.drop(p, c, hw, min(r, min(hw.x, hw.y)), vec2(0.0, 6.0 * k * sink), 3.8 * k + px) * 0.15 * lift * sink * (1.0 - 0.8 * dis) let con = Finish.drop(p, c, h - vec2(0.6 * k, 0.0), r, vec2(0.0, 0.7 * k + px * 0.5), 0.6 * k + px * 0.5) * mix(0.24, 0.12, down) * (1.0 - 0.6 * dis) * min(lift + 0.5, 1.0) return 1.0 - (1.0 - amb) * (1.0 - con) * (1.0 - wide) } // The little violet light the focus frame spills outward: a tint one device // pixel out, gone within 2.5 points. Premultiplied, laid under the face. let po_leak = fn(d: float, a: float) -> vec4 { let s = 1.1 let g = 0.40 * exp(-(max(d, 0.0) * max(d, 0.0)) / (2.0 * s * s)) * (1.0 - a) return vec4(vec3(0.50, 0.44, 0.90) * g, g) } // The lit frame of what has focus: a violet line just inside the rim with a // paler core, and a lavender tint bleeding inward a few points. let po_frame = fn(face: vec3, d: float, px: float, fo: float, hh: float) -> vec3 { if fo < 0.001 { return face } let x = max(-d, 0.0) let k = clamp(0.1 * hh, 1.0, 2.2) let bleed = exp(-max(x - 1.4, 0.0) / k) * fo var f = mix(face, vec3(0.86, 0.84, 1.0), bleed * 0.3) let lw = clamp(0.06 * hh, 1.1, 1.6) let line = Finish.band(d, 0.0, lw, px) * fo f = mix(f, vec3(0.416, 0.361, 0.784), line * 0.95) let core = Finish.band(d, lw * 0.35, lw * 0.7, px) * fo return mix(f, vec3(0.64, 0.59, 0.95), core * 0.6) } // The same frame laid over what is already drawn (premultiplied `res`, // coverage `a` of the shape): for a well or an outline. let po_frame_over = fn(res: vec4, d: float, px: float, fo: float, a: float, hh: float) -> vec4 { if fo < 0.001 { return res } let x = max(-d, 0.0) let fb = exp(-max(x - 1.6, 0.0) / clamp(0.1 * hh, 1.0, 2.2)) * fo * a * 0.25 var out = Finish.over(res, vec4(vec3(0.86, 0.84, 1.0) * fb, fb)) let lw = clamp(0.06 * hh, 1.1, 1.6) let fl = Finish.band(d, 0.0, lw, px) * fo * 0.95 out = Finish.over(out, vec4(vec3(0.416, 0.361, 0.784) * fl, fl)) let fc = Finish.band(d, lw * 0.35, lw * 0.7, px) * fo * 0.6 return Finish.over(out, vec4(vec3(0.64, 0.59, 0.95) * fc, fc)) } // A moulded pill, the pictures' thick slab: white porcelain (`navy` 0) or // the pictures' deep navy (`navy` 1). Its face is the layout box, so the // words on it stay centred; its side wall hangs UNDER the box, 1.5 to 4 // points of it (3.5 on a 26 point pill), and its shadow under that. The // face: a bright band over its upper third, the body #f1f1f8, its lower // edge rolling away a shade before the bright rim where it turns into the // wall. The wall: a pale lavender just under that rim going to a deeper // lavender at the foot, closed by a darker device pixel on the plate. Round // the face a white hairline across the top and the ground's shade down the // sides. A navy pill is the same body in navy, its rim a lit navy line. // Held, it sinks down its wall: the face comes down a point and a half and // the wall that is left is a quarter of it. `lift` 1 casts the full // shadow, 0 seats it with its contact shadow only; `tone` 1 a shade cooler // for the small controls; `spot` the strength of the warm light from under // it; `room` how far under the box it may reach (a pill standing in a well, // under 3.5, keeps a short wall and stops at the well); `band` the // strength of the bright upper band. let po_cap_r = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, hover: float, down: float, dis: float, focus: float, lift: float, tone: float, spot: float, room: float, band: float, navy: float) -> vec4 { let h = (hi - lo) * 0.5 let hh = hi.y - lo.y let sh_h = min(hh, 26.0) let live = 1.0 - dis let up = (1.0 - down) * live let tight = step(3.5, room) * (1.0 - step(30.0, room)) let well = 1.0 - step(3.5, room) let tk0 = mix(clamp(0.135 * hh, 1.5, 4.0), min(clamp(0.135 * hh, 1.5, 4.0), max(room - 0.6, 0.8)), max(tight, well)) let tk = tk0 * (1.0 - 0.75 * down) let shift = min(tk0 - tk, 1.5) let flo = vec2(lo.x, lo.y + shift) let fhi = vec2(hi.x, hi.y + shift) let cf = (flo + fhi) * 0.5 let foot = fhi.y + tk // The slab's silhouette: the face swept down its wall. let cs = vec2(cf.x, (flo.y + foot) * 0.5) let hs = vec2(h.x, (foot - flo.y) * 0.5) let d = Material.sd_box(p, cs, hs, min(r, min(hs.x, hs.y))) let df = Material.sd_box(p, cf, h, r) let a = Finish.cover(d, px) let af = Finish.cover(df, px) let n = po_normal(p, cs, hs, min(r, min(hs.x, hs.y))) let nf = po_normal(p, cf, h, r) // With little room under it (a field, the combo box, the chosen list // row) the shadow is sized to that room and its tail is gone before // the room ends; a pill standing in a well stops at the well's edge. let fit = mix(1.0, clamp(room / 8.0, 0.4, 1.0), tight) let reach = 1.0 - smoothstep(mix(room - 1.5, room * 0.35, tight), room, p.y - hi.y) let sc = po_shadow(p, cs, hs, min(r, min(hs.x, hs.y)), px, sh_h * fit, lift * (1.0 + 0.45 * navy), hover, down, dis) * reach var res = vec4(po_shade() * sc, sc) // The warm light from under it, added into its shadow. let lit = spot * live if lit > 0.001 { res = po_lit(res, po_warm(p, cf.x, foot - 1.0, max(0.32 * h.x, 6.0), 0.35 * sh_h, 1.6 * lit) * reach) } let fo = focus * live if fo > 0.001 { res = Finish.over(res, po_leak(df, af) * fo) } // The face: the bright band over its upper third, the body under it, // its lower edge rolling away a shade. let t = clamp((p.y - flo.y) / max(hh, 1.0), 0.0, 1.0) let upper = 1.0 - smoothstep(0.16, 0.48, t) let roll = (1.0 - smoothstep(0.0, clamp(0.22 * hh, 1.5, 4.0), -df)) * smoothstep(0.1, 0.9, nf.y) let body = mix(vec3(0.950, 0.950, 0.975), vec3(0.932, 0.932, 0.963), tone) var face = mix(body, vec3(0.997, 0.997, 1.0), upper * mix(0.92, 0.75, tone) * band * (1.0 - down)) face = face - vec3(0.030, 0.030, 0.020) * roll * up face = face + vec3(0.022, 0.022, 0.018) * hover * up var nface = mix(po_navy(), vec3(0.150, 0.160, 0.320), upper * 0.55 * band * (1.0 - down)) nface = nface - vec3(0.025, 0.025, 0.04) * roll nface = nface + vec3(0.035, 0.035, 0.06) * hover * up face = mix(face, face - vec3(0.035, 0.035, 0.028), down * live) nface = mix(nface, nface * 0.85, down * live) face = min(mix(face, nface, navy), vec3(1.0, 1.0, 1.0)) // The wall, from the rim under the face down to the foot. let wk = clamp((p.y - (fhi.y - h.y)) / max(foot - (fhi.y - h.y), 0.5), 0.0, 1.0) var wall = mix(vec3(0.905, 0.905, 0.950), vec3(0.770, 0.770, 0.850), smoothstep(0.0, 1.0, wk)) var nwall = mix(vec3(0.090, 0.095, 0.210), vec3(0.030, 0.032, 0.095), smoothstep(0.0, 1.0, wk)) wall = mix(wall, nwall, navy) var col = mix(wall, face, af) // The rim: where the face turns into the wall, a bright line. let rim = Finish.band(df, 0.0, max(px, 0.55), px) * smoothstep(0.15, 0.8, nf.y) * (1.0 - 0.6 * down) col = mix(col, mix(vec3(1.0, 1.0, 1.0), vec3(0.34, 0.35, 0.56), navy), rim * mix(0.85, 0.7, navy)) col = mix(col, mix(po_ground(), vec3(0.50, 0.51, 0.66), navy), mix(0.55, 0.6, navy) * dis) // The outline: white across the top, the ground's shade down the sides, // a darker device pixel under the foot; held, the top greys where the // rim of the plate stands over it. let ring = Finish.band(d, 0.0, px, px) let top = smoothstep(0.3, 0.8, -n.y) let low = smoothstep(0.3, 0.85, n.y) var edge = mix(vec3(0.820, 0.820, 0.885), mix(vec3(1.0, 1.0, 1.0), vec3(0.74, 0.74, 0.82), down), top) edge = mix(edge, mix(vec3(0.62, 0.62, 0.74), vec3(0.58, 0.58, 0.70), tone), low) var nedge = mix(vec3(0.10, 0.11, 0.24), mix(vec3(0.40, 0.41, 0.62), vec3(0.10, 0.10, 0.22), down), top) nedge = mix(nedge, vec3(0.02, 0.02, 0.06), low) edge = mix(mix(edge, nedge, navy), col, 0.7 * dis) col = mix(col, edge, ring) col = po_frame(col, df, px, fo, hh) return Finish.over(res, vec4(col * a, a)) } let po_cap = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, hover: float, down: float, dis: float, focus: float, lift: float, tone: float, spot: float) -> vec4 { return po_cap_r(p, lo, hi, r, px, hover, down, dis, focus, lift, tone, spot, 40.0, 1.0, 0.0) } // A shape pressed into the plate: its fill; the rim of the plate shading // it from the top (and a little from the sides) over a few points; its // lower wall, which faces the light, a paler strip inside the foot; a // lavender device pixel on its upper edge and a white lip on the plate // under its foot. `fill` its colour, `depth` the strength of the inner // shade. Under the hand the floor lightens and the shade eases; held, it is // pushed in: the floor a clear step darker and the shade half again as // deep, which the hand on it does not take back. let po_sunk = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, fill: vec3, hover: float, down: float, dis: float, depth: float) -> vec4 { let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let hh = hi.y - lo.y let sh_h = min(hh, 26.0) let d = Material.sd_box(p, c, h, r) let n = po_normal(p, c, h, r) let a = Finish.cover(d, px) let live = 1.0 - 0.6 * dis let lipa = Finish.ring_out(d, 0.0, px * 1.5, px) * smoothstep(0.1, 0.9, n.y) * live var res = vec4(vec3(1.0, 1.0, 1.0) * lipa, lipa) var col = fill + vec3(0.022, 0.022, 0.016) * hover * (1.0 - down) - vec3(0.056, 0.056, 0.045) * down let sg = clamp(0.17 * sh_h, 1.1, 3.6) let insh = Finish.inset(p, c, h, r, vec2(0.0, sg * 0.8), sg) col = mix(col, vec3(0.52, 0.52, 0.68), clamp(insh * depth * 1.2 * (1.0 - 0.3 * hover * (1.0 - down)) * (1.0 + 0.5 * down) * live, 0.0, 0.9)) let lw = clamp(0.07 * sh_h, 0.6, 1.4) let low = Finish.band(d, px, px + lw, px) * smoothstep(0.35, 0.9, n.y) col = mix(col, vec3(0.985, 0.985, 0.996), low * 0.55 * live) let ring = Finish.band(d, 0.0, px, px) let edge = mix(vec3(0.60, 0.60, 0.72), vec3(0.86, 0.86, 0.92), smoothstep(-0.2, 0.9, n.y)) col = mix(col, mix(edge, col, 0.5 * dis), ring) col = mix(col, po_ground(), 0.4 * dis) return Finish.over(res, vec4(col * a, a)) } // A navy slot pressed into the plate, for a value to run in: the // pictures' deep navy, darkest under its upper rim where the plate shades // it, its lower wall catching a little light, a white lip on the plate // under its foot. Disabled, it fades toward a pale lavender. let po_slot = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, dis: 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 n = po_normal(p, c, h, r) let a = Finish.cover(d, px) let live = 1.0 - 0.6 * dis let lipa = Finish.ring_out(d, 0.0, px * 1.5, px) * smoothstep(0.1, 0.9, n.y) * live var res = vec4(vec3(1.0, 1.0, 1.0) * lipa, lipa) var col = po_navy() let sg = clamp(0.3 * hh, 0.8, 3.0) let insh = Finish.inset(p, c, h, r, vec2(0.0, sg * 0.7), sg) col = mix(col, vec3(0.02, 0.022, 0.07), clamp(insh * 0.8, 0.0, 0.9)) let low = Finish.band(d, px, px + clamp(0.18 * hh, 0.6, 1.2), px) * smoothstep(0.35, 0.9, n.y) col = mix(col, vec3(0.20, 0.21, 0.38), low * 0.7) col = mix(col, vec3(0.05, 0.05, 0.14), Finish.band(d, 0.0, px, px) * (1.0 - smoothstep(-0.9, 0.4, n.y))) col = mix(col, vec3(0.80, 0.80, 0.88), 0.75 * dis) return Finish.over(res, vec4(col * a, a)) } // A lit value inside a slot (`wlo`..`whi`, corner `wr`): a slim rod of the // accent, indigo where the value starts to violet at its head, a pale // lavender line down its middle so it reads as a lit tube, its edge a shade // deeper. Its bloom only tints the slot's floor round it. `hot` (the hand // on it, a drag, focus) whitens the core. let po_fill = fn(dst: vec4, p: vec2, lo: vec2, hi: vec2, r: float, px: float, dis: float, glow: float, hot: float, wlo: vec2, whi: vec2, wr: float) -> vec4 { let c = (lo + hi) * 0.5 let h = max((hi - lo) * 0.5, vec2(0.01, 0.01)) let d = Material.sd_box(p, c, h, min(r, min(h.x, h.y))) let a = Finish.cover(d, px) let live = 1.0 - dis let dw = Material.sd_box(p, (wlo + whi) * 0.5, (whi - wlo) * 0.5, wr) let inw = Finish.cover(dw, px) let bl = exp(-(max(d, 0.0) * max(d, 0.0)) / (2.0 * 1.6 * 1.6)) * (1.0 - a) * glow * live * step(0.5, h.x) * inw var res = po_lit(dst, vec3(0.45, 0.38, 1.0) * bl * 0.9) let across_x = step(hi.y - lo.y, hi.x - lo.x) let along = mix(clamp((hi.y - p.y) / max(hi.y - lo.y, 0.5), 0.0, 1.0), clamp((p.x - lo.x) / max(hi.x - lo.x, 0.5), 0.0, 1.0), across_x) let hk = max(mix(h.x, h.y, across_x), 0.01) let thin = 1.0 - smoothstep(0.9, 1.6, hk) let ramp = smoothstep(0.0, 1.0, along) var col = mix(po_indigo(), po_violet() * 1.08, ramp) col = mix(col, vec3(0.20, 0.18, 0.48), Finish.band(d, 0.0, px, px) * (1.0 - thin) * 0.7) let ax = mix(abs(p.x - c.x), abs(p.y - c.y), across_x) let q = ax / max(0.40 * hk, px * mix(0.6, 0.85, thin)) let line = exp(-q * q) * mix(0.35, 0.7, ramp) * (1.0 - 0.4 * thin) col = mix(col, mix(vec3(0.70, 0.66, 0.98), vec3(0.88, 0.86, 1.0), hot), line) col = mix(col, vec3(0.70, 0.70, 0.80), dis) return Finish.over(res, vec4(col * a, a)) } // The three-quarter arc a waiting button turns in place of its label. let po_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 white dome, the pictures' round thumb: the glaze bright at its upper // left, falling to a lavender shade at its lower right foot; a white device // pixel on its upper left rim and a lavender one on its lower right. // Focused, the lit frame at its rim. let po_dome = fn(p: vec2, c: vec2, rad: float, px: float, hover: float, down: float, dis: float, focus: float) -> vec4 { let q = (p - c) / max(rad, 0.5) let ql = length(q) let d = length(p - c) - rad let a = Finish.cover(d, px) let g = dot(q, vec2(0.53, 0.85)) var col = mix(vec3(0.950, 0.950, 0.976), vec3(0.835, 0.835, 0.895), smoothstep(-0.3, 1.0, g) * smoothstep(0.0, 1.0, ql)) col = col - vec3(0.03, 0.03, 0.022) * smoothstep(0.72, 1.0, ql) * smoothstep(-0.4, 0.3, g) let hq = q + vec2(0.30, 0.42) col = mix(col, vec3(0.997, 0.997, 1.0), exp(-dot(hq, hq) * 2.4) * 0.9 * (1.0 - 0.6 * down)) col = col + vec3(0.03, 0.03, 0.022) * hover - vec3(0.03, 0.03, 0.024) * down let ring = Finish.band(d, 0.0, px, px) col = mix(col, vec3(1.0, 1.0, 1.0), ring * (1.0 - smoothstep(-0.7, 0.0, g)) * 0.9) col = mix(col, vec3(0.66, 0.66, 0.77), ring * smoothstep(0.1, 0.8, g)) col = min(col, vec3(1.0, 1.0, 1.0)) col = mix(col, po_ground(), 0.55 * dis) col = po_frame(col, d, px, focus * (1.0 - dis), 2.0 * rad) return vec4(col * a, a) } // What a dome throws: down and a little to the right, as soft as it is // small. Coverage. let po_dome_shadow = fn(p: vec2, c: vec2, rad: float, px: float) -> float { return Finish.drop(p, c, vec2(rad, rad), rad, vec2(0.10 * rad, 0.22 * rad), 0.20 * rad + px) } // ---------------------------------------------------------------- buttons // Every button is a slim moulded pill: 26 points on a 12 point line, 12 // points either side. Its shadow and its light fall outside the box. mod.widgets.ButtonFlat.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonFlat.min_height = 26.0 mod.widgets.ButtonFlat.icon_walk.width = 14.0 mod.widgets.ButtonIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonFlatIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonFlatterIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 4.0 bottom: 4.0} // The size rungs keep heights of their own. mod.widgets.ButtonXs.min_height = 18.0 mod.widgets.ButtonSm.min_height = 22.0 mod.widgets.ButtonLg.min_height = 30.0 mod.widgets.ButtonXl.min_height = 34.0 mod.widgets.ButtonFlat.draw_bg.border_radius = uniform(6.5) 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 = 24.0 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 button and its variants share one face; `kind` picks it: 0 seated // white pill, 1 raised white pill, 2 primary (a raised navy pill with an // indigo-blue LED at its foot), 3 pressed-in pill, 4 seated cool pill, // 5 danger (a raised white pill, red words, a red LED at its foot), // 6 outline, 7 flatter. A white pill's slit in its wall shows only when it // is lit: warm white under the hand, burning when held. let po_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 = 24.0 let px = po_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(size.x, o.x, px), po_snap(size.y, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let hh = hi.y - lo.y // Pills; an icon alone gets a square pill with a 0.26H corner. var r = min(h.x, h.y) if size.x < size.y * 1.35 { r = 0.26 * hh } let live = 1.0 - dis let spot = (0.35 * hover + 0.3 * down) * (1.0 - step(0.5, dis)) var res = vec4(0.0, 0.0, 0.0, 0.0) var ink = vec3(0.098, 0.106, 0.220) if kind > 5.5 { let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let n = po_normal(p, c, h, r) if focus * live > 0.001 { res = Finish.over(res, po_leak(d, a) * focus * live) } // Under the hand a faint white wash, held a faint lavender one. let wash = (0.5 * hover * (1.0 - down)) * live * a res = Finish.over(res, vec4(vec3(1.0, 1.0, 1.0) * wash * 0.6, wash * 0.6)) let press = 0.06 * down * live * a res = Finish.over(res, vec4(po_shade() * press, press)) if kind < 6.5 { // Outline: a device pixel of lavender, white under its foot. 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(0.58, 0.58, 0.72), vec3(0.70, 0.70, 0.80), smoothstep(-0.35, 0.35, n.y)) let ra = ring * mix(1.0, 0.45, dis) res = Finish.over(res, vec4(col * ra, ra)) let lip = Finish.ring_out(d, 0.0, px, px) * smoothstep(0.2, 0.9, n.y) * (1.0 - dis) res = Finish.over(res, vec4(vec3(1.0, 1.0, 1.0) * lip, lip)) } res = po_frame_over(res, d, px, focus * live, a, hh) } else { if kind > 2.5 && kind < 3.5 { res = po_sunk(p, lo, hi, r, px, vec3(0.950, 0.950, 0.975), hover, down, dis, 0.55) let d = Material.sd_box(p, c, h, r) res = po_frame_over(res, d, px, focus * live, Finish.cover(d, px), hh) } else { var lift = 1.0 if kind < 0.5 || (kind > 3.5 && kind < 4.5) { lift = 0.0 } var tone = 0.0 if kind > 3.5 && kind < 4.5 { tone = 1.0 } var navy = 0.0 if kind > 1.5 && kind < 2.5 { navy = 1.0 } res = po_cap_r(p, lo, hi, r, px, hover, down, dis, focus, lift, tone, spot * (1.0 - navy), 40.0, 1.0, navy) // The LED slit in the wall under the face: the primary's // indigo-blue and danger's red burn at rest, brighter under the // hand, dimmer held; a white pill's is a dark bead that lights // warm white under the hand and when held. Out disabled. var lit = 0.3 * hover + 0.9 * down var lc = po_led_warm() if navy > 0.5 { lit = 0.85 + 0.25 * hover - 0.35 * down ink = vec3(1.0, 1.0, 1.0) lc = po_led_blue() } if kind > 4.5 && kind < 5.5 { lit = 0.85 + 0.25 * hover - 0.35 * down lc = po_led_red() } let tk0 = clamp(0.135 * hh, 1.5, 4.0) let tk = tk0 * (1.0 - 0.75 * down) let by = hi.y + min(tk0 - tk, 1.5) + tk * 0.5 let hl = clamp(0.11 * (hi.x - lo.x), 2.5, 7.0) if dis < 0.5 && lit > 0.01 { res = po_led_slit(res, p, c.x, by, hl, min(1.4, max(tk * 0.55, 0.8)), min(lit, 1.0), lc, px) } } } if loading > 0.001 { let rad = max(min(h.x, h.y) - 5.5, 2.0) res = po_spinner(res, p, c, rad, anim, loading, 1.5, ink) } return res * po_fade(pos, size, m) } mod.widgets.ButtonFlat.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.Button.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.ButtonPrimary.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.ButtonSecondary.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.ButtonTertiary.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.ButtonDanger.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.ButtonOutline.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } mod.widgets.ButtonFlatter.draw_bg.pixel = fn() { return self.host_over(po_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), 24.0) } // Label ink: navy on every white face, white on the navy primary, a deep // red on danger (6:1 on the glaze). mod.widgets.ButtonFlat.draw_text.color = #191b38 mod.widgets.ButtonFlat.draw_text.color_hover = #10122b mod.widgets.ButtonFlat.draw_text.color_down = #10122b mod.widgets.ButtonFlat.draw_text.color_focus = #191b38 mod.widgets.ButtonFlat.draw_text.color_disabled = #9c9eb8 mod.widgets.ButtonFlat.draw_icon.color = #191b38 mod.widgets.ButtonPrimary.draw_text.color = #ffffff mod.widgets.ButtonPrimary.draw_text.color_hover = #ffffff mod.widgets.ButtonPrimary.draw_text.color_down = #e4e4f2 mod.widgets.ButtonPrimary.draw_text.color_focus = #ffffff mod.widgets.ButtonPrimary.draw_text.color_disabled = #e2e2ee mod.widgets.ButtonPrimary.draw_icon.color = #ffffff mod.widgets.ButtonSecondary.draw_text.color = #191b38 mod.widgets.ButtonSecondary.draw_text.color_hover = #10122b mod.widgets.ButtonSecondary.draw_text.color_down = #10122b mod.widgets.ButtonSecondary.draw_text.color_focus = #191b38 mod.widgets.ButtonSecondary.draw_text.color_disabled = #9c9eb8 mod.widgets.ButtonSecondary.draw_icon.color = #191b38 mod.widgets.ButtonTertiary.draw_text.color = #2a2d4e mod.widgets.ButtonTertiary.draw_text.color_hover = #10122b mod.widgets.ButtonTertiary.draw_text.color_down = #10122b mod.widgets.ButtonTertiary.draw_text.color_focus = #2a2d4e mod.widgets.ButtonTertiary.draw_icon.color = #2a2d4e mod.widgets.ButtonDanger.draw_text.color = #a8213a mod.widgets.ButtonDanger.draw_text.color_hover = #981b32 mod.widgets.ButtonDanger.draw_text.color_down = #86162b mod.widgets.ButtonDanger.draw_text.color_focus = #a8213a mod.widgets.ButtonDanger.draw_text.color_disabled = #9c9eb8 mod.widgets.ButtonDanger.draw_icon.color = #a8213a mod.widgets.ButtonOutline.draw_text.color = #191b38 mod.widgets.ButtonOutline.draw_text.color_hover = #10122b mod.widgets.ButtonOutline.draw_text.color_down = #10122b mod.widgets.ButtonOutline.draw_text.color_focus = #191b38 mod.widgets.ButtonOutline.draw_text.color_disabled = #9c9eb8 mod.widgets.ButtonOutline.draw_icon.color = #191b38 mod.widgets.ButtonFlatter.draw_text.color = #191b38 mod.widgets.ButtonFlatter.draw_text.color_hover = #10122b mod.widgets.ButtonFlatter.draw_text.color_down = #10122b mod.widgets.ButtonFlatter.draw_text.color_focus = #191b38 mod.widgets.ButtonFlatter.draw_text.color_disabled = #9c9eb8 mod.widgets.ButtonFlatter.draw_icon.color = #191b38 // A compound button's second line: the second voice. mod.widgets.ButtonFlat.draw_description.color = #54577a mod.widgets.ButtonSecondary.draw_description.color = #54577a mod.widgets.ButtonOutline.draw_description.color = #54577a mod.widgets.ButtonFlatter.draw_description.color = #54577a // A link is words on the plate: navy, turning indigo under the hand. mod.widgets.LinkLabel.draw_text.color = #191b38 mod.widgets.LinkLabel.draw_text.color_hover = #4a43a8 mod.widgets.LinkLabel.draw_text.color_down = #3d3a8c mod.widgets.LinkLabel.draw_text.color_focus = #10122b mod.widgets.LinkLabel.draw_text.color_disabled = #9c9eb8 mod.widgets.CloseButton.draw_bg.cross_color = #4a4d6e // ---------------------------------------------------------------- selection // The small controls' quads grow by this much, for their shadow and their // focus leak. mod.widgets.CheckBoxFlat.draw_bg.vertex = fn() { let m = 8.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.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(14.0) mod.widgets.CheckBoxFlat.draw_bg.border_radius = uniform(2.0) mod.widgets.CheckBoxFlat.label_walk.margin.left = 14.0 // The check box: a 14 point well pressed into the plate, a 4 point corner; // set, the well fills with the accent, violet at its top going to indigo // at its foot, and a white check stands on it (a dash when mixed). mod.widgets.CheckBoxFlat.draw_bg.pixel = fn() { let m = 8.0 let px = po_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(po_snap(x0, o.x, px), po_snap(y0, o.y, px)) let hi = vec2(po_snap(x0 + sz, o.x, px), po_snap(y0 + sz, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let r = min(self.border_radius * 2.0, sz * 0.5) let held = max(self.down, self.pressed) let on = max(self.active, self.mixed) let live = 1.0 - self.disabled var res = po_sunk(p, lo, hi, r, px, vec3(0.925, 0.925, 0.957), self.hover, held, self.disabled, 1.0) let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) if on > 0.001 { let n = po_normal(p, c, h, r) let t = clamp((p.y - lo.y) / max(sz, 1.0), 0.0, 1.0) var fc = mix(vec3(0.44, 0.38, 0.82), vec3(0.27, 0.25, 0.62), t) fc = fc + vec3(0.03, 0.03, 0.04) * self.hover * live - vec3(0.05, 0.05, 0.08) * held * live fc = mix(fc, vec3(0.66, 0.62, 0.97), Finish.band(d, px, px * 2.0, px) * smoothstep(0.2, 0.9, -n.y) * 0.55) fc = mix(fc, vec3(0.15, 0.14, 0.40), Finish.band(d, 0.0, px, px) * 0.8) fc = mix(fc, vec3(0.80, 0.80, 0.88), 0.7 * self.disabled) let fa = a * on res = Finish.over(res, vec4(fc * fa, fa)) } res = po_frame_over(res, d, px, self.focus * live, a, sz) // The error: the edge turns red. res = Finish.over(res, vec4(0.78, 0.16, 0.24, 1.0) * Finish.band(d, 0.0, px, px) * self.error * live) // The mark: a check 7 points across in a 1.6 point stroke, or a dash, // white on the accent. let ink = mix(mix(vec3(1.0, 1.0, 1.0), vec3(1.0, 0.86, 0.88), self.error), vec3(0.96, 0.96, 0.98), self.disabled) let dm = min(po_seg(p, vec2(c.x - 3.2, c.y + 0.2), vec2(c.x - 1.0, c.y + 2.4)), po_seg(p, vec2(c.x - 1.0, c.y + 2.4), vec2(c.x + 3.3, c.y - 2.4))) let dd = po_seg(p, vec2(c.x - 3.0, c.y), vec2(c.x + 3.0, c.y)) let dk = mix(dm - 0.8, dd - 0.8, self.mixed) let mk = Finish.cover(dk, px) * on res = Finish.over(res, vec4(ink * mk, mk)) return res * po_fade(self.pos, self.rect_size, m) } // The toggle, the pictures' toggle pill: a 36 x 20 point moulded pill // standing on the plate with a round white thumb two points in. Off, the // pill is white, the thumb at the left and a dark bead at the right; on, // the pill is deep navy, the thumb at the right and a warm white light lit // where it stood. mod.widgets.ToggleFlat.draw_bg.size = uniform(20.0) mod.widgets.ToggleFlat.draw_bg.pill_aspect = uniform(1.8) mod.widgets.ToggleFlat.label_walk.margin.left = 36.0 let po_toggle = fn(pos: vec2, size: vec2, o: vec2, dpi: float, th0: float, aspect: float, at_end: float, hover: float, held: float, dis: float, on: float, kt: float, focus: float, error: float) -> vec4 { let m = 20.0 let px = po_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let tw = th0 * aspect let th = th0 let x0 = (size.x - tw) * at_end let y0 = size.y * 0.5 - th * 0.5 let lo = vec2(po_snap(x0, o.x, px), po_snap(y0, o.y, px)) let hi = vec2(po_snap(x0 + tw, o.x, px), po_snap(y0 + th, o.y, px)) let r = (hi.y - lo.y) * 0.5 let live = 1.0 - dis let tc = (lo + hi) * 0.5 // The track is a moulded pill standing on the plate, the pictures' // toggle pills: white while off, deep navy while on. let off_track = po_cap_r(p, lo, hi, r, px, hover, held, dis, focus, 0.9, 0.0, 0.0, 40.0, 0.8, 0.0) let on_track = po_cap_r(p, lo, hi, r, px, hover, held, dis, focus, 0.9, 0.0, 0.0, 40.0, 0.8, 1.0) var res = mix(off_track, on_track, on) // Held, the face has come down its wall: the thumb and the light with it. let tk0 = clamp(0.135 * th, 1.5, 4.0) let sy = min(tk0 * 0.75 * held, 1.5) // The light in the free end: lit warm white while on, at the left where // the thumb stood; a dark bead at the right while off. let lc = vec2(mix(hi.x - r, lo.x + r, on), tc.y + sy) res = po_led(res, p, lc, max(0.11 * th, 1.4), on * live, po_led_warm(), px) // The thumb follows the value, or the pointer while it is dragged: a // round white dome two points in, its shadow on the track's face. let kr = r - 2.0 let inset = r - kr let kc = vec2(lo.x + inset + kr + (hi.x - lo.x - inset * 2.0 - kr * 2.0) * kt, tc.y + sy) let ksh = Finish.drop(p, kc, vec2(kr, kr), kr, vec2(0.10 * kr, 0.26 * kr), 0.24 * kr + px) * mix(0.55, 0.8, on) * (1.0 - 0.8 * dis) * (1.0 - 0.6 * held) res = Finish.over(res, vec4(po_shade() * ksh, ksh)) let kd = po_dome(p, kc, kr, px, hover, held, dis, 0.0) res = Finish.over(res, vec4(kd.rgb * (1.0 - 0.05 * held), kd.a)) // The error: the track's edge turns red. let ed = Material.sd_box(p, tc + vec2(0.0, sy), (hi - lo) * 0.5, r) res = Finish.over(res, vec4(0.78, 0.16, 0.24, 1.0) * Finish.band(ed, 0.0, px, px) * error * live) return res * po_fade(pos, size, m) } mod.widgets.ToggleFlat.draw_bg.vertex = fn() { let m = 20.0 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.ToggleSlide.draw_bg.vertex = fn() { let m = 20.0 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.ToggleRocker.draw_bg.vertex = fn() { let m = 20.0 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.ToggleFlat.draw_bg.pixel = fn() { return po_toggle(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.size, self.pill_aspect, self.mark_at_end, self.hover, max(self.pressed, self.down), self.disabled, self.active, mix(self.active, self.drag_pos, self.drag), self.focus, self.error) } // The slide switch is the toggle: the same thick pill track and round white // thumb, which follows a drag. mod.widgets.ToggleSlide.draw_bg.size = uniform(20.0) mod.widgets.ToggleSlide.draw_bg.pill_aspect = uniform(1.8) mod.widgets.ToggleSlide.label_walk.margin.left = 36.0 mod.widgets.ToggleSlide.draw_bg.pixel = fn() { return po_toggle(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.size, self.pill_aspect, self.mark_at_end, self.hover, max(self.pressed, self.down), self.disabled, self.active, mix(self.active, self.drag_pos, self.drag), self.focus, self.error) } // The rocker: a moulded white pill split at its middle, the pictures' // two-way pill row. The half in force is pressed in and turned navy, its // legend white: the O at the left while off, the I at the right while on; // the raised half carries its legend in navy. mod.widgets.ToggleRocker.draw_bg.size = uniform(20.0) mod.widgets.ToggleRocker.draw_bg.pill_aspect = uniform(2.3) mod.widgets.ToggleRocker.label_walk.margin.left = 46.0 mod.widgets.ToggleRocker.draw_bg.pixel = fn() { let m = 20.0 let px = po_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(po_snap(x0, o.x, px), po_snap(y0, o.y, px)) let hi = vec2(po_snap(x0 + tw, o.x, px), po_snap(y0 + th, o.y, px)) let r = (hi.y - lo.y) * 0.5 let c = (lo + hi) * 0.5 let live = 1.0 - self.disabled let on = self.active let held = max(self.pressed, self.down) var res = po_cap_r(p, lo, hi, r, px, self.hover, 0.0, self.disabled, self.focus, 0.8, 0.0, 0.0, 40.0, 1.0, 0.0) // The half in force: a navy pill 2 points in, over the left or the // right half, pressed a little further while held. let hw = (hi.x - lo.x) * 0.5 let sx = mix(lo.x, c.x, on) let slo = vec2(sx + mix(2.0, 0.0, on), lo.y + 2.0) let shi = vec2(sx + hw - mix(0.0, 2.0, on), hi.y - 2.0) let half = po_cap_r(p, slo, shi, (shi.y - slo.y) * 0.5, px, self.hover, 0.4 + 0.4 * held, self.disabled, 0.0, 0.0, 0.0, 0.0, 2.0, 0.6, 1.0) res = Finish.over(res, half) // The legends. let lc_o = vec2(lo.x + hw * 0.5 + 1.0, c.y) let lc_i = vec2(c.x + hw * 0.5 - 1.0, c.y) let s = th / 20.0 let d_o = abs(length((p - lc_o) * vec2(1.25, 1.0)) - 3.6 * s) - 0.6 * s let d_i = po_seg(p, lc_i - vec2(0.0, 3.6 * s), lc_i + vec2(0.0, 3.6 * s)) - 0.6 * s let white = vec3(1.0, 1.0, 1.0) let navy = vec3(0.16, 0.17, 0.32) let fade = mix(1.0, 0.45, self.disabled) let ao = Finish.cover(d_o, px) * fade let ai = Finish.cover(d_i, px) * fade res = Finish.over(res, vec4(mix(white, navy, on) * ao, ao)) res = Finish.over(res, vec4(mix(navy, white, on) * ai, ai)) let d = Material.sd_box(p, c, (hi - lo) * 0.5, r) res = Finish.over(res, vec4(0.78, 0.16, 0.24, 1.0) * Finish.band(d, 0.0, px, px) * self.error * live) return res * po_fade(self.pos, self.rect_size, m) } // The radio: a 14 point round well pressed into the plate; chosen, its rim // turns to the accent and an accent dot stands in its middle. mod.widgets.RadioButtonFlat.draw_bg.vertex = fn() { let m = 8.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.RadioButtonFlat.clip_x = false mod.widgets.RadioButtonFlat.clip_y = false mod.widgets.RadioButtonFlat.draw_bg.size = uniform(14.0) 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 = 14.0 mod.widgets.RadioButtonFlat.draw_bg.pixel = fn() { let m = 8.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(y0, o.y, px)) let hi = vec2(po_snap(sz, o.x, px), po_snap(y0 + sz, o.y, px)) let c = (lo + hi) * 0.5 let live = 1.0 - self.disabled let on = self.active var res = po_sunk(p, lo, hi, sz * 0.5, px, vec3(0.925, 0.925, 0.957), self.hover, self.down, self.disabled, 1.0) let d = Finish.sd_circle(p, c, sz * 0.5) let acc = mix(vec3(0.36, 0.33, 0.74), vec3(0.78, 0.78, 0.86), self.disabled) let rim = Finish.band(d, 0.0, 1.3, px) * on res = Finish.over(res, vec4(acc * rim, rim)) res = po_frame_over(res, d, px, self.focus * live, Finish.cover(d, px), sz) // The dot: violet at its top going to indigo, a glint at its upper left. let rd = 3.4 let dq = (p - c) / rd var dc = mix(vec3(0.47, 0.41, 0.86), vec3(0.27, 0.25, 0.62), clamp(dq.y * 0.5 + 0.5, 0.0, 1.0)) let gq = dq + vec2(0.35, 0.45) dc = mix(dc, vec3(0.78, 0.75, 1.0), exp(-dot(gq, gq) * 4.0) * 0.6) dc = mix(dc, vec3(0.80, 0.80, 0.88), 0.7 * self.disabled) let da = Finish.cover(Finish.sd_circle(p, c, rd), px) * on res = Finish.over(res, vec4(dc * da, da)) return res * po_fade(self.pos, self.rect_size, m) } // The radio tab: a cell of a track pressed into the plate; chosen, a navy // pill stands in it carrying white words. mod.widgets.RadioButtonTabFlat.draw_bg.vertex = fn() { let m = 14.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.RadioButtonTabFlat.clip_x = false mod.widgets.RadioButtonTabFlat.clip_y = false mod.widgets.RadioButtonTabFlat.padding = mod.turtle.Inset{left: 0.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.RadioButtonTabFlat.min_height = 26.0 mod.widgets.RadioButtonTabFlat.draw_bg.pixel = fn() { let m = 14.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) let r = (hi.y - lo.y) * 0.5 let sel = self.active let live = 1.0 - self.disabled var cell = po_sunk(p, lo, hi, r, px, vec3(0.925, 0.925, 0.957), self.hover, self.down, self.disabled, 0.8) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, r) cell = po_frame_over(cell, d, px, self.focus * live * (1.0 - sel), Finish.cover(d, px), hi.y - lo.y) let clo = lo + vec2(2.0, 2.0) let chi = hi - vec2(2.0, 2.0) let chosen = po_cap_r(p, clo, chi, (chi.y - clo.y) * 0.5, px, self.hover, self.down, self.disabled, self.focus, 0.4, 0.0, 0.0, 2.0, 1.0, 1.0) return Finish.over(cell, chosen * sel) * po_fade(self.pos, self.rect_size, m) } mod.widgets.RadioButtonTabFlat.draw_text.color = #4a4d6e mod.widgets.RadioButtonTabFlat.draw_text.color_hover = #10122b mod.widgets.RadioButtonTabFlat.draw_text.color_active = #ffffff mod.widgets.RadioButtonTabFlat.draw_text.color_disabled = #9c9eb8 // The chosen tab's white words hold under the hand and while held: the // state ink is laid before the chosen one, not after it. mod.widgets.RadioButtonTabFlat.draw_text.get_color = fn() { return self.color .mix(self.color_focus, self.focus) .mix(self.color_hover, self.hover) .mix(self.color_down, self.down) .mix(self.color_active, self.active) .mix(self.color_disabled, self.disabled) } // ---------------------------------------------------------------- sliders // The handle, the pictures' white pill riding a navy slot (their "Monitor // Level" and "Control Sphere"): a small moulded white pill `hw` either // side of `c` and `hv` above and below, with its own shadow. Under the hand // and held, the warm light shows from under it on the navy slot. let po_handle = fn(dst: vec4, p: vec2, c: vec2, hw: float, hv: float, px: float, hover: float, drag: float, focus: float, dis: float) -> vec4 { let lo = c - vec2(hw, hv) let hi = c + vec2(hw, hv) let live = 1.0 - dis let spot = (0.45 * hover * (1.0 - drag) + 0.8 * drag) * live var res = dst if spot > 0.001 { res = po_lit(res, po_warm(p, c.x, hi.y - 1.0, hw * 1.1, 2.0 * hv, 1.4 * spot)) } return Finish.over(res, po_cap_r(p, lo, hi, hv, px, hover, drag * 0.5, dis, focus, 1.0, 0.0, 0.0, 40.0, 1.0, 0.0)) } // The bar slider: a 6 point navy slot pressed in under its label row, the // lit value in it, indigo going to violet, and an 18 x 13 point white pill // riding it. mod.widgets.SliderFlat.clip_x = false mod.widgets.SliderFlat.clip_y = false mod.widgets.SliderFlat.draw_bg.vertex = fn() { let m = 16.0 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 = 16.0 let px = po_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let rad = 8.0 let cy = po_snap(20.0 + (self.rect_size.y - 20.0) * 0.5, o.y, px) let lo = vec2(po_snap(0.0, o.x, px), cy - 3.0) let hi = vec2(po_snap(self.rect_size.x, o.x, px), cy + 3.0) var res = po_slot(p, lo, hi, 3.0, px, self.disabled) let span = self.rect_size.x - rad * 2.0 let hx = rad + self.slide_pos * span let ox = rad + self.origin_pos * span let f0 = mix(lo.x + px, min(ox, hx), self.arc_origin) let f1 = mix(hx, max(ox, hx), self.arc_origin) res = po_fill(res, p, vec2(f0, lo.y + px * 1.5), vec2(f1, hi.y - px * 1.5), 2.0, px, self.disabled, 0.6, max(max(self.hover, self.drag), self.focus), lo, hi, 3.0) return po_handle(res, p, vec2(hx, cy), 9.0, 6.5, px, self.hover, self.drag, self.focus, self.disabled) * po_fade(self.pos, self.rect_size, m) } // The minimal slider: a hairline navy slot and the lit value; a slim white // pill shows under the hand. mod.widgets.SliderMinimal.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let cy = po_snap(self.offset_y + (self.rect_size.y - self.offset_y) * 0.5, o.y, px) let lo = vec2(po_snap(0.0, o.x, px), cy - 1.5) let hi = vec2(po_snap(self.rect_size.x, o.x, px), cy + 1.5) var res = po_slot(p, lo, hi, 1.5, px, self.disabled) 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 = po_fill(res, p, vec2(max(f0, lo.x), lo.y), vec2(min(f1, hi.x), hi.y), 1.5, px, self.disabled, 0.0, max(self.hover, self.drag), lo, hi, 1.5) let hx = self.slide_pos * self.rect_size.x let show = max(self.hover, self.drag) let cap = po_cap(p, vec2(hx - 3.0, cy - 5.0), vec2(hx + 3.0, cy + 5.0), 3.0, px, 0.0, 0.0, self.disabled, 0.0, 0.0, 0.0, 0.0) return Finish.over(res, cap * show) } // The range slider: the bar slider's navy slot under its label row, the // value lit between the two ends, and a round white thumb at each end. mod.widgets.RangeSliderFlat.handle_size = 13.0 mod.widgets.RangeSliderFlat.draw_bg.vertex = fn() { let m = 16.0 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 = 16.0 let px = po_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 top = self.label_px let track_h = self.rect_size.y - top let mid = po_snap(top + track_h * 0.5, o.y, px) let lo = vec2(po_snap(self.inset_px * 0.5, o.x, px), mid - 3.0) let hi = vec2(po_snap(self.rect_size.x - self.inset_px * 0.5, o.x, px), mid + 3.0) var res = po_slot(p, lo, hi, 3.0, px, self.disabled) let span_x = self.rect_size.x - self.inset_px * 2.0 - self.handle_px let s0 = self.inset_px + self.handle_px * 0.5 + self.start_pos * span_x let s1 = self.inset_px + self.handle_px * 0.5 + self.end_pos * span_x let hot = max(max(self.hover, self.drag), max(self.focus, self.hot_band)) res = po_fill(res, p, vec2(s0, lo.y + px * 1.5), vec2(s1, hi.y - px * 1.5), 2.0, px, self.disabled, 0.6, hot, lo, hi, 3.0) // The band's thumbs are round, white pills as tall as they are wide // (the slider's own thumb is a wider pill). let hv = clamp(track_h * 0.5 - 1.0, 4.5, 6.5) let hw = hv res = po_handle(res, p, vec2(s0, mid), hw, hv, px, self.hot_start, self.drag * self.hot_start, self.focus, self.disabled) return po_handle(res, p, vec2(s1, mid), hw, hv, px, self.hot_end, self.drag * self.hot_end, self.focus, self.disabled) * po_fade(self.pos, self.rect_size, m) } // The round slider: a label column, then the bar slider's slot, value and // pill; the slot ends short of the right edge for the value. mod.widgets.SliderRoundFlat.clip_x = false mod.widgets.SliderRoundFlat.clip_y = false mod.widgets.SliderRoundFlat.draw_bg.vertex = fn() { let m = 16.0 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 = 16.0 let px = po_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 = po_snap(self.rect_size.y * 0.5, o.y, px) let x0 = po_snap(self.label_size, o.x, px) let lo = vec2(x0, cy - 3.0) let hi = vec2(po_snap(self.rect_size.x - 37.0, o.x, px), cy + 3.0) var res = po_slot(p, lo, hi, 3.0, px, self.disabled) let span = hi.x - lo.x - rad * 2.0 let hx = lo.x + rad + self.slide_pos * span res = po_fill(res, p, vec2(lo.x + px, lo.y + px * 1.5), vec2(hx, hi.y - px * 1.5), 2.0, px, self.disabled, 0.6, max(max(self.hover, self.drag), self.focus), lo, hi, 3.0) return po_handle(res, p, vec2(hx, cy), 8.0, 6.0, px, self.hover, self.drag, self.focus, self.disabled) * po_fade(self.pos, self.rect_size, m) } // The lobe cap's solid at `w`, the slider bench's "Lobe cap, white": a pill // whose along curve holds a crest across the middle and falls away to both // ends, its across curve nearly level to the rim, its edge a quarter round // over 0.8 of the smaller half size. The curves are the bench's, their // handles resolved by it; the plan curve is level at 1, which is no cut. // Height 0..1 in .x, the gradient per point in .yz and the footprint's // distance in .w (the engine's field leaves .w spare), so one call carries // what the next perspective pass and the coverage read. let po_lobe = fn(w: vec2, hs: vec2, shape: vec4) -> vec4 { let fp = Cap.sd_cap(w, hs, shape.x * min(hs.x, hs.y), vec2(1.0, 0.0)) let along = Cap.mirror(Cap.curve(abs(w.x) / hs.x, 6.0, vec2(0.0, 1.0), vec2(0.04, 0.0), vec2(0.0, 0.0), vec2(0.12, 1.0), vec2(0.0, 0.0), vec2(-0.0867, 0.1037), vec2(0.38, 0.62), vec2(0.0867, -0.1037), vec2(-0.0733, 0.0635), vec2(0.68, 0.33), vec2(0.0733, -0.0635), vec2(-0.0333, 0.0344), vec2(0.9, 0.17), vec2(0.0333, -0.0344), 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)), w.x) let across = Cap.curve(abs(w.y) / hs.y, 4.0, vec2(0.0, 1.0), vec2(0.1167, 0.0), vec2(-0.0733, 0.0159), vec2(0.7, 0.96), vec2(0.0733, -0.0159), vec2(-0.0267, 0.0853), vec2(0.92, 0.8), vec2(0.0267, -0.0853), 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 edge = Cap.curve(Cap.edge_x(fp.x, hs, shape.y), 2.0, vec2(0.0, 0.0), vec2(0.0, 0.5523), vec2(-0.5523, 0.0), vec2(1.0, 1.0), vec2(0.5523, 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)) // No ribs, no mark, no cut: their packed parameters are all zero, and // the tooth reads level. let off = vec4(0.0, 0.0, 0.0, 0.0) let f = Cap.field(w, hs, fp, along, across, edge, vec2(1.0, 0.0), shape, off, off, off, off) return vec4(f.x, f.y, f.z, fp.x) } // The fader: the slider bench's white lobe cap, drawn by the cap engine. A // white pill 22 points long and a quarter of the control across sits on the // floor of a channel as wide as itself, 5 points deep and pressed into the // plate; a 4 point navy slot runs down the channel, the value is lit in it // in the accent, and 24 ticks stand either side, every fifth long. It is laid // out in the fader's own frame (`ab`: along the track from the value's zero, // up the screen when it stands; across it), so SliderFaderY is the same // drawing stood on end. // A cap seated on a channel's floor runs the channel end to end, so the // widget's inset is the channel's end: the cap's centre stops half a cap in // from it and the drag divides by that same travel. The slot is held 6 // points further in, the bench's track inset of 10 against its channel's 4. mod.widgets.SliderFader.cap_size = 22.0 mod.widgets.SliderFader.track_inset = 4.0 mod.widgets.SliderFader.draw_bg.track_size = uniform(4.0) mod.widgets.SliderFader.draw_bg.cap_cross = uniform(0.24) // The material, the bench's porcelain numbers, as uniforms so they tune // live: the key light on the screen (x right, y down, z toward the eye) and // its strength, the highlight, the glaze, the rim toward grazing, the height // as occlusion and how far up it reaches, the plain sky's reflection and how // close the eye sits over the cap, no metal, no spun grain, no glow, the // exposure in stops and the highlights' roll-off, the cast and contact // shadows, and the inner shadow of the channel and the slot. mod.widgets.SliderFader.draw_bg.cap_light = uniform(vec3(-0.36, -0.6, 0.72)) mod.widgets.SliderFader.draw_bg.cap_light_intensity = uniform(0.95) mod.widgets.SliderFader.draw_bg.cap_specular = uniform(0.3) mod.widgets.SliderFader.draw_bg.cap_roughness = uniform(0.22) mod.widgets.SliderFader.draw_bg.cap_gloss = uniform(0.36) mod.widgets.SliderFader.draw_bg.cap_rim = uniform(0.35) mod.widgets.SliderFader.draw_bg.cap_ao = uniform(0.28) mod.widgets.SliderFader.draw_bg.cap_ao_reach = uniform(1.2) mod.widgets.SliderFader.draw_bg.cap_reflection = uniform(0.25) 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(0.0) mod.widgets.SliderFader.draw_bg.cap_rolloff = uniform(0.6) mod.widgets.SliderFader.draw_bg.cap_shadow = uniform(0.45) mod.widgets.SliderFader.draw_bg.cap_shadow_blur = uniform(18.0) mod.widgets.SliderFader.draw_bg.cap_contact = uniform(0.25) mod.widgets.SliderFader.draw_bg.cap_inner = uniform(0.6) // The inks. The glaze is this sheet's pill white, lit white and shaded in a // cool lavender (the base theme's material shadow is near black, far too // deep for porcelain); the plate, the channel (a white pressed into it) and // the slot (the sheet's navy, the pictures' deep slot) are the sheet's; the // ticks a pale lavender. The value is the widget's own value colour, this // sheet's indigo (theme.color_val), lifted to violet under the hand and // grey when disabled. mod.widgets.SliderFader.draw_bg.cap_color = uniform(theme.color_handle) mod.widgets.SliderFader.draw_bg.cap_light_color = uniform(theme.color_material_light) mod.widgets.SliderFader.draw_bg.cap_shadow_color = uniform(#a6a6c0) mod.widgets.SliderFader.draw_bg.ground_color = uniform(theme.color_bg_app) mod.widgets.SliderFader.draw_bg.well_color = uniform(theme.color_inset) mod.widgets.SliderFader.draw_bg.track_color = uniform(#141634) mod.widgets.SliderFader.draw_bg.tick_color = uniform(#b4b4ca) mod.widgets.SliderFader.clip_x = false mod.widgets.SliderFader.clip_y = false // The cap and its shadow stay in the channel, inside the layout box. What // leaves it is the warm light from under a held cap, up to 13 points past a // standing cap at its lower stop: 14 points hold it, the last 4 fading out. mod.widgets.SliderFader.draw_bg.vertex = fn() { let m = 14.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.SliderFader.draw_bg.pixel = fn() { let m = 14.0 let px = po_px(self.draw_pass.dpi_factor) let sz = self.rect_size let p = self.pos * (sz + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let v = self.is_vertical let dis = self.disabled let live = 1.0 - dis let along = mix(sz.x, sz.y, v) let across = mix(sz.y, sz.x, v) let ab = vec2(mix(p.x, sz.y - p.y, v), mix(p.y, p.x, v)) let mid = across * 0.5 // The travel law is the widget's, so what is drawn is what is dragged. let travel = max(along - self.inset_px * 2.0 - self.cap_px, 1.0) let foot = self.inset_px + self.cap_px * 0.5 let at = foot + self.slide_pos * travel let cw = min(max(across * self.cap_cross, 4.0), across) let hs = vec2(self.cap_px * 0.5, cw * 0.5) // The key light on the screen, and turned into the fader's frame for // what is laid out in it. let l = normalize(self.cap_light) let lt = Cap.light(l, v) let li = self.cap_light_intensity let ground = self.ground_color.rgb let body = self.cap_color.rgb let lit_ink = self.cap_light_color.rgb let dark_ink = self.cap_shadow_color.rgb let track_ink = self.track_color.rgb let fill4 = mix(mix(self.val_color, self.val_color_hover, max(self.hover, self.drag)), self.val_color_disabled, dis) let fill_ink = fill4.rgb // The channel: as wide as the cap (the bench's fit), round ended, 5 // points deep, from the widget's inset to the other. let depth = 5.0 let wlen = max(along - self.inset_px * 2.0, 1.0) let wbox = vec4(self.inset_px + wlen * 0.5, mid, wlen * 0.5, cw * 0.5) let wr = min(wbox.z, wbox.w) let wm = Cap.well_mask(ab, wbox, wr, depth, px) var col = Cap.well(ground, ab, wbox, wr, depth, lt, px, self.well_color.rgb, lit_ink, dark_ink, self.cap_inner, self.cap_ao, self.cap_shadow_blur, self.cap_shadow) // The slot, round ended, and the value in it: from the stop (or the // default) to the cap, the slot's own end standing in for a value at // either stop. let tin = self.inset_px + 6.0 let tw = self.track_size let tlen = max(along - tin * 2.0, 1.0) let tbox = vec4(tin + tlen * 0.5, mid, tlen * 0.5, tw * 0.5) let tr = tw * 0.5 var lo = foot + self.fill_lo * travel var hi = foot + self.fill_hi * travel if self.fill_lo < 0.0005 { lo = tin } if self.fill_hi > 0.9995 { hi = along - tin } // Lit, the value is its own light: the engine's lit fill, a bright core // with the slot's floor glowing round it. That glow is kept to the slot. // Beyond it the engine adds the fill's light and holds each channel // under the fill's own, which on this white lets only red rise: the // channel's walls and the plate beside a lit value turned pink, where // this sheet's lamps tint the white warm. Disabled, the lamp goes out: // the value becomes a grey bar on the slot's floor, faded in as the // disabled state comes on. let bare = Cap.slot(col, ab, tbox, tr, 0.0, lo, hi, at, hs.x, lt, px, wm.x, wm.y, track_ink, fill_ink, lit_ink, dark_ink, self.cap_inner, self.cap_ao) var filled = Cap.slot(col, ab, tbox, tr, 2.0, lo, hi, at, hs.x, lt, px, wm.x, wm.y, track_ink, fill_ink, lit_ink, dark_ink, self.cap_inner, self.cap_ao) if dis > 0.001 { filled = mix(filled, Cap.slot(col, ab, tbox, tr, 1.0, lo, hi, at, hs.x, lt, px, wm.x, wm.y, track_ink, fill_ink, lit_ink, dark_ink, self.cap_inner, self.cap_ao), dis) } let slot_d = Cap.sd_cap(ab - tbox.xy, tbox.zw, tr, vec2(1.0, 0.0)) col = mix(bare, filled, Cap.cover(slot_d.x, px)) // Disabled, what is pressed into the plate fades toward it as every well // of this sheet does, and the ticks further. col = mix(col, ground, 0.4 * dis) col = Cap.ticks(col, ab, mid, foot, travel, 24.0, 3.0, 5.0, tw, cw, px, mix(self.tick_color.rgb, ground, 0.6 * dis)) // The cap, wherever it or its shadow can reach. let q = ab - vec2(at, mid) let far = abs(q) - hs let height = 12.0 // Held, the cap is pressed half a point lower: its surface stands that // much less over the channel's floor and its shadow is that much shorter. let sink = 0.5 * self.drag var cap = body var cov = 0.0 var sh = 0.0 var cd = 1000.0 if max(far.x, far.y) < max(hs.x, hs.y) * (1.0 + 2.2 * self.cap_glow) + height * 1.5 + self.cap_shadow_blur * 1.5 + 6.0 { // A pill (corner 1), filleted over 0.8 of the smaller half size, the // curves met in a smooth minimum 0.02 wide, 12 points tall. let shape = vec4(1.0, 0.8, 0.02, height) // The top comes toward the eye by its height: the solid is read // three times, at the point the perspective moves it to. let persp = 0.06 var f = po_lobe(Cap.perspective(q, 1.0, -1.0, persp), hs, shape) f = po_lobe(Cap.perspective(q, f.x, f.w, persp), hs, shape) f = po_lobe(Cap.perspective(q, f.x, f.w, persp), hs, shape) cd = f.w // The surface's height over the channel's floor, and how much of the // sky the channel's walls leave it. let z = clamp(f.x, 0.0, 1.0) * height - sink let open = 1.0 - clamp((depth - z) / depth, 0.0, 1.0) let n = Cap.normal(f.yz, height, v) let eye = Cap.view(q, hs, self.cap_reflection_perspective, v) // No mark: nothing painted or lit on it, so its ink never shows. cap = Cap.shade(n, l, eye, f.x, body, 0.0, 0.0, open, 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, li, body, lit_ink, dark_ink, ground) if self.cap_spun > 0.001 { let grain = Cap.spun(q, hs, lt.xy) * self.cap_spun cap = Cap.in_shadow(Cap.in_light(cap, clamp(grain, 0.0, 1.0) * 0.55, lit_ink), clamp(-grain, 0.0, 1.0) * 0.42, dark_ink) } if self.cap_glow > 0.001 { cap = Cap.emit(cap, f.x, body, lit_ink, self.cap_glow) } // Below the channel's lip the cap is in the channel's shade. cap = Cap.in_well(cap, ab, z, wbox, wr, depth, lt, self.cap_ao, self.cap_inner, dark_ink) // The lit value lights the cap's end walls beside it. cap = cap + fill_ink * Cap.fill_light(q, hs, f.yz * height, lo, hi, at, tw) * live cov = Cap.cover(cd, px) // What it throws: the footprint raised to its top outline (the // bench's, for this cap) and cast by the height standing above the // plate, and the contact shadow hugging its foot, deeper in a well. let rise = height - depth - sink sh = Cap.shadow(q, hs, shape.x * min(hs.x, hs.y), vec3(0.302, 0.7522, 1.0), lt, rise, self.cap_shadow_blur, self.cap_shadow, px) * (1.0 - 0.8 * dis) sh = sh + Cap.contact(cd, max(max(rise * 0.3, 1.0), depth * 0.45), min(self.cap_contact * 1.6, 1.0)) * (1.0 - 0.6 * dis) } // A cap seated on the channel's floor keeps its shadow in the channel. col = mix(col, col * dark_ink, clamp(sh, 0.0, 1.0) * (1.0 - cov) * wm.x) if self.cap_glow > 0.001 { col = col + body * Cap.glow(cd, hs, self.cap_glow) * 0.9 * (1.0 - cov) } // What lies under the cap, toned as the bench tones its output. The // channel is painted; the plate never is, only lit and shaded relative // to its colour, so the fader lies on whatever ground it is put on. // Premultiplied, as every face of this sheet. let ex = pow(2.0, self.cap_exposure) let low = Cap.tone(col, ex, self.cap_rolloff) var res = mix(Cap.on_ground(low, Cap.tone(ground, ex, self.cap_rolloff)), vec4(low, 1.0), wm.x) // Under the hand and held, the sheet's warm light shows from under the // cap's lower edge on the screen, added to what is there; with focus its // frame spills a violet tint just outside the rim. Laid over what is // drawn and under the cap, as every pill of this sheet lays them. let cs = mix(vec2(at, mid), vec2(mid, sz.y - at), v) let chs = mix(hs, vec2(hs.y, hs.x), v) let shh = min(chs.y * 2.0, 26.0) res = po_lit(res, po_warm(p, cs.x, cs.y + chs.y - 1.0, max(0.4 * chs.x, 4.0), 0.4 * shh, (0.4 * self.hover + 0.9 * self.drag) * live)) res = Finish.over(res, po_leak(cd, cov) * (self.focus * live)) // The cap over all, on its toned face: under the hand the glaze is a // shade brighter, disabled it fades toward the plate, with focus it // carries the sheet's violet frame. var face = Cap.tone(cap, ex, self.cap_rolloff) face = min(face + vec3(0.025, 0.025, 0.02) * self.hover * live, vec3(1.0, 1.0, 1.0)) face = mix(face, ground, 0.55 * dis) face = po_frame(face, cd, px, self.focus * live, chs.y * 2.0) res = Finish.over(res, vec4(face * cov, cov)) return res * po_fade(self.pos, self.rect_size, m) } // ---------------------------------------------------------------- knobs // A knob: the knob bench's Scalloped preset standing on the plate, and // round it the pictures' value arc. The cap is a turned body 0.55 of its // radius high, nearly flat on top (its full height at the middle, 0.97 of // it at 0.84 of the radius), rolling over there into a steep side, 0.40 of // its height at 0.92 of the radius, down to the plate at its rim. Round its // rim eight round scallops, discs 0.17 of the radius across centred 1.04 // radii out, one on the pointer's line, are cut right through it, so the // outline is notched as well; a scallop's wall rises one cap height in 0.03 // of the radius and every edge of the cut is filleted over 0.05 of it. The // whole cap turns with the value. It is lit as the bench lights its solid // in its soft white material: the normal from the height field, the light // relative to a flat face, so the top keeps the plate's own white and the // side turned away falls to a cool blue-grey; the revolve's shadow on its // own side and the shadow the cap throws into its scallops. Round its foot // the plate darkens a little, a soft wide cool shadow falls down and to the // right, and on the side toward the light the plate is lit a touch. // THE ARC stands 0.17 of the cap's radius clear of its rim, plate showing // between them, and is 0.09 of it thick: over the whole sweep a quiet pale groove, and lit from the start of // the sweep (or from the origin) to the value a thick band of the accent // with round ends, the pictures' deep navy where it starts going through // indigo to violet at its head, paler along its middle where it faces the // light. The pointer is a short violet line on the cap's top. Under the // hand the cap is a shade brighter and the arc lifts; held it lifts more; // focus lays the sheet's lit frame along the cap's rim; disabled, the cap // fades toward the plate and the arc goes grey. Angles run from straight // down, clockwise, the gap at the bottom. // The revolve's section at `rn` (radii from the middle): the bench's // profile through its four points, its height in shares of the cap's, // carried on down past the rim eight heights a radius. let po_sc_rev = fn(rn: float) -> float { let pr = Cap.curve(rn, 4.0, vec2(0.0, 1.0), vec2(0.14, -0.005), vec2(-0.026667, 0.017391), vec2(0.84, 0.97), vec2(0.026667, -0.017391), vec2(-0.026667, 0.161667), vec2(0.92, 0.4), vec2(0.026667, -0.161667), vec2(-0.013333, 0.066667), 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)) return pr.x - max(rn - 1.0, 0.0) * 8.0 } // The scallops' plan at `q` (points from the centre): the distance from // the nearest of the eight scallop discs, `spin` the pointer's angle // clockwise from straight up. let po_sc_cut = fn(q: vec2, rc: float, spin: float) -> float { let st = 0.78539816 let a = atan2(q.x, 0.0001 - q.y) - spin let ai = floor(a / st + 0.5) * st + spin return length(q - vec2(sin(ai), -cos(ai)) * (1.04 * rc)) - 0.17 * rc } // The cap's outline: its disc with the scallops taken out by the bench's // smooth subtraction, the notch reached a fillet inside the scallop. let po_sc_d = fn(q: vec2, rc: float, spin: float, kmin: float) -> float { let cd = length(q) - rc let kc = max(0.05 * rc, kmin) let dc = po_sc_cut(q, rc, spin) + kc let hc = clamp(0.5 - 0.5 * (cd + dc) / kc, 0.0, 1.0) return mix(cd, -dc, hc) + kc * hc * (1.0 - hc) } // THE SOLID at `q`: its height in shares of the cap's. The revolve, and // the cut's own height field -- its floor at the plate inside a scallop, // its wall rising one cap height in 0.03 of the radius outside it, the // wall's foot rounded over the fillet -- taken from it by the bench's // smooth minimum, its band the fillet along the surface, so it is thin in // height where the wall is steep. `hpt` the cap's height in points. let po_sc_h = fn(q: vec2, rc: float, spin: float, hpt: float, kmin: float) -> float { let h = po_sc_rev(length(q) / rc) let d = po_sc_cut(q, rc, spin) let kf = max(0.05 * rc, kmin) let wall = 1.0 / max(0.03 * rc, kmin) var m = max(d, 0.0) if d < kf { let t = max(d + kf, 0.0) m = t * t / (4.0 * kf) } let hc = m * wall let k = kf * wall / sqrt(1.0 + wall * wall * hpt * hpt) let hh = clamp(0.5 - 0.5 * (hc - h) / k, 0.0, 1.0) return mix(h, hc, hh) - k * hh * (1.0 - hh) } // THE REVOLVE'S SHADOW ON ITSELF, the bench's measure (it bakes it over // twenty-four steps; six here): how far the revolve stands over the ray // toward the light, `x` in radii, `kz` the light's rise per radius in // shares of the cap's height. The top cannot shade itself. let po_sc_look = fn(x: vec2, t: float, ld: vec2, zp: float, kz: float) -> float { return clamp((po_sc_rev(length(x + ld * t)) - zp - t * kz) / 0.25, 0.0, 1.0) } let po_sc_self = fn(q: vec2, rc: float, ld: vec2, kz: float) -> float { let x = q / rc let zp = po_sc_rev(min(length(x), 1.0)) if zp > 0.96 { return 0.0 } let tb = min(max((1.0 - zp) / kz, 0.01), 1.2) var occ = po_sc_look(x, tb * 0.02406, ld, zp, kz) occ = occ + po_sc_look(x, tb * 0.125, ld, zp, kz) occ = occ + po_sc_look(x, tb * 0.26896, ld, zp, kz) occ = occ + po_sc_look(x, tb * 0.44553, ld, zp, kz) occ = occ + po_sc_look(x, tb * 0.64952, ld, zp, kz) occ = occ + po_sc_look(x, tb * 0.87764, ld, zp, kz) return clamp(occ / 6.0 / 0.375, 0.0, 1.0) } // THE CAP'S SHADOW IN ITS SCALLOPS, the bench's march: where the cut has // taken the surface `h0` below the revolve, two looks toward the light, // out to where the light would clear the revolve, find how far the solid // stands over the ray. let po_sc_march = fn(q: vec2, h0: float, rc: float, spin: float, hpt: float, kmin: float, ld: vec2, tanel: float) -> float { let hr = po_sc_rev(length(q) / rc) if h0 >= hr - 0.02 { return 0.0 } let tb = (hr - h0) * hpt / tanel let t1 = 0.125 * tb let t2 = 0.649519 * tb let o1 = clamp(((po_sc_h(q + ld * t1, rc, spin, hpt, kmin) - h0) * hpt - t1 * tanel) / (0.25 * hpt), 0.0, 1.0) let o2 = clamp(((po_sc_h(q + ld * t2, rc, spin, hpt, kmin) - h0) * hpt - t2 * tanel) / (0.25 * hpt), 0.0, 1.0) return clamp((o1 + o2) / 0.75, 0.0, 1.0) } // A highlight's lobe at `nh` (the normal against the half vector) for a // roughness `a`, 0.25 / a^2 at its peak. let po_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 soft white material: its light from the upper left and its // shade (what a face turned from the light keeps of the plate). let po_kn_light = fn() -> vec3 { return normalize(vec3(-0.35, -0.55, 0.66)) } let po_kn_shade = fn() -> vec3 { return vec3(0.613, 0.6375, 0.7276) } // 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 po_kn_hull = 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 { return vec2(length(p - a) - ra, 0.0) } 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)) } // The scalloped cap at `c`, its radius `rc` (a whole number of device // pixels, the centre on a pixel corner, so the rim lies on pixel edges), // turned to the angle `ve`; `d` its outline distance. Premultiplied. let po_scallop = fn(p: vec2, c: vec2, rc: float, px: float, ve: float, d: float, hover: float, dis: float, focus: float) -> vec4 { let a = Finish.cover(d, px) if a < 0.001 { return vec4(0.0, 0.0, 0.0, 0.0) } let q = p - c let spin = ve + PI let kmin = 0.5 * px let hpt = 0.55 * rc let l = po_kn_light() let ld = normalize(l.xy) let tanel = l.z / length(l.xy) // THE SOLID: its height here and a device pixel either way, the normal // from their differences, and how far it turns across the pixel (a // highlight narrower than that is widened by it). let h0 = po_sc_h(q, rc, spin, hpt, kmin) let hxp = po_sc_h(q + vec2(px, 0.0), rc, spin, hpt, kmin) let hxm = po_sc_h(q - vec2(px, 0.0), rc, spin, hpt, kmin) let hyp = po_sc_h(q + vec2(0.0, px), rc, spin, hpt, kmin) let hym = po_sc_h(q - vec2(0.0, px), rc, spin, hpt, kmin) let gu = vec2(hxp - hxm, hyp - hym) / (2.0 * px) let n = normalize(vec3(-gu * hpt, 1.0)) let so = hpt / px let turn = min(max(abs(atan2((hxp - h0) * so, 1.0) - atan2((h0 - hxm) * so, 1.0)), abs(atan2((hyp - h0) * so, 1.0) - atan2((h0 - hym) * so, 1.0))), 1.0) // The light that reaches it: the revolve's own shadow and the cap's in // its scallops. let selfsh = max(po_sc_self(q, rc, ld, tanel / 0.55), po_sc_march(q, h0, rc, spin, hpt, kmin, ld, tanel)) * step(d, 0.0) let vis = 1.0 - selfsh * 0.6 // THE FACE LIGHT, the bench's, relative to a flat face: 1 flat, toward // 0 turned away, over 1 turned toward the light, eased both ways. The // flat face is the plate's white; what gets less of the light falls // toward the material's cool shade, what gets more is screened to // white; a faint broad highlight where the body turns to the light. let li = 0.7 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 white = vec3(1.0, 1.0, 1.0) let base = po_ground() let shade = po_kn_shade() var col = Cap.in_light(base * (shade + (white - shade) * (clamp(dl, 0.0, 1.0) * vis)), max(dl - 1.0, 0.0) * vis, white) let rk = sqrt(0.7325 + 0.5 * turn * turn) let hv = normalize(l + vec3(0.0, 0.0, 1.0)) let lobe = max(po_ggx(max(dot(n, hv), 0.0), rk) - po_ggx(hv.z, rk), 0.0) * 0.06 * clamp(rc / (40.0 * px), 0.15, 1.0) col = col + white * (lobe * li * vis * step(0.0, ndl)) // Under the hand the cap is a shade brighter; disabled it fades // toward the plate; with focus it carries the sheet's lit frame along // its scalloped rim. col = min(col + vec3(0.03, 0.03, 0.026) * hover, white) col = mix(col, po_ground(), 0.55 * dis) col = po_frame(col, d, px, focus * (1.0 - dis), 2.0 * rc) return vec4(col * a, a) } // The arc's ink at `u` along its lit length (0 where the value starts, 1 at // its head): the pictures' deep navy (#1b1e4c) going through indigo to // violet. let po_arc_ink = fn(u: float) -> vec3 { let col = mix(vec3(0.106, 0.118, 0.300), po_indigo(), smoothstep(0.0, 0.55, u)) return mix(col, po_violet() * 1.06, smoothstep(0.45, 1.0, u)) } // The distance from `q` (at the angle `aq`) to a band `hw` either side of // the arc of radius `ra` from the angle `a0` to `a1`, its ends round; in .y // how far along the arc (0..1) the nearest point lies. let po_arc_d = fn(q: vec2, aq: float, ra: float, hw: float, a0: float, a1: float) -> vec2 { let r = length(q) if aq >= a0 && aq <= a1 { return vec2(abs(r - ra) - hw, (aq - a0) / max(a1 - a0, 0.0001)) } let d0 = length(q - vec2(-sin(a0), cos(a0)) * ra) let d1 = length(q - vec2(-sin(a1), cos(a1)) * ra) if d0 < d1 { return vec2(d0 - hw, 0.0) } return vec2(d1 - hw, 1.0) } let po_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 { // The cap is sized from its arc: the arc's outer edge at 1.26 of the // cap's radius, just inside the box. The radius on whole device pixels, // so the rim lies on them. let rc = max(floor((rr - 0.6) / 1.275 / px + 0.5) * px, 2.0 * px) let q = p - c let ql = length(q) let live = 1.0 - dis let one = PI / 180.0 let sweep = 2.0 * PI - gap * one let start = gap * one * 0.5 let ve = start + sweep * slide let oe = start + sweep * origin let a0 = mix(start, min(oe, ve), arc_origin) let a1 = mix(ve, max(oe, ve), arc_origin) let d = po_sc_d(q, rc, ve + PI, 0.5 * px) var aq = atan2(-q.x, q.y) if aq < 0.0 { aq = aq + 2.0 * PI } // THE TRACK: a quiet pale groove in the plate over the whole sweep, a // lavender device pixel at its rims, 0.17 of the radius of plate clear // of the cap's rim. let hw = max(0.045 * rc, 0.8) let ra = 1.17 * rc + hw let tr = po_arc_d(q, aq, ra, hw, start, start + sweep) let ta = Finish.cover(tr.x, px) var tcol = vec3(0.852, 0.852, 0.914) tcol = mix(tcol, vec3(0.74, 0.74, 0.84), Finish.band(tr.x, 0.0, px, px) * 0.55) tcol = mix(tcol, po_ground(), 0.5 * dis) var res = vec4(tcol * ta, ta) // THE ARC, from the start (or the origin) to the value. let ar = po_arc_d(q, aq, ra, hw, a0, a1) let aa = Finish.cover(ar.x, px) var acol = po_arc_ink(ar.y) let rn = clamp((ql - ra) / hw, -1.0, 1.0) let facing = smoothstep(-0.6, 0.8, dot(q / max(ql, 0.01), vec2(-0.53, -0.85))) let tube = exp(-(rn + 0.1) * (rn + 0.1) * 3.0) * (0.45 + 0.55 * facing) acol = mix(acol, vec3(0.80, 0.77, 1.0), tube * 0.28 * smoothstep(0.15, 1.0, ar.y)) acol = mix(acol, acol * 0.72, Finish.band(ar.x, 0.0, px, px) * 0.6) acol = acol + (vec3(0.03, 0.03, 0.05) * hover + vec3(0.05, 0.04, 0.09) * held) * live acol = mix(acol, vec3(0.80, 0.80, 0.87), 0.8 * dis) res = Finish.over(res, vec4(acol * aa, aa)) // THE GROUND round the cap, as the bench lights it: the cap's swept // shadow (the revolve's foot and its top, 0.55 of the radius up, moved // down-light, a hull of the two), its penumbra widening with height; a // contact shade hugging the foot; and on the side toward the light the // plate lit a touch. The shadow takes the plate, the track and the arc // toward the material's cool shade, multiplying what is there. let l = po_kn_light() let sdir = -normalize(l.xy) let tanel = l.z / length(l.xy) let outside = smoothstep(-3.0 * px, 0.0, d) let castl = 0.55 * rc / tanel let hu = po_kn_hull(q, vec2(0.0, 0.0), sdir * (1.03 * castl), rc, 0.84 * rc) let bl = mix(0.032, 0.107, hu.y) * rc let cast = exp(-max(hu.x / bl + 0.3, 0.0)) * 0.3 let con = 0.62 * exp(-max(d, 0.0) / (0.035 * rc)) let dark = clamp(cast + con, 0.0, 1.0) * outside * (1.0 - 0.6 * dis) let mul = vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - po_kn_shade()) * dark res = vec4(res.rgb * mul + po_ground() * po_kn_shade() * dark * (1.0 - res.a), res.a + (1.0 - res.a) * dark) let dlip = po_sc_d(q + sdir * (0.085 * rc), rc, ve + PI, 0.5 * px) let lip = (0.3 * exp(-max(dlip, 0.0) / (0.08 * rc)) + 0.25 * exp(-max(d, 0.0) / (0.03 * rc))) * smoothstep(0.0, 0.7, dot(q / max(ql, 0.01), -sdir)) * outside * live * (1.0 - ta) res = Finish.over(res, vec4(lip, lip, lip, lip)) // THE CAP over its ground and the arc. res = Finish.over(res, po_scallop(p, c, rc, px, ve, d, hover, dis, focus)) // THE POINTER: a short violet line on the cap's top, 0.36 to 0.70 of // the radius out, round ended, its rim a shade deeper. let dirv = vec2(-sin(ve), cos(ve)) let pw = max(0.045 * rc, 0.7) let pd = po_seg(q, dirv * (0.36 * rc), dirv * (0.70 * rc)) - pw let pa = Finish.cover(pd, px) var pcol = vec3(0.47, 0.37, 0.76) pcol = mix(pcol, vec3(0.33, 0.25, 0.60), Finish.band(pd, 0.0, px, px) * 0.6) pcol = mix(pcol, vec3(0.80, 0.80, 0.87), 0.8 * dis) return Finish.over(res, vec4(pcol * pa, pa)) } mod.widgets.RotaryKnob.clip_x = false mod.widgets.RotaryKnob.clip_y = false mod.widgets.RotaryKnob.draw_bg.vertex = fn() { let m = 30.0 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 = 30.0 let px = po_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 po_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) * po_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 = 30.0 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 = 30.0 let px = po_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let dia = min(self.rect_size.x, self.rect_size.y - 22.0) let c = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x, Finish.snap(self.rect_pos.y + 20.0 + dia * 0.5, px) - self.rect_pos.y) return po_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) * po_fade(self.pos, self.rect_size, m) } // The dial's readout stands as a plain line under it. mod.widgets.Rotary.text_input.min_height = 0.0 mod.widgets.Rotary.text_input.padding.top = 0.0 mod.widgets.Rotary.text_input.padding.bottom = 0.0 // ---------------------------------------------------------------- fields // A text field: a moulded white pill standing on the plate like a button, // its face flatter (a writing face, a faint light at the top only), the // pictures' "Patch Name" field, a small light at its end. Focused, the lit // frame burns just inside its rim and the light is lit. let po_field = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, hover: float, down: float, focus: float, dis: float) -> vec4 { var res = po_cap_r(p, lo, hi, r, px, hover * 0.6, down * 0.5, dis, focus, 0.85, 0.0, 0.0, 7.0, 0.3, 0.0) // The small light at its end, the pictures' search bar: a dark bead, // lit warm white while the field has focus. if dis < 0.5 && hi.x - lo.x > 90.0 { let tk0 = clamp(0.135 * (hi.y - lo.y), 1.5, 4.0) let sy = min(tk0 * 0.75 * down * 0.5, 1.5) res = po_led(res, p, vec2(hi.x - 7.5, (lo.y + hi.y) * 0.5 + sy), 1.5, focus, po_led_warm(), px) } return res } // A number well: pressed into the plate like the small number fields of // the pictures, whiter than the plate, shaded under its top rim, a light // lip at its foot. let po_well = fn(p: vec2, lo: vec2, hi: vec2, r: float, px: float, hover: float, focus: float, dis: 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 fo = focus * (1.0 - dis) var res = vec4(0.0, 0.0, 0.0, 0.0) if fo > 0.001 { res = po_leak(d, a) * fo } let fill = vec3(0.955, 0.955, 0.978) + vec3(0.01, 0.01, 0.008) * fo res = Finish.over(res, po_sunk(p, lo, hi, r, px, fill, hover, 0.0, dis, 0.8)) return po_frame_over(res, d, px, fo, a, hh) } mod.widgets.TextInputFlat.clip_x = false mod.widgets.TextInputFlat.clip_y = false mod.widgets.TextInputFlat.draw_bg.vertex = fn() { let m = 16.0 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 = 16.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) let r = min((hi.y - lo.y) * 0.5, 13.0) return po_field(p, lo, hi, r, px, self.hover, self.down, self.focus, self.disabled) * po_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 = #191b38 mod.widgets.TextInputFlat.draw_text.color = #191b38 mod.widgets.TextInputFlat.draw_text.color_empty = #65688a mod.widgets.TextInputFlat.draw_text.color_disabled = #9c9eb8 // The number field: a well; its stepper two small white pills stacked at // the right, parted by a lavender device pixel. mod.widgets.NumberField.clip_x = false mod.widgets.NumberField.clip_y = false mod.widgets.NumberField.draw_bg.vertex = fn() { let m = 8.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.NumberField.draw_bg.pixel = fn() { let m = 8.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) return po_well(p, lo, hi, 6.0, px, self.hover, self.focus, self.disabled) * po_fade(self.pos, self.rect_size, m) } mod.widgets.NumberField.spin_width = 16.0 mod.widgets.NumberSpin.width = 16.0 mod.widgets.NumberSpin.draw_text.color = #00000000 mod.widgets.NumberSpin.draw_text.color_disabled = #00000000 mod.widgets.NumberSpin.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let x0 = po_snap(1.0, o.x, px) let x1 = po_snap(self.rect_size.x - 2.0, o.x, px) let y0 = po_snap(2.5, o.y, px) let y1 = po_snap(self.rect_size.y - 3.0, o.y, px) let mid = po_snap(self.rect_size.y * 0.5 - 0.25, o.y, px) let live = 1.0 - self.disabled // Each half a small white pill, lifted under the hand, pressed when held. 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, y0, tu)) let hi = vec2(x1, mix(y1, mid - px * 0.5, tu)) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 3.0) let a = Finish.cover(d, px) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = mix(vec3(1.0, 1.0, 1.0), vec3(0.928, 0.928, 0.958), t) + vec3(0.02, 0.02, 0.016) * hot - vec3(0.06, 0.06, 0.048) * dn col = mix(col, vec3(0.70, 0.70, 0.80), Finish.band(d, 0.0, px, px) * smoothstep(-0.5, 0.5, p.y - (hi.y - 1.5))) col = mix(col, po_ground(), 0.5 * self.disabled) var res = vec4(min(col, vec3(1.0, 1.0, 1.0)) * a, a) // The chevrons: 5 x 3 points, a 1.4 point navy line, violet under the // hand. let cx = (x0 + x1) * 0.5 let cu = (y0 + mid) * 0.5 let cd = (mid + y1) * 0.5 let du = min(po_seg(p, vec2(cx - 2.5, cu + 1.2), vec2(cx, cu - 1.3)), po_seg(p, vec2(cx, cu - 1.3), vec2(cx + 2.5, cu + 1.2))) let dd = min(po_seg(p, vec2(cx - 2.5, cd - 1.2), vec2(cx, cd + 1.3)), po_seg(p, vec2(cx, cd + 1.3), vec2(cx + 2.5, cd - 1.2))) let k = Finish.cover(min(du, dd) - 0.65, px) * mix(1.0, 0.4, self.disabled) let ink = mix(vec3(0.20, 0.21, 0.38), vec3(0.42, 0.36, 0.80), 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 navy stroke; // open, it turns violet. let po_chevron = fn(dst: vec4, p: vec2, cc: vec2, ink: vec3, open: float, dis: float) -> vec4 { let dk = min(po_seg(p, vec2(cc.x - 4.0, cc.y - 2.0), vec2(cc.x, cc.y + 2.2)), po_seg(p, vec2(cc.x, cc.y + 2.2), vec2(cc.x + 4.0, cc.y - 2.0))) - 0.75 let px = 0.67 let col = mix(mix(ink, vec3(0.42, 0.36, 0.80), open), vec3(0.66, 0.66, 0.76), dis) let k = Finish.cover(dk, px) return Finish.over(dst, vec4(col * k, k)) } // The drop-down: a raised white pill with its chevron 13 points in from the // right; open, it is pressed in and the chevron turns violet. mod.widgets.DropDownFlat.padding = mod.turtle.Inset{left: 12.0 right: 26.0 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 = 24.0 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 po_dropdown = fn(pos: vec2, size: vec2, o: vec2, dpi: float, hover: float, down: float, open: float, dis: float, focus: float, room: float) -> vec4 { let m = 24.0 let px = po_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(size.x, o.x, px), po_snap(size.y, o.y, px)) let r = (hi.y - lo.y) * 0.5 let live = 1.0 - dis let spot = (0.35 * hover + 0.3 * down) * live var res = po_cap_r(p, lo, hi, r, px, hover, max(down, open), dis, focus, 1.0, 0.0, spot, room, 1.0, 0.0) res = po_chevron(res, p, vec2(hi.x - 13.0, (lo.y + hi.y) * 0.5), vec3(0.16, 0.17, 0.32), open, dis) return res * po_fade(pos, size, m) } mod.widgets.DropDownFlat.draw_bg.pixel = fn() { return po_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, self.active, self.disabled, self.focus, 40.0) } mod.widgets.DropDownFlat.draw_text.color = #191b38 mod.widgets.DropDownFlat.draw_text.color_hover = #10122b mod.widgets.DropDownFlat.draw_text.color_focus = #191b38 mod.widgets.DropDownFlat.draw_text.color_disabled = #9c9eb8 // The select wears a button of its own, built before this sheet: it is // given the drop-down's face, its grown quad and its 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 = 24.0 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 = 24.0 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 po_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, 0.0, self.disabled, self.focus, 40.0) } mod.widgets.MultiSelect.face.draw_bg.pixel = fn() { return po_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, self.down, 0.0, self.disabled, self.focus, 40.0) } mod.widgets.Select.face.padding = mod.turtle.Inset{left: 12.0 right: 26.0 top: 4.0 bottom: 4.0} mod.widgets.MultiSelect.face.padding = mod.turtle.Inset{left: 12.0 right: 26.0 top: 4.0 bottom: 4.0} mod.widgets.Select.face.min_height = 26.0 mod.widgets.MultiSelect.face.min_height = 26.0 // The combo box: a white pill one can type in, pressed into the plate like // a field, the drop-down's chevron at its right. mod.widgets.ComboBoxFlat.padding = mod.turtle.Inset{left: 12.0 right: 26.0 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 = 24.0 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() { return po_dropdown(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, self.hover, 0.0, 0.0, self.disabled, self.focus, 6.0) } // Open lists: a white card with a soft lavender line; rows shade a little // under the hand; the chosen row a raised white pill. let po_menu = fn(p: vec2, size: vec2, px: float) -> vec4 { let c = size * 0.5 let d = Material.sd_box(p, c, c, 8.0) let t = clamp(p.y / max(size.y, 1.0), 0.0, 1.0) var col = mix(vec3(1.0, 1.0, 1.0), vec3(0.962, 0.962, 0.982), t) col = mix(col, vec3(0.72, 0.72, 0.82), Finish.band(d, 0.0, px, px)) let a = Finish.cover(d, px) return vec4(col * a, a) } let po_row = fn(p: vec2, size: vec2, px: float, hover: float, active: float, dis: float) -> vec4 { let wash = 0.05 * hover * (1.0 - dis) var res = vec4(po_shade() * wash, wash) if active > 0.001 { let lo = vec2(3.0, 2.0) let hi = size - vec2(3.0, 3.0) let sel = po_cap_r(p, lo, hi, (hi.y - lo.y) * 0.5, px, 0.0, 0.0, 0.0, 0.0, 0.4, 0.0, 0.0, 2.0, 1.0, 0.0) res = mix(res, sel, active) } return res } mod.widgets.PopupMenuFlat.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) return po_menu(self.pos * self.rect_size, self.rect_size, px) } mod.widgets.PopupMenuItem.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) return po_row(self.pos * self.rect_size, self.rect_size, px, self.hover, self.active, self.disabled) } mod.widgets.PopupMenuItem.draw_text.color_active = #10122b mod.widgets.ComboBoxFlat.draw_popup_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) return po_menu(self.pos * self.rect_size, self.rect_size, px) } mod.widgets.ComboBoxFlat.draw_item.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) return po_row(self.pos * self.rect_size, self.rect_size, px, self.hover, self.active, 0.0) } mod.widgets.ComboBoxFlat.draw_item_text.color_active = #10122b // ---------------------------------------------------------------- tabs // The segmented control, the pictures' "Power Sav | Balanced | High Perf": // a raised white pill row; the chosen answer a navy pill standing in it, // carrying white words and a small warm light before them. mod.widgets.SegmentedControl.segment_height = 22.0 mod.widgets.SegmentedControlFlat.segment_height = 22.0 mod.widgets.SegmentedControlFlat.draw_bg.vertex = fn() { let m = 22.0 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 = 22.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) return po_cap_r(p, lo, hi, (hi.y - lo.y) * 0.5, px, 0.0, 0.0, 0.0, 0.0, 0.8, 0.0, 0.0, 40.0, 0.7, 0.0) * po_fade(self.pos, self.rect_size, m) } mod.widgets.SegmentedControlFlat.draw_pill.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.SegmentedControlFlat.draw_pill.pixel = fn() { let m = 12.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) var res = po_cap_r(p, lo, hi, (hi.y - lo.y) * 0.5, px, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 2.0, 1.0, 1.0) // A warm white light lit in the chosen pill, in the room before its word. res = po_led(res, p, vec2(lo.x + 5.5, (lo.y + hi.y) * 0.5), 1.3, 1.0, po_led_warm(), px) return res * po_fade(self.pos, self.rect_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 = #2a2d4e mod.widgets.SegmentedControlFlat.draw_text_selected.color = #ffffff // The chosen word takes its ink from the role palette: white on the navy. mod.widgets.SegmentedControlFlat.palette.on_primary_container = #ffffff mod.widgets.SegmentedControlFlat.palette.on_neutral_container = #ffffff mod.widgets.SegmentedControlFlat.palette.on_secondary_container = #ffffff mod.widgets.SegmentedControl.palette.on_primary_container = #ffffff mod.widgets.SegmentedControl.palette.on_neutral_container = #ffffff mod.widgets.SegmentedControl.palette.on_secondary_container = #ffffff // Tabs: quiet words on the plate, parted by a short lavender line; the tab // in use a navy pill 2 points in carrying white words and an indigo-blue // slit lit in its wall; under the hand a quiet pale pill pressed in. mod.widgets.Tabs.height = 26.0 mod.widgets.Tabs.clip_x = false mod.widgets.Tabs.clip_y = false let po_tab = fn(pos: vec2, size: vec2, o: vec2, dpi: float, hover: float, active: float) -> vec4 { let m = 22.0 let px = po_px(dpi) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(po_snap(1.0, o.x, px), po_snap(2.0, o.y, px)) let hi = vec2(po_snap(size.x - 1.0, o.x, px), po_snap(size.y - 2.0, o.y, px)) let r = (hi.y - lo.y) * 0.5 var res = vec4(0.0, 0.0, 0.0, 0.0) if active > 0.5 { res = po_cap_r(p, lo, hi, r, px, hover, 0.0, 0.0, 0.0, 0.8, 0.0, 0.0, 40.0, 1.0, 1.0) // The indigo-blue slit in its wall, as the primary button carries. let tk = clamp(0.135 * (hi.y - lo.y), 1.5, 4.0) res = po_led_slit(res, p, (lo.x + hi.x) * 0.5, hi.y + tk * 0.5, clamp(0.11 * (hi.x - lo.x), 2.5, 6.0), min(1.3, tk * 0.5), 0.9, po_led_blue(), px) } else { if hover > 0.001 { res = po_sunk(p, lo, hi, r, px, vec3(0.925, 0.925, 0.957), 0.0, 0.0, 0.0, 0.55) * hover } } return res * po_fade(pos, size, m) } mod.widgets.Tabs.draw_tab.vertex = fn() { let m = 22.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Tabs.draw_tab_hover.vertex = fn() { let m = 22.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Tabs.draw_tab_active.vertex = fn() { let m = 22.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Tabs.draw_bg.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } mod.widgets.Tabs.draw_tab.pixel = fn() { return po_tab(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 0.0, 0.0) } mod.widgets.Tabs.draw_tab_hover.pixel = fn() { return po_tab(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 1.0, 0.0) } mod.widgets.Tabs.draw_tab_active.pixel = fn() { return po_tab(self.pos, self.rect_size, self.rect_pos, self.draw_pass.dpi_factor, 0.0, 1.0) } mod.widgets.Tabs.draw_sep.pixel = fn() { let px = po_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 let span = step(self.rect_size.y * 0.3, p.y) * step(p.y, self.rect_size.y * 0.7) let l = step(x, p.x) * step(p.x, x + px) * span let w = step(x + px, p.x) * step(p.x, x + px * 2.0) * span return vec4(0.74, 0.74, 0.84, 1.0) * l + vec4(1.0, 1.0, 1.0, 1.0) * w * (1.0 - l) } mod.widgets.Tabs.draw_mark.color = #b4b6d8 mod.widgets.Tabs.draw_text.color = #4a4d6e mod.widgets.Tabs.draw_text_active.color = #ffffff 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 6 point navy slot pressed in, the accent's lit rod in // it, the whole bar standing in an 8 point row. mod.widgets.ProgressBarFlat.height = 8.0 mod.widgets.ProgressBarFlat.clip_x = false mod.widgets.ProgressBarFlat.clip_y = false mod.widgets.ProgressBarFlat.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.ProgressBarFlat.draw_bg.pixel = fn() { let m = 4.0 let px = po_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(6.0, self.rect_size.y) let y0 = po_snap((self.rect_size.y - th) * 0.5, o.y, px) let x0 = po_snap(self.rect_size.x * self.start, o.x, px) let x1 = po_snap(self.rect_size.x * self.end, o.x, px) let lo = vec2(x0, y0) let hi = vec2(x1, y0 + th) var res = vec4(0.0, 0.0, 0.0, 0.0) if self.track > 0.5 { res = po_slot(p, lo, hi, th * 0.5, px, 0.0) } let span = hi.x - lo.x - px * 2.0 var f0 = lo.x + px 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 is a lit stretch in the middle, ends fading. f0 = lo.x + span * 0.3 f1 = lo.x + span * 0.7 } var fill = po_fill(vec4(0.0, 0.0, 0.0, 0.0), p, vec2(f0, lo.y + px * 1.5), vec2(f1, hi.y - px * 1.5), th * 0.5, px, 0.0, 0.0, 0.0, lo, hi, th * 0.5) // 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, ic.rgb * fill.a, tint * 0.75), fill.a) if self.value < 0.0 { fill = fill * smoothstep(f0 - 1.0, f0 + span * 0.1, p.x) * smoothstep(f1 + 1.0, f1 - span * 0.1, p.x) } res = Finish.over(res, fill) return res * self.opacity * po_fade(self.pos, self.rect_size, m) } // The level meter, a readout of the pictures' displays: cells 3 points long // with 1.5 point gaps in a navy slot pressed into the plate, lit in their // display colours -- mint to 70 %, a warm amber to 90 %, coral past it -- // the unlit cells a dim navy, a cell held at the peak, the clip lamp coral. mod.widgets.LevelMeter.draw_bg.pixel = fn() { let px = po_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, 8.0) let wb0 = (across - wa) * 0.5 let wlo = mix(vec2(0.0, wb0), vec2(wb0, sz.y - bar), v) let whi = mix(vec2(bar, wb0 + wa), vec2(wb0 + wa, sz.y), v) let lo = vec2(po_snap(wlo.x, o.x, px), po_snap(wlo.y, o.y, px)) let hi = vec2(po_snap(whi.x, o.x, px), po_snap(whi.y, o.y, px) - px) var res = po_slot(p, lo, hi, 2.0, px, 0.0) let pad = 2.0 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 + 1.5, b) * step(b, wb0 + wa - 1.5) let ha = max(self.hot_at, 0.7) var lit = mix(vec3(0.33, 0.78, 0.74), vec3(0.45, 0.92, 0.85), smoothstep(0.0, 1.0, share / ha)) lit = mix(lit, vec3(0.98, 0.72, 0.36), step(ha, share)) lit = mix(lit, vec3(0.95, 0.40, 0.46), step(max(self.hot_to, 0.9), share)) let qm = (b - (wb0 + wa * 0.5)) / max(0.3 * (wa - 3.0), px * 0.8) lit = mix(lit, vec3(0.92, 1.0, 0.98), exp(-qm * qm) * 0.35) let on = step(share, self.level) * step(0.001, self.level) let ghost = vec3(0.155, 0.170, 0.300) 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(vec3(0.90, 0.92, 1.0), 1.0) * hc * cell * inb * 0.9) 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 - 2.0, 1.0) let ld = Finish.sd_circle(p, lc, rl) let over = step(0.5, self.over) res = po_lit(res, vec3(0.95, 0.30, 0.40) * (1.2 / (1.0 + (max(ld, 0.0) / 0.9) * (max(ld, 0.0) / 0.9))) * (1.0 - smoothstep(rl, rl + 4.0, max(ld, 0.0))) * over) let la = Finish.cover(ld, px) let lcol = mix(vec3(0.80, 0.80, 0.88), mix(vec3(0.92, 0.30, 0.40), vec3(1.0, 0.86, 0.88), 1.0 - smoothstep(0.0, rl, length(p - lc))), over) res = Finish.over(res, vec4(lcol * la, la)) } return res * self.opacity } // The spinner keeps the library's own turning face and takes the violet. mod.widgets.SpinnerFlat.draw_bg.color = #6a5cc8 mod.widgets.SpinnerFlat.draw_bg.track_alpha = 0.15 // The rings, the arc and the stock bars keep their own faces; the plain // intent reads in the accent. mod.widgets.ProgressRingFlat.draw_bg.color_primary = #5a4fc0 mod.widgets.ProgressRing.draw_bg.color_primary = #5a4fc0 mod.widgets.ProgressArc.draw_bg.color_primary = #5a4fc0 mod.widgets.ActivityRings.draw_bg.color_primary = #5a4fc0 mod.widgets.ProgressBarFlat.draw_bg.color_primary = #5a4fc0 mod.widgets.ProgressBar.draw_bg.color_primary = #5a4fc0 mod.widgets.ProgressBarGradientX.draw_bg.color_primary = #5a4fc0 mod.widgets.ProgressBarGradientY.draw_bg.color_primary = #5a4fc0 // Words in the error intent beside a check box or a toggle: a deep red that // reads on the plate. mod.widgets.CheckBoxFlat.draw_text.color_error = #a8213a mod.widgets.ToggleFlat.draw_text.color_error = #a8213a // ---------------------------------------------------------------- surfaces // The scroll bar: an 8 point gutter with no fill; the thumb a 5 point // lavender pill, darker on a white page and lighter on a navy screen, // stronger 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 = po_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 - 2.5), vec2(mid - 2.5, t0), v) let thi = mix(vec2(t1, mid + 2.5), vec2(mid + 2.5, t1), v) let lo = vec2(po_snap(tlo.x, o.x, px), po_snap(tlo.y, o.y, px)) let hi = vec2(po_snap(thi.x, o.x, px), po_snap(thi.y, o.y, px)) let d = Material.sd_box(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 2.5) let a = Finish.cover(d, px) * (0.42 + 0.22 * max(self.hover, self.drag)) return vec4(vec3(0.53, 0.54, 0.74) * a, a) * self.opacity } // The fine grain of the glaze: monochrome, one value per two device pixels, // laid in window space so it never repeats and never swims. let po_grain = fn(p: vec2, o: vec2, px: float) -> float { return Finish.grain((p + o) / (2.0 * px), 0.008) } // A raised panel, the pictures' thick white slab: its top face whiter than // the plate, brightest at the top, a white device pixel and a 3 point // shoulder of light along its upper edge; under the face its side shows 5 // points thick, a lavender band darkening to the foot, closed by a darker // device pixel; a corner of 14. It throws a large soft lavender shadow, // drawn in 6 points from the sides so it stays inside the gap to its // neighbours, half gone 7 points under the foot and gone by 30, and a close // contact shadow. `leak` lets the warm light out from under its foot: the // pictures' backlight, added into its shadow. `lights` 1 gives a panel its // rivets and its green corner light, 2 a card the lit slit in its foot. let po_panel = fn(p: vec2, size: vec2, o: vec2, px: float, r: float, hover: float, leak: float, lift: float, lights: float) -> vec4 { let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(size.x, o.x, px), po_snap(size.y, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let a = Finish.cover(d, px) let n = po_normal(p, c, h, r) let hs = vec2(max(h.x - 6.0, 1.0), h.y) let amb = Finish.drop(p, c, hs, min(r, min(hs.x, hs.y)), vec2(0.0, 6.5 + 1.0 * hover), 5.0) * (0.26 + 0.05 * hover) * lift let near = Finish.drop(p, c, h - vec2(1.5, 0.0), r, vec2(0.0, 2.0), 1.6) * 0.22 * min(lift + 0.4, 1.0) let con = Finish.drop(p, c, h - vec2(0.5, 0.0), r, vec2(0.0, 0.5 + px * 0.5), 0.5 + px * 0.5) * 0.3 // The broad shadow of a thick slab: held deep for several points under // the foot and gone about 30 under it, drawn in 6 points from the sides // and narrowing and softening as it falls, so none of it reaches into // the gap beside the slab. let bdy = max(p.y - hi.y, 0.0) let bw = 2.5 + 0.3 * bdy let bx = smoothstep(-bw, bw, (h.x - 6.0 - 0.25 * bdy) - abs(p.x - c.x)) let by = smoothstep(c.y, hi.y - 2.0, p.y) * (1.0 - smoothstep(3.0, 30.0, p.y - hi.y)) let broad = bx * by * 0.40 * min(lift, 1.0) let sc = (1.0 - (1.0 - amb) * (1.0 - near) * (1.0 - con) * (1.0 - broad)) * (1.0 - a) var res = vec4(po_shade() * sc, sc) if leak > 0.001 { res = po_lit(res, po_warm(p, c.x, hi.y - 1.0, clamp(0.08 * size.x, 14.0, 36.0), 14.0, leak) * (1.0 - a)) } let tk = 5.0 let hf = vec2(h.x, h.y - tk * 0.5) let cf = vec2(c.x, c.y - tk * 0.5) let df = Material.sd_box(p, cf, hf, min(r, min(hf.x, hf.y))) let af = Finish.cover(df, px) let t = clamp((p.y - lo.y) / max(hf.y * 2.0, 1.0), 0.0, 1.0) var face = mix(vec3(0.985, 0.985, 0.997), vec3(0.952, 0.952, 0.978), t) + vec3(0.008, 0.008, 0.006) * hover face = face + vec3(1.0, 1.0, 1.0) * po_grain(p, o, px) let x = max(-df, 0.0) let upper = smoothstep(0.0, 0.9, -n.y) face = mix(face, vec3(1.0, 1.0, 1.0), (1.0 - smoothstep(0.0, 3.0, x)) * upper * 0.8) face = mix(face, vec3(0.99, 0.99, 1.0), Finish.band(df, 0.0, px, px) * smoothstep(0.2, 0.8, n.y) * 0.85) face = min(face, vec3(1.0, 1.0, 1.0)) let wk = clamp(df / max(df - d, 0.001), 0.0, 1.0) let wall = mix(vec3(0.890, 0.890, 0.935), vec3(0.790, 0.790, 0.862), wk) var col = mix(wall, face, af) let ring = Finish.band(d, 0.0, px, px) var edge = mix(vec3(0.830, 0.830, 0.890), vec3(1.0, 1.0, 1.0), smoothstep(0.3, 0.8, -n.y)) edge = mix(edge, vec3(0.62, 0.62, 0.74), smoothstep(0.3, 0.85, n.y)) col = mix(col, edge, ring) // Two small rivets pressed into the face at its left edge, as the // pictures' panels carry. if lights > 0.5 && size.y > 50.0 { let rv = min(length(p - vec2(lo.x + 6.0, lo.y + 13.0)), length(p - vec2(lo.x + 6.0, hi.y - tk - 10.0))) - 2.2 let ra = Finish.cover(rv, px) * af col = mix(col, vec3(0.86, 0.86, 0.91), ra) col = mix(col, vec3(0.70, 0.70, 0.80), Finish.band(rv, 0.0, px, px) * af * 0.8) col = mix(col, vec3(1.0, 1.0, 1.0), Finish.ring_out(rv, 0.0, px, px) * af * 0.7) } // The slab's side over the light catches a little of it. if leak > 0.001 { let wl = po_warm(p, c.x, hi.y + 1.0, clamp(0.08 * size.x, 14.0, 36.0), 14.0, 0.45 * leak) * (1.0 - af) col = col + (vec3(1.0, 1.0, 1.0) - exp(-wl)) * max(vec3(1.0, 1.0, 1.0) - col, vec3(0.0, 0.0, 0.0)) } res = Finish.over(res, vec4(col * a, a)) // The lights: on a panel a small green lozenge lit by its top right // corner (the pictures' status light); on a raised card an indigo-blue // slit lit in its wall at the foot (the pictures' header cards). if lights > 0.5 && size.x > 60.0 { res = po_led_slit(res, p, hi.x - 16.0, lo.y + 8.0, 3.0, 2.2, 0.9, po_led_green(), px) } if lights > 1.5 { res = po_led_slit(res, p, c.x, hi.y - tk * 0.5, clamp(0.06 * size.x, 4.0, 10.0), 1.6, 0.9 + 0.2 * hover, po_led_blue(), px) } return res } // A tray: the same box pressed into the plate. Its floor a lavender a step // under the plate round it; the rim shades it from the top over 5 points; // along its lower inner edge the wall that faces the light is a pale strip; // a lavender device pixel on its upper rim and a white lip on the plate // under its foot. let po_tray = fn(p: vec2, size: vec2, o: vec2, px: float, r: float) -> vec4 { let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(size.x, o.x, px), po_snap(size.y, o.y, px) - px) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, r) let n = po_normal(p, c, h, r) let a = Finish.cover(d, px) let lipa = Finish.ring_out(d, 0.0, px * 1.5, px) * smoothstep(0.2, 0.9, n.y) var res = vec4(vec3(1.0, 1.0, 1.0) * lipa, lipa) var col = vec3(0.870, 0.870, 0.925) + vec3(1.0, 1.0, 1.0) * po_grain(p, o, px) col = mix(col, vec3(0.52, 0.52, 0.68), 0.8 * Finish.inset(p, c, h, r, vec2(0.0, 3.0), 3.2)) col = mix(col, vec3(0.975, 0.975, 0.992), Finish.band(d, px, 2.4, px) * smoothstep(0.35, 0.9, n.y) * 0.8) col = mix(col, vec3(0.62, 0.62, 0.74), Finish.band(d, 0.0, px, px) * (1.0 - smoothstep(-0.9, 0.3, n.y))) return Finish.over(res, vec4(col * a, a)) } mod.widgets.PanelView.clip_x = false mod.widgets.PanelView.clip_y = false mod.widgets.PanelView.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 10.0 bottom: 10.0} mod.widgets.PanelView.draw_bg.vertex = fn() { let m = 36.0 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 = 36.0 let px = po_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 po_tray(p, self.rect_size, self.rect_pos, px, 14.0) * po_fade(self.pos, self.rect_size, m) } return po_panel(p, self.rect_size, self.rect_pos, px, 14.0, 0.0, 1.0, 1.0, 1.0) * po_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. mod.widgets.RoundedView.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let lo = vec2(self.border_inset.x, self.border_inset.y) let hi = self.rect_size - vec2(self.border_inset.z, self.border_inset.w) let c = (lo + hi) * 0.5 let h = max((hi - lo) * 0.5, vec2(0.5, 0.5)) let r = min(2.0 * max(1.0, self.border_radius), min(h.x, h.y)) let d = Material.sd_box(p, c, h, r) var fill = self.color if self.color_2.x > -0.5 { fill = mix(self.color, self.color_2, mix(self.pos.y, self.pos.x, self.gradient_fill_horizontal)) } var ink = self.border_color if self.border_size < 0.01 { ink = vec4(0.80, 0.80, 0.87, fill.a) } let a = Finish.cover(d, px) let bd = Finish.band(d, 0.0, max(self.border_size, px), px) var 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: its three appearances told apart. Elevated, a thick white slab // standing well off the plate with the warm light leaking from under its // foot, more of it under the hand; filled, a slab seated with its contact // shadow only; outlined, the plate inside one lavender device pixel. mod.widgets.Card.clip_x = false mod.widgets.Card.clip_y = false mod.widgets.Card.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 10.0 bottom: 10.0} mod.widgets.Card.draw_bg.vertex = fn() { let m = 36.0 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 = 36.0 let px = po_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 = po_fade(self.pos, self.rect_size, m) if self.border_size > 0.01 { let o = self.rect_pos let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = Material.sd_box(p, c, h, 14.0) let n = po_normal(p, c, h, 14.0) let ring = Finish.band(d, 0.0, px, px) let col = mix(vec3(0.68, 0.68, 0.78), vec3(0.78, 0.78, 0.86), smoothstep(-0.3, 0.9, -n.y)) let lip = Finish.ring_out(d, 0.0, px, px) * smoothstep(0.2, 0.9, n.y) let wash = 0.3 * self.hover * Finish.cover(d, px) var res = vec4(vec3(1.0, 1.0, 1.0) * wash, wash) res = Finish.over(res, vec4(vec3(1.0, 1.0, 1.0) * lip, lip)) return Finish.over(res, vec4(col * ring, ring)) * fade } if self.shadow_radius < 0.01 { return po_panel(p, self.rect_size, self.rect_pos, px, 14.0, self.hover, 0.0, 0.0, 0.0) * fade } return po_panel(p, self.rect_size, self.rect_pos, px, 14.0, self.hover, 1.0 + 0.4 * self.hover, 1.4, 2.0) * fade } // LISTS ARE SCREENS, the pictures' "Available Presets": the rows stand in a // navy display well, each row drawing the part of the well it covers, the // well being the clip the rows are drawn in (the list's own box), so it // stays put while the rows scroll. Its floor the screens' navy, darker // under its top edge where the plate shades it, its rim a lavender device // pixel catching the light at the foot; every other row a faint shade // lighter; under the hand a row lightens; the chosen row a lit pill of the // accent with its violet light round it. The words are the screens' pale // lavender. mod.widgets.ListItem.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 0.0 bottom: 0.0} mod.widgets.ListItem.clip_x = false mod.widgets.ListItem.clip_y = false mod.widgets.ListItem.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let live = 1.0 - self.disabled let tlo = vec2(po_snap(self.draw_clip.x - o.x, o.x, px), po_snap(self.draw_clip.y - o.y, o.y, px)) let thi = vec2(po_snap(self.draw_clip.z - o.x, o.x, px), po_snap(self.draw_clip.w - o.y, o.y, px)) let tc = (tlo + thi) * 0.5 let th = max((thi - tlo) * 0.5, vec2(1.0, 1.0)) let tr = min(9.0, min(th.x, th.y)) let d = Material.sd_box(p, tc, th, tr) let n = po_normal(p, tc, th, tr) let a = Finish.cover(d, px) let k = floor((o.y + self.rect_size.y * 0.5) / max(self.rect_size.y, 1.0)) let odd = k - 2.0 * floor(k * 0.5) var col = vec3(0.063, 0.082, 0.169) + vec3(0.012, 0.012, 0.018) * odd col = col + vec3(1.0, 1.0, 1.0) * po_grain(p, o, px) * 0.5 col = mix(col, vec3(0.015, 0.020, 0.055), 0.7 * Finish.inset(p, tc, th, tr, vec2(0.0, 2.5), 3.0)) col = col + vec3(0.040, 0.042, 0.075) * self.hover * live - vec3(0.02, 0.02, 0.03) * self.down * live col = mix(col, vec3(0.16, 0.17, 0.31), Finish.band(d, px, 1.8, px) * smoothstep(0.35, 0.9, n.y) * 0.6) let edge = mix(vec3(0.05, 0.055, 0.13), vec3(0.62, 0.62, 0.76), smoothstep(-0.2, 0.9, n.y)) col = mix(col, edge, Finish.band(d, 0.0, px, px)) var res = vec4(col * a, a) // Each row's light in its right margin, clear of anything the row holds // at its end: the screen's dim slate dot while it is not chosen. let lc = vec2(po_snap(self.rect_size.x - 6.0, o.x, px), po_snap(self.rect_size.y * 0.5, o.y, px)) let la = Finish.cover(length(p - lc) - 1.3, px) * a * (1.0 - self.selected) res = Finish.over(res, vec4(vec3(0.30, 0.32, 0.50) * la, la)) if self.selected > 0.001 { let lo = vec2(po_snap(4.0, o.x, px), po_snap(3.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x - 4.0, o.x, px), po_snap(self.rect_size.y - 3.0, o.y, px)) let sc = (lo + hi) * 0.5 let sh = (hi - lo) * 0.5 let sr = min(7.0, sh.y) let sd = Material.sd_box(p, sc, sh, sr) let sn = po_normal(p, sc, sh, sr) let sa = Finish.cover(sd, px) * self.selected let glow = 0.7 / (1.0 + (max(sd, 0.0) / 1.6) * (max(sd, 0.0) / 1.6)) * (1.0 - smoothstep(2.0, 5.0, sd)) * a * self.selected res = po_lit(res, vec3(0.36, 0.30, 0.95) * glow) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var sel = mix(vec3(0.40, 0.35, 0.80), vec3(0.25, 0.23, 0.60), t) sel = mix(sel, vec3(0.62, 0.58, 0.95), Finish.band(sd, 0.0, px, px) * smoothstep(0.2, 0.8, -sn.y)) sel = mix(sel, vec3(0.16, 0.14, 0.42), Finish.band(sd, 0.0, px, px) * smoothstep(0.2, 0.8, sn.y)) res = Finish.over(res, vec4(sel * sa, sa)) res = po_led(res, p, lc, 1.4, self.selected, vec3(0.62, 0.70, 1.0), px) } return res } mod.widgets.ListItem.draw_text.color = #e6e8fa mod.widgets.ListItem.draw_text_2.color = #a6a9cf // A chip is a small seated white pill; its label navy whatever its role. mod.widgets.ChipFlat.draw_text.text_style.font_size = 9.0 mod.widgets.ChipFlat.palette.on_neutral = #191b38 mod.widgets.ChipFlat.palette.on_neutral_container = #191b38 mod.widgets.ChipFlat.palette.neutral = #191b38 mod.widgets.ChipFlat.palette.on_primary = #191b38 mod.widgets.ChipFlat.palette.on_primary_container = #191b38 mod.widgets.ChipFlat.palette.primary = #191b38 mod.widgets.ChipFlat.palette.on_secondary_container = #191b38 mod.widgets.ChipFlat.palette.on_tertiary_container = #191b38 mod.widgets.ChipFlat.draw_bg.vertex = fn() { let m = 22.0 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 = 22.0 let px = po_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(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x, o.x, px), po_snap(self.rect_size.y, o.y, px)) let spot = 0.35 * self.hover + 0.3 * self.down var res = po_cap(p, lo, hi, (hi.y - lo.y) * 0.5, px, self.hover, self.down, 0.0, self.keyed, 0.3, 0.0, spot) return res * po_fade(self.pos, self.rect_size, m) } // A count is a small white pill with navy figures. mod.widgets.BadgePalette.neutral = #fafafd mod.widgets.BadgePalette.on_neutral = #191b38 mod.widgets.BadgeFlat.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let o = self.rect_pos let p = self.pos * self.rect_size let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(self.rect_size.x - px * 0.49, o.x, px), po_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(h.x, h.y) let d = Material.sd_box(p, c, h, r) let n = po_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(0.035, 0.035, 0.025) * t let ring = Finish.band(d, 0.0, px, px) col = mix(min(col, vec3(1.0, 1.0, 1.0)), mix(vec3(0.68, 0.68, 0.78), vec3(1.0, 1.0, 1.0), smoothstep(-0.35, 0.35, -n.y)), ring) let a = Finish.cover(d, px) * max(self.color.a, ring) return vec4(col * a, a) } // LAMPS. The Lamp and the bar lamp are the sheet's LED (above), a glossy // bead in a white porcelain ring that throws its own soft shadow, as on the // pictures' white control panels; the accent lamp burns the sheet's indigo // going to violet. // The Lamp widget and the bar lamp: the lamp above in the sheet's socket. // The halo's room is held in the lamp's own box (the library reserves a // lens thickness either side once a halo is asked for), so the light is // never cut at its edge. mod.widgets.Lamp.halo = 0.3 mod.widgets.Lamp.halo_reach = 1.0 mod.widgets.Lamp.draw_bg.color_accent = uniform(#6b5cf2) mod.widgets.Lamp.draw_bg.color_success = uniform(#34c98e) mod.widgets.Lamp.draw_bg.color_warning = uniform(#f5a742) mod.widgets.Lamp.draw_bg.color_error = uniform(#ec4d6a) mod.widgets.Lamp.draw_bg.color_plain = uniform(#ffe2bd) 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 bezel stands round it in the room. let hb = vec2(mix(t * 0.5, half_len, self.bar), t * 0.5) let res = po_lamp(vec4(0.0, 0.0, 0.0, 0.0), p, c, hb, self.lit, self.intent_color().rgb, 0.35 * (1.0 - step(3.5, self.intent)), px, po_ground(), max(room - 0.5, 2.0), vec3(0.975, 0.975, 0.99), 1.0) return res * self.opacity } // Dividers are engraved: a lavender device pixel with a white one under it, // and at each end a small warm light lit in the plate, as along the // pictures' dividers. mod.widgets.Hr.draw_bg.vertex = fn() { let m = 8.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Hr.draw_bg.pixel = fn() { let m = 8.0 let px = po_px(self.draw_pass.dpi_factor) let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let y = Finish.snap(self.rect_pos.y + self.rect_size.y * 0.5, px) - self.rect_pos.y let span = step(7.0, p.x) * step(p.x, self.rect_size.x - 7.0) let l = step(y, p.y) * step(p.y, y + px) * span let w = step(y + px, p.y) * step(p.y, y + px * 2.0) * (1.0 - l) * span var res = vec4(0.77, 0.77, 0.86, 1.0) * l + vec4(1.0, 1.0, 1.0, 1.0) * w if self.rect_size.x > 40.0 { res = po_led(res, p, vec2(2.5, y + px), 1.3, 1.0, po_led_warm(), px) res = po_led(res, p, vec2(self.rect_size.x - 2.5, y + px), 1.3, 1.0, po_led_warm(), px) } return res * po_fade(self.pos, self.rect_size, m) } mod.widgets.Vr.draw_bg.pixel = fn() { let px = po_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 let l = step(x, p.x) * step(p.x, x + px) let w = step(x + px, p.x) * step(p.x, x + px * 2.0) * (1.0 - l) return vec4(0.77, 0.77, 0.86, 1.0) * l + vec4(1.0, 1.0, 1.0, 1.0) * w } // ---------------------------------------------------------------- screens // A SCREEN is a navy display let into the plate, the pictures' "Filter // Envelope" and CPU graph: the face the screens' navy, darkest under its // top edge where the plate shades it (`recess` points deep), a device pixel // of near black where the face meets its wall; the wall (`bezel` points) a // lavender in shadow along the top going to a pale strip that catches the // light along the foot; a white lip on the plate under it. Figures on it // are the screens' pale lavender. let po_screen = fn(p: vec2, size: vec2, o: vec2, px: float, r: float, bezel: float, recess: float, face_ink: vec3) -> vec4 { let lo = vec2(po_snap(0.0, o.x, px), po_snap(0.0, o.y, px)) let hi = vec2(po_snap(size.x, o.x, px), po_snap(size.y, o.y, px) - px) let c = (lo + hi) * 0.5 let ho = (hi - lo) * 0.5 let ro = min(r, min(ho.x, ho.y)) let outer = Material.sd_box(p, c, ho, ro) let n = po_normal(p, c, ho, ro) let b = Finish.snap(max(bezel, px), px) let hf = max(ho - vec2(b, b), vec2(0.5, 0.5)) let rf = max(ro - b, 0.0) let fd = Material.sd_box(p, c, hf, rf) let lipa = Finish.ring_out(outer, 0.0, px * 1.5, px) * smoothstep(0.1, 0.9, n.y) var res = vec4(vec3(1.0, 1.0, 1.0) * lipa, lipa) var wall = mix(vec3(0.60, 0.60, 0.73), vec3(0.93, 0.93, 0.97), smoothstep(-0.6, 0.8, n.y)) wall = mix(wall, vec3(0.50, 0.50, 0.64), Finish.band(outer, 0.0, px, px) * (1.0 - smoothstep(-0.9, 0.3, n.y))) var face = face_ink if recess > 0.0 { let insh = Finish.inset(p, c, hf, rf, vec2(0.0, recess * 0.5), max(recess * 0.45, 0.3)) face = mix(face, vec3(0.010, 0.014, 0.040), 0.75 * insh) } face = mix(face, vec3(0.008, 0.010, 0.030), Finish.band(fd, 0.0, px, px) * 0.8) let col = mix(wall, face, Finish.cover(fd, px)) let a = Finish.cover(outer, px) return Finish.over(res, vec4(col * a, a)) } mod.widgets.ScreenView.draw_bg.border_radius = uniform(9.0) mod.widgets.ScreenView.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size var res = po_screen(p, self.rect_size, self.rect_pos, px, self.border_radius, self.bezel, self.recess, self.color.rgb) // The screen's status light, lit mint in its top right corner; its // light stays on the face. let b = max(self.bezel, 1.0) let fdist = Material.sd_box(p, self.rect_size * 0.5, max(self.rect_size * 0.5 - vec2(b, b), vec2(0.5, 0.5)), max(self.border_radius - b, 0.0)) res = mix(res, po_led(res, p, vec2(self.rect_size.x - b - 5.0, b + 5.0), 1.4, 1.0, po_led_green(), px), Finish.cover(fdist + 0.5, px)) if self.scan > 0.0 { let s = Finish.scan(p.y, px, 3.0 * px, self.scan) res = vec4(res.rgb * mix(1.0, s, 0.6), res.a) } return res * self.color.a } // The glass: only a faint diagonal band over the face, no line along its // top. mod.widgets.ScreenView.sheen = 0.025 mod.widgets.ScreenView.draw_glass.pixel = fn() { let p = self.pos * self.rect_size let px = po_px(self.draw_pass.dpi_factor) let lo = vec2(Finish.snap(self.rect_pos.x, px), Finish.snap(self.rect_pos.y, px)) - self.rect_pos let hi = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x, px), Finish.snap(self.rect_pos.y + self.rect_size.y, px) - px) - self.rect_pos let c = (lo + hi) * 0.5 let ho = (hi - lo) * 0.5 let b = Finish.snap(max(self.bezel, px), px) let hf = max(ho - vec2(b, b), vec2(0.5, 0.5)) let fd = Material.sd_box(p, c, hf, max(min(self.face_radius, min(ho.x, ho.y)) - b, 0.0)) let u = (p - (c - hf)) / max(hf * 2.0, vec2(1.0, 1.0)) let diag = u.x + u.y * 0.6 let band = smoothstep(0.0, 0.12, diag) * (1.0 - smoothstep(0.28, 0.5, diag)) let a = clamp(self.sheen * band, 0.0, 1.0) * Finish.cover(fd + px, px) return vec4(vec3(0.85, 0.85, 1.0) * a, a) } // THE NEEDLE METER is a screen: the same navy display, its scale printed on // it in the screens' pale lavender (a tick at every division, the majors two // device pixels wide and the minors one and dimmer, a faint arc under // them), the red zone a coral band just outside the arc, the needle a pale // lavender line with a soft violet light along it, and its root under a // small white porcelain dome that throws its own shadow on the face. mod.widgets.NeedleMeter.draw_bg.border_radius = uniform(9.0) mod.widgets.NeedleMeter.draw_bg.color_zone = uniform(#ee6a78) mod.widgets.NeedleMeter.draw_bg.pixel = fn() { let p = self.pos * self.rect_size let px = po_px(self.draw_pass.dpi_factor) let pv = self.pivot() let rr = self.scale_radius() let q = p - pv let r = length(q) let ang = atan2(q.x, 0.0 - q.y) let sweep = self.sweep * 0.017453293 let t = ang / sweep + 0.5 let on_scale = step(-0.0001, t) * step(t, 1.0001) let res = po_screen(p, self.rect_size, self.rect_pos, px, self.border_radius, 2.0, 4.0, self.color.rgb) var col = res.rgb / max(res.a, 0.001) let ink = self.color_scale.rgb // The scale: a tick at every division over a faint arc. 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, -q.y * cos(ak) + q.x * sin(ak)) col = mix(col, ink, max(arc * 0.35, tick * mix(0.55, 0.95, major))) // The red zone: a coral band just outside the arc from `zone` on. 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) col = mix(col, self.color_zone.rgb, zone_t * zone_r * 0.9) } // The needle, from under the pivot dome to just past the scale, a soft // violet light along it. let na = self.needle_angle(self.value) let nd = vec2(sin(na), 0.0 - cos(na)) let tail = max(self.pivot_size - px, 0.0) let along = dot(q, nd) let across = abs(q.x * nd.y - q.y * nd.x) let span = smoothstep(-1.0, 1.0, rr + 3.0 - along) * smoothstep(-1.0, 1.0, along + tail) let halo = 0.35 / (1.0 + (across / 1.2) * (across / 1.2)) * span col = col + (vec3(1.0, 1.0, 1.0) - exp(-vec3(0.40, 0.34, 0.95) * halo)) * max(vec3(1.0, 1.0, 1.0) - col, vec3(0.0, 0.0, 0.0)) let needle = Finish.cover(across - 0.55, px) * Finish.cover(along - (rr + 3.0), px) * Finish.cover(0.0 - along - tail, px) col = mix(col, self.color_needle.rgb, needle) // The pivot: a white porcelain dome over the needle's root, and its // shadow on the face. let pr = max(self.pivot_size, 1.0) let psh = po_dome_shadow(p, pv, pr, px) * 0.6 col = col * (1.0 - psh) let dome = po_dome(p, pv, pr, px, 0.0, 0.0, 0.0, 0.0) col = col * (1.0 - dome.a) + dome.rgb return vec4(col * res.a, res.a) * self.opacity } // ---------------------------------------------------------------- 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) } // The icon of a face-less icon button stands on the plate: navy. mod.widgets.ButtonFlatterIcon.draw_icon.color = #191b38 mod.widgets.BurgerButton.draw_bg.bar_color = #272a4c mod.widgets.BurgerButton.draw_bg.bar_color_hover = #10122b mod.widgets.BurgerButton.draw_bg.bar_color_disabled = #9c9eb8 mod.widgets.CloseButton.draw_bg.cross_color_hover = #10122b // ---------------------------------------------------------------- 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 26 point row. let field_height = 26.0 let field_pad_v = 4.0 // Stock faces draw the corner doubled: 3 is a 6 point corner. let field_radius = 3.0 // One device pixel; the faces written above draw their own edges. let field_border = 0.34 // The room a Fit field takes: where a field is Fit, the padding IS its // height. let field_room = fn(w) { w.min_height = field_height w.padding.top = field_pad_v w.padding.bottom = field_pad_v } // The box a field draws. Given the draw object and not the widget, because // not every field draws its own box. let field_face = fn(d) { d.border_radius = field_radius d.border_size = field_border } // A field that states a frame and lays its own parts out inside it takes // the height alone: a padding would displace its line. let field_frame = fn(w) { w.min_height = field_height } field_room(mod.widgets.TextInput) field_face(mod.widgets.TextInput.draw_bg) field_room(mod.widgets.ComboBox) field_face(mod.widgets.ComboBox.draw_bg) field_room(mod.widgets.DropDown) field_face(mod.widgets.DropDown.draw_bg) field_room(mod.widgets.DropDown2) field_face(mod.widgets.DropDown2.draw_bg) field_room(mod.widgets.FieldWell) field_face(mod.widgets.FieldWell.draw_bg) field_room(mod.widgets.TagField) field_face(mod.widgets.TagField.draw_bg) field_frame(mod.widgets.NumberField) mod.widgets.NumberField.draw_bg.border_radius = field_radius field_frame(mod.widgets.ValueInput) field_frame(mod.widgets.DateField) field_frame(mod.widgets.TimeField) field_frame(mod.widgets.DatePicker) field_frame(mod.widgets.DateRangePicker) // The chrome-less input a well holds must impose no height of its own. mod.widgets.WellInput.min_height = 0.0 // ---------------------------------------------------------------- ground // Plain views stop clipping so a shadow or a light can fall past their // edge; scroll views keep clipping their content. mod.widgets.View.clip_x = false mod.widgets.View.clip_y = false // A row that gives way as it narrows is a plain row of controls too: it // lets the shadows of what stands in it fall past its foot. mod.widgets.ConcedingRow.clip_x = false mod.widgets.ConcedingRow.clip_y = false mod.widgets.Window.pass.clear_color = #e8e8f2 // The window's own ground, the pictures' lavender-white, lit from above: a // soft pool of light high in the middle, nearly white at its heart, the // lavender deepening gently toward the foot and the corners (a vignette of // a few per cent); the faint unevenness of a glaze (two slow free noises // turned off the axes, under a percent); and a free grain under it all. mod.widgets.Window.show_bg = true mod.widgets.Window.draw_bg.pixel = fn() { let px = po_px(self.draw_pass.dpi_factor) let p = self.pos * self.rect_size let sz = self.rect_size let q = (p - vec2(sz.x * 0.5, sz.y * 0.12)) / vec2(max(sz.x * 0.75, 1.0), max(sz.y * 1.05, 1.0)) let v = smoothstep(0.0, 1.0, length(q)) var col = mix(vec3(0.935, 0.935, 0.968), vec3(0.880, 0.880, 0.930), v) let pool = exp(-dot(q, q) * 9.0) col = mix(col, vec3(0.958, 0.958, 0.982), pool * 0.6) let e = abs(self.pos.x - 0.5) * 2.0 col = col * (1.0 - 0.03 * smoothstep(0.7, 1.0, e)) let pr = vec2(0.866 * p.x - 0.5 * p.y, 0.5 * p.x + 0.866 * p.y) let mott = (Finish.fbm(pr / 260.0) - 0.5) * 0.007 + (Finish.fbm(pr / 70.0 + vec2(7.3, 2.1)) - 0.5) * 0.002 let g = Finish.grain(p / (2.0 * px), 0.011) return vec4(col + vec3(mott + g, mott + g, mott * 1.1 + 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}} true