use mod.prelude.widgets_internal.* // Steampunk brass. Raised controls are smoked faces set in bevelled brass // frames; caps, knobs and thumbs are brass (knurled, spun, geared); wells // are cut into dark iron with rivets along their frames; plates are riveted // iron; the dial is a pressure gauge; the list is parchment. What is chosen // or on is lit a pale steel blue; the instruments glow amber. Every rim is // one device pixel, snapped. mod.widgets.Button.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.Button.draw_bg.border_radius = 2.0 mod.widgets.Button.draw_bg.border_size = 0.5 // A ROW OF FIELDS IS ONE HEIGHT: the box metrics are stated once here and // handed to each field below. Buttons take the same 28. let field_height = 28.0 let field_pad_v = mod.theme.mspace_1.top let field_radius = 2.0 let field_border = 0.5 // The room a Fit field takes: where a field is Fit, the padding IS its // height. let field_room = fn(w) { w.min_height = field_height w.padding.top = field_pad_v w.padding.bottom = field_pad_v } // The box a field draws. Given the draw object and not the widget, because // not every field draws its own box. let field_face = fn(d) { d.border_radius = field_radius d.border_size = field_border } // A field that states a frame and lays its own parts out inside it takes // the height alone: a padding would displace its line. let field_frame = fn(w) { w.min_height = field_height } field_room(mod.widgets.TextInputFlat) field_face(mod.widgets.TextInputFlat.draw_bg) field_room(mod.widgets.TextInput) field_face(mod.widgets.TextInput.draw_bg) field_room(mod.widgets.ComboBox) field_face(mod.widgets.ComboBox.draw_bg) field_room(mod.widgets.DropDown) field_face(mod.widgets.DropDown.draw_bg) field_room(mod.widgets.DropDown2) field_face(mod.widgets.DropDown2.draw_bg) field_room(mod.widgets.FieldWell) field_face(mod.widgets.FieldWell.draw_bg) field_room(mod.widgets.TagField) field_face(mod.widgets.TagField.draw_bg) field_frame(mod.widgets.NumberField) mod.widgets.NumberField.draw_bg.border_radius = field_radius field_frame(mod.widgets.ValueInput) field_frame(mod.widgets.DateField) field_frame(mod.widgets.TimeField) field_frame(mod.widgets.DatePicker) field_frame(mod.widgets.DateRangePicker) // The chrome-less input a well holds must impose no height of its own. mod.widgets.WellInput.min_height = 0.0 mod.widgets.Window.pass.clear_color = #3b342b // Plain views stop clipping, so a part's shadow may fall into the gap // beside it. Scroll views keep their own clip. mod.widgets.View.clip_x = false mod.widgets.View.clip_y = false // --------------------------------------------------------------------------- // SHARED PARTS. Distances in points, negative inside, y down; `px` is one // device pixel in points. let g3 = fn(v: float) -> vec3 { return vec3(v, v, v) } // A rounded box, true radius. let bz_rbox = fn(p: vec2, c: vec2, h: vec2, r: float) -> float { let rr = clamp(r, 0.0, min(h.x, h.y)) let q = abs(p - c) - h + vec2(rr, rr) return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0, 0.0))) - rr } // Its outward direction, by central differences. let bz_grad = fn(p: vec2, c: vec2, h: vec2, r: float) -> vec2 { let e = 0.35 let gx = bz_rbox(p + vec2(e, 0.0), c, h, r) - bz_rbox(p - vec2(e, 0.0), c, h, r) let gy = bz_rbox(p + vec2(0.0, e), c, h, r) - bz_rbox(p - vec2(0.0, e), c, h, r) return normalize(vec2(gx, gy) + vec2(0.00001, 0.00002)) } // A segment's distance. let bz_seg = fn(p: vec2, a: vec2, b: vec2) -> float { let pa = p - a let ba = b - a let k = clamp(dot(pa, ba) / max(dot(ba, ba), 0.0001), 0.0, 1.0) return length(pa - ba * k) } // A stroked chevron's distance: `w` wide, `hgt` tall, pointing down // (`flip` 1 points up). let bz_chevron = fn(p: vec2, c: vec2, w: float, hgt: float, flip: float) -> float { let s = mix(1.0, -1.0, flip) let a = c + vec2(-w * 0.5, -hgt * 0.5 * s) let b = c + vec2(0.0, hgt * 0.5 * s) let e = c + vec2(w * 0.5, -hgt * 0.5 * s) return min(bz_seg(p, a, b), bz_seg(p, b, e)) } // A disc laid on the pixel grid: a whole number of device pixels across. // `c` is quad-local; returns (centre.x, centre.y, radius). let bz_fit = fn(c: vec2, o: vec2, rad: float, px: float) -> vec3 { let dn = max(floor(2.0 * rad / px + 0.5), 2.0) let r2 = dn * px * 0.5 let ex = Finish.snap(o.x + c.x - r2, px) - o.x let ey = Finish.snap(o.y + c.y - r2, px) - o.y return vec3(ex + r2, ey + r2, r2) } // Signed grain, -amount..amount, one value per device pixel (pass `p / px`), // two hashes displaced by a first so no lattice repeats. let bz_grain = fn(q: vec2, amount: float) -> float { let i = floor(q) let h = Finish.hash(i) let a = Finish.hash(i + vec2(h * 397.13, h * 211.71)) let b = Finish.hash(vec2(i.y * 0.7548 + h * 157.3, i.x * 1.1698 + h * 89.9)) return (a + b - 1.0) * amount } // Six-stop ramp over 0..1. let bz_ramp = fn(x0: float, k0: vec3, k1: vec3, k2: vec3, k3: vec3, k4: vec3, k5: vec3) -> vec3 { let x = clamp(x0, 0.0, 1.0) var col = mix(k0, k1, clamp(x / 0.2, 0.0, 1.0)) col = mix(col, k2, clamp((x - 0.2) / 0.2, 0.0, 1.0)) col = mix(col, k3, clamp((x - 0.4) / 0.2, 0.0, 1.0)) col = mix(col, k4, clamp((x - 0.6) / 0.2, 0.0, 1.0)) return mix(col, k5, clamp((x - 0.8) / 0.2, 0.0, 1.0)) } // The metals by light 0..1, measured on the picture: brass (#4a371b deep, // #8a6e40 shade, #c4a867 body, #ecd89c highlight), copper, and warm iron. let bz_brass = fn(l: float) -> vec3 { return bz_ramp(l, vec3(0.086, 0.059, 0.024), vec3(0.290, 0.216, 0.106), vec3(0.525, 0.420, 0.255), vec3(0.722, 0.612, 0.392), vec3(0.886, 0.808, 0.600), vec3(0.984, 0.945, 0.812)) } let bz_copper = fn(l: float) -> vec3 { return bz_ramp(l, vec3(0.082, 0.039, 0.020), vec3(0.278, 0.176, 0.118), vec3(0.478, 0.290, 0.188), vec3(0.659, 0.459, 0.337), vec3(0.816, 0.643, 0.533), vec3(0.957, 0.847, 0.753)) } let bz_iron = fn(l: float) -> vec3 { return bz_ramp(l, vec3(0.055, 0.051, 0.043), vec3(0.180, 0.169, 0.153), vec3(0.231, 0.220, 0.204), vec3(0.306, 0.294, 0.275), vec3(0.439, 0.424, 0.396), vec3(0.659, 0.643, 0.612)) } // 0 brass, 1 copper, 2 iron. let bz_metal = fn(l: float, metal: float) -> vec3 { let b = bz_brass(l) let k = bz_copper(l) let i = bz_iron(l) return mix(mix(b, k, step(0.5, metal)), i, step(1.5, metal)) } // The light on a bevelled frame `fw` wide: a rounded bead whose outer half // faces out and inner half faces in, lit from the top left, with a ridge // highlight on the lit runs. `g` is the outward direction. let bz_frame_l = fn(d: float, g: vec2, fw: float) -> float { let t = clamp(-d / max(fw, 0.001), 0.0, 1.0) let facing = dot(g, vec2(-0.24, -0.97)) let slope = 1.0 - 2.0 * t var l = 0.50 + 0.30 * facing * slope + 0.13 * facing let s = (t - 0.34) / 0.2 l = l + 0.24 * max(facing, 0.0) * exp(-s * s) return l } // A domed rivet with its shadow on the plate, premultiplied. let bz_rivet = fn(p: vec2, c: vec2, rad: float, px: float, metal: float, lift: float) -> vec4 { let q = p - c let r = length(q) let d = r - rad let sd = length(q - vec2(rad * 0.35, rad * 0.55)) - rad let sh = (1.0 - smoothstep(-rad * 0.3, rad * 0.8, sd)) * 0.5 var out = vec4(0.0, 0.0, 0.0, sh) let n = q / max(rad, 0.001) var l = 0.46 - 0.26 * n.y - 0.10 * n.x + lift let hq = q - vec2(-0.30, -0.38) * rad l = l + 0.42 * exp(-dot(hq, hq) / max(rad * rad * 0.12, 0.0001)) l = l * mix(1.0, 0.6, smoothstep(0.6, 1.0, r / max(rad, 0.001))) let col = bz_metal(l, metal) let a = Finish.cover(d, px) return Finish.over(out, vec4(col * a, a)) } // The accent: a pale steel blue, its hot core and its deep glass. let bz_acc = fn() -> vec3 { return vec3(0.498, 0.714, 0.910) } let bz_acc_hot = fn() -> vec3 { return vec3(0.843, 0.925, 1.0) } let bz_acc_deep = fn() -> vec3 { return vec3(0.200, 0.345, 0.522) } // The instrument light: amber. let bz_amber = fn() -> vec3 { return vec3(0.941, 0.659, 0.282) } let bz_shadow_ink = fn() -> vec3 { return vec3(0.039, 0.027, 0.016) } let bz_edge = fn() -> vec3 { return vec3(0.055, 0.035, 0.016) } // The smoked face of a framed control by height t 0..1: #58544d under the // frame, #3e3b36 over the upper third, then the dark glass of its lower // half, #191817 at the foot. let bz_smoke = fn(t: float) -> vec3 { let a = vec3(0.380, 0.361, 0.333) let b = vec3(0.286, 0.271, 0.251) let c = vec3(0.137, 0.133, 0.125) let e = vec3(0.098, 0.094, 0.090) var col = mix(a, b, smoothstep(0.0, 0.28, t)) col = mix(col, c, smoothstep(0.36, 0.58, t)) return mix(col, e, smoothstep(0.6, 1.0, t)) } // Focus: one device pixel of the accent, two device pixels out. let bz_focus = fn(d: float, px: float, focus: float) -> vec4 { let f = Finish.ring_out(d, 2.0 * px, 3.0 * px, px) * 0.8 * focus let k = bz_acc() return vec4(k * f, f) } // A well cut into iron: the fill, the plate's shadow falling in from the // top wall, a dark mouth darkest on top. let bz_well = fn(p: vec2, c: vec2, h: vec2, r: float, px: float, fill: vec3, depth: float) -> vec3 { let d = bz_rbox(p, c, h, r) let sh = Finish.inset(p, c, h, r, vec2(0.0, depth * 0.5), max(depth * 0.4, px * 0.6)) var col = mix(fill, vec3(0.031, 0.024, 0.016), clamp(sh, 0.0, 1.0) * 0.85) let up = 1.0 - smoothstep(-0.5, 0.5, p.y - c.y) col = mix(col, vec3(0.031, 0.024, 0.016), Finish.band(d, 0.0, px, px) * mix(0.5, 0.95, up)) return col } // The lip under a well's lower rim, outside it: premultiplied warm white. let bz_lip = fn(p: vec2, c: vec2, h: vec2, r: float, px: float, a: float) -> vec4 { let d = bz_rbox(p, c, h, r) let foot = smoothstep(c.y + h.y - max(r, 1.0) - 1.5, c.y + h.y, p.y) let l = Finish.ring_out(d, 0.0, px, px) * foot * a return vec4(l, l * 0.95, l * 0.85, l) } // A lamp bead of glass: lit with a white-hot centre and a tight halo, or // unlit at a fifth of its light. let bz_bead = fn(p: vec2, c: vec2, rad: float, px: float, ink: vec3, lit: float) -> vec4 { let q = p - c let d = length(q) - rad let a = Finish.cover(d, px) let rr = clamp(length(q) / max(rad, 0.001), 0.0, 1.0) let on = mix(mix(ink, vec3(1.0, 1.0, 1.0), 0.65), ink * 0.85, smoothstep(0.0, 1.0, rr)) let off = mix(ink * 0.26, ink * 0.12, rr) + g3(0.02) var col = mix(off, on, lit) // a glint on the glass let gq = q - vec2(-0.35, -0.4) * rad col = col + g3(0.25 * exp(-dot(gq, gq) / max(rad * rad * 0.06, 0.0001))) var out = vec4(col * a, a) let ha = 0.28 * lit * exp(-max(d - px, 0.0) / (0.8 * px)) * (1.0 - a) * step(0.0, d) return Finish.over(out, vec4(ink * ha, ha)) } // --------------------------------------------------------------------------- // BUTTONS. One face for the family; `kind` picks the dressing: // 0 flat smoked plate, 1 smoked face in a brass frame, 2 a polished brass // plate in a bronze frame (primary), 3 as 1 (secondary, brass legend), // 4 smoked face in a copper frame (danger), 5 the brass frame alone, // 6 bare until touched, 7 an aged bronze plate (tertiary), 8 smoked face in // an iron frame (drop-down), 9 a brass cap in a thin bronze frame (segments). // The quad is grown by `m` on every side for the shadow and the focus ring. let bz_button = fn(pos: vec2, size: vec2, o: vec2, px: float, hover: float, down: float, focus: float, disabled: float, loading: float, anim: float, r: float, kind: float, m: float) -> vec4 { let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let live = 1.0 - disabled let press = down * live let hov = hover * live * (1.0 - press) let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let c = (lo + hi) * 0.5 let h = (hi - lo) * 0.5 let d = bz_rbox(p, c, h, r) let isflat = 1.0 - step(0.5, kind) let outl = step(4.5, kind) * step(kind, 5.5) let bare = step(5.5, kind) * step(kind, 6.5) let pad = step(6.5, kind) * step(kind, 7.5) let plate = step(1.5, kind) * step(kind, 2.5) + step(8.5, kind) let metal = step(3.5, kind) * step(kind, 4.5) + 2.0 * step(7.5, kind) * step(kind, 8.5) let framed = 1.0 - isflat - bare - pad let thin = step(7.5, kind) let fw = mix(7.0 * px, 4.0 * px, thin) * framed let solid = 1.0 - bare - outl var out = vec4(0.0, 0.0, 0.0, 0.0) let ink = bz_shadow_ink() // the soft layer, faded within the gap to the next row let soft = Finish.drop(p, c, h, r, vec2(0.5, 2.5), 2.6) * 0.45 * solid * (1.0 - press) * live * (1.0 - 0.5 * isflat) out = Finish.over(out, vec4(ink * soft, soft)) let con = Finish.drop(p, c, h, r, vec2(0.0, px), px * 1.2) * 0.65 * mix(1.0, 0.3, press) * mix(1.0, 0.5, disabled) * solid out = Finish.over(out, vec4(ink * con, con)) // the face inside the frame let fy0 = lo.y + fw let fh = max(2.0 * h.y - 2.0 * fw, 1.0) let t = clamp((p.y - fy0) / fh, 0.0, 1.0) let yi = p.y - fy0 let q = p + o let br = (Finish.brushed(q, vec2(1.0, 0.0), px * 1.3) - 0.5) * 0.06 var face = bz_smoke(t) if plate > 0.5 { face = bz_brass(mix(mix(0.80, 0.74, thin), mix(0.56, 0.50, thin), t) + br + 0.07 * hov - 0.20 * press) } if pad > 0.5 { face = bz_brass(mix(0.34, 0.20, t) + br * 0.6 + 0.04 * hov - 0.08 * press) } face = face + g3(0.05 * hov * (1.0 - plate - pad)) face = face * (1.0 + (Finish.fbm(q * 0.09) - 0.5) * 0.10 * (1.0 - plate - pad)) // pressed: the smoked face sinks: dark, its gloss gone let sunk = mix(vec3(0.063, 0.059, 0.055), vec3(0.110, 0.106, 0.098), smoothstep(0.0, 3.0, yi)) face = mix(face, sunk, press * (1.0 - plate - pad)) // the frame's shadow inside the face, deeper while pressed let ih = h - vec2(fw, fw) let insh = Finish.inset(p, c, ih, max(r - fw * 0.5, 0.5), vec2(0.0, 1.0 + 1.6 * press), 1.0 + 1.2 * press) face = mix(face, vec3(0.020, 0.016, 0.012), clamp(insh, 0.0, 1.0) * mix(0.45, 0.8, press) * framed) face = mix(face, vec3(0.200, 0.184, 0.161), disabled * 0.85) face = face + g3(bz_grain(q / px, 0.012)) // unframed plates: a lit top line and a dark edge let up = 1.0 - smoothstep(-0.5, 0.5, p.y - c.y) let topw = 1.0 - smoothstep(lo.y + r + 0.5, lo.y + r + 1.5, p.y) let unf = isflat + pad let hl = mix(vec3(0.459, 0.439, 0.404), bz_brass(0.62), pad) face = mix(face, hl, Finish.band(d, px, 2.0 * px, px) * topw * (1.0 - press) * live * unf) face = mix(face, bz_edge(), Finish.band(d, 0.0, px, px) * unf * 0.9) // the frame: a bevelled bead of metal let g = bz_grad(p, c, h, r) var fl = bz_frame_l(d, g, max(fw, px)) + 0.08 * hov - 0.05 * press fl = fl - 0.16 * step(1.5, kind) * step(kind, 2.5) - 0.12 * thin var fcol = bz_metal(fl, metal) fcol = mix(fcol, vec3(0.31, 0.28, 0.24), disabled * 0.75) let fm = (1.0 - Finish.cover(d + fw, px)) * framed // its dark outer line and the dark line where it meets the face fcol = mix(fcol, bz_edge(), Finish.band(d, 0.0, px, px) * 0.85) let inner = Finish.band(d + fw, -px, 0.0, px) * framed * 0.75 var col = mix(face, fcol, fm) col = mix(col, bz_edge(), inner) var fa = 1.0 if kind > 4.5 && kind < 6.5 { fa = mix(0.0, 0.55, hov) + 0.45 * press } let alpha = Finish.cover(d, px) * mix(fa, 1.0, fm) out = Finish.over(out, vec4(col * alpha, alpha)) // rivets on the long runs of a wide frame if framed > 0.5 && size.x > 40.0 && size.y > 23.0 && kind < 7.5 { let rr = fw * 0.36 let ry0 = lo.y + fw * 0.5 + 0.2 let ry1 = hi.y - fw * 0.5 - 0.2 let rx0 = lo.x + fw * 0.5 + 0.2 let rx1 = hi.x - fw * 0.5 - 0.2 let rx = mix(rx0, rx1, step(c.x, p.x)) let ry = mix(ry0, ry1, step(c.y, p.y)) let rv = bz_rivet(p, vec2(rx, ry), rr, px, metal, 0.08 * hov - 0.25 * disabled) out = Finish.over(out, rv) } out = Finish.over(out, bz_focus(d, px, focus * live)) // the wait spinner, which the stock face drew and this one must too if loading > 0.0 { let sdf = Sdf2d.viewport(p) let rs = max(min(h.x, h.y) - 5.0, 2.0) let a0 = anim * 2.0 * PI sdf.arc_round_caps(c.x, c.y, rs, a0, a0 + 1.5 * PI, 1.2) let k = bz_acc() sdf.fill(vec4(k * loading, loading)) out = Finish.over(out, sdf.result) } return out } // The drop-down face: smoked in an iron frame, an engraved split 22 points // from its right end and a stroked chevron behind it; `held` is pressed. let bz_dropdown = fn(pos: vec2, size: vec2, o: vec2, px: float, hover: float, held: float, focus: float, disabled: float, m: float) -> vec4 { var out = bz_button(pos, size, o, px, hover, held, focus, disabled, 0.0, 0.0, 2.0, 8.0, m) let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let live = 1.0 - disabled let dx = Finish.snap(o.x + size.x - 22.0, px) - o.x let in_y = step(size.y * 0.22, p.y) * step(p.y, size.y * 0.78) let div_d = step(dx - px, p.x) * step(p.x, dx) * in_y * 0.9 let div_l = step(dx, p.x) * step(p.x, dx + px) * in_y * 0.5 * (1.0 - held) let bz = bz_edge() out = Finish.over(out, vec4(bz * div_d, div_d)) let hl = vec3(0.420, 0.400, 0.369) out = Finish.over(out, vec4(hl * div_l, div_l)) let cc = vec2(size.x - 11.5, Finish.snap(o.y + size.y * 0.5, px) - o.y + held * live * px) let ch = Finish.cover(bz_chevron(p, cc, 6.0, 3.5, 0.0) - 0.65, px) let ink = mix(mix(vec3(0.890, 0.847, 0.761), vec3(0.957, 0.922, 0.847), hover * live), vec3(0.478, 0.439, 0.376), disabled) return Finish.over(out, vec4(ink * ch, ch)) } let grow_vertex = fn(rp: vec2, rs: vec2, m: float) -> vec4 { return vec4(rp.x - m, rp.y - m, rs.x + 2.0 * m, rs.y + 2.0 * m) } // Button faces. The flat root and the bare face keep to their own box, so // every template derived from them with a face of its own is left as it is; // the framed faces grow their quad for the shadow and the focus ring. mod.widgets.ButtonFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 0.0, 0.0), 0.0) } mod.widgets.ButtonFlatter.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 6.0, 0.0), 0.0) } mod.widgets.Button.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.Button.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 1.0, 8.0), 8.0) } mod.widgets.ButtonPrimary.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonPrimary.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 2.0, 8.0), 8.0) } mod.widgets.ButtonSecondary.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 3.0, 8.0), 8.0) } mod.widgets.ButtonTertiary.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 7.0, 8.0), 8.0) } mod.widgets.ButtonDanger.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 4.0, 8.0), 8.0) } mod.widgets.ButtonOutline.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonOutline.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 5.0, 8.0), 8.0) } mod.widgets.ButtonXs.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonXs.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 1.5, 0.0, 8.0), 8.0) } mod.widgets.ButtonSm.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonSm.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 0.0, 8.0), 8.0) } mod.widgets.ButtonLg.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonLg.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.5, 1.0, 8.0), 8.0) } mod.widgets.ButtonXl.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonXl.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 3.0, 1.0, 8.0), 8.0) } mod.widgets.ButtonCompound.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ButtonCompound.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return self.host_over(bz_button(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.loading, self.anim_time, 2.0, 1.0, 8.0), 8.0) } mod.widgets.Button.clip_x = false mod.widgets.Button.clip_y = false mod.widgets.ButtonPrimary.clip_x = false mod.widgets.ButtonPrimary.clip_y = false mod.widgets.ButtonOutline.clip_x = false mod.widgets.ButtonOutline.clip_y = false mod.widgets.ButtonXs.clip_x = false mod.widgets.ButtonXs.clip_y = false mod.widgets.ButtonSm.clip_x = false mod.widgets.ButtonSm.clip_y = false mod.widgets.ButtonLg.clip_x = false mod.widgets.ButtonLg.clip_y = false mod.widgets.ButtonXl.clip_x = false mod.widgets.ButtonXl.clip_y = false mod.widgets.ButtonCompound.clip_x = false mod.widgets.ButtonCompound.clip_y = false // The Select and MultiSelect face was built from Button before this sheet // ran, so it takes the drop-down's face by its own path. mod.widgets.Select.face.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.Select.face.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 8.0) } mod.widgets.Select.face.clip_x = false mod.widgets.Select.face.clip_y = false mod.widgets.Select.face.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 4.0 bottom: 4.0} mod.widgets.Select.face.min_height = 28.0 mod.widgets.MultiSelect.face.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.MultiSelect.face.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 8.0) } mod.widgets.MultiSelect.face.clip_x = false mod.widgets.MultiSelect.face.clip_y = false mod.widgets.MultiSelect.face.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 4.0 bottom: 4.0} mod.widgets.MultiSelect.face.min_height = 28.0 // Button geometry: one 28 point row, a 2 point radius. mod.widgets.ButtonFlat.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 4.0 bottom: 4.0} mod.widgets.Button.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonPrimary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonTertiary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonOutline.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 4.0 bottom: 4.0} mod.widgets.ButtonIcon.padding = mod.turtle.Inset{left: 7.0 right: 7.0 top: 4.0 bottom: 4.0} mod.widgets.Button.icon_walk = mod.turtle.Walk{width: 13.0 height: Fit} mod.widgets.ButtonFlat.min_height = 28.0 mod.widgets.Button.min_height = 28.0 mod.widgets.ButtonXs.min_height = 18.0 mod.widgets.ButtonXs.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 1.0 bottom: 1.0} mod.widgets.ButtonSm.min_height = 22.0 mod.widgets.ButtonLg.min_height = 32.0 // Legends: semibold cream on the smoked faces; dark and engraved on the // brass plate; brass on the secondary; coral on the danger face. mod.widgets.ButtonFlat.draw_text.text_style = mod.theme.font_regular{font_size: 8.25} mod.widgets.ButtonFlat.draw_bg.loading_color = #x7fb6e8 mod.widgets.ButtonFlat.draw_icon_end.color = #xe3d8c2 mod.widgets.ButtonPrimary.draw_text.color = #261a0a mod.widgets.ButtonPrimary.draw_text.color_hover = #160f05 mod.widgets.ButtonPrimary.draw_text.color_down = #1f1508 mod.widgets.ButtonPrimary.draw_text.color_focus = #261a0a mod.widgets.ButtonPrimary.draw_text.color_disabled = #7a7060 mod.widgets.ButtonPrimary.draw_icon.color = #261a0a mod.widgets.ButtonPrimary.draw_icon_end.color = #261a0a mod.widgets.ButtonPrimary.draw_text.text_style = mod.theme.font_regular{font_size: 8.25} mod.widgets.ButtonSecondary.draw_text.color = #d9bf82 mod.widgets.ButtonSecondary.draw_text.color_hover = #xecd79c mod.widgets.ButtonSecondary.draw_text.color_down = #b89c62 mod.widgets.ButtonSecondary.draw_text.color_focus = #d9bf82 mod.widgets.ButtonSecondary.draw_icon.color = #d9bf82 mod.widgets.ButtonSecondary.draw_icon_end.color = #d9bf82 mod.widgets.ButtonTertiary.draw_text.color = #xe3d8c2 mod.widgets.ButtonTertiary.draw_text.color_hover = #xf4ebd8 mod.widgets.ButtonTertiary.draw_text.color_down = #c9bda4 mod.widgets.ButtonTertiary.draw_text.color_focus = #xe3d8c2 mod.widgets.ButtonTertiary.draw_icon.color = #xe3d8c2 mod.widgets.ButtonTertiary.draw_icon_end.color = #xe3d8c2 mod.widgets.ButtonDanger.draw_text.color = #f09a86 mod.widgets.ButtonDanger.draw_text.color_hover = #f8b6a6 mod.widgets.ButtonDanger.draw_text.color_down = #c87a68 mod.widgets.ButtonDanger.draw_text.color_focus = #f09a86 mod.widgets.ButtonDanger.draw_icon.color = #f09a86 mod.widgets.ButtonDanger.draw_icon_end.color = #f09a86 mod.widgets.ButtonOutline.draw_text.color = #xe3d8c2 mod.widgets.ButtonOutline.draw_text.color_hover = #xf4ebd8 mod.widgets.ButtonOutline.draw_text.color_down = #c9bda4 mod.widgets.ButtonOutline.draw_text.color_focus = #xe3d8c2 mod.widgets.ButtonOutline.draw_text.color_disabled = #7a7060 mod.widgets.ButtonOutline.draw_icon.color = #xe3d8c2 // --------------------------------------------------------------------------- // CHECK BOXES. A 14 point window of dark glass in a brass bezel; set, the // glass is lit steel blue behind a cream tick. // A glass window by height t: dark smoked glass, or lit blue. let bz_glass = fn(t: float, on: float) -> vec3 { let off_c = mix(vec3(0.192, 0.180, 0.165), vec3(0.067, 0.063, 0.059), smoothstep(0.0, 0.75, t)) let on_c = mix(vec3(0.561, 0.745, 0.918), vec3(0.216, 0.373, 0.557), smoothstep(0.0, 1.0, t)) return mix(off_c, on_c, on) } mod.widgets.CheckBoxFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 7.0 bottom: 7.0} mod.widgets.CheckBoxFlat.label_walk.margin = mod.turtle.Inset{left: 22.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.CheckBoxFlat.draw_bg.size = uniform(14.0) mod.widgets.CheckBoxFlat.min_height = 28.0 mod.widgets.CheckBoxFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let sz = self.size let x0 = mix(2.0, self.rect_size.x - sz - 2.0, self.mark_at_end) let lo = vec2(Finish.snap(o.x + x0, px), Finish.snap(o.y + (self.rect_size.y - sz) * 0.5, px)) - o let h = vec2(sz * 0.5, sz * 0.5) let c = lo + h let r = mix(2.0, h.y, step(20.0, self.border_radius)) let d = bz_rbox(p, c, h, r) let live = 1.0 - self.disabled let hov = self.hover * live * (1.0 - self.down) let fw = 3.0 * px let on = self.active * live // the glass let t = clamp((p.y - lo.y - fw) / max(sz - 2.0 * fw, 1.0), 0.0, 1.0) var col = bz_glass(t, max(on, self.mixed * live)) col = col + g3(0.06 * hov - 0.03 * self.down * live) // a reflection over the top third of the glass col = col + g3(0.07 * (1.0 - smoothstep(0.05, 0.38, t)) * (1.0 - 0.5 * on)) col = mix(col, vec3(0.20, 0.18, 0.16), self.disabled * 0.7) let ih = h - vec2(fw, fw) let insh = Finish.inset(p, c, ih, max(r - fw, 0.5), vec2(0.0, 1.0 + self.down), 1.0) col = mix(col, vec3(0.02, 0.02, 0.03), clamp(insh, 0.0, 1.0) * 0.55) // the tick or the mixed dash, 1.9 points, cream let k = sz / 14.0 let m0 = lo + vec2(3.6, 7.2) * k let m1 = lo + vec2(6.0, 9.7) * k let m2 = lo + vec2(10.5, 4.4) * k let ck = min(bz_seg(p, m0, m1), bz_seg(p, m1, m2)) - 0.95 * k let dash = bz_seg(p, lo + vec2(4.0, 7.0) * k, lo + vec2(10.0, 7.0) * k) - 0.95 * k let show_ck = self.active * (1.0 - self.mixed) let md = mix(mix(1000.0, ck, show_ck), dash, self.mixed) let mk = Finish.cover(md, px) var tick = mix(vec3(0.980, 0.961, 0.910), vec3(0.620, 0.600, 0.560), self.disabled) col = mix(col, vec3(0.10, 0.17, 0.26), Finish.cover(md - px, px) * 0.5 * live) col = mix(col, tick, mk) // the brass bezel let g = bz_grad(p, c, h, r) var bl = bz_frame_l(d, g, fw) + 0.14 * hov var bcol = mix(bz_brass(bl), vec3(0.34, 0.31, 0.27), self.disabled * 0.7) bcol = mix(bcol, vec3(0.86, 0.33, 0.25), self.error * 0.8) bcol = mix(bcol, bz_edge(), Finish.band(d, 0.0, px, px) * 0.8) let fm = 1.0 - Finish.cover(d + fw, px) col = mix(col, bcol, fm) col = mix(col, bz_edge(), Finish.band(d + fw, -px, 0.0, px) * 0.7) let a = Finish.cover(d, px) var out = vec4(0.0, 0.0, 0.0, 0.0) let ink = bz_shadow_ink() let sh = Finish.drop(p, c, h, r, vec2(0.3, 1.0), 1.0) * 0.5 out = Finish.over(out, vec4(ink * sh, sh)) out = Finish.over(out, vec4(col * a, a)) return Finish.over(out, bz_focus(d, px, self.focus * live)) } // --------------------------------------------------------------------------- // TOGGLES. An iron slot 38 by 16 points holding a knurled brass block; the // part of the slot the block leaves open is a glass window, dark oxblood // when off and lit steel blue when on. mod.widgets.ToggleFlat.label_walk.margin = mod.turtle.Inset{left: 46.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.ToggleFlat.draw_bg.size = uniform(16.0) mod.widgets.ToggleFlat.min_height = 28.0 mod.widgets.ToggleFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.ToggleFlat.draw_bg.pill_aspect = uniform(2.375) mod.widgets.ToggleFlat.draw_bg.knob_inset = uniform(0.0) mod.widgets.ToggleFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let sz = vec2(self.size * self.pill_aspect, self.size) let x0 = mix(2.0, self.rect_size.x - sz.x - 2.0, self.mark_at_end) let lo = vec2(Finish.snap(o.x + x0, px), Finish.snap(o.y + (self.rect_size.y - sz.y) * 0.5, px)) - o let h = sz * 0.5 let c = lo + h let r = 2.5 let d = bz_rbox(p, c, h, r) let live = 1.0 - self.disabled let hov = self.hover * live * (1.0 - self.down) let knob_t = mix(self.active, self.drag_pos, self.drag) let fw = 3.0 * px let ink = bz_shadow_ink() var out = vec4(0.0, 0.0, 0.0, 0.0) let sh = Finish.drop(p, c, h, r, vec2(0.3, 1.2), 1.2) * 0.5 out = Finish.over(out, vec4(ink * sh, sh)) // the slot: an iron frame round a dark floor let ih = h - vec2(fw, fw) var col = bz_well(p, c, ih, max(r - fw, 0.5), px, vec3(0.071, 0.063, 0.055), 2.2) let g = bz_grad(p, c, h, r) var il = bz_frame_l(d, g, fw) + 0.12 * hov var icol = mix(bz_iron(il), vec3(0.24, 0.22, 0.20), self.disabled * 0.6) icol = mix(icol, vec3(0.86, 0.33, 0.25), self.error * 0.8) icol = mix(icol, bz_edge(), Finish.band(d, 0.0, px, px) * 0.85) let fm = 1.0 - Finish.cover(d + fw, px) col = mix(col, icol, fm) let a = Finish.cover(d, px) out = Finish.over(out, vec4(col * a, a)) // the block: 16 points wide, its left edge on a pixel boundary let bw = 16.0 let bx = Finish.snap(o.x + lo.x + knob_t * (sz.x - bw), px) - o.x let bh = vec2(bw * 0.5, h.y) let bc = vec2(bx + bh.x, c.y) // the window in the open part of the slot let wx0 = mix(bx + bw + px, lo.x + fw + 1.5 * px, knob_t) let wx1 = mix(lo.x + sz.x - fw - 1.5 * px, bx - px, knob_t) let wh = vec2(max((wx1 - wx0) * 0.5, 1.0), h.y - fw - 1.5 * px) let wc = vec2((wx0 + wx1) * 0.5, c.y) let wd = bz_rbox(p, wc, wh, 1.0) let wt = clamp((p.y - (wc.y - wh.y)) / max(2.0 * wh.y, 1.0), 0.0, 1.0) let on = self.active * live let off_c = mix(vec3(0.259, 0.133, 0.098), vec3(0.137, 0.067, 0.047), wt) let k = bz_acc() let wq = (p - wc) / max(wh, vec2(0.5, 0.5)) let hot = exp(-dot(wq, wq) * 1.4) let on_c = mix(k * 0.8, mix(k, bz_acc_hot(), 0.7), hot) var wcol = mix(off_c, on_c, on) wcol = wcol + g3(0.06 * (1.0 - smoothstep(0.0, 0.4, wt))) wcol = mix(wcol, vec3(0.16, 0.15, 0.14), self.disabled * 0.6) let wa = Finish.cover(wd, px) out = Finish.over(out, vec4(wcol * wa, wa)) // the lit window's light on the floor round it let ha = 0.35 * on * exp(-max(wd, 0.0) / (1.4 * px)) * (1.0 - wa) * step(0.0, wd) * (1.0 - fm) out = Finish.over(out, vec4(k * ha, ha)) // the block's shadow: contact and a short soft layer let sd = Finish.drop(p, bc, bh, 1.5, vec2(0.7, 1.2), 1.2) * 0.45 * live out = Finish.over(out, vec4(ink * sd, sd)) let bd = bz_rbox(p, bc, bh, 2.0) // a brass cylinder across the width, knurled with fine ridges let u = clamp((p.x - (bc.x - bh.x)) / bw, 0.0, 1.0) let cyl = sin(u * PI) var bl = 0.26 + 0.52 * cyl * cyl + 0.10 * smoothstep(0.2, 0.4, u) * (1.0 - smoothstep(0.4, 0.6, u)) let ridge = step(0.5, fract((p.x + o.x) / (2.0 * px))) bl = bl + (ridge - 0.5) * 0.12 * step(0.12, u) * step(u, 0.88) let bv = clamp((p.y - (bc.y - bh.y)) / max(2.0 * bh.y, 1.0), 0.0, 1.0) bl = bl * mix(1.08, 0.82, bv) + 0.11 * hov - 0.06 * self.down * live var face = bz_brass(bl) face = mix(face, vec3(0.30, 0.28, 0.25), self.disabled * 0.75) let bt = p.y - (bc.y - bh.y) face = mix(face, bz_brass(0.9), step(0.0, bt) * step(bt, px - 0.01) * live * 0.7) face = mix(face, bz_edge(), Finish.band(bd, 0.0, px, px) * mix(0.5, 0.9, smoothstep(-0.5, 0.5, p.y - bc.y))) let ba = Finish.cover(bd, px) out = Finish.over(out, vec4(face * ba, ba)) return Finish.over(out, bz_focus(d, px, self.focus * live)) } // --------------------------------------------------------------------------- // RADIOS. A round window in a brass bezel; the chosen one is a steel blue // jewel lamp, white-hot at its centre. mod.widgets.RadioButtonFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 7.0 bottom: 7.0} mod.widgets.RadioButtonFlat.label_walk.margin = mod.turtle.Inset{left: 22.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.RadioButtonFlat.draw_bg.size = uniform(14.0) mod.widgets.RadioButtonFlat.min_height = 28.0 mod.widgets.RadioButtonFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let sz = self.size let kf = bz_fit(vec2(2.0 + sz * 0.5, self.rect_size.y * 0.5), o, sz * 0.5, px) let c = kf.xy let rad = kf.z let h = vec2(rad, rad) let live = 1.0 - self.disabled let hov = self.hover * live * (1.0 - self.down) let q = p - c let d = length(q) - rad let fw = 3.0 * px let t = clamp((p.y - (c.y - rad + fw)) / max(2.0 * (rad - fw), 1.0), 0.0, 1.0) var col = bz_glass(t, 0.0) + g3(0.06 * hov - 0.03 * self.down * live) col = col + g3(0.07 * (1.0 - smoothstep(0.05, 0.4, t))) col = mix(col, vec3(0.20, 0.18, 0.16), self.disabled * 0.7) // the brass bezel let g = q / max(length(q), 0.001) var bl = bz_frame_l(d, g, fw) + 0.14 * hov var bcol = mix(bz_brass(bl), vec3(0.34, 0.31, 0.27), self.disabled * 0.7) bcol = mix(bcol, bz_edge(), Finish.band(d, 0.0, px, px) * 0.8) let fm = 1.0 - Finish.cover(d + fw, px) col = mix(col, bcol, fm) col = mix(col, bz_edge(), Finish.band(d + fw, -px, 0.0, px) * 0.7) let a = Finish.cover(d, px) var out = vec4(0.0, 0.0, 0.0, 0.0) let ink = bz_shadow_ink() let sh = Finish.drop(p, c, h, rad, vec2(0.3, 1.0), 1.0) * 0.5 out = Finish.over(out, vec4(ink * sh, sh)) out = Finish.over(out, vec4(col * a, a)) let bead = bz_bead(p, c, rad - fw - 0.5 * px, px, mix(bz_acc(), vec3(0.30, 0.30, 0.32), self.disabled), live) out = Finish.over(out, vec4(bead.rgb * self.active, bead.a * self.active)) return Finish.over(out, bz_focus(d, px, self.focus * live)) } // Radio tabs: brass caps; the chosen one is pushed in, dark, its legend lit // blue over a small lamp. let bz_pushed = fn(p: vec2, lo: vec2, hi: vec2, o: vec2, px: float, lamp: float) -> vec4 { let inside = step(lo.x, p.x) * (1.0 - step(hi.x, p.x)) * step(lo.y, p.y) * (1.0 - step(hi.y, p.y)) let t = clamp((p.y - lo.y) / max(hi.y - lo.y, 1.0), 0.0, 1.0) var col = mix(vec3(0.106, 0.098, 0.086), vec3(0.086, 0.078, 0.067), t) col = col + g3(bz_grain((p + o) / px, 0.008)) let top = exp(-max(p.y - lo.y, 0.0) / (2.4 * px)) let wl = 0.8 * exp(-max(p.x - lo.x, 0.0) / (1.5 * px)) let wr = 0.8 * exp(-max(hi.x - px - p.x, 0.0) / (1.5 * px)) let foot = 0.4 * step(hi.y - px, p.y) let dk = 1.0 - (1.0 - top) * (1.0 - wl) * (1.0 - wr) * (1.0 - foot) col = mix(col, vec3(0.012, 0.008, 0.004), clamp(dk, 0.0, 1.0)) // the lamp's light pooling on the floor let k = bz_acc() let lc = vec2(Finish.snap(o.x + (lo.x + hi.x) * 0.5, px) - o.x, Finish.snap(o.y + hi.y, px) - o.y - 5.0 * px) let qq = vec2((p.x - lc.x) / max((hi.x - lo.x) * 0.26, 1.0), (p.y - lc.y) / 3.4) let pool = exp(-dot(qq, qq)) * 0.22 * (1.0 - 0.6 * top) * lamp col = mix(col, k * 0.85, pool) var res = vec4(col, 1.0) * inside let ld = bz_rbox(p, lc, vec2(7.0 * px, px), px) let la = Finish.cover(ld, px) * lamp let hot = mix(mix(k, vec3(1.0, 1.0, 1.0), 0.7), mix(k, vec3(1.0, 1.0, 1.0), 0.25), step(lc.y, p.y)) let near = 0.42 * exp(-max(ld, 0.0) / (1.1 * px)) + 0.14 * exp(-max(ld, 0.0) / (3.0 * px)) let ha = clamp(near, 0.0, 1.0) * (1.0 - Finish.cover(ld, px)) * step(0.0, ld) * lamp res = Finish.over(res, vec4(k * ha, ha) * inside) res = Finish.over(res, vec4(hot * la, la) * inside) return res } mod.widgets.RadioButtonTabFlat.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 7.0 bottom: 7.0} mod.widgets.RadioButtonTabFlat.min_height = 28.0 mod.widgets.RadioButtonTabFlat.label_walk.margin = mod.turtle.Inset{left: 0.0 right: 0.0 top: 0.0 bottom: 0.0} mod.widgets.RadioButtonTabFlat.clip_x = false mod.widgets.RadioButtonTabFlat.clip_y = false mod.widgets.RadioButtonTabFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.RadioButtonTabFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let size = self.rect_size let o = self.rect_pos let live = 1.0 - self.disabled let on = self.active var out = bz_button(self.pos, size, o, px, self.hover * (1.0 - on), self.down * (1.0 - on), 0.0, self.disabled, 0.0, 0.0, 2.0, 9.0, m) let pf = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let flo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let fhi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let fd = bz_rbox(pf, (flo + fhi) * 0.5, (fhi - flo) * 0.5, 2.0) // focus: the frame's inner edge in the accent, inside the box (a ring // outside it is cut by a row that clips) let fk = Finish.band(fd, 4.0 * px, 5.0 * px, px) * 0.9 * self.focus * live * (1.0 - on) out = Finish.over(out, vec4(bz_acc() * fk, fk)) if on > 0.001 { let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o // the frame stays; the cap inside it is pushed in let well = bz_pushed(p, lo + vec2(3.0 * px, 3.0 * px), hi - vec2(3.0 * px, 3.0 * px), o, px, live) out = Finish.over(out, well * on) let fk2 = Finish.band(fd, 3.0 * px, 4.0 * px, px) * 0.9 * self.focus * live out = Finish.over(out, vec4(bz_acc() * fk2, fk2) * on) } return out } mod.widgets.RadioButtonTabFlat.draw_text.text_style = mod.theme.font_regular{font_size: 8.25} mod.widgets.RadioButtonTabFlat.draw_text.color = #261a0a mod.widgets.RadioButtonTabFlat.draw_text.color_hover = #160f05 mod.widgets.RadioButtonTabFlat.draw_text.color_down = #1f1508 mod.widgets.RadioButtonTabFlat.draw_text.color_focus = #261a0a mod.widgets.RadioButtonTabFlat.draw_text.color_active = #9ccbf2 mod.widgets.RadioButtonTabFlat.draw_text.color_disabled = #7a7060 // --------------------------------------------------------------------------- // SLIDERS. An engraved groove in the plate, the value a polished brass // inlay inside it, and a brass gear wheel for the thumb: teeth, a rim, // spokes with open windows, a domed hub that lights blue while the thumb is // held or focused. mod.widgets.SliderMinimal.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SliderMinimal.clip_x = false mod.widgets.SliderMinimal.clip_y = false // The groove, `th` tall, and its brass inlay from the start to `fx`. let bz_track = fn(p: vec2, lo: vec2, w: float, th: float, px: float, fx: float, dis: float, hot: float) -> vec4 { let h = vec2(w * 0.5, th * 0.5) let c = lo + h let r = h.y let d = bz_rbox(p, c, h, r) let fill = mix(vec3(0.059, 0.051, 0.043), vec3(0.14, 0.13, 0.12), dis) var col = bz_well(p, c, h, r, px, fill, 1.6) // the inlay: a strip of polished brass inside the groove, lit on top let ih = vec2(h.x - px, h.y - px) let id = bz_rbox(p, c, ih, max(r - px, 0.3)) let inx = step(p.x, fx) let it = clamp((p.y - (c.y - ih.y)) / max(2.0 * ih.y, 0.5), 0.0, 1.0) var inl = bz_brass(mix(0.86, 0.46, it) + 0.06 * hot) inl = mix(inl, vec3(0.28, 0.26, 0.23), dis) col = mix(col, inl, Finish.cover(id, px) * inx) let a = Finish.cover(d, px) let out = bz_lip(p, c, h, r, px, 0.09) return Finish.over(out, vec4(col * a, a)) } // A brass gear wheel of radius `rad` with `teeth` teeth; `spokes` 0 draws a // plain knurled disc. let bz_gear = fn(p: vec2, c: vec2, rad: float, px: float, teeth: float, spokes: float, hover: float, press: float, dis: float, lamp: float) -> vec4 { let q = p - c let r = length(q) let ang = atan2(q.y, q.x) let toothh = max(rad * 0.15, 1.1) let root = rad - toothh let f = fract(ang / (2.0 * PI) * teeth) let tw = smoothstep(0.10, 0.28, f) * (1.0 - smoothstep(0.62, 0.80, f)) let edge_r = mix(root, rad, tw) let d = r - edge_r var out = vec4(0.0, 0.0, 0.0, 0.0) let cast = Finish.drop(p, c, vec2(rad, rad), rad, vec2(0.7, 1.5), 1.3) * 0.55 * mix(1.0, 0.4, dis) out = Finish.over(out, vec4(bz_shadow_ink() * cast, cast)) let n = q / max(r, 0.001) let facing = -0.92 * n.y - 0.38 * n.x let lift = 0.06 * hover - 0.06 * press // teeth and rim: a bead lit from the top left let rimw = max(rad * 0.2, 1.4) let inner_r = root - rimw let rt = clamp((r - inner_r) / max(rad - inner_r, 0.001), 0.0, 1.0) var l = 0.56 + 0.26 * facing * (2.0 * rt - 0.6) + 0.08 * facing + lift let s = (rt - 0.45) / 0.22 l = l + 0.16 * exp(-s * s) * max(facing, 0.0) // the web: spokes, and dark windows between them let hub_r = rad * 0.30 let da = (fract(ang / (2.0 * PI) * max(spokes, 1.0) + 0.5) - 0.5) * 2.0 * PI / max(spokes, 1.0) let sd = abs(r * sin(da)) - max(rad * 0.09, 0.6) let web = 1.0 - step(inner_r, r) let win = web * step(hub_r, r) * Finish.cover(-sd, px) * step(0.5, spokes) // a plain disc: a spun face inside the rim let spun = 0.50 + 0.18 * (-n.y) + 0.10 * cos(2.0 * ang + 0.3) + lift l = mix(l, mix(spun, 0.62 + 0.14 * facing + lift, step(0.5, spokes)), web) // the hub: a dome let hq = q / max(hub_r, 0.001) let hub = 1.0 - step(hub_r, r) let dome = 0.55 - 0.3 * hq.y - 0.1 * hq.x + 0.3 * exp(-dot(hq + vec2(0.35, 0.45), hq + vec2(0.35, 0.45)) * 3.0) + lift l = mix(l, dome, hub * step(0.5, spokes)) var col = bz_brass(l) col = mix(col, vec3(0.031, 0.024, 0.016), win * 0.92) // dark lines at the rim's inner edge and round the hub col = mix(col, bz_edge(), Finish.band(r - inner_r, -px, 0.0, px) * 0.6 * step(0.5, spokes)) col = mix(col, bz_edge(), Finish.band(r - hub_r, 0.0, px, px) * 0.5 * step(0.5, spokes)) col = mix(col, bz_edge(), Finish.band(d, 0.0, px, px) * 0.7) col = mix(col, mix(g3(0.30), col * 0.5, 0.4), dis) let a = Finish.cover(d, px) out = Finish.over(out, vec4(col * a, a)) // the lit hub jewel let jewel = bz_bead(p, c, max(hub_r * 0.75, 1.2), px, bz_acc(), 1.0) return Finish.over(out, jewel * lamp) } mod.widgets.SliderFlat.height = 40.0 mod.widgets.SliderFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled // the gear fills what the label band leaves, 12 to 20 points across let tr = clamp((size.y - self.label_size) * 0.5 - 1.0, 6.0, 10.0) let cy = size.y - tr - 1.0 let th = 6.0 * px let top = Finish.snap(o.y + cy, px) - o.y - 3.0 * px let x0 = Finish.snap(o.x + 1.0, px) - o.x let w = Finish.snap(o.x + size.x - 1.0, px) - o.x - x0 let kx = x0 + tr + self.slide_pos * (w - 2.0 * tr) let hot = max(self.hover, self.drag) * live var out = bz_track(p, vec2(x0, top), w, th, px, kx, self.disabled, hot) let kf = bz_fit(vec2(kx, top + th * 0.5), o, tr, px) out = Finish.over(out, bz_gear(p, kf.xy, kf.z, px, 15.0, 6.0, self.hover * live, self.drag * live, self.disabled, max(self.focus, self.drag) * live)) return Finish.over(out, bz_focus(length(p - kf.xy) - kf.z, px, self.focus * live)) } // The minimal slider: a hairline groove, the brass thread in it and a small // knurled brass cap. mod.widgets.SliderMinimal.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let cy = Finish.snap(o.y + size.y - 5.0, px) - o.y let tr = mix(4.5, 5.0, max(self.hover, self.drag)) let kx = tr + self.slide_pos * (size.x - 2.0 * tr) let inx = step(0.0, p.x) * step(p.x, size.x) let dark = step(cy - 2.0 * px, p.y) * step(p.y, cy) * inx let light = step(cy, p.y) * step(p.y, cy + px) * inx * 0.08 let lit = step(p.x, kx) * dark var out = vec4(light, light, light, light) let g = mix(vec3(0.047, 0.039, 0.031), mix(bz_brass(0.72), vec3(0.3, 0.28, 0.25), self.disabled), lit) out = Finish.over(out, vec4(g * dark, dark)) let kf = bz_fit(vec2(kx, cy - px), o, tr, px) out = Finish.over(out, bz_gear(p, kf.xy, kf.z, px, 12.0, 0.0, self.hover * live, self.drag * live, self.disabled, 0.0)) return Finish.over(out, bz_focus(length(p - kf.xy) - kf.z, px, self.focus * live)) } mod.widgets.SliderMinimal.text_input.draw_text.text_style = mod.theme.font_regular{font_size: 7.5} // The round slider: a pill well beside its label, the brass inlay inside // it and a knurled brass cap riding in the well. mod.widgets.SliderRoundFlat.height = 16.0 mod.widgets.SliderRoundFlat.text_input.margin = mod.turtle.Inset{left: 0.0 right: 8.0 top: 0.0 bottom: 0.0} mod.widgets.SliderRoundFlat.text_input.min_height = 0.0 mod.widgets.SliderRoundFlat.text_input.padding = mod.turtle.Inset{left: 0.0 right: 0.0 top: 0.0 bottom: 0.0} mod.widgets.SliderRoundFlat.text_input.draw_text.text_style = mod.theme.font_regular{font_size: 7.5} mod.widgets.SliderRoundFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let x0 = Finish.snap(o.x + self.label_size, px) - o.x let y0 = Finish.snap(o.y, px) - o.y let hi = vec2(Finish.snap(o.x + size.x, px) - o.x, Finish.snap(o.y + size.y, px) - o.y - px) let h = (hi - vec2(x0, y0)) * 0.5 let c = vec2(x0, y0) + h let r = h.y let d = bz_rbox(p, c, h, r) let fill = mix(vec3(0.071, 0.063, 0.055), vec3(0.14, 0.13, 0.12), self.disabled) + g3(0.018 * self.hover * live) var col = bz_well(p, c, h, r, px, fill, 2.2) let cr = h.y - 2.0 * px let kx = x0 + 2.0 * px + cr + self.slide_pos * (2.0 * h.x - 4.0 * px - 2.0 * cr) // the inlay, four device pixels at the well's middle let mid = Finish.snap(o.y + c.y, px) - o.y let ib = bz_rbox(p, vec2((x0 + 3.0 * px + kx) * 0.5, mid), vec2(max((kx - x0 - 3.0 * px) * 0.5, 0.0), 2.0 * px), px) let it = clamp((p.y - (mid - 2.0 * px)) / (4.0 * px), 0.0, 1.0) var inl = bz_brass(mix(0.86, 0.46, it)) inl = mix(inl, vec3(0.28, 0.26, 0.23), self.disabled) col = mix(col, inl, Finish.cover(ib, px)) let a = Finish.cover(d, px) var out = bz_lip(p, c, h, r, px, 0.08) out = Finish.over(out, vec4(col * a, a)) let kf = bz_fit(vec2(kx, c.y), o, cr, px) out = Finish.over(out, bz_gear(p, kf.xy, kf.z, px, 12.0, 0.0, self.hover * live, self.drag * live, self.disabled, 0.0)) return Finish.over(out, bz_focus(d, px, self.focus * live)) } // --------------------------------------------------------------------------- // KNOBS. A knurled brass cap: a serrated edge, a spun brass face bright at // its centre, an engraved pointer. Round it an engraved scale; the ticks up // to the value are polished brass, the rest cut dark into the plate. let bz_knob = fn(p: vec2, c: vec2, rad: float, px: float, val: float, gap: float, hover: float, press: float, dis: float) -> vec4 { let dia = rad * 2.0 let q = p - c let r = length(q) let ang = atan2(q.y, q.x) var out = vec4(0.0, 0.0, 0.0, 0.0) let cast = Finish.drop(p, c, vec2(rad, rad), rad, vec2(dia * 0.06, dia * 0.09), dia * 0.07) * 0.6 * mix(1.0, 0.4, dis) out = Finish.over(out, vec4(bz_shadow_ink() * cast, cast)) // serrations: one tooth per 1.7 points of circumference let nt = floor(2.0 * PI * rad / 1.7) let kn = 0.5 + 0.5 * cos(ang * nt) let d = r - (rad - 0.45 * (1.0 - kn)) let n = q / max(r, 0.001) let facing = -0.92 * n.y - 0.38 * n.x let lift = 0.05 * hover - 0.05 * press let kw = max(rad * 0.21, 2.0) let fr = rad - kw // the knurled band: ridges catching the light var l = 0.44 + 0.22 * facing + 0.22 * (kn - 0.5) * (0.6 + 0.4 * max(facing, 0.0)) + lift // the face: spun brass, a bowtie sheen and a bright centre let spin = cos(2.0 * (ang + 1.35)) let rr = r / max(fr, 0.001) var fl = 0.48 + 0.17 * spin * (0.3 + 0.7 * rr) + 0.22 * (1.0 - rr * rr) + 0.10 * facing + lift let on_face = Finish.cover(r - fr, px) l = mix(l, fl, on_face) // a chamfer ring between band and face l = l + 0.22 * Finish.band(r - fr, 0.0, 1.5 * px, px) * (0.4 + 0.6 * max(facing, 0.0)) l = l - 0.18 * Finish.band(r - fr, -px, 0.0, px) var col = bz_brass(l) col = mix(col, bz_edge(), Finish.band(d, 0.0, px, px) * 0.6) // the pointer, engraved: a dark line with a light line under it let pang = gap * 0.5 + (2.0 * PI - gap) * val let dir = vec2(-sin(pang), cos(pang)) let pa = c + dir * fr * 0.52 let pb = c + dir * fr * 0.90 let pw = max(dia * 0.02, 0.6) let pl = bz_seg(p, pa, pb) - pw let pl_lit = bz_seg(p - vec2(0.0, px), pa, pb) - pw col = mix(col, bz_brass(0.95), Finish.cover(pl_lit, px) * 0.5 * (1.0 - dis)) col = mix(col, vec3(0.110, 0.075, 0.035), Finish.cover(pl, px)) col = mix(col, mix(g3(0.32), col * 0.5, 0.4), dis) let a = Finish.cover(d, px) return Finish.over(out, vec4(col * a, a)) } // The scale round a knob: `n` steps between `r0` and `r1`, majors every // fifth reaching further in. let bz_scale = fn(p: vec2, c: vec2, r0: float, r1: float, px: float, val: float, gap: float, n: float, dis: float, hot: float) -> vec4 { let start = gap * 0.5 let sweep = 2.0 * PI - gap let q = p - c var ang = atan2(-q.x, q.y) if ang < 0.0 { ang = ang + 2.0 * PI } let r = length(q) let k = (ang - start) / sweep * n let ki = clamp(floor(k + 0.5), 0.0, n) let da = (k - ki) * sweep / n * r let major = 1.0 - step(0.1, abs(fract(ki / 5.0 + 0.5) - 0.5)) let rin = mix(r0 + (r1 - r0) * 0.45, r0, major) let inr = step(rin, r) * step(r, r1) let wid = mix(0.5 * px, 0.8 * px, major) let tk = (1.0 - smoothstep(wid - 0.3 * px, wid + 0.3 * px, abs(da))) * inr let lit = step(ki / n, val + 0.0001) * (1.0 - dis) let col = mix(vec3(0.035, 0.027, 0.020), bz_brass(0.86 + 0.06 * hot), lit) let a = tk * mix(0.75, 1.0, lit) // the light lip beside an engraved tick let lip = (1.0 - smoothstep(wid - 0.3 * px, wid + 0.3 * px, abs(da - px))) * inr * 0.07 * (1.0 - lit) * step(0.0, da) return Finish.over(vec4(lip, lip * 0.95, lip * 0.85, lip), vec4(col * a, a)) } mod.widgets.RotaryKnob.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let dia = min(size.x, size.y) let rr = dia * 0.5 let c = vec2(Finish.snap(o.x + size.x * 0.5, px) - o.x, Finish.snap(o.y + size.y - rr, px) - o.y) let gap = self.gap * PI / 180.0 let rad = floor(rr * 0.74 / px) * px let hot = max(self.hover, self.drag) * live var out = bz_scale(p, c, rad + 1.5, rr - 0.2, px, self.slide_pos, gap, 20.0, self.disabled, hot) out = Finish.over(out, bz_knob(p, c, rad, px, self.slide_pos, gap, max(self.hover, self.focus) * live, self.drag * live, self.disabled)) return Finish.over(out, bz_focus(length(p - c) - rad, px, self.focus * live)) } // The dial is a pressure gauge: a bevelled brass bezel held by four screws, // a cream face with its scale and a red end zone, a black needle on a // brass hub, a crescent of light on the glass. let bz_gauge = fn(p: vec2, c: vec2, rad: float, px: float, val: float, gap: float, hover: float, press: float, dis: float) -> vec4 { let q = p - c let r = length(q) let d = r - rad var out = vec4(0.0, 0.0, 0.0, 0.0) let cast = Finish.drop(p, c, vec2(rad, rad), rad, vec2(rad * 0.08, rad * 0.14), rad * 0.12) * 0.6 out = Finish.over(out, vec4(bz_shadow_ink() * cast, cast)) let bw = max(rad * 0.15, 3.0) let fr = rad - bw let n = q / max(r, 0.001) // the bezel var bl = bz_frame_l(d, n, bw) + 0.05 * hover var col = bz_brass(bl) col = mix(col, bz_edge(), Finish.band(d, 0.0, px, px) * 0.8) // the face let rn = r / max(fr, 0.001) var face = mix(vec3(0.925, 0.886, 0.784), vec3(0.769, 0.722, 0.620), smoothstep(0.3, 1.0, rn)) face = face + g3((Finish.fbm((p) * 0.35) - 0.5) * 0.05) // the bezel's shadow over the face's top let sh = exp(-max(fr - r, 0.0) / max(fr * 0.07, 0.5)) * (0.35 + 0.35 * max(-n.y, 0.0)) face = mix(face, vec3(0.20, 0.16, 0.11), sh) // the scale let start = gap * 0.5 let sweep = 2.0 * PI - gap var ang = atan2(-q.x, q.y) if ang < 0.0 { ang = ang + 2.0 * PI } let ns = 20.0 let k = (ang - start) / sweep * ns let ki = clamp(floor(k + 0.5), 0.0, ns) let da = (k - ki) * sweep / ns * r let major = 1.0 - step(0.1, abs(fract(ki / 5.0 + 0.5) - 0.5)) let in_sw = step(start - 0.02, ang) * step(ang, start + sweep + 0.02) let t_in = mix(fr * 0.70, fr * 0.58, major) let tick = (1.0 - smoothstep(mix(0.4, 0.7, major) * px, mix(0.4, 0.7, major) * px + 0.6 * px, abs(da))) * step(t_in, r) * step(r, fr * 0.80) * in_sw let ink = vec3(0.157, 0.118, 0.078) face = mix(face, ink, tick * 0.9) // the scale's arc and the red zone over its last fifth let arc = Finish.band(abs(r - fr * 0.80) - 0.35 * px, -px, 0.0, px) * in_sw face = mix(face, ink, arc * 0.6) let zone = step(start + sweep * 0.8, ang) * step(ang, start + sweep) * step(fr * 0.80, r) * step(r, fr * 0.87) face = mix(face, vec3(0.690, 0.204, 0.141), zone * 0.9) face = mix(face, mix(g3(0.55), face * 0.6, 0.4), dis) let fm = Finish.cover(r - fr, px) col = mix(col, face, fm) col = mix(col, bz_edge(), Finish.band(r - fr, -px, 0.0, px) * 0.8) let a = Finish.cover(d, px) out = Finish.over(out, vec4(col * a, a)) // the four screws on the bezel let sr = bw * 0.26 let sc = normalize(vec2(sign(q.x) + 0.0001, sign(q.y) + 0.0001)) * (rad - bw * 0.5) let sv = bz_rivet(p, c + sc, sr, px, 0.0, -0.05) let slot = Finish.cover(abs(dot(p - c - sc, vec2(0.707, -0.707))) - 0.35 * px, px) * Finish.cover(length(p - c - sc) - sr * 0.75, px) out = Finish.over(out, sv) out = Finish.over(out, vec4(bz_edge() * slot * 0.8, slot * 0.8)) // the needle, with its shadow on the face let pang = start + sweep * val let dir = vec2(-sin(pang), cos(pang)) let na = c - dir * fr * 0.18 let nb = c + dir * fr * 0.76 let tq = clamp(dot(p - na, nb - na) / max(dot(nb - na, nb - na), 0.0001), 0.0, 1.0) let nw = mix(max(fr * 0.045, 0.9), 0.35, tq) let nd = bz_seg(p, na, nb) - nw let nsd = bz_seg(p - vec2(0.7, 1.1), na, nb) - nw let nsh = (1.0 - smoothstep(-0.4, 0.9, nsd)) * 0.3 * fm out = Finish.over(out, vec4(0.0, 0.0, 0.0, nsh)) let nc = mix(vec3(0.071, 0.055, 0.039), vec3(0.30, 0.28, 0.26), dis) let na2 = Finish.cover(nd, px) out = Finish.over(out, vec4(nc * na2, na2)) // the hub let hub = bz_rivet(p, c, max(fr * 0.11, 1.6), px, 0.0, 0.05 * hover) out = Finish.over(out, hub) // the glass: a crescent of light over the upper left let gq = (p - c + vec2(fr * 0.18, fr * 0.22)) / max(fr, 0.001) let glass = (1.0 - smoothstep(0.0, 0.9, length(gq * vec2(1.0, 1.3)))) * 0.10 * fm return Finish.over(out, vec4(glass, glass, glass, glass)) } mod.widgets.RotaryFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled let room = vec2(size.x, size.y - 20.0) let dia = min(room.x, room.y) let rr = dia * 0.5 let c = vec2(Finish.snap(o.x + size.x * 0.5, px) - o.x, Finish.snap(o.y + 20.0 + room.y * 0.5, px) - o.y) let gap = self.gap * PI / 180.0 let rad = floor(rr * 0.92 / px) * px var out = bz_gauge(p, c, rad, px, self.slide_pos, gap, max(self.hover, self.focus) * live, self.drag * live, self.disabled) return Finish.over(out, bz_focus(length(p - c) - rad, px, self.focus * live)) } // The dial's readout: a small dark window, amber digits. mod.widgets.RotaryFlat.text_input.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 3.0 bottom: 3.0} mod.widgets.RotaryFlat.text_input.min_height = 20.0 mod.widgets.RotaryFlat.text_input.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o - vec2(0.0, px) let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, 2.0) var col = bz_well(p, c, h, 2.0, px, vec3(0.071, 0.055, 0.043), 2.4) let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) col = col + g3(0.025 * (1.0 - smoothstep(0.1, 0.35, t)) * step(2.0 * px, p.y - lo.y)) // a thin brass bezel let g = bz_grad(p, c, h, 2.0) let bcol = bz_brass(bz_frame_l(d, g, 2.0 * px) - 0.1) col = mix(col, bcol, 1.0 - Finish.cover(d + 2.0 * px, px)) let a = Finish.cover(d, px) var out = bz_lip(p, c, h, 2.0, px, 0.07) return Finish.over(out, vec4(col * a, a)) } mod.widgets.RotaryFlat.text_input.draw_text.color = #f0a848 mod.widgets.RotaryFlat.text_input.draw_text.color_hover = #f6b85c mod.widgets.RotaryFlat.text_input.draw_text.color_focus = #ffc670 mod.widgets.RotaryFlat.text_input.draw_text.color_empty = #6a4a22 mod.widgets.RotaryFlat.text_input.draw_text.text_style = mod.theme.font_code{font_size: 9.0} // The knob's caption is a scale label: 8 points, tan. mod.widgets.RotaryKnob.draw_text.text_style = mod.theme.font_regular{font_size: 6.0} mod.widgets.RotaryKnob.draw_text.color = #c2b498 // --------------------------------------------------------------------------- // FADERS. A black slot with an iron wall, engraved ticks on one side and a // row of brass studs on the other, polished below the value; the cap is a // brass block with an engraved centre line that lights blue while held. mod.widgets.SliderFader.cap_size = 10.0 mod.widgets.SliderFader.draw_bg.cap_cross = uniform(0.5) mod.widgets.SliderFader.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let live = 1.0 - self.disabled let vert = self.is_vertical let a = mix(p.x, size.y - p.y, vert) let b = mix(p.y, p.x, vert) let along = mix(size.x, size.y, vert) let across = mix(size.y, size.x, vert) let travel = max(along - self.inset_px * 2.0 - self.cap_px, 1.0) let foot = self.inset_px + self.cap_px * 0.5 let mid = floor(across * 0.5 * 1.5) / 1.5 let q = vec2(a, b) // the slot let sw = 3.0 let sh = vec2((along - self.inset_px * 2.0) * 0.5, sw * 0.5) let sc = vec2(self.inset_px + sh.x, mid) let sd = bz_rbox(q, sc, sh, sh.y) let cd0 = bz_rbox(q, sc, vec2(sh.x - 0.5, 0.5), 0.5) var col = mix(vec3(0.200, 0.188, 0.169), vec3(0.20, 0.19, 0.18), self.disabled) col = mix(col, vec3(0.020, 0.016, 0.012), Finish.cover(cd0, px)) let sa = Finish.cover(sd, px) var out = vec4(col * sa, sa) // ticks on the far side: every tenth, a long one at each half let f = (a - foot) / travel * 10.0 let fi = floor(f + 0.5) let da = abs(a - (foot + fi / 10.0 * travel)) let major = 1.0 - step(0.3, abs(fract(fi / 5.0 + 0.5) - 0.5)) let tl = mix(2.5, 4.0, major) let off = b - mid let in_rng = step(-0.5, fi) * step(fi, 10.5) let tk = (1.0 - smoothstep(px * 0.5 - 0.01, px * 0.5 + 0.01, da)) * step(sw * 0.5 + 3.0, off) * step(off, sw * 0.5 + 3.0 + tl) * in_rng out = Finish.over(out, vec4(0.0, 0.0, 0.0, tk * 0.6)) // brass studs on the near side, polished below the value let at = foot + self.slide_pos * travel let dp = 5.0 let di = floor((a - foot) / dp + 0.5) let dc = vec2(foot + di * dp, mid - sw * 0.5 - 4.0) let in_d = step(-0.5, di) * step(foot + di * dp, foot + travel + 0.1) let dot_lit = step(dc.x, at) * live let stud = bz_rivet(q, dc, 1.1, px, 0.0, mix(-0.3, 0.12, dot_lit)) out = Finish.over(out, stud * in_d) // the cap let cap_w = min(max(across * self.cap_cross, 4.0), across) let ch = vec2(self.cap_px * 0.5, cap_w * 0.5) let cc = vec2(at, mid) let cd = bz_rbox(q, cc, ch, 1.5) let down_y = mix(vec2(0.0, 1.0), vec2(-1.0, 0.0), vert) let ink = bz_shadow_ink() let amb = Finish.drop(q, cc, ch, 1.5, down_y * 1.4 + vec2(0.3, 0.0), 1.4) * 0.5 * mix(1.0, 0.3, self.disabled) out = Finish.over(out, vec4(ink * amb, amb)) // the cap in window terms: lit from above, shaded as a bar across let wy = mix(q.y - cc.y, cc.x - q.x, vert) let wh = mix(ch.y, ch.x, vert) let tt = clamp(wy / max(2.0 * wh, 1.0) + 0.5, 0.0, 1.0) var cl0 = mix(0.80, 0.40, tt) + 0.05 * max(self.hover, self.focus) * live - 0.05 * self.drag * live var face = bz_brass(cl0) face = mix(face, vec3(0.30, 0.28, 0.25), self.disabled * 0.75) let cl = 1.0 - smoothstep(px * 0.5 - 0.01, px * 0.5 + 0.01, abs(a - at)) let line = mix(bz_edge(), bz_acc(), self.drag * live) face = mix(face, line, cl * step(abs(b - mid), ch.y - 1.5)) face = mix(face, bz_edge(), Finish.band(cd, 0.0, px, px) * 0.8) let ca = Finish.cover(cd, px) out = Finish.over(out, vec4(face * ca, ca)) return Finish.over(out, bz_focus(cd, px, self.focus * live)) } // --------------------------------------------------------------------------- // TEXT FIELDS. A dark well in a riveted iron frame five device pixels wide: // the frame is a bevelled bead lit from the top left, the rivets run along // its top and bottom; the well's top wall throws its shadow in. Focus lights // the well's mouth blue, inside the box. let bz_field = fn(p: vec2, size: vec2, o: vec2, px: float, hover: float, focus: float, dis: float, r: float) -> vec4 { let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, r) let live = 1.0 - dis let fw = 5.0 * px // the floor: dark under the top wall, rising to the well's own shade let ih = h - vec2(fw, fw) let t = clamp((p.y - (c.y - ih.y)) / max(2.0 * ih.y, 1.0), 0.0, 1.0) let u = clamp(t * 2.0, 0.0, 1.0) let rise = 1.0 - (1.0 - u) * (1.0 - u) var fill = mix(vec3(0.043, 0.039, 0.031), vec3(0.110, 0.106, 0.090), rise) fill = fill + g3(0.03 * hover * live) fill = mix(fill, vec3(0.150, 0.140, 0.125), dis) fill = fill + g3(bz_grain((p + o) / px, 0.006)) var col = bz_well(p, c, ih, max(r - 1.0, 0.5), px, fill, 2.2) let k = bz_acc() let di = bz_rbox(p, c, ih, max(r - 1.0, 0.5)) col = mix(col, k, Finish.band(di, 0.0, px, px) * focus * 0.85) col = mix(col, k * 0.5, Finish.band(di, px, 2.0 * px, px) * focus * 0.35) // the iron frame let g = bz_grad(p, c, h, r) var il = bz_frame_l(d, g, fw) + 0.12 + 0.08 * hover * live - 0.1 * dis var icol = bz_iron(il) icol = icol + g3(bz_grain((p + o) / px, 0.012)) icol = mix(icol, bz_edge(), Finish.band(d, 0.0, px, px) * 0.85) let fm = 1.0 - Finish.cover(d + fw, px) col = mix(col, icol, fm) col = mix(col, bz_edge(), Finish.band(d + fw, -px, 0.0, px) * 0.8) let a = Finish.cover(d, px) var out = vec4(col * a, a) // rivets along the top and bottom runs, about 36 points apart let x0 = lo.x + 5.0 let x1 = hi.x - 5.0 let nr = max(floor((x1 - x0) / 36.0 + 0.5), 1.0) let stp = (x1 - x0) / nr let kx = clamp(floor((p.x - x0) / stp + 0.5), 0.0, nr) let ry = mix(lo.y + fw * 0.5, hi.y - fw * 0.5, step(c.y, p.y)) let rv = bz_rivet(p, vec2(x0 + kx * stp, ry), fw * 0.40, px, 2.0, 0.26 - 0.1 * dis) return Finish.over(out, rv * a) } mod.widgets.TextInputFlat.padding = mod.turtle.Inset{left: 9.0 right: 9.0 top: 4.0 bottom: 4.0} mod.widgets.TextInputFlat.draw_bg.pixel = fn() { // The value field inside a slider or a well draws no box of its own. if self.color.a < 0.01 { return vec4(0.0, 0.0, 0.0, 0.0) } let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, self.focus, self.disabled, 2.0) } mod.widgets.TextInputFlat.draw_text.color = #xe6ddc8 mod.widgets.TextInputFlat.draw_text.color_hover = #xf4ebd8 mod.widgets.TextInputFlat.draw_text.color_focus = #xf4ebd8 mod.widgets.TextInputFlat.draw_text.color_empty = #8a806d mod.widgets.TextInputFlat.draw_text.color_disabled = #7a7060 mod.widgets.TextInputFlat.draw_cursor.color = #x7fb6e8 mod.widgets.NumberField.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, self.focus, self.disabled, 2.0) } mod.widgets.FieldWell.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, self.focus, self.disabled, 2.0) } // The stepper: a brass column set into the well's end, split by an // engraved line, each half with a small stroked chevron. let bz_spin = fn(p: vec2, size: vec2, o: vec2, px: float, hot: float, down: float, dis: float) -> vec4 { let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o + vec2(0.0, 5.0 * px) let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o - vec2(5.0 * px, 5.0 * px) let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, 1.5) let live = 1.0 - dis let upper = step(p.y, c.y) let hh = mix(max(0.0, -hot), max(0.0, hot), upper) * live let dn = mix(max(0.0, -down), max(0.0, down), upper) * live let hw = clamp((p.x - lo.x) / max(2.0 * h.x, 1.0), 0.0, 1.0) let cyl = sin(hw * PI) var l = 0.30 + 0.40 * cyl + 0.06 * hh - 0.18 * dn let tt = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) l = l * mix(1.1, 0.8, tt) var face = bz_brass(l) face = mix(face, vec3(0.30, 0.28, 0.25), dis * 0.75) let mid = Finish.snap(o.y + c.y, px) - o.y face = mix(face, bz_edge(), step(mid - px, p.y) * step(p.y, mid)) face = mix(face, bz_edge(), Finish.band(d, 0.0, px, px) * 0.8) let ink = mix(vec3(0.149, 0.102, 0.039), vec3(0.20, 0.19, 0.17), dis) let cu = vec2(c.x, (lo.y + mid) * 0.5) let cl = vec2(c.x, (mid + hi.y) * 0.5) let chd = min(bz_chevron(p, cu, 5.0, 2.5, 1.0), bz_chevron(p, cl, 5.0, 2.5, 0.0)) - 0.65 face = mix(face, ink, Finish.cover(chd, px)) let a = Finish.cover(d, px) return vec4(face * a, a) } mod.widgets.NumberSpin.width = 16.0 mod.widgets.NumberSpin.draw_text.color = #00000000 mod.widgets.NumberSpin.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_spin(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hot, self.down, self.disabled) } mod.widgets.NumberField.spin_width = 16.0 mod.widgets.NumberField.spin.width = 16.0 mod.widgets.NumberField.spin.draw_text.color = #00000000 mod.widgets.NumberField.spin.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_spin(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hot, self.down, self.disabled) } // --------------------------------------------------------------------------- // DROP-DOWNS. A smoked face in an iron frame with an engraved split 22 // points from its right end and a chevron behind it; open is pressed. mod.widgets.DropDownFlat.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 4.0 bottom: 4.0} mod.widgets.DropDown.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: field_pad_v bottom: field_pad_v} mod.widgets.DropDownFlat.clip_x = false mod.widgets.DropDownFlat.clip_y = false mod.widgets.DropDownFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.DropDownFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, max(self.down * self.hover, self.active), self.focus, self.disabled, 8.0) } mod.widgets.DropDownFlat.draw_text.text_style = mod.theme.font_regular{font_size: 8.25} // The combo box: the riveted well with a brass key at its right end. mod.widgets.ComboBox.padding = mod.turtle.Inset{left: 9.0 right: 28.0 top: field_pad_v bottom: field_pad_v} mod.widgets.ComboBox.input.min_height = 0.0 mod.widgets.ComboBox.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let size = self.rect_size let o = self.rect_pos let live = 1.0 - self.disabled var out = bz_field(p, size, o, px, self.hover, self.focus, self.disabled, 2.0) let kx = Finish.snap(o.x + size.x - 21.0, px) - o.x let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o - vec2(5.0 * px, 5.0 * px) let klo = vec2(kx, Finish.snap(o.y, px) - o.y + 5.0 * px) let kh = (hi - klo) * 0.5 let kc = klo + kh let kd = bz_rbox(p, kc, kh, 1.5) let t = clamp((p.y - klo.y) / max(2.0 * kh.y, 1.0), 0.0, 1.0) let held = self.down * self.hover * live var face = bz_brass(mix(0.72, 0.42, t) + 0.05 * self.hover * live - 0.2 * held) face = mix(face, vec3(0.30, 0.28, 0.25), self.disabled * 0.75) face = mix(face, bz_edge(), Finish.band(kd, 0.0, px, px) * 0.8) let ka = Finish.cover(kd, px) out = Finish.over(out, vec4(face * ka, ka)) let cc = vec2(kc.x, Finish.snap(o.y + kc.y, px) - o.y) let ch = Finish.cover(bz_chevron(p, cc, 6.0, 3.5, 0.0) - 0.65, px) let ink = mix(vec3(0.149, 0.102, 0.039), vec3(0.20, 0.19, 0.17), self.disabled) return Finish.over(out, vec4(ink * ch, ch)) } // --------------------------------------------------------------------------- // SEGMENTS AND TABS. The segmented control is a row of brass caps in one // thin bronze frame; the chosen answer is pushed in, dark, its legend lit // blue over a small lamp, with its neighbours' ends standing over it. The // tab strip is a row of copper caps; the tab in use is pushed in the same // way. let bz_strip = fn(pos: vec2, size: vec2, o: vec2, px: float, m: float) -> vec4 { let p = pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o var face = bz_button(pos, size, o, px, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 2.0, 9.0, m) // Down a column every answer is a cap of its own: where two meet, a // dark row and a lit row. Answers are 28 points tall under this sheet // and start two points in; a strip one answer tall has no join. let sh = 28.0 let n = floor((size.y - 4.0) / sh + 0.5) let col = step(abs(size.y - 4.0 - n * sh), 0.5) * step(1.5, n) let fw = 3.0 * px let inx = step(lo.x + fw, p.x) * (1.0 - step(hi.x - fw, p.x)) let kb = floor((p.y - 2.0) / sh + 0.5) let yb = Finish.snap(o.y + 2.0 + kb * sh, px) - o.y let join = inx * step(0.5, kb) * step(kb, n - 0.5) * col let r_dk = step(yb - px, p.y) * (1.0 - step(yb + px, p.y)) * join let r_lt = step(yb + px, p.y) * (1.0 - step(yb + 2.0 * px, p.y)) * join face = Finish.over(face, vec4(bz_edge() * r_dk, r_dk)) let lt = bz_brass(0.9) face = Finish.over(face, vec4(lt * r_lt * 0.7, r_lt * 0.7)) return face } // The chosen answer: a well the segment's width, from under the strip's // top frame to above its bottom frame, with the neighbours' ends lit over // it. let bz_push_well = fn(p: vec2, size: vec2, o: vec2, px: float) -> vec4 { let x0 = Finish.snap(o.x, px) - o.x let x1 = Finish.snap(o.x + size.x, px) - o.x let y0 = Finish.snap(o.y - 2.0, px) - o.y + 3.0 * px let y1 = Finish.snap(o.y + size.y + 2.0, px) - o.y - 3.0 * px var res = bz_pushed(p, vec2(x0, y0), vec2(x1, y1), o, px, 1.0) let t = clamp((p.y - y0) / max(y1 - y0, 1.0), 0.0, 1.0) let ey = step(y0, p.y) * (1.0 - step(y1, p.y)) let el = step(x0 - px, p.x) * (1.0 - step(x0, p.x)) let er = step(x1, p.x) * (1.0 - step(x1 + px, p.x)) let lit = bz_brass(mix(0.86, 0.5, t)) res = Finish.over(res, vec4(lit, 1.0) * (el + er) * ey) return res } mod.widgets.SegmentedControlFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SegmentedControlFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_strip(self.pos, self.rect_size, self.rect_pos, px, 6.0) } mod.widgets.SegmentedControlFlat.draw_pill.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.SegmentedControlFlat.draw_pill.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) return bz_push_well(p, self.rect_size, self.rect_pos, px) } mod.widgets.SegmentedControlFlat.draw_text.color = #261a0a mod.widgets.SegmentedControlFlat.draw_text_selected.color = #9ccbf2 mod.widgets.SegmentedControlFlat.palette.on_neutral_container = #9ccbf2 // A copper cap for a quiet tab, a pixel in from its neighbours. let bz_copper_cap = fn(p: vec2, size: vec2, o: vec2, px: float, hover: float) -> vec4 { let lo = vec2(Finish.snap(o.x + 1.0, px), Finish.snap(o.y + 1.0, px)) - o let hi = vec2(Finish.snap(o.x + size.x - 1.0, px), Finish.snap(o.y + size.y - 1.0, px)) - o let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, 2.0) let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let q = p + o let br = (Finish.brushed(q, vec2(1.0, 0.0), px * 1.3) - 0.5) * 0.05 var face = bz_copper(mix(0.50, 0.30, t) + br + 0.05 * hover) face = face + g3(bz_grain(q / px, 0.010)) let topw = 1.0 - smoothstep(lo.y + 2.5, lo.y + 3.5, p.y) face = mix(face, bz_copper(0.8), Finish.band(d, px, 2.0 * px, px) * topw * 0.8) face = mix(face, bz_edge(), Finish.band(d, 0.0, px, px) * 0.9) var out = vec4(0.0, 0.0, 0.0, 0.0) let con = Finish.drop(p, c, h, 2.0, vec2(0.0, px), px * 1.2) * 0.6 out = Finish.over(out, vec4(bz_shadow_ink() * con, con)) let a = Finish.cover(d, px) return Finish.over(out, vec4(face * a, a)) } mod.widgets.Tabs.height = 28.0 mod.widgets.Tabs.draw_bg.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } mod.widgets.Tabs.draw_tab.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_copper_cap(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, 0.0) } mod.widgets.Tabs.draw_tab_hover.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) return bz_copper_cap(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, 1.0) } mod.widgets.Tabs.draw_tab_active.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(Finish.snap(o.x + 1.0, px), Finish.snap(o.y + 1.0, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x - 1.0, px), Finish.snap(o.y + self.rect_size.y - 1.0, px)) - o var out = bz_pushed(p, lo, hi, o, px, 1.0) // a thin copper rim round the pushed cap let d = bz_rbox(p, (lo + hi) * 0.5, (hi - lo) * 0.5, 2.0) let rim = Finish.band(d, 0.0, px, px) out = Finish.over(out, vec4(bz_copper(0.35) * rim, rim)) return out } mod.widgets.Tabs.draw_sep.pixel = fn() { return vec4(0.0, 0.0, 0.0, 0.0) } mod.widgets.Tabs.draw_mark.color = #xe3d8c2 mod.widgets.Tabs.draw_mark.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let c = vec2(Finish.snap(o.x + self.rect_size.x * 0.5, px), Finish.snap(o.y + self.rect_size.y * 0.5, px)) - o let a = mix(0.7853981634, 0.0, self.plus) let r = mix(3.6, 4.5, self.plus) let u = vec2(cos(a), sin(a)) * r let v = vec2(-sin(a), cos(a)) * r let dd = min(bz_seg(p, c - u, c + u), bz_seg(p, c - v, c + v)) - mix(0.5, 0.8, self.plus) let k = Finish.cover(dd, px) * self.color.a return vec4(self.color.rgb * k, k) } mod.widgets.Tabs.draw_text.text_style = mod.theme.font_regular{font_size: 8.25} mod.widgets.Tabs.draw_text_active.text_style = mod.theme.font_regular{font_size: 8.25} mod.widgets.Tabs.draw_text.color = #xf0e6d0 mod.widgets.Tabs.draw_text_active.color = #9ccbf2 // --------------------------------------------------------------------------- // PROGRESS. A dark glass tube six points tall; the value is a glowing amber // filament along its middle, white-hot at its core. The unknown value // cannot move (a face runs no clock): still dim dashes. mod.widgets.ProgressBarFlat.height = 6.0 mod.widgets.ProgressBarFlat.draw_bg.thickness = 6.0 mod.widgets.ProgressBarFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let w = self.rect_size.x let th = 9.0 * px let top = Finish.snap(o.y + (self.rect_size.y - th) * 0.5, px) - o.y let bx0 = Finish.snap(o.x, px) - o.x let bx1 = Finish.snap(o.x + w, px) - o.x let h = vec2((bx1 - bx0) * 0.5, th * 0.5) let c = vec2(bx0, top) + h let r = h.y let d = bz_rbox(p, c, h, r) let dis = step(4.5, self.intent) var ink = bz_amber() if self.intent > 0.5 { ink = self.fill_color().rgb } ink = mix(ink, vec3(0.30, 0.28, 0.25), dis) let t = clamp((p.y - top) / th, 0.0, 1.0) var col = bz_well(p, c, h, r, px, vec3(0.106, 0.067, 0.047), 1.4) // the glass: a light line along its top col = col + g3(0.10 * (1.0 - smoothstep(0.12, 0.3, t)) * step(1.5 * px, p.y - top)) let a = Finish.cover(d, px) * self.track var out = bz_lip(p, c, h, r, px, 0.08 * self.track) out = Finish.over(out, vec4(col * a, a)) let span = bx1 - bx0 - 4.0 * px let lx0 = Finish.snap(o.x + bx0 + 2.0 * px + span * self.start, px) - o.x + px * step(0.001, self.start) let lx1 = Finish.snap(o.x + bx0 + 2.0 * px + span * self.end, px) - o.x let xv = Finish.snap(o.x + bx0 + 2.0 * px + span * clamp(self.value, self.start, self.end), px) - o.x var on = step(lx0, p.x) * step(p.x, xv) * step(0.0, self.value) if self.value < 0.0 { let sx = floor((p.x - lx0) / px) on = step(0.0, sx) * step(fract(sx / 16.0), 0.49) * 0.4 * step(p.x, lx1) } // the filament: a hot core row, a coloured body, a soft glow in the tube let cy = c.y let dy = abs(p.y - cy) / px let core = 1.0 - smoothstep(0.4, 0.9, dy) let body = 1.0 - smoothstep(1.2, 1.8, dy) let glow = exp(-dy * 0.6) * 0.45 let fil = mix(ink, mix(ink, vec3(1.0, 0.96, 0.85), 0.65), core) let fa = clamp(max(body, glow), 0.0, 1.0) * on * Finish.cover(d + px, px) out = Finish.over(out, vec4(fil * fa, fa)) return out * self.opacity } // --------------------------------------------------------------------------- // LEVEL METERS. A row of glass tubes: each cell a dark amber glass with its // filament, glowing amber up to -2 dB and red-orange above; unlit cells // keep a trace of their glass. The over lamp is a red bead. mod.widgets.LevelMeter.height = 8.0 mod.widgets.LevelMeterColumn.width = 8.0 mod.widgets.LevelMeter.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let vert = self.vertical let along = mix(self.rect_size.x, self.rect_size.y, vert) let across = mix(self.rect_size.y, self.rect_size.x, vert) let a = mix(p.x, self.rect_size.y - p.y, vert) let b = mix(p.y, p.x, vert) let q = vec2(a, b) let lamp_room = self.lamp * (across + 3.0) let bar = max(4.0, along - lamp_room) let h = vec2(bar * 0.5, across * 0.5 - px * 0.5) let c = h let r = 1.5 let d = bz_rbox(q, c, h, r) let pad = 1.5 * px let span = max(1.0, bar - pad * 2.0) let share = clamp((a - pad) / span, 0.0, 1.0) // cells three points long with a point between, rounded like tubes let pitch = 4.0 let ci = floor((a - pad) / pitch) let cc = vec2(pad + ci * pitch + 1.5, c.y) let cd = bz_rbox(q, cc, vec2(1.5, h.y - pad), 1.2) let in_rng = step(pad, a) * step(a, pad + span) let cell = Finish.cover(cd, px) * in_rng let lit = step(pad + ci * pitch + 1.5, pad + span * self.level) * cell let zone = mix(bz_amber(), vec3(1.0, 0.380, 0.180), step(0.88, share)) var col = bz_well(q, c, h, r, px, vec3(0.063, 0.043, 0.031), 1.2) // the unlit glass and its filament let fil = 1.0 - smoothstep(0.3 * px, 0.8 * px, abs(q.y - c.y)) col = mix(col, vec3(0.165, 0.086, 0.047), cell * 0.8) col = mix(col, vec3(0.30, 0.16, 0.07), cell * fil * 0.6) // lit: amber body, a hot filament let hot = mix(zone, vec3(1.0, 0.95, 0.80), fil * 0.7) col = mix(col, mix(zone * 0.85, hot, fil), lit) if self.hold > 0.002 { let at = pad + span * self.hold let hm = step(abs(a - at), 1.5) * cell col = mix(col, zone, hm) } let ca = Finish.cover(d, px) var out = Finish.over(bz_lip(q, c, h, r, px, 0.07), vec4(col * ca, ca)) if self.lamp > 0.5 { let la = bar + 3.0 + across * 0.5 let lb = across * 0.5 let lc = vec2(mix(la, lb, vert), mix(lb, self.rect_size.y - la, vert)) out = Finish.over(out, bz_bead(p, lc, min(across * 0.5 - px, 3.0), px, vec3(0.918, 0.300, 0.220), step(0.5, self.over))) } return out * self.opacity } // --------------------------------------------------------------------------- // SCROLL BARS. An 8 point iron slot with a 6 point brass thumb, shaded as a // rod; a held thumb shows a blue centre line. mod.widgets.ScrollBar.bar_size = 8.0 mod.widgets.ScrollBar.bar_side_margin = 0.0 mod.widgets.ScrollBar.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let vert = self.is_vertical let a = mix(p.x, p.y, vert) let b = mix(p.y, p.x, vert) let along = mix(self.rect_size.x, self.rect_size.y, vert) let across = mix(self.rect_size.y, self.rect_size.x, vert) let q = vec2(a, b) let sh = vec2(along * 0.5, across * 0.5) let sd = bz_rbox(q, sh, sh, 3.0) let wall = 1.0 - smoothstep(0.0, 2.0, b) var col = mix(vec3(0.090, 0.078, 0.063), vec3(0.031, 0.024, 0.016), wall * 0.8) let sa = Finish.cover(sd, px) var out = vec4(col * sa, sa) let t0 = along * self.norm_scroll let tl = along * self.norm_handle let th = vec2(tl * 0.5 - 1.0, 3.0) let tc = vec2(t0 + tl * 0.5, across * 0.5) let td = bz_rbox(q, tc, th, 3.0) let tt = clamp((b - (tc.y - th.y)) / 6.0, 0.0, 1.0) let cyl = sin(tt * PI) var face = bz_brass(0.30 + 0.45 * cyl * (1.0 - 0.35 * tt) + 0.06 * self.hover) face = mix(face, bz_edge(), Finish.band(td, 0.0, px, px) * 0.7) let cl = (1.0 - smoothstep(px * 0.5 - 0.01, px * 0.5 + 0.01, abs(b - tc.y))) * step(abs(a - tc.x), th.x - 3.0) face = mix(face, bz_acc(), cl * self.drag * 0.8) let ta = Finish.cover(td, px) out = Finish.over(out, vec4(face * ta, ta)) return out * self.opacity } // --------------------------------------------------------------------------- // VIEWS AND PANELS. A raised plate is dark iron, riveted: a soft shadow // outside it, a black edge, a lit top line and a dark foot, a mottled // weathered surface with faint scratches, a domed rivet in each corner and // more along long edges. The inset panel is an iron frame round a sunk // floor, the frame riveted at its corners. let bz_plate = fn(p: vec2, size: vec2, o: vec2, px: float, r: float, sunken: float, alpha: float) -> vec4 { let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, r) let ink = bz_shadow_ink() var out = vec4(0.0, 0.0, 0.0, 0.0) let soft = Finish.drop(p, c, h, r, vec2(0.0, 2.5), 2.6) * 0.5 out = Finish.over(out, vec4(ink * soft, soft)) let con = Finish.drop(p, c, h, r, vec2(0.0, px), px) * 0.6 out = Finish.over(out, vec4(ink * con, con)) let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let q = p + o // weathered iron: a slow mottle, fine grain, faint diagonal scratches let mot = Finish.fbm(q * 0.045) - 0.5 let mot2 = Finish.fbm(q * 0.16 + vec2(17.0, 3.0)) - 0.5 var l = mix(0.64, 0.56, t) + mot * 0.20 + mot2 * 0.08 l = l - 0.10 * smoothstep(0.12, 0.3, mot2) let scr = Finish.brushed(q, normalize(vec2(1.0, 0.18)), px * 1.1) - 0.5 l = l + scr * 0.03 var face = bz_iron(l) + g3(bz_grain(q / px, 0.018)) // the sunken floor: darker, the frame's shadow falling in let fw = 5.0 let ih = h - vec2(fw, fw) let di = bz_rbox(p, c, ih, max(r - 1.0, 0.5)) var floor_c = bz_iron(mix(0.40, 0.34, t) + mot * 0.08) + g3(bz_grain(q / px, 0.014)) let insh = Finish.inset(p, c, ih, max(r - 1.0, 0.5), vec2(0.0, 2.0), 2.6) floor_c = mix(floor_c, vec3(0.020, 0.016, 0.012), clamp(insh, 0.0, 1.0) * 0.8) let infl = Finish.cover(di, px) * sunken face = mix(face, floor_c, infl) face = mix(face, bz_edge(), Finish.band(di, -px, 0.0, px) * 0.7 * sunken) face = mix(face, bz_iron(0.72), Finish.band(di, -2.0 * px, -px, px) * smoothstep(c.y + ih.y - 2.0, c.y + ih.y, p.y) * 0.6 * sunken) // the plate's edge: a lit top line, a dark foot, a black edge let topw = 1.0 - smoothstep(lo.y + r + 0.5, lo.y + r + 1.5, p.y) let low = smoothstep(hi.y - r - 1.5, hi.y - r - 0.5, p.y) face = mix(face, bz_iron(0.86), Finish.band(d, px, 3.0 * px, px) * topw) face = mix(face, bz_iron(0.18), Finish.band(d, px, 2.0 * px, px) * low) face = mix(face, bz_edge(), Finish.band(d, 0.0, px, px)) let a = Finish.cover(d, px) * alpha out = Finish.over(out, vec4(face * a, a)) // rivets: one in each corner, more along each edge about 80 points apart let ins = mix(7.0, fw * 0.5, sunken) let x0 = lo.x + ins let x1 = hi.x - ins let y0 = lo.y + ins let y1 = hi.y - ins let nx = max(floor((x1 - x0) / 80.0 + 0.5), 1.0) let ny = max(floor((y1 - y0) / 80.0 + 0.5), 1.0) let sx = (x1 - x0) / nx let sy = (y1 - y0) / ny // the nearest rivet on the edge ring: snap to the nearer edge let kx = clamp(floor((p.x - x0) / sx + 0.5), 0.0, nx) let ky = clamp(floor((p.y - y0) / sy + 0.5), 0.0, ny) let ex = min(p.x - x0, x1 - p.x) let ey = min(p.y - y0, y1 - p.y) let on_x = step(ey, ex) let rc = mix(vec2(mix(x0, x1, step(c.x, p.x)), y0 + ky * sy), vec2(x0 + kx * sx, mix(y0, y1, step(c.y, p.y))), on_x) let rv = bz_rivet(p, rc, mix(2.4, 1.6, sunken), px, 2.0, 0.18) return Finish.over(out, rv * alpha) } mod.widgets.PanelView.clip_x = false mod.widgets.PanelView.clip_y = false mod.widgets.PanelView.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.PanelView.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) return bz_plate(p, self.rect_size, self.rect_pos, px, 3.0, self.sunken, 1.0) } // The card is the riveted plate too; its palette and shadow numbers from // Rust are not read. mod.widgets.Card.radius = 3.0 mod.widgets.Card.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 8.0 bottom: 8.0} mod.widgets.Card.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) return self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.Card.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let out = bz_plate(p, self.rect_size, self.rect_pos, px, 3.0, 0.0, 1.0) let d = bz_rbox(p, self.rect_size * 0.5, self.rect_size * 0.5, 3.0) let l = Finish.cover(d, px) * (0.03 * self.hover - 0.04 * self.down) return Finish.over(out, vec4(max(l, 0.0), max(l, 0.0), max(l, 0.0), abs(l))) } // The plain rounded view keeps the colours its caller gives it; the edge is // a snapped hairline at the true radius. mod.widgets.RoundedView.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size var fill = self.color if self.color_2.x > -0.5 { fill = mix(self.color, self.color_2, mix(self.pos.y, self.pos.x, self.gradient_fill_horizontal)) } let lo = vec2(self.border_inset.x, self.border_inset.y) let hi = self.rect_size - vec2(self.border_inset.z, self.border_inset.w) let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, max(self.border_radius, 1.0)) var col = fill if self.border_size > 0.0 { col = mix(col, self.border_color, Finish.band(d, 0.0, max(self.border_size, px), px) * self.border_color.a) } let a = Finish.cover(d, px) * col.a return vec4(col.rgb * a, a) } // --------------------------------------------------------------------------- // LISTS. Parchment: every row is a strip of the same aged sheet (its mottle // is laid in window space, so rows join), darkened toward its left and // right edges, ruled with a faint brown line; ink is a dark sepia. The // chosen row is a darker band with a brass bar at its head. let bz_parchment = fn(q: vec2, px: float) -> vec3 { let m1 = Finish.fbm(q * 0.035) - 0.5 let m2 = Finish.fbm(q * 0.11 + vec2(41.0, 7.0)) - 0.5 let fib = Finish.brushed(q, normalize(vec2(1.0, 0.06)), px * 2.0) - 0.5 var col = vec3(0.780, 0.659, 0.443) col = col * (1.0 + m1 * 0.22 + m2 * 0.10 + fib * 0.03) // a stain here and there let st = smoothstep(0.18, 0.30, m1) col = mix(col, vec3(0.62, 0.48, 0.28), st * 0.35) return col + g3(bz_grain(q / px, 0.014)) } mod.widgets.ListItemOne.height = 22.0 mod.widgets.ListItem.padding = mod.turtle.Inset{left: 12.0 right: 8.0 top: 0.0 bottom: 0.0} mod.widgets.ListItem.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let live = 1.0 - self.disabled let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o // the sheet stops 10 points short of the row's right end, clear of the // 8 point scroll bar let x1 = hi.x - 10.0 var col = bz_parchment(p + o, px) // burnt toward the sheet's left and right edges let ex = min(p.x - lo.x, x1 - p.x) col = col * mix(0.62, 1.0, smoothstep(0.0, 14.0, ex)) col = mix(col, vec3(0.30, 0.19, 0.08), (1.0 - smoothstep(0.0, 2.5, ex)) * 0.6) // hover darkens the row a little, press more col = col * (1.0 - 0.06 * self.hover * live - 0.10 * self.down * live) // the chosen row: a darker band with a brass bar at its head let sel = self.selected col = mix(col, col * vec3(0.78, 0.74, 0.68), sel) let bar = step(lo.x + 3.0, p.x) * step(p.x, lo.x + 5.0) * step(lo.y + 3.0, p.y) * step(p.y, hi.y - 3.0) let bt = clamp((p.x - lo.x - 3.0) / 2.0, 0.0, 1.0) col = mix(col, bz_brass(mix(0.85, 0.40, bt)), bar * sel) // the rule under the row let yb = hi.y let rule = step(yb - px, p.y) * step(p.y, yb) col = mix(col, vec3(0.42, 0.30, 0.16), rule * 0.35) let a = step(lo.x, p.x) * step(p.x, x1) return vec4(col * a, a) } mod.widgets.ListItem.draw_text.color = #2b1c0c mod.widgets.ListItem.draw_text_2.color = #4a3620 // The open list of a drop-down: an iron sheet; the row under the pointer // becomes a well with a blue bar at its head, the chosen row carries a // small blue jewel. mod.widgets.PopupMenuFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let c = self.rect_size * 0.5 let d = bz_rbox(p, c, c, 3.0) let t = clamp(self.pos.y, 0.0, 1.0) let q = p + o var face = bz_iron(mix(0.56, 0.48, t) + (Finish.fbm(q * 0.05) - 0.5) * 0.08) + g3(bz_grain(q / px, 0.014)) face = mix(face, bz_iron(0.8), Finish.band(d, px, 2.0 * px, px) * (1.0 - smoothstep(3.0, 4.0, p.y))) face = mix(face, bz_edge(), Finish.band(d, 0.0, px, px)) let a = Finish.cover(d, px) return vec4(face * a, a) } mod.widgets.PopupMenuItem.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let c = self.rect_size * 0.5 let h = c - vec2(1.0, 0.5) let d = bz_rbox(p, c, h, 2.0) let live = 1.0 - self.disabled let hv = self.hover * live let col = bz_well(p, c, h, 2.0, px, vec3(0.071, 0.063, 0.055), 2.0) let a = Finish.cover(d, px) * hv var out = vec4(col * a, a) let bar = step(1.0 + px, p.x) * step(p.x, 1.0 + 2.0 * px) * step(4.0, p.y) * step(p.y, self.rect_size.y - 4.0) * hv let k = bz_acc() out = Finish.over(out, vec4(k * bar, bar)) let jw = bz_bead(p, vec2(6.0, c.y), 1.6, px, k, 1.0) return Finish.over(out, jw * self.active) } // The dock's tabs: the bar is a darker strip with an engraved foot; the // tab in use is an iron plate rounded at the top, lit along its top edge. mod.widgets.Tab.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 3.0 bottom: 3.0} mod.widgets.Tab.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y + 2.0, px)) - o let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o + vec2(0.0, 4.0) let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(p, c, h, 3.0) let q = p + o var face = bz_iron(0.56 + (Finish.fbm(q * 0.05) - 0.5) * 0.08) + g3(bz_grain(q / px, 0.012)) face = mix(face, bz_iron(0.82), Finish.band(d, px, 2.0 * px, px) * step(p.y, lo.y + 3.0)) face = mix(face, bz_edge(), Finish.band(d, 0.0, px, px)) let a = Finish.cover(d, px) * self.active let lift = Finish.cover(d, px) * 0.04 * self.hover * (1.0 - self.active) return Finish.over(vec4(lift, lift, lift, lift), vec4(face * a, a)) } mod.widgets.TabBar.draw_fill.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let yb = Finish.snap(self.rect_pos.y + self.rect_size.y, px) - self.rect_pos.y var out = vec4(0.0, 0.0, 0.0, 0.2) let dk = step(yb - 2.0 * px, p.y) * step(p.y, yb - px) * 0.7 let lt = step(yb - px, p.y) * step(p.y, yb) * 0.06 out = Finish.over(out, vec4(0.0, 0.0, 0.0, dk)) return Finish.over(out, vec4(lt, lt, lt, lt)) } // --------------------------------------------------------------------------- // CHIPS AND BADGES. A chip is the 20 point framed face; a chip filled with // a colour is lit in its own colour. A badge is a small dark window with an // amber count. mod.widgets.ChipFlat.size = mod.widgets.ChipSize.Small mod.widgets.Chip.size = mod.widgets.ChipSize.Small mod.widgets.ChipFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 8.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.ChipFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 8.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let ch = min(20.0, self.rect_size.y) let dy = (self.rect_size.y - ch) * 0.5 let sz = vec2(self.rect_size.x, ch) let pp = (p - vec2(0.0, dy) + vec2(m, m)) / (sz + vec2(2.0 * m, 2.0 * m)) let chosen = step(0.08, max(max(self.color.r, self.color.g), self.color.b) - min(min(self.color.r, self.color.g), self.color.b)) * step(0.5, self.color.a) let lw = vec3(0.2126, 0.7152, 0.0722) let pale = step(dot(self.ink.rgb, lw), 0.35) let held = step(0.45, dot(self.color.rgb, lw)) * step(0.5, self.color.a) * (1.0 - pale) * (1.0 - chosen) if max(chosen, pale) < 0.5 { return bz_button(pp, sz, o + vec2(0.0, dy), px, self.hover, max(self.down, held), self.keyed, 0.0, 0.0, 0.0, 2.0, 1.0, m) } let q = p - vec2(0.0, dy) let oo = o + vec2(0.0, dy) let lo = vec2(Finish.snap(oo.x, px), Finish.snap(oo.y, px)) - oo let hi = vec2(Finish.snap(oo.x + sz.x, px), Finish.snap(oo.y + sz.y, px)) - oo let h = (hi - lo) * 0.5 let c = lo + h let d = bz_rbox(q, c, h, 2.0) let t = clamp((q.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0) let yi = q.y - lo.y - 2.0 * px let k = mix(self.color.rgb, bz_brass(0.72), pale * (1.0 - chosen)) var face = mix(k, mix(k, vec3(1.0, 1.0, 1.0), 0.3), smoothstep(0.45, 1.0, t)) face = mix(k * 0.35, face, smoothstep(0.0, 3.0, yi)) face = face * (1.0 + 0.08 * self.hover - 0.12 * self.down) let g = bz_grad(q, c, h, 2.0) let fcol = bz_brass(bz_frame_l(d, g, 2.0 * px) - 0.08) face = mix(face, fcol, 1.0 - Finish.cover(d + 2.0 * px, px)) let ha = 0.25 * chosen * exp(-max(d - px, 0.0) / (0.6 * px)) * step(0.0, d) var out = vec4(k * ha, ha) let a = Finish.cover(d, px) out = Finish.over(out, vec4(face * a, a)) return Finish.over(out, bz_focus(d, px, self.keyed)) } mod.widgets.BadgePalette.neutral = #17130f mod.widgets.BadgePalette.on_neutral = #f0a848 mod.widgets.BadgeFlat.draw_text.text_style = mod.theme.font_bold{font_size: 6.75} mod.widgets.Badge.draw_text.text_style = mod.theme.font_bold{font_size: 6.75} mod.widgets.BadgeFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let o = self.rect_pos let bh = min(16.0, self.rect_size.y) let y0 = Finish.snap(o.y + (self.rect_size.y - bh) * 0.5, px) - o.y let lo = vec2(Finish.snap(o.x, px) - o.x, y0) let hi = vec2(Finish.snap(o.x + self.rect_size.x, px) - o.x, Finish.snap(o.y + y0 + bh, px) - o.y - px) let h = (hi - lo) * 0.5 let c = lo + h let r = mix(2.0, h.y, step(self.rect_size.x, self.rect_size.y + 0.5) * step(self.rect_size.y, 12.5)) let d = bz_rbox(p, c, h, r) var col = bz_well(p, c, h, r, px, vec3(0.071, 0.055, 0.043), 2.0) let g = bz_grad(p, c, h, r) let bcol = bz_brass(bz_frame_l(d, g, 2.0 * px) - 0.1) col = mix(col, bcol, 1.0 - Finish.cover(d + 2.0 * px, px)) let a = Finish.cover(d, px) * self.color.a var out = bz_lip(p, c, h, r, px, 0.07) return Finish.over(out, vec4(col * a, a)) } // Rules between groups: an engraved line, one dark row over one light row. mod.widgets.Hr.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let y = Finish.snap(self.rect_pos.y + self.rect_size.y * 0.5, px) - self.rect_pos.y let dk = step(y - px, p.y) * (1.0 - step(y, p.y)) * 0.5 let lt = step(y, p.y) * (1.0 - step(y + px, p.y)) * 0.08 return Finish.over(vec4(0.0, 0.0, 0.0, dk), vec4(lt, lt * 0.95, lt * 0.85, lt)) } mod.widgets.Vr.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let x = Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x let dk = step(x - px, p.x) * (1.0 - step(x, p.x)) * 0.5 let lt = step(x, p.x) * (1.0 - step(x + px, p.x)) * 0.08 return Finish.over(vec4(0.0, 0.0, 0.0, dk), vec4(lt, lt * 0.95, lt * 0.85, lt)) } // --------------------------------------------------------------------------- // THE GROUND under everything: brushed dark brown-grey metal, lighter in // the middle and darkening toward the corners, with a slow weathered // mottle, fine horizontal streaks and grain. On it the machine room: an // engraved frame with rivets, engraved scrollwork in the corners and along // the foot, copper pipes along the top, down the right edge and along the // foot, and brass gear wheels half hidden at the corners and edges. Every // piece is placed from the window's edges; the middle stays quiet. // A brass gear wheel lying on the ground, premultiplied with its cast // shadow: `teeth` teeth, `spokes` spokes with open windows between them, // a bossed hub. `rot` turns it (radians). let bzg_gear = fn(p: vec2, c: vec2, rad: float, teeth: float, spokes: float, rot: float, px: float) -> vec4 { let q = p - c let r = length(q) let cast = Finish.drop(p, c, vec2(rad, rad), rad, vec2(2.5, 5.0), 4.0) * 0.62 var out = vec4(bz_shadow_ink() * cast, cast) let ang = atan2(q.y, q.x) + rot let toothh = max(rad * 0.08, 2.2) let root = rad - toothh let f = fract(ang / (2.0 * PI) * teeth) let tw = smoothstep(0.06, 0.20, f) * (1.0 - smoothstep(0.56, 0.70, f)) let d = r - mix(root, rad, tw) let n = q / max(r, 0.001) let lt = vec2(-0.38, -0.92) let facing = dot(n, lt) let rimw = max(rad * 0.11, 2.4) let inner_r = root - rimw let hub_r = max(rad * 0.20, 4.0) let boss_r = hub_r * 1.45 // the rim: a rounded bead lit from the top left let rt = clamp((r - inner_r) / max(root - inner_r, 0.001), 0.0, 1.0) var l = 0.31 + 0.17 * facing * (2.0 * rt - 1.0) + 0.05 * facing let s0 = (rt - 0.55) / 0.2 l = l + 0.12 * exp(-s0 * s0) * max(facing, 0.0) // the teeth: their flanks catch the light, their tops are flat let tooth = smoothstep(root - 0.3, root + 0.3, r) l = mix(l, 0.30 + 0.12 * facing, tooth) // the spokes: round bars from the boss to the rim let ns = max(spokes, 1.0) let da = (fract(ang / (2.0 * PI) * ns + 0.5) - 0.5) * 2.0 * PI / ns let across = r * sin(da) let sw = max(rad * 0.05, 1.3) let sd = abs(across) - sw let tn = vec2(-n.y, n.x) * sign(across) let sl = 0.34 + 0.20 * dot(tn, lt) * clamp(abs(across) / sw, 0.0, 1.0) + 0.05 let inweb = 1.0 - smoothstep(inner_r - 0.3, inner_r + 0.3, r) l = mix(l, sl, inweb) // the boss and the axle: a turned dome with a dark bore let bq = q / max(boss_r, 0.001) let dome = 0.36 - 0.14 * bq.y - 0.06 * bq.x + 0.24 * exp(-dot(bq + vec2(0.35, 0.45), bq + vec2(0.35, 0.45)) * 4.0) let inboss = 1.0 - smoothstep(boss_r - 0.3, boss_r + 0.3, r) l = mix(l, dome, inboss) // wear: a slow mottle over the metal l = l + (Finish.noise(p * 0.21 + c) - 0.5) * 0.10 var col = bz_brass(l) // edges: the outline, the rim's inner edge, the boss and the bore col = mix(col, bz_edge(), Finish.band(d, 0.0, px * 1.5, px) * 0.75) col = mix(col, bz_edge(), Finish.band(r - inner_r, -px, 0.0, px) * 0.55) col = mix(col, bz_edge(), Finish.band(r - boss_r, 0.0, px, px) * 0.6) col = mix(col, bz_edge(), Finish.band(r - hub_r * 0.95, -px, 0.0, px) * 0.45) let bolt = 1.0 - smoothstep(hub_r * 0.42 - 0.4, hub_r * 0.42 + 0.4, r) let bl = 0.40 - 0.35 * (q.y + 0.4 * q.x) / max(hub_r * 0.42, 0.001) col = mix(col, bz_iron(bl + 0.1), bolt) col = mix(col, bz_edge(), Finish.band(r - hub_r * 0.42, 0.0, px, px) * 0.8) // the windows between the spokes are open: the ground shows through let win = inweb * (1.0 - inboss) * smoothstep(-0.4, 0.4, sd) col = mix(col, bz_shadow_ink(), win) let a = Finish.cover(d, px) * (1.0 - win * 0.45) // a shade in the windows' edge so the web reads as thickness let lip = Finish.band(sd, -px * 1.5, 0.0, px) * inweb * (1.0 - inboss) col = mix(col, bz_edge(), lip * 0.5) return Finish.over(out, vec4(col * a, a)) } // The light on a round pipe at `q`, the vector from its axis, radius // `rad`: a cylinder lit from the top left, a hot line off the middle. let bzg_tube = fn(q: vec2, rad: float) -> float { let u = q / max(rad, 0.001) let nz = sqrt(max(1.0 - min(dot(u, u), 1.0), 0.0)) let nrm = vec3(u.x, u.y, nz) let dif = max(dot(nrm, vec3(-0.26, -0.62, 0.74)), 0.0) return 0.08 + 0.46 * dif + 0.46 * pow(dif, 28.0) } // The nearest-axis vectors of pipe parts: a straight run and a quarter bend // (centre `ec`, radius `R`, the quarter where x - ec.x has the sign of sx // and y - ec.y the sign of sy). let bzg_run = fn(p: vec2, a: vec2, b: vec2) -> vec2 { let pa = p - a let ba = b - a let k = clamp(dot(pa, ba) / max(dot(ba, ba), 0.0001), 0.0, 1.0) return pa - ba * k } let bzg_bend = fn(p: vec2, ec: vec2, R: float, sx: float, sy: float) -> vec2 { let v = p - ec let inq = step(0.0, v.x * sx) * step(0.0, v.y * sy) let lv = max(length(v), 0.001) return mix(vec2(1000.0, 1000.0), v - v / lv * R, inq) } let bzg_near = fn(q1: vec2, q2: vec2) -> vec2 { return mix(q1, q2, step(length(q2), length(q1))) } // A copper pipe from its nearest-axis vector, with its shadow on the plate, // premultiplied. let bzg_pipe = fn(q: vec2, rad: float, px: float) -> vec4 { let dq = length(q) - rad let sq = length(q - vec2(2.0, 4.5)) - rad let cast = (1.0 - smoothstep(-3.0, 5.0, sq)) * 0.6 var out = vec4(bz_shadow_ink() * cast, cast) var col = bz_copper(bzg_tube(q, rad)) col = mix(col, bz_edge(), Finish.band(dq, 0.0, px, px) * 0.6) let a = Finish.cover(dq, px) return Finish.over(out, vec4(col * a, a)) } // A brass collar round a pipe: `along` is the distance along the pipe from // the collar's middle, `q` the vector from the axis. let bzg_collar = fn(q: vec2, along: float, rad: float, px: float) -> vec4 { let cr = rad + 2.2 let dq = max(length(q) - cr, abs(along) - 3.4) let sq = max(length(q - vec2(2.0, 4.5)) - cr, abs(along) - 3.4) let cast = (1.0 - smoothstep(-2.0, 4.0, sq)) * 0.35 var out = vec4(bz_shadow_ink() * cast, cast) var l = bzg_tube(q, cr) * 0.9 + 0.03 l = l * (1.0 - 0.4 * smoothstep(2.0, 3.4, abs(along))) * (1.0 - 0.5 * (1.0 - smoothstep(0.2, 0.2 + px, abs(abs(along) - 1.1)))) var col = bz_brass(l) col = mix(col, bz_edge(), Finish.band(dq, 0.0, px, px) * 0.7) let a = Finish.cover(dq, px) return Finish.over(out, vec4(col * a, a)) } // An engraved spiral: signed distance across its stroke, faded out of the // ring r0..r1. Returns (groove, lit wall). let bzg_curl = fn(p: vec2, c: vec2, pitch: float, r0: float, r1: float, flip: float, px: float) -> vec2 { let q = p - c let r = length(q) let ang = atan2(q.y * flip, q.x) let e = (fract(r / pitch - ang / (2.0 * PI) + 0.5) - 0.5) * pitch let w = smoothstep(r0, r0 + 1.5, r) * (1.0 - smoothstep(r1 - 2.5, r1, r)) let dk = 1.0 - smoothstep(0.30, 0.30 + px, abs(e + 0.2)) let li = 1.0 - smoothstep(0.30, 0.30 + px, abs(e - 0.55)) return vec2(dk, li) * w } // An engraved arc of radius R about c between the angles a0..a1 (radians, // atan2 of y, x): (groove, lit wall). let bzg_arc = fn(p: vec2, c: vec2, R: float, a0: float, a1: float, px: float) -> vec2 { let q = p - c let e = length(q) - R let ang = atan2(q.y, q.x) let w = smoothstep(a0, a0 + 0.12, ang) * (1.0 - smoothstep(a1 - 0.12, a1, ang)) let dk = 1.0 - smoothstep(0.30, 0.30 + px, abs(e + 0.2)) let li = 1.0 - smoothstep(0.30, 0.30 + px, abs(e - 0.55)) return vec2(dk, li) * w } // An engraved stroke from its signed distance across: (groove, lit wall). let bzg_line = fn(e: float, px: float) -> vec2 { return vec2(1.0 - smoothstep(0.30, 0.30 + px, abs(e + 0.2)), 1.0 - smoothstep(0.30, 0.30 + px, abs(e - 0.55))) } // An engraved leaf: a lens `2 R` round and `wid` deep, its axis at `ang`, // with a vein down the middle. let bzg_leaf = fn(m: vec2, c: vec2, ang: float, R: float, wid: float, px: float) -> vec2 { let ax = vec2(cos(ang), sin(ang)) let n = vec2(-ax.y, ax.x) * (R - wid) let e = max(length(m - c - n) - R, length(m - c + n) - R) let hl = sqrt(max(R * R - (R - wid) * (R - wid), 0.0)) * 0.8 let vein = bz_seg(m, c - ax * hl, c + ax * hl) return max(bzg_line(e, px), bzg_line(vein, px) * 0.7) } // A vine along an edge: a wave `A + B sin` in from it, with a curl hanging // in from every crest and a leaf from every trough, fading out by 178. let bzg_vine = fn(m: vec2, x0: float, px: float) -> vec2 { let wv = 2.0 * PI / 44.0 let sv = sin(m.x * wv) let cv = cos(m.x * wv) let e = (m.y - (12.0 + 5.0 * sv)) / sqrt(1.0 + 0.51 * cv * cv) var g = bzg_line(e, px) * smoothstep(x0, x0 + 4.0, m.x) * (1.0 - smoothstep(172.0, 178.0, m.x)) if m.y > 2.0 && m.y < 40.0 { g = max(g, bzg_curl(m, vec2(55.0, 26.5), 4.6, 1.0, 11.5, 1.0, px)) g = max(g, bzg_curl(m, vec2(99.0, 25.0), 3.8, 1.0, 9.5, 1.0, px)) g = max(g, bzg_curl(m, vec2(143.0, 23.5), 3.0, 0.8, 7.5, 1.0, px)) // the leaf of the nearest trough (at 33, 77, 121) let lx = clamp(floor((m.x - 33.0) / 44.0 + 0.5), 0.0, 2.0) * 44.0 + 33.0 g = max(g, bzg_leaf(m, vec2(lx + 5.0, 16.0), 1.05, 16.0, 3.2, px)) } return g } // The scrollwork of one corner, in corner space folded about its diagonal // (m.x along the edge, m.y in from it): the vine, a volute in the corner and // a sweep round it. let bzg_scroll = fn(m: vec2, px: float) -> vec2 { var g = bzg_vine(m, 30.0, px) g = max(g, bzg_curl(m, vec2(24.0, 24.0), 5.0, 0.8, 15.5, 1.0, px)) g = max(g, bzg_arc(m, vec2(0.0, 0.0), 52.0, 0.25, 0.8, px)) return g } // RUST. Water stood on the plate and ran off it: rust gathers round the // rivets and the corner screws, along the engraved frame, at the foot and in // the lower corners, runs down in trails from the top row of rivets and the // frame's top line, and lies in a few patches at random, little of it in the // middle where the controls sit. Fixed in window space; no clock. // Run-off trails down from sources `y0` points down, a chance of `prob` in // each cell `cw` points across (the sources at `x0` and every `cw` on): // `lmin`..`lmax` long and `wmax` wide at the source, narrowing and fading as // they run, wandering a little, broken. Under a pixel wide a trail keeps a // pixel and is dimmed by what it lacks of one. let bzr_trails = fn(p: vec2, x0: float, cw: float, y0: float, prob: float, lmin: float, lmax: float, wmax: float, seed: float, px: float) -> float { let cell = floor((p.x - x0) / cw + 0.5) let h1 = Finish.hash(vec2(cell * 1.37 + seed, seed * 0.71 + 3.1)) let h2 = Finish.hash(vec2(cell * 2.11 + 17.3, seed + 41.9)) let dy = p.y - y0 let along = clamp(dy / mix(lmin, lmax, h2), 0.0, 1.0) let xs = x0 + cell * cw + (fract(h1 * 7.31) - 0.5) * cw * 0.15 + (Finish.noise(vec2(p.y * 0.05, cell * 3.7 + seed)) - 0.5) * 2.4 * along let wid = wmax * mix(1.0, 0.25, sqrt(along)) * mix(0.6, 1.0, h2) let we = max(wid, px * 1.25) let dx = abs(p.x - xs) / we let across = exp(-2.5 * dx * dx) * (1.0 - smoothstep(1.2, 1.6, dx)) let fade = (1.0 - along) * (1.0 - along) * smoothstep(-2.0, 2.0, dy) let broken = 0.35 + 0.65 * Finish.noise(vec2(cell * 5.3 + seed, p.y * 0.06)) return across * fade * broken * (wid / we) * step(h1, prob) } // The rust's field: rust lies where `.x` is over the threshold `.y`, the // further over the thicker. `.z` the run-off trails, `.w` the verdigris // round the foot of a few rivets. `fd` the engraved frame's distance. let bzr_field = fn(p: vec2, W: float, H: float, fd: float, px: float) -> vec4 { // patches: a domain-warped fbm, ragged by two finer octaves let q = p * 0.0105 let wq = vec2(Finish.noise(q * 0.7 + vec2(13.1, 7.7)), Finish.noise(q * 0.7 + vec2(3.9, 29.3))) - vec2(0.5, 0.5) var f = Finish.fbm(q + wq * 1.8 + vec2(41.0, 17.0)) f = f + (Finish.noise(p * 0.085 + vec2(5.0, 9.0)) - 0.5) * 0.10 + (Finish.noise(p * 0.29 + vec2(1.0, 3.0)) - 0.5) * 0.05 // where it gathers: toward the edges, the foot more than the top, and // the lower corners most let de = min(min(p.x, W - p.x) * 1.1, min(p.y * 5.0, (H - p.y) * 0.5)) let lc = 1.0 - smoothstep(30.0, 380.0, length(vec2(min(p.x, W - p.x), (H - p.y) * 1.3))) let foot = smoothstep(H * 0.5, H, p.y) let bias = clamp(0.5 * (1.0 - smoothstep(6.0, 130.0, de)) + 0.8 * lc + 0.25 * foot, 0.0, 1.0) let thr = mix(0.70, 0.48, bias) // in the engraved frame, more of it toward the foot f = f + 0.12 * (1.0 - smoothstep(1.0, 8.0, abs(fd + 2.0))) * mix(0.35, 1.0, smoothstep(0.2, 0.95, p.y / max(H, 1.0))) // round the rivets of the top row and the foot, each its own let rc = floor((p.x - 8.0) / 48.0 + 0.5) let rcx = 8.0 + rc * 48.0 let ry = mix(8.0, H - 8.0, step(H * 0.5, p.y)) let rh = Finish.hash(vec2(rc * 17.13 + 3.3, ry * 0.37 + 7.7)) let rin = step(30.0, rcx) * step(rcx, W - 30.0) let rd = length(vec2(p.x - rcx, p.y - ry)) let rr = mix(3.5, 9.0, rh) + (Finish.noise(p * 0.45 + vec2(rc * 3.1, 0.0)) - 0.5) * 2.5 f = f + mix(0.16, 0.36, rh) * mix(0.9, 1.2, step(H * 0.5, p.y)) * (1.0 - smoothstep(rr * 0.45, rr, rd)) * rin // and round the four screws let sd = length(vec2(min(p.x, W - p.x), min(p.y, H - p.y)) - vec2(9.0, 9.0)) f = f + 0.34 * (1.0 - smoothstep(5.0, 15.0, sd + (Finish.noise(p * 0.4) - 0.5) * 4.0)) // the run-off: down from the top row of rivets, and from the frame's top // line between the corners let tr = bzr_trails(p, 8.0, 48.0, 10.0, 0.7, 30.0, 160.0, 5.5, 1.0, px) * rin * (1.0 - step(H * 0.5, p.y)) let tf = bzr_trails(p, 5.0, 16.0, 16.0, 0.16, 20.0, 120.0, 3.6, 2.0, px) * step(26.0, p.x) * step(p.x, W - 26.0) // a ring of verdigris at the foot of one rivet in five let vr = (smoothstep(1.7, 2.3, rd) - smoothstep(2.9, 3.7, rd)) * rin * (1.0 - step(0.2, rh)) return vec4(f, thr, max(tr, tf), vr) } // The rust's colour at thickness `h` 0..1 (0 at its edge): a powdery // orange where it is thin, rust orange, a deep orange-brown, and in places a // dark crust where it is thickest; pitted and granular all through. Matte: // no sheen of the brass is left on it. let bzr_ink = fn(p: vec2, h: float) -> vec3 { let gr = Finish.noise(p * 0.21 + vec2(7.0, 2.0)) - 0.5 let x = clamp(h + gr * 0.25, 0.0, 1.0) var c = mix(vec3(0.753, 0.416, 0.173), vec3(0.643, 0.278, 0.102), smoothstep(0.0, 0.1, x)) c = mix(c, vec3(0.420, 0.184, 0.071), smoothstep(0.08, 0.32, x)) let crust = smoothstep(0.42, 0.7, Finish.noise(p * 0.06 + vec2(23.0, 5.0))) * smoothstep(0.35, 0.75, x) c = mix(c, vec3(0.227, 0.110, 0.055), crust) let pit = smoothstep(0.55, 0.92, Finish.noise(p * 0.42 + vec2(31.0, 11.0))) return c * (1.0 - 0.32 * pit) * (1.0 + gr * 0.25) } mod.widgets.Window.show_bg = true mod.widgets.Window.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let p = self.pos * self.rect_size let size = self.rect_size let W = size.x let H = size.y let t = clamp(p.y / max(H, 1.0), 0.0, 1.0) var col = mix(vec3(0.290, 0.259, 0.220), vec3(0.212, 0.184, 0.157), t) let v = (p / max(size, vec2(1.0, 1.0)) - vec2(0.5, 0.40)) * vec2(1.0, 1.1) let vig = 1.0 - 0.34 * smoothstep(0.22, 0.95, length(v)) col = col * vig let mot = Finish.fbm(p * 0.012) - 0.5 col = col * (1.0 + mot * 0.18) let br = Finish.brushed(p, vec2(1.0, 0.0), px * 1.4) - 0.5 let br2 = Finish.noise(vec2(p.x * 0.004, p.y / px * 0.7)) - 0.5 col = col * (1.0 + br * 0.07 + br2 * 0.04) // the quiet middle: decoration at full strength near the edges and the // foot, fading to a fifth toward the middle of the window let edge = min(min(p.x, W - p.x), min(p.y, (H - p.y) * 0.75)) let k = 1.0 - 0.8 * smoothstep(70.0, 140.0, edge) // the engraved frame, 16 points in let fd = bz_rbox(p, size * 0.5, size * 0.5 - vec2(16.0, 16.0), 10.0) var eng = vec2(1.0 - smoothstep(0.30, 0.30 + px, abs(fd + 0.2)), 1.0 - smoothstep(0.30, 0.30 + px, abs(fd - 0.55))) // a second, finer line 4 points inside it eng = max(eng, vec2(1.0 - smoothstep(0.25, 0.25 + px, abs(fd + 4.2)), 1.0 - smoothstep(0.25, 0.25 + px, abs(fd + 3.45))) * 0.7) // scrollwork in the four corners, 20 points in from the edges let cx = min(p.x, W - p.x) - 20.0 let cy = min(p.y, H - p.y) - 20.0 if cx < 175.0 && cy < 175.0 { let m = vec2(max(cx, cy), min(cx, cy)) eng = max(eng, bzg_scroll(m, px)) } // and a band of scrollwork above the foot's pipes, folded about its // middle both ways, drawn at one and a half times the corners' size let fx = abs(p.x - W * 0.6) / 1.5 let fy = abs(p.y - (H - 88.0)) / 1.5 + 3.0 if fx < 180.0 && fy < 42.0 { var g = bzg_vine(vec2(fx + 22.0, fy), 22.0, px / 1.5) g = max(g, bzg_curl(vec2(fx, fy), vec2(0.0, 3.0), 4.2, 0.8, 16.0, 1.0, px / 1.5)) eng = max(eng, g) } // the rust, lit as the plate is, under the engraving: a pixel's ramp at // its edge from the field's own slope, a faint stain round it, and the // trails; at three fifths in the quiet middle let rf = bzr_field(p, W, H, fd, px) let rg = abs(dFdx(rf.x)) + abs(dFdy(rf.x)) let redge = clamp(0.5 + (rf.x - rf.y) / max(rg, 0.0001), 0.0, 1.0) let rh = smoothstep(rf.y, rf.y + 0.12, rf.x) var ra = max(redge * mix(0.55, 0.95, smoothstep(0.0, 0.5, rh)), smoothstep(rf.y - 0.06, rf.y, rf.x) * 0.2) ra = max(ra, rf.z * 0.75) * mix(0.6, 1.0, k) let rlit = vig * mix(0.9, 0.68, t) * (1.0 + mot * 0.12) col = mix(col, bzr_ink(p, max(rh, rf.z * 0.3)) * rlit, ra) let ek = mix(0.55, 1.0, k) col = col * (1.0 - 0.45 * eng.x * ek) + vec3(0.115, 0.100, 0.078) * eng.y * ek * (1.0 - 0.7 * ra) // verdigris, sparingly: in the engraving just outside the rust, here and // there, and round the foot of a few rivets let vg = eng.x * (1.0 - ra) * smoothstep(rf.y - 0.09, rf.y - 0.02, rf.x) * smoothstep(0.5, 0.68, Finish.noise(p * 0.035 + vec2(61.0, 3.0))) let vcol = mix(vec3(0.247, 0.490, 0.431), vec3(0.369, 0.612, 0.541), Finish.noise(p * 0.3 + vec2(9.0, 4.0))) * rlit col = mix(col, vcol, clamp(vg * 0.55 * ek + rf.w * 0.5, 0.0, 1.0)) col = col + g3(bz_grain(p / px, 0.020) + bz_grain(p / px + vec2(5.3, 1.7), 0.025) * ra) // THE MACHINERY, premultiplied, back to front var dec = vec4(0.0, 0.0, 0.0, 0.0) // rivets on the frame's outside, along the top and the foot, and screws // in the four corners let rp = 48.0 let rxx = (fract((p.x - 8.0) / rp + 0.5) - 0.5) * rp let ryy = mix(p.y - 8.0, p.y - (H - 8.0), step(H * 0.5, p.y)) if abs(ryy) < 5.0 && p.x > 30.0 && p.x < W - 30.0 { let rq = vec2(rxx, ryy) dec = Finish.over(dec, bz_rivet(rq, vec2(0.0, 0.0), 2.0, px, 2.0, 0.0)) } let sq = vec2(min(p.x, W - p.x), min(p.y, H - p.y)) - vec2(9.0, 9.0) if length(sq) < 8.0 { let sv = vec2(mix(p.x - 9.0, p.x - (W - 9.0), step(W * 0.5, p.x)), mix(p.y - 9.0, p.y - (H - 9.0), step(H * 0.5, p.y))) dec = Finish.over(dec, bz_rivet(sv, vec2(0.0, 0.0), 4.0, px, 0.0, -0.05)) let slot = (1.0 - smoothstep(0.45, 0.45 + px, abs(sq.x + sq.y) * 0.7071)) * (1.0 - step(3.2, length(sq))) dec = Finish.over(dec, vec4(bz_edge() * slot * 0.85, slot * 0.85)) } let bx = floor(W * 0.2) + 60.0 let xe = floor(W * 0.55) // the foot: two pipes from behind the left gears, bending down into the // edge if p.y > H - 70.0 && p.x > bx && p.x < xe + 40.0 { let y1 = H - 52.0 let y2 = H - 30.0 let q1 = bzg_near(bzg_near(bzg_run(p, vec2(bx + 60.0, y1), vec2(xe, y1)), bzg_bend(p, vec2(xe, y1 + 16.0), 16.0, 1.0, -1.0)), bzg_run(p, vec2(xe + 16.0, y1 + 16.0), vec2(xe + 16.0, H + 20.0))) let q2 = bzg_near(bzg_near(bzg_run(p, vec2(bx + 60.0, y2), vec2(xe - 10.0, y2)), bzg_bend(p, vec2(xe - 10.0, y2 + 8.0), 8.0, 1.0, -1.0)), bzg_run(p, vec2(xe - 2.0, y2 + 8.0), vec2(xe - 2.0, H + 20.0))) dec = Finish.over(dec, bzg_pipe(q2, 6.0, px)) dec = Finish.over(dec, bzg_collar(q2, p.x - (bx + 130.0), 6.0, px)) dec = Finish.over(dec, bzg_collar(q2, p.x - (xe - 44.0), 6.0, px)) dec = Finish.over(dec, bzg_pipe(q1, 6.5, px)) dec = Finish.over(dec, bzg_collar(q1, p.x - (bx + 130.0), 6.5, px)) dec = Finish.over(dec, bzg_collar(q1, p.x - (xe - 44.0), 6.5, px)) } // the top and the right edge: one pipe along the top that bends down // the right edge let xt = floor(W * 0.64) if p.y < 36.0 && p.x > xt - 10.0 { let qt = bzg_near(bzg_run(p, vec2(xt, 6.0), vec2(W - 26.0, 6.0)), bzg_bend(p, vec2(W - 26.0, 24.0), 18.0, 1.0, -1.0)) // a gear behind the bend dec = Finish.over(dec, bzg_gear(p, vec2(W - 44.0, 30.0), 17.0, 12.0, 5.0, 0.3, px)) dec = Finish.over(dec, bzg_pipe(qt, 4.5, px)) dec = Finish.over(dec, bzg_collar(qt, p.x - xt - 2.0, 4.5, px)) dec = Finish.over(dec, bzg_collar(qt, p.x - (W - 120.0), 4.5, px)) } if p.x > W - 20.0 && p.y > 20.0 { let qr = bzg_near(bzg_run(p, vec2(W - 8.0, 24.0), vec2(W - 8.0, H - 40.0)), bzg_bend(p, vec2(W - 26.0, 24.0), 18.0, 1.0, -1.0)) dec = Finish.over(dec, bzg_pipe(qr, 4.5, px)) dec = Finish.over(dec, bzg_collar(qr, p.y - floor(H * 0.3), 4.5, px)) dec = Finish.over(dec, bzg_collar(qr, p.y - floor(H * 0.8), 4.5, px)) } // gears: the left cluster at the foot if p.y > H - 110.0 && p.x > bx - 100.0 && p.x < bx + 140.0 { dec = Finish.over(dec, bzg_gear(p, vec2(bx - 52.0, H - 50.0), 26.0, 18.0, 5.0, 0.2, px)) dec = Finish.over(dec, bzg_gear(p, vec2(bx, H + 6.0), 58.0, 38.0, 6.0, 0.0, px)) dec = Finish.over(dec, bzg_gear(p, vec2(bx + 76.0, H - 42.0), 36.0, 24.0, 6.0, 0.12, px)) } // the right cluster at the foot, and the corner let rx = floor(W * 0.72) - 24.0 if p.y > H - 80.0 && p.x > rx - 90.0 { dec = Finish.over(dec, bzg_gear(p, vec2(rx, H + 6.0), 42.0, 28.0, 6.0, 0.1, px)) dec = Finish.over(dec, bzg_gear(p, vec2(rx - 52.0, H - 26.0), 21.0, 15.0, 5.0, 0.25, px)) dec = Finish.over(dec, bzg_gear(p, vec2(W - 24.0, H + 10.0), 54.0, 36.0, 6.0, 0.05, px)) } // the right edge, half way down let ry = floor(H * 0.52) if p.x > W - 60.0 && p.y > ry - 60.0 && p.y < ry + 100.0 { dec = Finish.over(dec, bzg_gear(p, vec2(W + 12.0, ry), 46.0, 30.0, 6.0, 0.0, px)) dec = Finish.over(dec, bzg_gear(p, vec2(W - 10.0, ry + 58.0), 24.0, 16.0, 5.0, 0.2, px)) } col = col * (1.0 - dec.a * k) + dec.rgb * k return vec4(col, 1.0) } // NIXIE TUBES. Every readout cell is a tube standing in a blackened brass // rack: a glass envelope rounder at the top than at the foot, dark and // smoky inside, its numerals stacked one behind the other as bent wire // cathodes, a square anode mesh in front of them, and the foot set into a // rail. The lit numeral's light falls off as the inverse of the distance // from its wire: about a device pixel of it at full strength, orange // (1, 0.2, 0) running to a hot core where it is strongest, and a long dim // red fall-off filling the tube. A slow value noise over the window sets // how strongly each part of a numeral glows; the readout has no clock, so // it stands still. The others stand behind it as dark wire, a shadow // through the glow, as strong as the readout's ghost. The mesh is a grid of // single device pixels on the pixel grid that lets a quarter of the light // through its wires. The point is a small glowing ring at the foot of the // cell, the colon a narrow tube with two. Disabled, the tubes are dark with // their wires; a blank cell is a dark tube. Distances in digit heights (the // digit is 0..1 down) unless named otherwise, `px` one device pixel in // them. // A numeral is drawn in a cell 1 wide and 1.5 tall, y up from its foot, as // a few wire strokes: segments (`bz_seg`), rings and arcs. // An arc round `c`, `R` round, from the angle `a0` anticlockwise through // `sw`: the distance to it, or to its nearer end off its sweep. let nx_arc = fn(p: vec2, c: vec2, R: float, a0: float, sw: float) -> float { let d = p - c var df = atan2(d.y, d.x) - (a0 + sw * 0.5) df = df - 6.2831853 * floor((df + 3.14159265) / 6.2831853) let e0 = c + vec2(cos(a0), sin(a0)) * R let e1 = c + vec2(cos(a0 + sw), sin(a0 + sw)) * R let off = min(length(p - e0), length(p - e1)) return mix(off, abs(length(d) - R), step(abs(df), sw * 0.5)) } // A ring round `c`, `R` round: the distance to it. let nx_ring = fn(p: vec2, c: vec2, R: float) -> float { return abs(length(p - c) - R) } // 1 when `a` is the whole number `b`. let nx_is = fn(a: float, b: float) -> float { return 1.0 - step(0.5, abs(a - b)) } // The stack of cathodes, in the numeral's cell: the distance to the lit // numeral `k` (0..9, 10 the minus, -1 none) and to every numeral standing // unlit behind it. let nx_stack = fn(p: vec2, k: float) -> vec2 { var dl = 10.0 var du = 10.0 let d0 = min(min(bz_seg(p, vec2(1.0, 1.0), vec2(1.0, 0.5)), bz_seg(p, vec2(0.0, 1.0), vec2(0.0, 0.5))), min(nx_arc(p, vec2(0.5, 1.0), 0.5, 0.0, 3.142), nx_arc(p, vec2(0.5, 0.5), 0.5, 3.142, 3.142))) let d1 = bz_seg(p, vec2(0.5, 1.5), vec2(0.5, 0.0)) let d2 = min(min(bz_seg(p, vec2(1.0, 0.0), vec2(0.0, 0.0)), bz_seg(p, vec2(0.388, 0.561), vec2(0.806, 0.719))), min(nx_arc(p, vec2(0.5, 1.0), 0.5, 0.0, 3.142), min(nx_arc(p, vec2(0.7, 1.0), 0.3, 5.074, 1.209), nx_arc(p, vec2(0.6, 0.0), 0.6, 1.932, 1.209)))) let d3 = min(min(bz_seg(p, vec2(0.0, 1.5), vec2(1.0, 1.5)), bz_seg(p, vec2(1.0, 1.5), vec2(0.5, 1.0))), nx_arc(p, vec2(0.5, 0.5), 0.5, 3.142, 4.712)) let d4 = min(bz_seg(p, vec2(0.7, 1.5), vec2(0.0, 0.5)), min(bz_seg(p, vec2(0.0, 0.5), vec2(1.0, 0.5)), bz_seg(p, vec2(0.7, 1.2), vec2(0.7, 0.0)))) let d5 = min(min(bz_seg(p, vec2(1.0, 1.5), vec2(0.3, 1.5)), bz_seg(p, vec2(0.3, 1.5), vec2(0.2, 0.9))), nx_arc(p, vec2(0.5, 0.5), 0.5, 3.142, 5.356)) let d6 = min(bz_seg(p, vec2(0.067, 0.75), vec2(0.5, 1.5)), nx_ring(p, vec2(0.5, 0.5), 0.5)) let d7 = min(bz_seg(p, vec2(0.0, 1.5), vec2(1.0, 1.5)), bz_seg(p, vec2(1.0, 1.5), vec2(0.5, 0.0))) let d8 = min(nx_ring(p, vec2(0.5, 0.4), 0.4), nx_ring(p, vec2(0.5, 1.15), 0.35)) let d9 = min(bz_seg(p, vec2(0.933, 0.75), vec2(0.5, 0.0)), nx_ring(p, vec2(0.5, 1.0), 0.5)) dl = min(dl, d0 + 10.0 * (1.0 - nx_is(k, 0.0))) dl = min(dl, d1 + 10.0 * (1.0 - nx_is(k, 1.0))) dl = min(dl, d2 + 10.0 * (1.0 - nx_is(k, 2.0))) dl = min(dl, d3 + 10.0 * (1.0 - nx_is(k, 3.0))) dl = min(dl, d4 + 10.0 * (1.0 - nx_is(k, 4.0))) dl = min(dl, d5 + 10.0 * (1.0 - nx_is(k, 5.0))) dl = min(dl, d6 + 10.0 * (1.0 - nx_is(k, 6.0))) dl = min(dl, d7 + 10.0 * (1.0 - nx_is(k, 7.0))) dl = min(dl, d8 + 10.0 * (1.0 - nx_is(k, 8.0))) dl = min(dl, d9 + 10.0 * (1.0 - nx_is(k, 9.0))) dl = min(dl, bz_seg(p, vec2(0.15, 0.75), vec2(0.85, 0.75)) + 10.0 * (1.0 - nx_is(k, 10.0))) du = min(du, d0 + 10.0 * nx_is(k, 0.0)) du = min(du, d1 + 10.0 * nx_is(k, 1.0)) du = min(du, d2 + 10.0 * nx_is(k, 2.0)) du = min(du, d3 + 10.0 * nx_is(k, 3.0)) du = min(du, d4 + 10.0 * nx_is(k, 4.0)) du = min(du, d5 + 10.0 * nx_is(k, 5.0)) du = min(du, d6 + 10.0 * nx_is(k, 6.0)) du = min(du, d7 + 10.0 * nx_is(k, 7.0)) du = min(du, d8 + 10.0 * nx_is(k, 8.0)) du = min(du, d9 + 10.0 * nx_is(k, 9.0)) return vec2(dl, du) } // The numeral a cell's seven segments spell: 0..9, 10 the minus, -1 for a // blank or anything a nixie cannot show (each digit's mask is its own). let nx_numeral = fn(mask: float) -> float { var k = -1.0 k = mix(k, 0.0, nx_is(mask, 63.0)) k = mix(k, 1.0, nx_is(mask, 6.0)) k = mix(k, 2.0, nx_is(mask, 91.0)) k = mix(k, 3.0, nx_is(mask, 79.0)) k = mix(k, 4.0, nx_is(mask, 102.0)) k = mix(k, 5.0, nx_is(mask, 109.0)) k = mix(k, 6.0, nx_is(mask, 125.0)) k = mix(k, 7.0, nx_is(mask, 7.0)) k = mix(k, 8.0, nx_is(mask, 127.0)) k = mix(k, 9.0, nx_is(mask, 111.0)) return mix(k, 10.0, nx_is(mask, 64.0)) } // The quad grows 0.15 of the digit above it for the dome and 0.13 below it // for the rail, past the clip only where the clip is the readout's own edge // (a clip that cuts into the readout still cuts the tubes). mod.widgets.Readout.draw_bg.vertex = fn() { let h = self.rect_size.y let mt = h * 0.15 let mb = h * 0.13 let gp = self.rect_pos - vec2(0.0, mt) let gs = self.rect_size + vec2(0.0, mt + mb) let clip = self.draw_clip let own_lo = step(clip.y, self.rect_pos.y + 0.01) let own_hi = step(self.rect_pos.y + self.rect_size.y - 0.01, clip.w) let v = self.geom.pos * gs + gp let c = vec2(clamp(v.x, clip.x, clip.z), clamp(v.y, clip.y - own_lo * mt, clip.w + own_hi * mb)) let w = clamp(c + self.draw_list.view_shift, self.draw_list.view_clip.xy, self.draw_list.view_clip.zw) self.pos = (w - gp) / gs self.world = self.draw_list.view_transform * vec4(w.x, w.y, self.draw_depth + self.draw_call.zbias, 1.0) self.vertex_pos = self.draw_pass.camera_projection * (self.draw_pass.camera_view * self.world) } mod.widgets.Readout.draw_bg.pixel = fn() { let h = max(self.rect_size.y, 1.0) let over = (self.rect_size.x - self.span) * 0.5 let gs = self.rect_size + vec2(0.0, h * 0.28) let p = (self.pos * gs - vec2(over, h * 0.15)) / h // where the pixel is in the window, in points and in device pixels let wpt = self.rect_pos - vec2(0.0, h * 0.15) + self.pos * gs let dev = wpt * self.draw_pass.dpi_factor let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) / h let span = self.span / h let live = step(0.9, self.opacity) let ghost = clamp(self.ghost * 8.5, 0.0, 1.0) let fil = vec3(1.0, 0.2, 0.0) let core_ink = vec3(1.0, 0.949, 0.753) // the rack: a blackened brass post between two tubes, half in each cell let g = max(0.07, px * 2.0) let dpost = min(p.x, span - p.x) - g * 0.35 let post = Finish.cover(dpost, px) * Finish.cover(-0.12 - p.y, px) * step(0.0, p.x) * step(p.x, span) let plit = Finish.band(span - p.x - g * 0.35, 0.0, px, px) let pcol = vec3(0.115, 0.094, 0.068) * mix(1.15, 0.8, clamp(p.y, 0.0, 1.0)) + vec3(0.25, 0.20, 0.12) * plit * 0.6 var out = vec4(pcol * post, post) // the envelope, rounder at the top than at the foot let cx = span * 0.5 let tw = max(span * 0.5 - g * 0.5, 0.05) let tc = vec2(cx, 0.46) let th = vec2(tw, 0.59) let rr = mix(min(tw * 0.72, 0.3), min(0.05, tw), step(tc.y, p.y)) let gd = bz_rbox(p, tc, th, rr) let inner = Finish.cover(gd, px) var col = mix(vec3(0.066, 0.056, 0.050), vec3(0.036, 0.031, 0.028), clamp(p.y, 0.0, 1.0)) // the cathodes. A numeral stands 0.86 of the digit tall from 0.04 to // 0.90, its cell drawn at 0.85 of its width so it and the point fit the // tube; distances come back to digit heights at the mean of the two // scales. The colon's two rings stand where the numerals' cell has // them. let sc = 0.86 / 1.5 let q = vec2(p.x + (p.y - 0.5) * self.slant, p.y) let k = mix(-1.0, nx_numeral(self.mask), live) var dl = 10.0 var du = 10.0 if self.colon > 0.5 { let rd = 0.04 * sc du = min(abs(length(q - vec2(cx, 0.90 - 0.99 * sc)) - rd), abs(length(q - vec2(cx, 0.90 - 0.44 * sc)) - rd)) dl = du + (1.0 - live) * 10.0 } else { let ncx = cx - 0.03 let r = vec2((q.x - ncx) / (sc * 0.85) + 0.5, (0.90 - q.y) / sc) let st = nx_stack(r, k) * (sc * 0.925) let dp = abs(length(q - vec2(ncx + 0.305, 0.965)) - 0.012) dl = min(st.x, dp + (1.0 - step(0.5, self.dot) * live) * 10.0) du = min(st.y, dp) } let lit = step(dl, 9.0) // the light: the inverse of the distance in device pixels, its strength // the reference's share of the numeral's height and never under 0.6 of // a pixel, softened inside a pixel of the wire so it stays smooth there, // times one and the slow noise; over it the filament, a device pixel of // hot core with an exact edge let npx = 0.86 / px let kp = max(0.6, 0.016 * npx) let dpx = max(dl, 0.0) / px let pulse = Finish.noise(wpt / (0.86 * h) * 0.625 + vec2(0.5, 0.5)) let s2 = kp / sqrt(dpx * dpx + 0.5) * (1.0 + pulse) * lit let wire_core = Finish.cover(dpx - 0.5, 1.0) * lit var light = fil * s2 light = mix(light, core_ink, wire_core * mix(0.55, 0.9, pulse)) // the unlit wires: dark metal catching a little of the light, at the // ghost's strength, and a shadow through the glow behind them; the lit // wire stands in front of them let ru = 0.011 let wu = max(ru, px * 0.5) let wire = Finish.cover(du - wu, px) * (ru / wu) * ghost col = mix(col, vec3(0.13, 0.11, 0.095) + min(light, vec3(1.0, 1.0, 1.0)) * 0.18, wire) col = col + light * (1.0 - 0.7 * wire * smoothstep(1.0, 2.5, dpx)) col = min(col, vec3(1.0, 1.0, 1.0)) // the anode mesh: one device pixel wires every `mp` pixels on the // window's pixel grid, three and a half cells up a numeral and never // closer than six pixels, a quarter of the light through them let mp = max(6.0, floor(npx / 3.5 + 0.5)) let ix = floor(dev.x) let iy = floor(dev.y) let mx = 1.0 - step(0.5, ix - mp * floor(ix / mp)) let my = 1.0 - step(0.5, iy - mp * floor(iy / mp)) let mesh = max(mx, my) * Finish.cover(gd + 0.02, px) col = col * (1.0 - 0.75 * mesh) // the glass: a soft rim, a streak down the side toward the light and a // fainter one on the far side, a glint on the dome, its outline let xr = (p.x - (cx - tw)) / max(tw * 2.0, 0.001) let vfade = smoothstep(-0.05, 0.15, p.y) * (1.0 - smoothstep(0.7, 0.98, p.y)) let streak = smoothstep(0.08, 0.13, xr) * (1.0 - smoothstep(0.17, 0.26, xr)) * 0.08 + Finish.cover(abs(xr - 0.12) * tw * 2.0 - px * 0.5, px) * 0.10 let far = smoothstep(0.80, 0.85, xr) * (1.0 - smoothstep(0.88, 0.93, xr)) * 0.035 let nrm = normalize(p - tc + vec2(0.00001, 0.00002)) let side = clamp(0.5 - 0.5 * dot(nrm, vec2(0.6, 0.8)), 0.0, 1.0) let rim = Finish.band(gd, 0.0, px, px) * mix(0.06, 0.24, side) + Finish.band(gd, px, px * 3.0, px) * 0.04 let glint = Finish.band(gd, px * 1.5, px * 3.0, px) * smoothstep(0.55, 0.9, side) * step(p.y, tc.y - th.y + rr) * 0.25 col = min(col + vec3(0.92, 0.88, 0.80) * ((streak + far) * vfade + rim + glint), vec3(1.0, 1.0, 1.0)) out = Finish.over(out, vec4(col * inner, inner)) let edge = Finish.ring_out(gd, 0.0, px, px) * 0.55 out = Finish.over(out, vec4(0.0, 0.0, 0.0, edge)) // the rail the tubes stand in, along the foot of the row let rl = Finish.cover(1.0 - p.y, px) * Finish.cover(p.y - 1.115, px) * step(0.0, p.x) * step(p.x, span) let ry = clamp((p.y - 1.0) / 0.115, 0.0, 1.0) var rcol = mix(vec3(0.19, 0.152, 0.098), vec3(0.075, 0.062, 0.048), ry) rcol = rcol + vec3(0.30, 0.24, 0.14) * Finish.band(1.0 - p.y, 0.0, px, px) * 0.8 rcol = rcol * (1.0 - 0.5 * Finish.band(1.115 - p.y, 0.0, px, px)) return Finish.over(out, vec4(rcol * rl, rl)) } // ---------------------------------------------------------------- band // THE BAND is the sheet's own slider with two thumbs: the same track, the // same lit value and the same thumb as the Slider, the value lit between // the two thumbs, its quad grown as the slider's is so the thumbs keep // their shape. The widget's grab geometry is set to the thumbs' own, so // what is drawn is what is dragged. mod.widgets.RangeSliderFlat.clip_x = false mod.widgets.RangeSliderFlat.clip_y = false mod.widgets.RangeSliderFlat.track_inset = 1.0 mod.widgets.RangeSliderFlat.handle_size = 18.0 mod.widgets.RangeSliderFlat.draw_bg.vertex = fn() { let g = grow_vertex(self.rect_pos, self.rect_size, 6.0) self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw) } mod.widgets.RangeSliderFlat.draw_bg.pixel = fn() { let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let m = 6.0 let size = self.rect_size let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let o = self.rect_pos let live = 1.0 - self.disabled // The gears as large as the slider's. let tr = 9.0 let cy = size.y - tr - 1.0 let th = 6.0 * px let top = Finish.snap(o.y + cy, px) - o.y - 3.0 * px let x0 = Finish.snap(o.x + 1.0, px) - o.x let w = Finish.snap(o.x + size.x - 1.0, px) - o.x - x0 let k0 = x0 + tr + self.start_pos * (w - 2.0 * tr) let k1 = x0 + tr + self.end_pos * (w - 2.0 * tr) let hot = max(self.hover, self.drag) * live var out = mix(bz_track(p, vec2(x0, top), w, th, px, x0, self.disabled, hot), bz_track(p, vec2(x0, top), w, th, px, k1, self.disabled, hot), step(k0, p.x)) let f0 = bz_fit(vec2(k0, top + th * 0.5), o, tr, px) let f1 = bz_fit(vec2(k1, top + th * 0.5), o, tr, px) out = Finish.over(out, bz_gear(p, f0.xy, f0.z, px, 15.0, 6.0, self.hot_start * live, self.drag * self.hot_start * live, self.disabled, max(self.focus, self.drag * self.hot_start) * live)) out = Finish.over(out, bz_gear(p, f1.xy, f1.z, px, 15.0, 6.0, self.hot_end * live, self.drag * self.hot_end * live, self.disabled, max(self.focus, self.drag * self.hot_end) * live)) return Finish.over(out, bz_focus(length(p - f1.xy) - f1.z, px, self.focus * live)) } // ---------------------------------------------------------------- switches and meter // THE SWITCHES are the sheet's own toggle, in proportion with the // labels and the controls beside them: the rocker and the slide switch // take the toggle's face, its size and shape, its quad and its label // gap (the library's own faces for them are flat boxes sized for // another face). The rocker turns on a click; the slide switch follows a // drag, as the toggle does. mod.widgets.ToggleRocker.label_walk.margin = mod.turtle.Inset{left: 46.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.ToggleSlide.label_walk.margin = mod.turtle.Inset{left: 46.0 right: 3.0 top: 0.0 bottom: 0.0} mod.widgets.ToggleRocker.draw_bg.size = uniform(16.0) mod.widgets.ToggleSlide.draw_bg.size = uniform(16.0) mod.widgets.ToggleRocker.min_height = 28.0 mod.widgets.ToggleSlide.min_height = 28.0 mod.widgets.ToggleRocker.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.ToggleSlide.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0} mod.widgets.ToggleRocker.draw_bg.pill_aspect = uniform(2.375) mod.widgets.ToggleSlide.draw_bg.pill_aspect = uniform(2.375) mod.widgets.ToggleRocker.draw_bg.knob_inset = uniform(0.0) mod.widgets.ToggleSlide.draw_bg.knob_inset = uniform(0.0) mod.widgets.ToggleRocker.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel mod.widgets.ToggleSlide.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel // THE METER sits in the same window as the readouts and the screen: the // library's display housing drawn round its face -- the bezel ring, a shade // of whatever ground it is set in with a device pixel of dark at its edge; // the face with the surround's shadow falling across it from the top and a // device pixel of black where the glass meets the bezel; the glass's quiet // diagonal band and the light line inside its top edge; the lip of light on // the ground under it -- with the same corner, so the meter and the // readouts read as one family. The scale, the red zone, the needle and its // pivot are the library's own. mod.widgets.NeedleMeter.draw_bg.border_radius = uniform(theme.corner_radius * 0.5) mod.widgets.NeedleMeter.draw_bg.color_bezel = uniform(theme.color_d_05) mod.widgets.NeedleMeter.draw_bg.color_lip = uniform(theme.color_u_15) mod.widgets.NeedleMeter.draw_bg.pixel = fn() { let p = self.pos * self.rect_size let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let lo = vec2(Finish.snap(self.rect_pos.x, px), Finish.snap(self.rect_pos.y, px)) - self.rect_pos let hi = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x, px), Finish.snap(self.rect_pos.y + self.rect_size.y, px) - px) - self.rect_pos let c = (lo + hi) * 0.5 let ho = (hi - lo) * 0.5 let r_out = min(self.border_radius, min(ho.x, ho.y)) let outer = Material.sd_box(p, c, ho, r_out) let b = Finish.snap(2.0, px) let hf = max(ho - vec2(b, b), vec2(0.5, 0.5)) let rf = max(r_out - b, 0.0) let face_d = Material.sd_box(p, c, hf, rf) let pv = self.pivot() let rr = self.scale_radius() let q = p - pv let r = length(q) let ang = atan2(q.x, 0.0 - q.y) let sweep = self.sweep * 0.017453293 let t = ang / sweep + 0.5 let on_scale = step(-0.0001, t) * step(t, 1.0001) var face = self.color.rgb // The scale: a hairline arc and a tick at every division. let arc = Finish.cover(abs(r - rr) - px * 0.5, px) * on_scale let n = max(floor(self.majors + 0.5), 1.0) * max(floor(self.minors + 0.5), 1.0) let k = floor(clamp(t, 0.0, 1.0) * n + 0.5) let ak = (k / n - 0.5) * sweep let perp = abs(q.x * cos(ak) + q.y * sin(ak)) let mn = max(floor(self.minors + 0.5), 1.0) let major = 1.0 - step(0.5, k - mn * floor(k / mn + 0.0001)) let len = mix(self.tick_minor, self.tick_major, major) let radial = max(rr - len - r, r - rr) let tick = Finish.cover(perp - px * mix(0.5, 1.0, major), px) * Finish.cover(radial, px) * step(0.0, 0.0 - q.y * cos(ak) + q.x * sin(ak)) face = mix(face, self.color_scale.rgb, max(arc, tick)) if self.zone < 0.999 { let zone_t = Finish.cover((self.zone - t) * sweep * r, px) * Finish.cover((t - 1.0) * sweep * r, px) let zone_r = Finish.cover(max(rr + px - r, r - rr - 2.5), px) face = mix(face, self.color_zone.rgb, zone_t * zone_r) } // The needle, from under the pivot cover to just past the scale. let na = self.needle_angle(self.value) let nd = vec2(sin(na), 0.0 - cos(na)) let along = dot(q, nd) let across = abs(q.x * nd.y - q.y * nd.x) let needle = Finish.cover(across - px * 0.5, px) * Finish.cover(along - (rr + 3.0), px) * Finish.cover(0.0 - along - max(self.pivot_size - px, 0.0), px) face = mix(face, self.color_needle.rgb, needle) let pd = r - self.pivot_size face = mix(face, mix(self.color_needle.rgb, self.color.rgb, 0.35), Finish.cover(pd, px)) face = mix(face, face * 0.55, Finish.band(pd, 0.0, px, px)) // The housing: the surround's shadow across the face from the top, the // black device pixel at the glass's edge, and the glass over it all. let insh = Finish.inset(p, c, hf, rf, vec2(0.0, 2.0), 1.8) face = face * (1.0 - 0.55 * insh) face = mix(face, face * 0.4, Finish.band(face_d, 0.0, px, px)) let u = (p - (c - hf)) / max(hf * 2.0, vec2(1.0, 1.0)) let diag = u.x + u.y * 0.6 let band = smoothstep(0.0, 0.12, diag) * (1.0 - smoothstep(0.28, 0.5, diag)) let top = Finish.cover(abs(p.y - (c.y - hf.y) - px * 1.5) - px * 0.5, px) * 0.6 let ga = clamp(0.03 * (band + top), 0.0, 1.0) * Finish.cover(face_d + px, px) face = face * (1.0 - ga) + vec3(ga, ga, ga) let bz = self.color_bezel var col = vec4(bz.rgb * bz.a, bz.a) col = Finish.over(col, vec4(0.0, 0.0, 0.0, 0.45 * Finish.band(outer, 0.0, px, px))) col = mix(col, vec4(face, 1.0), Finish.cover(face_d, px)) col = col * Finish.cover(outer, px) let lip = Finish.ring_out(outer, 0.0, px, px) * step(hi.y, p.y) let la = self.color_lip.a * lip return Finish.over(vec4(self.color_lip.rgb * la, la), col) * self.color.a * self.opacity } // ---------------------------------------------------------------- lamps // LAMPS: an LED, as the hardware in his pictures has them. The emitter is // the light: at full current its middle burns toward white and its rim is // its most saturated colour; at lower current the middle is no longer // white, the colour deeper, the glow smaller; out, it is dark tinted glass, // its colour barely there. Round it a bezel: a raised ring lit from the // upper left, or a socket cut into the surface, its upper wall in shadow // and a catch light on its lower rim. Over the lens one crisp highlight of // a dome. Its light is added, never painted: a tight hot halo and a short // bloom in its own hue, screened over whatever is there and gone in about // two radii; on a pale ground, where light can barely brighten, its hue is // also laid round it as a tint that keeps the ground's luminance (the // library's halo rule: at most 0.45 one device pixel out, halving every // 0.4 of its reach, gone at the reach), so it never darkens or greys its // ground. A bar is the same light drawn out into a light pipe. let bz_led_lamp_add = fn(res: vec4, light: vec3, ground: vec3) -> vec4 { let est = res.rgb + ground * (1.0 - res.a) let add = (vec3(1.0, 1.0, 1.0) - exp(-light)) * max(vec3(1.0, 1.0, 1.0) - est, vec3(0.0, 0.0, 0.0)) return vec4(res.rgb + add, res.a) } // An LED's colour at full strength: its brightest channel at one. let bz_led_lamp_full = fn(ink: vec3) -> vec3 { return ink / max(max(ink.x, max(ink.y, ink.z)), 0.01) } // The same colour at the emitter's own chroma: the hue kept and its // saturation raised by `vivid` (0 leaves a pale colour pale; a colour with // next to no hue, a white or a plain lamp, stays neutral either way). let bz_led_lamp_hue = fn(ink: vec3, vivid: float) -> vec3 { let f = bz_led_lamp_full(ink) let mn = min(f.x, min(f.y, f.z)) let ch = 1.0 - mn let pure = (f - vec3(mn, mn, mn)) / max(ch, 0.001) return mix(f, pure, clamp(vivid, 0.0, 1.0) * 0.72 * smoothstep(0.03, 0.12, ch)) } // The lamp: its lens a rounded box `hb` either side of `c` (round when the // two are equal), `lit` its current 0..1, `ink` its colour and `vivid` how // far its chroma is raised, `ground` what shows through where nothing is // drawn, `room` how far its light may reach, `bez` and `raised` its bezel // (raised 0: a recess cut in what is under it; 1: a raised ring of `bez`; // 2: the same ring polished metal). Premultiplied over `dst`. let bz_led_lamp = fn(dst: vec4, p: vec2, c: vec2, hb: vec2, lit: float, ink: vec3, vivid: float, px: float, ground: vec3, room: float, bez: vec3, raised: float) -> vec4 { let rt = max(min(hb.x, hb.y), 0.4) let d = Material.sd_box(p, c, hb, rt) let bw = clamp(0.3 * rt, 0.7, 2.4) let ds = d - bw let L = clamp(lit, 0.0, 1.0) let b = bz_led_lamp_full(ink) let hue = bz_led_lamp_hue(ink, vivid) let pw = L * sqrt(L) let white = vec3(1.0, 1.0, 1.0) let lum = vec3(0.2126, 0.7152, 0.0722) let pale = smoothstep(0.35, 0.75, dot(ground, lum)) var res = dst let x = max(ds, 0.0) let reach = max(room, 1.0) let win = 1.0 - smoothstep(0.55 * reach, reach, x) // The lens's own frame: `q` in lens radii from its centre line, `t` its // distance out, `nrm` the way its outline faces. let ex = max(hb.x - hb.y, 0.0) let ey = max(hb.y - hb.x, 0.0) let qx = p.x - c.x let qy = p.y - c.y let q = vec2(qx - clamp(qx, 0.0 - ex, ex), qy - clamp(qy, 0.0 - ey, ey)) / rt let t = clamp(length(q), 0.0, 1.0) let nrm = q / max(length(q), 0.001) // What the bead and its bezel throw on the ground: a soft shadow, down. let shd = Finish.drop(p, c, hb + vec2(bw, bw), rt + bw, vec2(0.0, 0.22 * rt + 0.3), 0.32 * rt + px) * mix(0.18, 0.34, min(raised, 1.0)) * (1.0 - 0.6 * pw) res = Finish.over(res, vec4(ground * 0.4 * shd, shd)) if L > 0.001 && pale > 0.001 { // The tint, on a pale ground only: its hue laid over, never darker. let h = clamp(0.42 * pw * pow(2.0, -x / max(0.4 * reach, 0.5)) * win, 0.0, 0.45) * pale let est = res.rgb + ground * (1.0 - res.a) let w = clamp(dot(hue, lum) / max(dot(est, lum), 0.001), 0.0, 1.0) res = Finish.over(res, vec4(hue * h * w, h * w)) } // The bezel: raised, a ring of `bez` rounded over, lit from the upper // left; or a socket cut into what is under it, its upper wall in shadow // and a catch light on its lower rim. let a_s = Finish.cover(ds, px) let u = clamp(d / max(bw, 0.01), 0.0, 1.0) let facing = dot(nrm * (u - 0.5) * 2.0, vec2(-0.45, -0.89)) let metal = clamp(raised - 1.0, 0.0, 1.0) var rc = bez * (0.94 + mix(0.12, 0.55, metal) * facing) rc = mix(rc, min(bez + vec3(0.30, 0.30, 0.30), white), smoothstep(mix(0.35, 0.55, metal), 0.9, facing) * mix(0.6, 0.85, metal)) rc = mix(rc, rc * 0.8, Finish.band(ds, 0.0, max(px, 0.45), px) * smoothstep(0.0, 0.8, nrm.y) * 0.8) let under = res.rgb / max(res.a, 0.001) * step(0.001, res.a) + ground * (1.0 - step(0.001, res.a)) let gy = clamp(nrm.y * t, -1.0, 1.0) var sc = under * mix(0.55, 0.92, smoothstep(-0.9, 0.9, gy)) sc = mix(sc, min(under * 1.06 + vec3(0.28, 0.28, 0.28), white), Finish.band(ds, 0.0, max(px, 0.45), px) * smoothstep(0.2, 0.95, nrm.y) * 0.85) sc = min(mix(sc, rc, min(raised, 1.0)), white) res = Finish.over(res, vec4(sc * a_s, a_s)) // The light: a tight hot halo and a short bloom in its hue, gone in // about two radii, falling on the bezel too. if L > 0.001 { let xl = max(d, 0.0) let halo = exp(-xl / max(0.30 * rt, 0.4)) * 1.5 + exp(-xl / max(0.65 * rt, 0.7)) * 0.32 let hwin = 1.0 - smoothstep(1.1 * rt, 2.0 * rt + 1.0, xl) res = bz_led_lamp_add(res, mix(hue, white, 0.15 * pw) * halo * pw * hwin * win, ground) } // THE BEAD: a glossy dome of coloured glass. Its colour deepens toward // the top; light pools low inside, where it comes through the dome; lit, // its middle burns toward white at full current and its rim is its most // saturated colour. let top = smoothstep(-1.0, 0.6, q.y) let pool = exp(-(q.y - 0.55) * (q.y - 0.55) / 0.09 - q.x * q.x / 0.30) var on = mix(hue * mix(0.55, 0.8, L), mix(b, hue, 0.5), top) on = mix(on, min(mix(b, hue, 0.4) + vec3(0.35, 0.35, 0.35), white), pool * 0.5) on = mix(on, vec3(1.0, 0.99, 0.975), exp(-t * t / 0.20) * smoothstep(0.5, 1.0, L) * 0.85) on = mix(on, hue * (0.82 + 0.18 * L), smoothstep(0.62, 1.0, t)) on = on * (0.42 + 0.58 * L) // Out: dark tinted glass on a dark ground, a grey bead on a pale one, // its colour barely there, the same dome, a catch light along its lower // rim. let offc = mix(mix(vec3(0.085, 0.09, 0.115), ground * 0.62, pale), b * 0.4, 0.12) var off = mix(offc * 0.62, offc * 1.08, top) off = mix(off, min(offc + vec3(0.18, 0.18, 0.18), white), pool * 0.35) off = off * mix(1.0, 0.75, smoothstep(0.75, 1.0, t)) let catchl = smoothstep(0.62, 0.9, t) * (1.0 - smoothstep(0.9, 1.0, t)) * smoothstep(0.2, 0.9, nrm.y) off = off + vec3(0.30, 0.30, 0.32) * catchl * (1.0 - 0.5 * pale) var col = mix(off, min(on, white), smoothstep(0.0, 0.35, L)) // One crisp highlight: a white oval across its upper third. let e = length(vec2(q.x / 0.62, (q.y + 0.46) / 0.30)) let spec = (1.0 - smoothstep(0.55, 1.0, e)) * mix(1.0, 0.3, clamp((q.y + 0.76) / 0.6, 0.0, 1.0)) col = mix(col, white, spec * mix(0.8, 0.55, L) * smoothstep(0.9, 2.2, rt)) // Out, a faint seam where the dome meets its bezel; lit, none: the rim // is the colour. col = mix(col, col * 0.7, Finish.band(d, 0.0, px * 0.6, px) * 0.6 * (1.0 - smoothstep(0.0, 0.25, L))) col = min(col, white) let a_l = Finish.cover(d, px) return Finish.over(res, vec4(col * a_l, a_l)) } // The Lamp widget and the bar lamp: the lamp above, here in a polished brass ring. // The halo's room is held in the lamp's own box (the library reserves a // lens thickness either side once a halo is asked for), so the light is // never cut at its edge. mod.widgets.Lamp.halo = 0.3 mod.widgets.Lamp.halo_reach = 1.0 mod.widgets.Lamp.draw_bg.vertex = fn() { let m = 2.0 self.vertex_pos = self.clip_and_transform_vertex(self.rect_pos - vec2(m, m), self.rect_size + vec2(2.0 * m, 2.0 * m)) } mod.widgets.Lamp.draw_bg.pixel = fn() { let m = 2.0 let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m) let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5) let reach = clamp(self.reach, 0.0, 1.0) let t = self.rect_size.y / (1.0 + 2.0 * reach) let room = t * reach let c = self.rect_size * 0.5 let half_len = max((self.rect_size.x - 2.0 * room) * 0.5, t * 0.5) // The lens is the lamp's size; its socket stands round it in the room. let hb = vec2(mix(t * 0.5, half_len, self.bar), t * 0.5) let res = bz_led_lamp(vec4(0.0, 0.0, 0.0, 0.0), p, c, hb, self.lit, self.intent_color().rgb, 1.0 - step(3.5, self.intent), px, vec3(0.231, 0.204, 0.169), max(room - 0.5, 2.0), vec3(0.74, 0.56, 0.28), 2.0) return res * self.opacity } true