makepad/widgets/sheets/themes/milled/widgets.splash

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use mod.prelude.widgets_internal.*
use mod.sdf.Cap
// Machined anthracite metal. Raised parts are dark slabs set in a two
// device-pixel black bezel, lit by one device pixel along their top edge,
// with a tight contact shadow and one soft layer drawn outside their boxes.
// Wells are cut into the plate: a dark top wall and a faint lip under the
// lower rim. Caps and thumbs are turned metal. The one cyan is a value, a
// lit dash or a lit face, never a tint on the metal. Every rim is one device
// pixel, snapped.
mod.widgets.Button.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 3.0 bottom: 3.0}
mod.widgets.Button.draw_bg.border_radius = 2.0
mod.widgets.Button.draw_bg.border_size = 0.5
// A ROW OF FIELDS IS ONE HEIGHT: the box metrics are stated once here and
// handed to each field below. Buttons take the same 26.
let field_height = 26.0
let field_pad_v = mod.theme.mspace_1.top
let field_radius = 2.0
let field_border = 0.5
// The room a Fit field takes: where a field is Fit, the padding IS its
// height.
let field_room = fn(w) {
w.min_height = field_height
w.padding.top = field_pad_v
w.padding.bottom = field_pad_v
}
// The box a field draws. Given the draw object and not the widget, because
// not every field draws its own box.
let field_face = fn(d) {
d.border_radius = field_radius
d.border_size = field_border
}
// A field that states a frame and lays its own parts out inside it takes
// the height alone: a padding would displace its line.
let field_frame = fn(w) {
w.min_height = field_height
}
field_room(mod.widgets.TextInputFlat)
field_face(mod.widgets.TextInputFlat.draw_bg)
field_room(mod.widgets.TextInput)
field_face(mod.widgets.TextInput.draw_bg)
field_room(mod.widgets.ComboBox)
field_face(mod.widgets.ComboBox.draw_bg)
field_room(mod.widgets.DropDown)
field_face(mod.widgets.DropDown.draw_bg)
field_room(mod.widgets.DropDown2)
field_face(mod.widgets.DropDown2.draw_bg)
field_room(mod.widgets.FieldWell)
field_face(mod.widgets.FieldWell.draw_bg)
field_room(mod.widgets.TagField)
field_face(mod.widgets.TagField.draw_bg)
field_frame(mod.widgets.NumberField)
mod.widgets.NumberField.draw_bg.border_radius = field_radius
field_frame(mod.widgets.ValueInput)
field_frame(mod.widgets.DateField)
field_frame(mod.widgets.TimeField)
field_frame(mod.widgets.DatePicker)
field_frame(mod.widgets.DateRangePicker)
// The chrome-less input a well holds must impose no height of its own.
mod.widgets.WellInput.min_height = 0.0
mod.widgets.Window.pass.clear_color = #26282d
// 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 ml_rbox = fn(p: vec2, c: vec2, h: vec2, r: float) -> float {
let rr = clamp(r, 0.0, min(h.x, h.y))
let q = abs(p - c) - h + vec2(rr, rr)
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0, 0.0))) - rr
}
// A segment's distance.
let ml_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 ml_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(ml_seg(p, a, b), ml_seg(p, b, e))
}
// A disc laid on the pixel grid: a whole number of device pixels across,
// its edge on a pixel boundary, so its one-pixel rings are one pixel.
// `c` is quad-local; returns (centre.x, centre.y, radius).
let ml_fit = fn(c: vec2, o: vec2, rad: float, px: float) -> vec3 {
let dn = max(floor(2.0 * rad / px + 0.5), 2.0)
let r2 = dn * px * 0.5
let ex = Finish.snap(o.x + c.x - r2, px) - o.x
let ey = Finish.snap(o.y + c.y - r2, px) - o.y
return vec3(ex + r2, ey + r2, r2)
}
// The one accent: the lit core, the fill's core, its light and dark rims.
let ml_acc = fn() -> vec3 {
return vec3(0.012, 0.898, 0.984)
}
let ml_fill = fn() -> vec3 {
return vec3(0.008, 0.765, 0.925)
}
let ml_rim_hi = fn() -> vec3 {
return vec3(0.471, 0.863, 0.922)
}
let ml_rim_lo = fn() -> vec3 {
return vec3(0.231, 0.514, 0.612)
}
// The accent as disabled parts show it: an unlit grey.
let ml_off = fn() -> vec3 {
return vec3(0.180, 0.180, 0.192)
}
let ml_bezel = fn() -> vec3 {
return vec3(0.043, 0.039, 0.063)
}
let ml_shadow_ink = fn() -> vec3 {
return vec3(0.020, 0.016, 0.031)
}
// Signed grain, -amount..amount with a triangular spread, one value per
// device pixel (pass `p / px`). The library hash nearly repeats every 97
// pixels (0.1031 x 97 is almost a whole number), which the eye finds on a
// wide ground; a first hash scaled far up displaces the lattice of the two
// that are summed, so no shift lines them up again.
let ml_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
}
// The plate: a top-lit fall of eight levels over the window, a faint
// darkening toward the far corners, and a bead-blasted surface: one grain
// value per device pixel with a rare brighter speck.
let ml_ground = fn(p: vec2, size: vec2, px: float) -> vec3 {
let t = clamp(p.y / max(size.y, 1.0), 0.0, 1.0)
var col = mix(vec3(0.165, 0.173, 0.192), vec3(0.133, 0.141, 0.161), t)
let q = (p / max(size, vec2(1.0, 1.0)) - vec2(0.5, 0.42)) * vec2(1.0, 1.15)
col = col * (1.0 - 0.16 * smoothstep(0.35, 0.9, length(q)))
col = col + g3(ml_grain(p / px, 0.030))
let i = floor(p / px)
let sp = step(0.9975, Finish.hash(vec2(i.x + 71.3, i.y + 19.7 + Finish.hash(i) * 613.7)))
return col + g3(0.028 * sp)
}
// The face of a raised part by height t 0..1: #2b2a30 at the top, #1f2229
// at the waist, #141319 at the foot, a 2:1 fall.
let ml_face = fn(t: float) -> vec3 {
let top = vec3(0.169, 0.165, 0.188)
let mid = vec3(0.122, 0.133, 0.161)
let foot = vec3(0.078, 0.075, 0.098)
return mix(mix(top, mid, clamp(t * 2.0, 0.0, 1.0)), foot, clamp(t * 2.0 - 1.0, 0.0, 1.0))
}
// A lit face: a dark cyan ramp under the bezel, the lit body, rising paler
// toward the foot.
let ml_lit_face = fn(t: float, yi: float) -> vec3 {
let body = mix(vec3(0.004, 0.902, 0.992), vec3(0.510, 0.886, 0.980), smoothstep(0.45, 1.0, t))
return mix(vec3(0.0, 0.208, 0.255), body, smoothstep(0.0, 3.0, yi))
}
// An LED dash: `lit` 0 shows the unlit bead `off` in its engraved slot, 1
// the lit core, white-hot over its middle third, with a halo of 0.25 at
// one device pixel that is gone within three.
let ml_dash = fn(p: vec2, c: vec2, hw: float, hh: float, px: float, ink: vec3, lit: float, off: vec3) -> vec4 {
let d = ml_rbox(p, c, vec2(hw, hh), hh)
let a = Finish.cover(d, px)
let across = abs(p.y - c.y) / max(hh, 0.001)
let hot = 1.0 - smoothstep(0.15, 0.6, across)
let core = mix(ink, vec3(1.0, 1.0, 1.0), 0.55 * hot)
let col = mix(off, core, lit)
var out = vec4(col * a, a)
// the slot's lip under an unlit dash
let lip = Finish.ring_out(d, 0.0, px, px) * step(c.y, p.y) * 0.07 * (1.0 - lit)
out = Finish.over(vec4(lip, lip, lip, lip), out)
let ha = 0.25 * lit * exp(-max(d - px, 0.0) / (0.6 * px)) * (1.0 - a) * step(0.0, d)
return Finish.over(vec4(ink * ha, ha), out)
}
// A lamp bead: a round lens, lit with a white-hot centre and a tight halo,
// or unlit at a third of its light in a darker hue.
let ml_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), 0.55), ink * 0.8, smoothstep(0.0, 1.0, rr))
let off = mix(ink * 0.30, ink * 0.18, rr) + g3(0.03)
var col = mix(off, on, lit)
col = mix(col, ml_bezel(), Finish.band(d, 0.0, px, px) * 0.6 * (1.0 - lit))
var out = vec4(col * a, a)
// the socket: a dark ring outside the lens
let sock = Finish.ring_out(d, 0.0, px, px) * 0.55
out = Finish.over(vec4(0.0, 0.0, 0.0, sock * (1.0 - lit)), out)
let ha = 0.25 * lit * exp(-max(d - px, 0.0) / (0.6 * px)) * (1.0 - a) * step(0.0, d)
return Finish.over(vec4(ink * ha, ha), out)
}
// A well cut into the plate: the fill, the plate's shadow falling in from
// the top wall, a dark mouth darkest on top. Its lip is `ml_lip`.
let ml_well = fn(p: vec2, c: vec2, h: vec2, r: float, px: float, fill: vec3, depth: float) -> vec3 {
let d = ml_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(0.039, 0.035, 0.059), 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(0.039, 0.035, 0.059), 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, confined to the foot and
// the lower corners: premultiplied white.
let ml_lip = fn(p: vec2, c: vec2, h: vec2, r: float, px: float, a: float) -> vec4 {
let d = ml_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, l, l)
}
// Focus: one device pixel of the accent, two device pixels out; no halo.
let ml_focus = fn(d: float, px: float, focus: float) -> vec4 {
let f = Finish.ring_out(d, 2.0 * px, 3.0 * px, px) * 0.7 * focus
let k = ml_acc()
return vec4(k * f, f)
}
// Turned metal: a conic sheen with two bright lobes at twelve and six
// o'clock and two dark ones at three and nine, over lathe rings one device
// pixel apart. `lo` and `hi` are the dark and bright lobes' luminance.
// Returns a luminance.
let ml_conic = fn(q: vec2, px: float, lo: float, hi: float, turn: float) -> float {
let r = max(length(q), 0.0001)
let cs = q.x / r
let sn = q.y / r
let c1 = cs * cos(turn) - sn * sin(turn)
let s1 = sn * cos(turn) + cs * sin(turn)
// cos of twice the angle from vertical: +1 top and bottom, -1 sides
let c2 = s1 * s1 - c1 * c1
let k = c2 * 0.5 + 0.5
var l = mix(lo, hi, k * k * (3.0 - 2.0 * k))
let rings = Finish.noise(vec2(r / px, 0.37)) - 0.5
l = l + rings * 0.016 * smoothstep(0.0, 2.0, r)
// the pinprick where the lobes meet
l = l + 0.04 * (1.0 - smoothstep(0.0, px * 1.2, r))
return l
}
// A turned thumb standing on the plate: contact ring, a cast shadow to the
// lower right, a bright chamfer ring, a groove, the spun face. `hover`,
// `press` and `dis` are its states.
let ml_disc = fn(p: vec2, c: vec2, rad: float, px: float, hover: float, press: float, dis: float) -> vec4 {
let hh = vec2(rad, rad)
let dia = 2.0 * rad
var out = vec4(0.0, 0.0, 0.0, 0.0)
let cast = Finish.drop(p, c, hh, rad, vec2(dia * 0.06, dia * 0.08), dia * 0.14) * 0.6 * (1.0 - 0.5 * press) * mix(1.0, 0.4, dis)
let ink = ml_shadow_ink()
out = Finish.over(out, vec4(ink * cast, cast))
let q = p - c
let d = length(q) - rad
let con = Finish.ring_out(d, 0.0, px, px) * 0.7
out = Finish.over(out, vec4(vec3(0.027, 0.024, 0.047) * con, con))
var face = g3(ml_conic(q, px, 0.50, 0.80, 0.12 * hover))
face = face * vec3(0.98, 0.99, 1.0)
face = face + g3(0.08 * hover - 0.05 * press)
face = mix(face, mix(g3(0.28), face * 0.45, 0.5), dis)
// chamfer: a bright ring two device pixels wide, brightest at the foot
let t = clamp(q.y / rad * 0.5 + 0.5, 0.0, 1.0)
let ch = mix(vec3(0.78, 0.79, 0.80), vec3(0.96, 0.97, 0.97), smoothstep(0.35, 1.0, t))
face = mix(face, vec3(0.349, 0.365, 0.369), Finish.band(d, 2.0 * px, 3.0 * px, px) * 0.9)
face = mix(face, mix(ch, g3(0.32), dis), Finish.band(d, 0.0, 2.0 * px, px) * 0.9)
face = mix(face, vec3(0.42, 0.43, 0.45), Finish.band(d, 0.0, px, px) * 0.6)
let a = Finish.cover(d, px)
return Finish.over(out, vec4(face * a, a))
}
// ---------------------------------------------------------------------------
// BUTTONS. One face for the family; `kind` picks the dressing:
// 0 flat plate (no soft layer), 1 raised, 2 raised with a lit dash (primary),
// 3 raised with the dash unlit (secondary), 4 raised with a dark red bead
// (danger), 5 engraved outline, 6 bare until touched, 7 pad (a lighter
// plate with no bezel). The quad is grown by `m` on every side for the
// shadow and the focus ring.
let ml_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 = ml_rbox(p, c, h, r)
let bare = step(5.5, kind) * step(kind, 6.5)
let outl = step(4.5, kind) * step(kind, 5.5)
let pad = step(6.5, kind)
let solid = 1.0 - bare - outl
let bez = 2.0 * px * (1.0 - pad)
let soft_on = step(0.5, kind) * solid
var out = vec4(0.0, 0.0, 0.0, 0.0)
let ink = ml_shadow_ink()
// the soft layer: a little right, mostly below, read at arm's length
// and faded within the 8 point gap to the next row
let soft = Finish.drop(p, c, h, r, vec2(0.5, 3.0), 3.2) * 0.40 * soft_on * (1.0 - press) * live
out = Finish.over(out, vec4(ink * soft, soft))
// the contact line right under the edge
let con = Finish.drop(p, c, h, r, vec2(0.0, px), px * 1.2) * 0.6 * solid * mix(1.0, 0.25, press) * mix(1.0, 0.5, disabled)
out = Finish.over(out, vec4(ink * con, con))
// the face
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
let yi = p.y - lo.y - bez
var face = ml_face(t)
if pad > 0.5 {
face = mix(vec3(0.184, 0.188, 0.208), vec3(0.141, 0.149, 0.169), t)
}
face = face + g3(0.026 * hov)
// pressed: a flat well-dark face with the bezel's shadow inside its top
let sunk = mix(vec3(0.051, 0.047, 0.067), vec3(0.082, 0.078, 0.102), smoothstep(0.0, 2.0 * px + 0.6, yi))
face = mix(face, sunk, press)
face = mix(face, vec3(0.122, 0.118, 0.141), disabled)
face = face + g3(ml_grain((p + o) / px, 0.012))
// the top highlight: one device pixel, then a short ramp into the face
let up = 1.0 - smoothstep(-0.5, 0.5, p.y - c.y)
let topw = 1.0 - smoothstep(lo.y + bez + r + 0.5, lo.y + bez + r + 1.5, p.y)
let botw = smoothstep(hi.y - bez - r - 1.5, hi.y - bez - r - 0.5, p.y)
let hl_row = Finish.band(d, bez, bez + px, px) * topw
let ramp = (1.0 - smoothstep(0.0, 2.0, yi - px)) * step(0.0, yi) * 0.30
let hl = mix(vec3(0.231, 0.227, 0.251), vec3(0.263, 0.259, 0.282), hov)
let lit_top = max(hl_row, ramp) * (1.0 - press) * live
face = mix(face, mix(hl, vec3(0.30, 0.30, 0.32), pad * 0.5), lit_top)
// the bottom line
let low = smoothstep(-0.5, 0.5, p.y - c.y)
face = mix(face, vec3(0.031, 0.031, 0.039), Finish.band(d, bez, bez + px, px) * botw * (1.0 - press) * (1.0 - pad))
// the bezel, or the pad's single dark edge
face = mix(face, ml_bezel(), Finish.band(d, 0.0, max(bez, px), px) * mix(1.0, 0.75, pad))
// the dash of the primary, secondary and danger faces
if kind > 1.5 && kind < 4.5 {
let hw = clamp(h.x * 0.42, 5.0, 14.0)
let dy = Finish.snap(o.y + hi.y - bez - 3.0, px) - o.y
let is_red = step(3.5, kind)
let lit = step(kind, 2.5) * live
let dink = mix(ml_acc(), vec3(0.918, 0.392, 0.431), is_red)
let doff = mix(vec3(0.035, 0.035, 0.047), vec3(0.227, 0.078, 0.090), is_red)
let dash = ml_dash(p, vec2(c.x, dy + px), hw, px, px, mix(dink, ml_off(), disabled), lit, mix(doff, vec3(0.06, 0.06, 0.07), disabled))
face = face * (1.0 - dash.a) + dash.rgb
}
var fa = 1.0
if kind > 4.5 && kind < 6.5 {
fa = mix(0.0, 0.55, hov) + 0.45 * press
}
let a = Finish.cover(d, px) * fa
out = Finish.over(out, vec4(face * a, a))
// the engraved outline: a dark line on the edge, light below its top
// run and under its foot
if outl > 0.5 {
let dk = Finish.band(d, 0.0, px, px) * mix(0.85, 0.4, disabled)
out = Finish.over(out, vec4(ml_bezel() * dk, dk))
let li = (Finish.band(d, px, 2.0 * px, px) * up + Finish.ring_out(d, 0.0, px, px) * low) * 0.07 * live
out = Finish.over(out, vec4(li, li, li, li))
}
out = Finish.over(out, ml_focus(d, px, focus * live))
// the wait spinner, which the stock face drew and this one must too
if loading > 0.0 {
let sdf = Sdf2d.viewport(p)
let rr = max(min(h.x, h.y) - 5.0, 2.0)
let a0 = anim * 2.0 * PI
sdf.arc_round_caps(c.x, c.y, rr, a0, a0 + 1.5 * PI, 1.2)
let k = ml_acc()
sdf.fill(vec4(k * loading, loading))
out = Finish.over(out, sdf.result)
}
return out
}
// The drop-down face: the raised face with an engraved split 22 points
// from its right end (1 dpx dark, 1 dpx light, inset a fifth of the height)
// and a stroked chevron 6 by 3.5 points behind it; `held` is pressed.
let ml_dropdown = fn(pos: vec2, size: vec2, o: vec2, px: float, hover: float, held: float, focus: float, disabled: float, m: float) -> vec4 {
var out = ml_button(pos, size, o, px, hover, held, focus, disabled, 0.0, 0.0, 2.0, 1.0, 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 * 0.2, p.y) * step(p.y, size.y * 0.8)
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 * 0.9 * (1.0 - held)
let bz = ml_bezel()
out = Finish.over(out, vec4(bz * div_d, div_d))
let hl = vec3(0.231, 0.227, 0.251)
out = Finish.over(out, vec4(hl * div_l, div_l))
let cc = vec2(size.x - 11.0, Finish.snap(o.y + size.y * 0.5, px) - o.y + held * live * px)
let ch = Finish.cover(ml_chevron(p, cc, 6.0, 3.5, 0.0) - 0.65, px)
let ink = mix(mix(vec3(0.667, 0.667, 0.675), vec3(0.784, 0.792, 0.812), hover * live), vec3(0.29, 0.286, 0.314), 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 raised faces grow their quad for the shadow and the focus ring.
mod.widgets.ButtonFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return self.host_over(ml_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(ml_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(ml_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(ml_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(ml_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(ml_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(ml_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(ml_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(ml_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, 1.0, 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(ml_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.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(ml_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(ml_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(ml_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: split and chevron.
mod.widgets.Select.face.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 8.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.Select.face.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 8.0)
}
mod.widgets.Select.face.clip_x = false
mod.widgets.Select.face.clip_y = false
mod.widgets.Select.face.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0}
mod.widgets.Select.face.min_height = 26.0
// MultiSelect copied the face when it was made; it takes the same.
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 ml_dropdown(self.pos, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, 8.0)
}
mod.widgets.MultiSelect.face.clip_x = false
mod.widgets.MultiSelect.face.clip_y = false
mod.widgets.MultiSelect.face.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0}
mod.widgets.MultiSelect.face.min_height = 26.0
// Button geometry: one 26 point row, a 2 point radius.
mod.widgets.ButtonFlat.padding = mod.turtle.Inset{left: 10.0 right: 10.0 top: 3.0 bottom: 3.0}
mod.widgets.Button.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 3.0 bottom: 3.0}
mod.widgets.ButtonPrimary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 3.0 bottom: 3.0}
mod.widgets.ButtonTertiary.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 3.0 bottom: 3.0}
mod.widgets.ButtonOutline.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 3.0 bottom: 3.0}
mod.widgets.ButtonIcon.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 3.0 bottom: 3.0}
mod.widgets.Button.icon_walk = mod.turtle.Walk{width: 13.0 height: Fit}
mod.widgets.ButtonFlat.min_height = 26.0
mod.widgets.Button.min_height = 26.0
// The extra small face keeps room round its legend: 6 points each side.
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 = 30.0
// Legends: semibold, light grey on the metal; the primary legend is the
// accent, the danger legend a red.
mod.widgets.ButtonFlat.draw_text.text_style = mod.theme.font_bold{font_size: 8.25}
mod.widgets.ButtonFlat.draw_bg.loading_color = #x03e5fb
// The trailing icon has no colour of its own in the library: legend ink.
mod.widgets.ButtonFlat.draw_icon_end.color = #aaaaac
mod.widgets.ButtonPrimary.draw_text.color = #4fc6d6
mod.widgets.ButtonPrimary.draw_text.color_hover = #x86e4ef
mod.widgets.ButtonPrimary.draw_text.color_down = #3a97a4
mod.widgets.ButtonPrimary.draw_text.color_focus = #4fc6d6
mod.widgets.ButtonPrimary.draw_text.color_disabled = #5c5b62
mod.widgets.ButtonPrimary.draw_icon.color = #4fc6d6
mod.widgets.ButtonPrimary.draw_icon_end.color = #4fc6d6
mod.widgets.ButtonPrimary.draw_text.text_style = mod.theme.font_bold{font_size: 8.25}
mod.widgets.ButtonSecondary.draw_text.color = #aaaaac
mod.widgets.ButtonSecondary.draw_text.color_hover = #c8cacf
mod.widgets.ButtonSecondary.draw_text.color_down = #8a8990
mod.widgets.ButtonSecondary.draw_text.color_focus = #aaaaac
mod.widgets.ButtonSecondary.draw_icon.color = #aaaaac
mod.widgets.ButtonTertiary.draw_text.color = #aaaaac
mod.widgets.ButtonTertiary.draw_text.color_hover = #c8cacf
mod.widgets.ButtonTertiary.draw_text.color_down = #8a8990
mod.widgets.ButtonTertiary.draw_text.color_focus = #aaaaac
mod.widgets.ButtonTertiary.draw_icon.color = #aaaaac
mod.widgets.ButtonDanger.draw_text.color = #xe8858c
mod.widgets.ButtonDanger.draw_text.color_hover = #f2a4a9
mod.widgets.ButtonDanger.draw_text.color_down = #b8666c
mod.widgets.ButtonDanger.draw_text.color_focus = #xe8858c
mod.widgets.ButtonDanger.draw_icon.color = #xe8858c
mod.widgets.ButtonOutline.draw_text.color = #aaaaac
mod.widgets.ButtonOutline.draw_text.color_hover = #c8cacf
mod.widgets.ButtonOutline.draw_text.color_down = #8a8990
mod.widgets.ButtonOutline.draw_text.color_focus = #aaaaac
mod.widgets.ButtonOutline.draw_text.color_disabled = #5c5b62
mod.widgets.ButtonOutline.draw_icon.color = #aaaaac
// ---------------------------------------------------------------------------
// CHECK BOXES. A 13 point well two points in from the row, the tick lit in
// the accent with a halo held tight; the well stays dark when set.
mod.widgets.CheckBoxFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0}
mod.widgets.CheckBoxFlat.label_walk.margin = mod.turtle.Inset{left: 21.0 right: 3.0 top: 0.0 bottom: 0.0}
mod.widgets.CheckBoxFlat.draw_bg.size = uniform(13.0)
mod.widgets.CheckBoxFlat.min_height = 26.0
mod.widgets.CheckBoxFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
let sz = self.size
let x0 = mix(2.0, self.rect_size.x - sz - 2.0, self.mark_at_end)
let lo = vec2(Finish.snap(o.x + x0, px), Finish.snap(o.y + (self.rect_size.y - sz) * 0.5, px)) - o
let h = vec2(sz * 0.5, sz * 0.5)
let c = lo + h
// the round box keeps its round well
let r = mix(1.5, h.y, step(20.0, self.border_radius))
let d = ml_rbox(p, c, h, r)
let live = 1.0 - self.disabled
var fill = mix(vec3(0.086, 0.082, 0.106), vec3(0.137, 0.137, 0.153), self.disabled)
fill = fill + g3(0.04 * self.hover * live * (1.0 - self.down) - 0.03 * self.down * live)
var col = ml_well(p, c, h, r, px, fill, (2.0 + 1.2 * self.down) * (1.0 - 0.7 * self.disabled))
// error: the mouth turns red
col = mix(col, vec3(0.918, 0.392, 0.431), Finish.band(d, 0.0, px, px) * self.error)
// the tick, or the mixed dash, 1.8 points
let k = sz / 13.0
let m0 = lo + vec2(3.3, 6.8) * k
let m1 = lo + vec2(5.6, 9.1) * k
let m2 = lo + vec2(9.8, 4.1) * k
let ck = min(ml_seg(p, m0, m1), ml_seg(p, m1, m2)) - 0.9 * k
let dash = ml_seg(p, lo + vec2(3.4, 6.5) * k, lo + vec2(9.6, 6.5) * k) - 0.9 * 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)
let edge = Finish.band(md, 0.0, px, px)
var tick = mix(vec3(0.522, 0.827, 0.827), vec3(0.392, 0.757, 0.776), edge)
tick = mix(tick, vec3(0.20, 0.30, 0.32), self.disabled)
// a tight halo under the mark, inside the well
col = mix(col, tick, mk)
let a = Finish.cover(d, px)
var out = ml_lip(p, c, h, r, px, 0.07)
out = Finish.over(out, vec4(col * a, a))
return Finish.over(out, ml_focus(d, px, self.focus * live))
}
// ---------------------------------------------------------------------------
// TOGGLES. A slot 36 by 16 points holding a machined block as tall as the
// slot, shaded as a cylinder across its width. The part of the slot the
// block leaves open carries an LED dash: lit when on, an engraved slot
// when off.
mod.widgets.ToggleFlat.label_walk.margin = mod.turtle.Inset{left: 44.0 right: 3.0 top: 0.0 bottom: 0.0}
mod.widgets.ToggleFlat.draw_bg.size = uniform(16.0)
mod.widgets.ToggleFlat.min_height = 26.0
mod.widgets.ToggleFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0}
mod.widgets.ToggleFlat.draw_bg.pill_aspect = uniform(2.25)
mod.widgets.ToggleFlat.draw_bg.knob_inset = uniform(0.0)
mod.widgets.ToggleFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
let sz = vec2(self.size * self.pill_aspect, self.size)
let x0 = mix(2.0, self.rect_size.x - sz.x - 2.0, self.mark_at_end)
let lo = vec2(Finish.snap(o.x + x0, px), Finish.snap(o.y + (self.rect_size.y - sz.y) * 0.5, px)) - o
let h = sz * 0.5
let c = lo + h
let r = 2.0
let d = ml_rbox(p, c, h, r)
let live = 1.0 - self.disabled
let knob_t = mix(self.active, self.drag_pos, self.drag)
var fill = mix(vec3(0.082, 0.094, 0.129), vec3(0.106, 0.102, 0.125), self.disabled)
fill = fill + g3(0.03 * self.hover * live - 0.02 * self.down * live)
var col = ml_well(p, c, h, r, px, fill, 2.4 + self.down)
col = mix(col, vec3(0.918, 0.392, 0.431), Finish.band(d, 0.0, px, px) * self.error)
let a = Finish.cover(d, px)
var out = ml_lip(p, c, h, r, px, 0.07)
out = Finish.over(out, vec4(col * a, a))
// the block: 14 points wide, its left edge on a pixel boundary
let bw = 14.0
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 dash in the open part of the slot
let open_c = mix(lo.x + sz.x - (sz.x - bw) * 0.5, lo.x + (sz.x - bw) * 0.5, knob_t)
let dsh = ml_dash(p, vec2(open_c, Finish.snap(o.y + c.y, px) - o.y), 4.0, px, px, mix(ml_acc(), ml_off(), self.disabled), self.active * live, vec3(0.255, 0.251, 0.275))
out = Finish.over(out, dsh)
// its shadow: contact and a short soft layer
let ink = ml_shadow_ink()
let sd = Finish.drop(p, bc, bh, 1.5, vec2(0.6, 1.4), 1.2) * 0.35 * live
out = Finish.over(out, vec4(ink * sd, sd))
let cd = Finish.drop(p, bc, bh, 1.5, vec2(0.0, px), px) * 0.6
out = Finish.over(out, vec4(ink * cd, cd))
let bd = ml_rbox(p, bc, bh, 1.5)
// cylinder shading across the width: dark edges, a bright band left of
// the middle, a second rim band near the far edge
let u = clamp((p.x - (bc.x - bh.x)) / bw, 0.0, 1.0)
var face = mix(vec3(0.176, 0.173, 0.196), vec3(0.365, 0.361, 0.392), smoothstep(0.0, 0.25, u))
face = mix(face, vec3(0.396, 0.388, 0.431), smoothstep(0.25, 0.5, u))
face = mix(face, vec3(0.224, 0.220, 0.251), smoothstep(0.5, 0.75, u))
face = mix(face, vec3(0.392, 0.388, 0.420), smoothstep(0.75, 0.85, u) * (1.0 - smoothstep(0.88, 0.95, u)))
face = mix(face, vec3(0.188, 0.184, 0.216), smoothstep(0.9, 1.0, u))
// lit from above: +5 % at the top falling to -14 % at the foot
let bv = clamp((p.y - (bc.y - bh.y)) / max(2.0 * bh.y, 1.0), 0.0, 1.0)
face = face * mix(1.05, 0.86, bv)
face = face + g3(0.07 * self.hover * live - 0.05 * self.down * live)
face = mix(face, g3(0.16), self.disabled * 0.7)
// top highlight two device pixels, bottom line one
let bt = p.y - (bc.y - bh.y)
face = mix(face, vec3(0.514, 0.510, 0.541), step(0.0, bt) * step(bt, 2.0 * px - 0.01) * live)
face = mix(face, vec3(0.051, 0.047, 0.078), Finish.band(bd, 0.0, px, px) * smoothstep(-0.5, 0.5, p.y - bc.y))
// the dark edge on the sides and foot; the top edge is the highlight
face = mix(face, ml_bezel(), Finish.band(bd, 0.0, px, px) * 0.6 * (1.0 - step(bt, 2.0 * px - 0.01) * live))
let ba = Finish.cover(bd, px)
out = Finish.over(out, vec4(face * ba, ba))
return Finish.over(out, ml_focus(d, px, self.focus * live))
}
// ---------------------------------------------------------------------------
// RADIOS. A round well; the chosen one holds a lit bead, white-hot at its
// centre with a halo held within two points.
mod.widgets.RadioButtonFlat.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0}
mod.widgets.RadioButtonFlat.label_walk.margin = mod.turtle.Inset{left: 21.0 right: 3.0 top: 0.0 bottom: 0.0}
mod.widgets.RadioButtonFlat.draw_bg.size = uniform(13.0)
mod.widgets.RadioButtonFlat.min_height = 26.0
mod.widgets.RadioButtonFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
let sz = self.size
let kf = ml_fit(vec2(2.0 + sz * 0.5, self.rect_size.y * 0.5), o, sz * 0.5, px)
let c = kf.xy
let rad = kf.z
let h = vec2(rad, rad)
let live = 1.0 - self.disabled
let d = length(p - c) - rad
var fill = mix(vec3(0.086, 0.082, 0.106), vec3(0.137, 0.137, 0.153), self.disabled)
fill = fill + g3(0.04 * self.hover * live - 0.03 * self.down * live)
let col = ml_well(p, c, h, rad, px, fill, (2.0 + 1.2 * self.down) * (1.0 - 0.7 * self.disabled))
let a = Finish.cover(d, px)
var out = ml_lip(p, c, h, rad, px, 0.07)
out = Finish.over(out, vec4(col * a, a))
let bead = ml_bead(p, c, rad * 0.45, px, mix(vec3(0.506, 0.976, 0.969), ml_off(), self.disabled), live)
out = Finish.over(out, vec4(bead.rgb * self.active, bead.a * self.active))
return Finish.over(out, ml_focus(d, px, self.focus * live))
}
// Radio tabs: machined segments; the chosen one is a lit face with a dark
// legend and a halo held within two points.
let ml_segment = fn(p: vec2, size: vec2, o: vec2, px: float, hover: float, down: float, focus: float, dis: float, on: float, soft: float) -> vec4 {
let live = 1.0 - dis
let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o
let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o
let h = (hi - lo) * 0.5
let c = lo + h
let r = 2.0
let d = ml_rbox(p, c, h, r)
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
let yi = p.y - lo.y - 2.0 * px
let press = down * live * (1.0 - on)
var face = ml_face(t) + g3(0.026 * hover * live * (1.0 - press))
let sunk = mix(vec3(0.051, 0.047, 0.067), vec3(0.082, 0.078, 0.102), smoothstep(0.0, 2.0 * px + 0.6, yi))
face = mix(face, sunk, press)
face = mix(face, vec3(0.122, 0.118, 0.141), dis)
let lit = on * live
face = mix(face, ml_lit_face(t, yi), lit)
face = mix(face, mix(ml_face(t), vec3(0.10, 0.20, 0.22), 0.6), on * dis)
face = face + g3(ml_grain((p + o) / px, 0.010))
let up = 1.0 - smoothstep(lo.y + 2.0 * px + r + 0.5, lo.y + 2.0 * px + r + 1.5, p.y)
let low = smoothstep(hi.y - 2.0 * px - r - 1.5, hi.y - 2.0 * px - r - 0.5, p.y)
let ramp = (1.0 - smoothstep(0.0, 2.0, yi - px)) * step(0.0, yi) * 0.30
face = mix(face, vec3(0.231, 0.227, 0.251), max(Finish.band(d, 2.0 * px, 3.0 * px, px) * up, ramp) * (1.0 - press) * (1.0 - lit) * live)
face = mix(face, mix(vec3(0.031, 0.031, 0.039), vec3(0.373, 0.627, 0.698), lit), Finish.band(d, 2.0 * px, 3.0 * px, px) * low)
face = mix(face, mix(ml_bezel(), vec3(0.059, 0.133, 0.149), lit), Finish.band(d, 0.0, 2.0 * px, px))
// focus: one device pixel of the accent on the bezel's inner edge,
// inside the box, in place of the lit top row (a ring outside it is cut
// by a row that clips)
face = mix(face, ml_acc(), Finish.band(d, 2.0 * px, 3.0 * px, px) * 0.7 * focus * live * (1.0 - lit))
var out = vec4(0.0, 0.0, 0.0, 0.0)
let ink = ml_shadow_ink()
let sft = Finish.drop(p, c, h, r, vec2(0.5, 3.0), 3.2) * 0.40 * soft * (1.0 - press) * live
out = Finish.over(out, vec4(ink * sft, sft))
let con = Finish.drop(p, c, h, r, vec2(0.0, px), px * 1.2) * 0.6 * (1.0 - 0.7 * press)
out = Finish.over(out, vec4(ink * con, con))
// the lit face's halo, a quarter at one device pixel
let k = ml_acc()
let ha = 0.25 * lit * exp(-max(d - px, 0.0) / (0.6 * px)) * step(0.0, d)
out = Finish.over(out, vec4(k * ha, ha))
let a = Finish.cover(d, px)
return Finish.over(out, vec4(face * a, a))
}
mod.widgets.RadioButtonTabFlat.padding = mod.turtle.Inset{left: 12.0 right: 12.0 top: 6.0 bottom: 6.0}
mod.widgets.RadioButtonTabFlat.min_height = 26.0
mod.widgets.RadioButtonTabFlat.label_walk.margin = mod.turtle.Inset{left: 0.0 right: 0.0 top: 0.0 bottom: 0.0}
mod.widgets.RadioButtonTabFlat.clip_x = false
mod.widgets.RadioButtonTabFlat.clip_y = false
mod.widgets.RadioButtonTabFlat.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 8.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.RadioButtonTabFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 8.0
let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
return ml_segment(p, self.rect_size, self.rect_pos, px, self.hover, self.down, self.focus, self.disabled, self.active, 1.0)
}
mod.widgets.RadioButtonTabFlat.draw_text.text_style = mod.theme.font_bold{font_size: 8.25}
mod.widgets.RadioButtonTabFlat.draw_text.color = #9a9aa0
mod.widgets.RadioButtonTabFlat.draw_text.color_hover = #c8cacf
mod.widgets.RadioButtonTabFlat.draw_text.color_active = #0b2a33
mod.widgets.RadioButtonTabFlat.draw_text.color_disabled = #5c5b62
// ---------------------------------------------------------------------------
// SLIDERS. A groove seven device pixels deep cut into the plate, the value
// a three device-pixel line inside it (light rim, core, dark rim), and a
// 12 point turned thumb whose centre lights while it is held or focused.
mod.widgets.SliderMinimal.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 6.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.SliderMinimal.clip_x = false
mod.widgets.SliderMinimal.clip_y = false
// The groove and its value line; `lo` its top left, `w` its length, `fx`
// where the value ends.
let ml_track = fn(p: vec2, lo: vec2, w: float, px: float, fx: float, dis: float, hot: float) -> vec4 {
let th = 7.0 * px
let h = vec2(w * 0.5, th * 0.5)
let c = lo + h
let r = h.y
let d = ml_rbox(p, c, h, r)
let fill = mix(vec3(0.082, 0.078, 0.102), vec3(0.106, 0.102, 0.125), dis)
var col = ml_well(p, c, h, r, px, fill, 1.6)
// the value line: rows 2, 3 and 4 of the seven, from the start to fx
let row = floor((p.y - lo.y) / px)
let inx = step(lo.x + 2.0 * px, p.x) * step(p.x, fx)
let r2 = step(1.5, row) * step(row, 2.5)
let r3 = step(2.5, row) * step(row, 3.5)
let r4 = step(3.5, row) * step(row, 4.5)
var lit = ml_rim_hi() * r2 + ml_fill() * r3 + ml_rim_lo() * r4
lit = lit * (1.0 + 0.10 * hot)
lit = mix(lit, ml_off() * (1.0 + 0.2 * r2), dis)
col = mix(col, lit, inx * (r2 + r3 + r4))
let a = Finish.cover(d, px)
let out = ml_lip(p, c, h, r, px, 0.07)
return Finish.over(out, vec4(col * a, a))
}
// The thumb's lit centre while held or focused: an accent dot with a dark
// cyan edge.
let ml_thumb_dot = fn(p: vec2, c: vec2, rad: float, px: float, on: float) -> vec4 {
let d = length(p - c) - rad
let a = Finish.cover(d, px) * on
let col = mix(vec3(0.290, 0.898, 0.929), vec3(0.051, 0.255, 0.298), Finish.band(d, 0.0, px, px))
return vec4(col * a, a)
}
mod.widgets.SliderFlat.height = 34.0
mod.widgets.SliderFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 6.0
let size = self.rect_size
let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
let o = self.rect_pos
let live = 1.0 - self.disabled
let tr = 6.0
let cy = size.y - tr - 1.0
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 = ml_track(p, vec2(x0, top), w, px, kx, self.disabled, hot)
let kf = ml_fit(vec2(kx, top + 3.5 * px), o, tr, px)
out = Finish.over(out, ml_disc(p, kf.xy, kf.z, px, self.hover * live, self.drag * live, self.disabled))
out = Finish.over(out, ml_thumb_dot(p, kf.xy, kf.z * 0.35, px, max(self.focus, self.drag) * live))
return Finish.over(out, ml_focus(length(p - kf.xy) - kf.z, px, self.focus * live))
}
// The minimal slider: a hairline groove, the accent thread in it and a
// small turned 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(4.0, 4.5, 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)
// groove: two dark rows over one light row
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 * 0.07
let lit = step(p.x, kx) * dark
var out = vec4(light, light, light, light)
let g = mix(vec3(0.047, 0.043, 0.067), mix(ml_fill(), ml_off(), self.disabled), lit)
out = Finish.over(out, vec4(g * dark, dark))
let kf = ml_fit(vec2(kx, cy - px), o, tr, px)
out = Finish.over(out, ml_disc(p, kf.xy, kf.z, px, self.hover * live, self.drag * live, self.disabled))
return Finish.over(out, ml_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 value line inside it
// and a turned cap riding in the well; the value reads on the well.
mod.widgets.SliderRoundFlat.height = 14.0
mod.widgets.SliderRoundFlat.text_input.margin = mod.turtle.Inset{left: 0.0 right: 8.0 top: 0.0 bottom: 0.0}
mod.widgets.SliderRoundFlat.text_input.min_height = 0.0
mod.widgets.SliderRoundFlat.text_input.padding = mod.turtle.Inset{left: 0.0 right: 0.0 top: 0.0 bottom: 0.0}
mod.widgets.SliderRoundFlat.text_input.draw_text.text_style = mod.theme.font_regular{font_size: 7.5}
mod.widgets.SliderRoundFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 6.0
let size = self.rect_size
let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
let o = self.rect_pos
let live = 1.0 - self.disabled
let x0 = Finish.snap(o.x + self.label_size, px) - o.x
let y0 = Finish.snap(o.y, px) - o.y
let hi = vec2(Finish.snap(o.x + size.x, 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 = ml_rbox(p, c, h, r)
let fill = mix(vec3(0.082, 0.078, 0.102), vec3(0.106, 0.102, 0.125), self.disabled) + g3(0.018 * self.hover * live)
var col = ml_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 value line, three device pixels at the well's middle
let mid = Finish.snap(o.y + c.y, px) - o.y
let row = floor((p.y - mid) / px + 1.5)
let inx = step(x0 + 3.0 * px, p.x) * step(p.x, kx)
let r2 = step(-0.5, row) * step(row, 0.5)
let r3 = step(0.5, row) * step(row, 1.5)
let r4 = step(1.5, row) * step(row, 2.5)
var lit = ml_rim_hi() * r2 + ml_fill() * r3 + ml_rim_lo() * r4
lit = mix(lit, ml_off(), self.disabled)
col = mix(col, lit, inx * (r2 + r3 + r4))
let a = Finish.cover(d, px)
var out = ml_lip(p, c, h, r, px, 0.07)
out = Finish.over(out, vec4(col * a, a))
let kf = ml_fit(vec2(kx, c.y), o, cr, px)
out = Finish.over(out, ml_disc(p, kf.xy, kf.z, px, self.hover * live, self.drag * live, self.disabled))
return Finish.over(out, ml_focus(d, px, self.focus * live))
}
// ---------------------------------------------------------------------------
// KNOBS. A turned cap on a black skirt: a cast shadow to the lower right, a
// contact ring, a bright chamfer ring and a groove round a spun face, an
// engraved pointer. From 32 points up a knurled band and a ledge ring. The
// value is a thin accent arc outside the skirt; its unlit rest is an
// engraved groove, not a grey bar.
let ml_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 hh = vec2(rad, rad)
let live = 1.0 - dis
let ink = ml_shadow_ink()
var out = vec4(0.0, 0.0, 0.0, 0.0)
let cast = Finish.drop(p, c, hh, rad, vec2(dia * 0.08, dia * 0.09), dia * 0.06) * 0.6 * mix(1.0, 0.4, dis)
out = Finish.over(out, vec4(ink * cast, cast))
let q = p - c
let d = length(q) - rad
let big = step(34.0, dia)
// skirt, ledge and knurl on the larger caps
let skirt = max(floor(dia * 0.04 / px + 0.5), 2.0) * px * big
let knurl = max(floor(dia * 0.055 / px + 0.5), 2.0) * px * big
let ang = atan2(q.x, -q.y)
let teeth = 0.5 + 0.5 * cos(ang * 90.0)
let up = 1.0 - smoothstep(-0.3, 0.3, q.y / rad)
var face = g3(ml_conic(q, px, 0.45, 0.86, 0.10 * hover))
face = face * vec3(0.985, 0.995, 1.0)
face = face + g3(0.04 * hover - 0.03 * press)
face = mix(face, mix(g3(0.30), face * 0.5, 0.5), dis)
// from the outside in: contact ring, skirt, ledge, knurl, chamfer, groove
let e0 = 0.0
let e1 = e0 + px
let e2 = e1 + skirt
let e3 = e2 + px * big
let e4 = e3 + knurl
let cw = max(floor(dia * 0.024 / px + 0.5), 2.0) * px
let e5 = e4 + cw
let e6 = e5 + px
let kt = mix(vec3(0.20, 0.205, 0.215), vec3(0.47, 0.48, 0.49), teeth) * mix(0.8, 1.15, up)
let chm = mix(vec3(0.776, 0.792, 0.796), vec3(0.992, 1.0, 0.996), smoothstep(-0.2, 0.9, q.y / rad))
face = mix(face, vec3(0.349, 0.365, 0.369), Finish.band(d, e5, e6, px))
face = mix(face, mix(chm, g3(0.34), dis), Finish.band(d, e4, e5, px))
face = mix(face, mix(kt, g3(0.20), dis), Finish.band(d, e3, e4, px) * big)
face = mix(face, vec3(0.341, 0.357, 0.369), Finish.band(d, e2, e3, px) * big)
face = mix(face, vec3(0.016, 0.016, 0.008), Finish.band(d, e1, e2, px) * big)
face = mix(face, vec3(0.059, 0.078, 0.090), Finish.band(d, e0, e1, px))
// the pointer, engraved: a dark line with a light line on its lower side
let pang = gap * 0.5 + (2.0 * PI - gap) * val
let dir = vec2(-sin(pang), cos(pang))
let inner = rad - e6
let pa = c + dir * inner * 0.45
let pb = c + dir * inner * 0.92
let pw = max(dia * 0.015, 0.55)
let pl = ml_seg(p, pa, pb) - pw
let pl_lit = ml_seg(p - vec2(0.0, px), pa, pb) - pw
let on_face = step(length(q), inner)
face = mix(face, g3(0.96), Finish.cover(pl_lit, px) * 0.5 * live * on_face)
face = mix(face, mix(vec3(0.157, 0.161, 0.169), g3(0.3), dis), Finish.cover(pl, px) * on_face)
let a = Finish.cover(d, px)
return Finish.over(out, vec4(face * a, a))
}
// The value arc: `ar` its middle radius, `aw` its width. The unlit part is a
// groove one device pixel dark with a lighter pixel outside it.
let ml_arc = fn(p: vec2, c: vec2, ar: float, aw: float, px: float, val: float, gap: 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 rd = abs(length(q) - ar) - aw * 0.5
let in_arc = step(start, ang) * step(ang, start + sweep)
let track_d = mix(1000.0, rd, in_arc)
let lit_in = step(start, ang) * step(ang, start + sweep * val)
let lit_d = mix(1000.0, rd, lit_in)
var out = vec4(0.0, 0.0, 0.0, 0.0)
// the groove: dark inside, light lip outside
let gd = Finish.cover(track_d, px)
let lipd = mix(1000.0, abs(length(q) - ar - aw * 0.5 - px * 0.5) - px * 0.5, in_arc)
let lip = Finish.cover(lipd, px) * 0.06
out = vec4(lip, lip, lip, lip)
out = Finish.over(out, vec4(vec3(0.102, 0.114, 0.141) * gd, gd))
let la = Finish.cover(lit_d, px)
let k = mix(ml_fill() * (1.0 + 0.1 * hot), ml_off(), dis)
return Finish.over(out, vec4(k * la, la))
}
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 * 0.72 / px) * px
let aw = 2.0 * px
let ar = floor((rad + 2.0 * rad * 0.07) / px + 0.5) * px + aw * 0.5
let hot = max(self.hover, self.drag) * live
var out = ml_arc(p, c, ar, aw, px, self.slide_pos, gap, self.disabled, hot)
out = Finish.over(out, ml_knob(p, c, rad, px, self.slide_pos, gap, max(self.hover, self.focus) * live, self.drag * live, self.disabled))
return Finish.over(out, ml_focus(length(p - c) - ar - aw * 0.5, px, self.focus * live))
}
mod.widgets.RotaryFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 6.0
let size = self.rect_size
let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
let o = self.rect_pos
let live = 1.0 - self.disabled
let room = vec2(size.x, size.y - 20.0)
let dia = min(room.x, room.y)
let rr = dia * 0.5
let c = vec2(Finish.snap(o.x + size.x * 0.5, px) - o.x, Finish.snap(o.y + 20.0 + room.y * 0.5, px) - o.y)
let gap = self.gap * PI / 180.0
let rad = floor(rr * 0.74 / px) * px
let aw = 2.0 * px
let ar = floor((rad + 2.0 * rad * 0.07) / px + 0.5) * px + aw * 0.5
let hot = max(self.hover, self.drag) * live
var out = ml_arc(p, c, ar, aw, px, self.slide_pos, gap, self.disabled, hot)
out = Finish.over(out, ml_knob(p, c, rad, px, self.slide_pos, gap, max(self.hover, self.focus) * live, self.drag * live, self.disabled))
return Finish.over(out, ml_focus(length(p - c) - ar - aw * 0.5, px, self.focus * live))
}
// The dial's readout: an emissive display in a dark well, cyan digits with
// no bloom.
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 = ml_rbox(p, c, h, 2.0)
var col = ml_well(p, c, h, 2.0, px, vec3(0.059, 0.067, 0.075), 2.4)
// one soft band of reflection over the top third of the glass
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
col = col + g3(0.02 * (1.0 - smoothstep(0.1, 0.35, t)) * step(2.0 * px, p.y - lo.y))
let a = Finish.cover(d, px)
var out = ml_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 = #3fc9dc
mod.widgets.RotaryFlat.text_input.draw_text.color_hover = #3fc9dc
mod.widgets.RotaryFlat.text_input.draw_text.color_focus = #x5fd6e6
mod.widgets.RotaryFlat.text_input.draw_text.color_empty = #1f5a63
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, caption ink.
mod.widgets.RotaryKnob.draw_text.text_style = mod.theme.font_regular{font_size: 6.0}
mod.widgets.RotaryKnob.draw_text.color = #x8b8f98
// ---------------------------------------------------------------------------
// FADERS. A turned puck sunk in a channel milled into the plate: the slider
// bench's switch puck, drawn by the cap engine (`mod.sdf.Cap`). The channel
// is the puck's own width with round ends and runs from one track inset to
// the other, so at either stop the puck's rim meets the channel's end. Its
// floor is the plate's well ink; the top wall throws its shadow in and the
// lower lip catches the light. The puck is grey spun metal, lower than the
// channel is deep, so it throws nothing on the plate: its shadow and contact
// shade stay on the channel's floor. There is no value fill: the bench's
// puck runs its channel with no track in it. Hover and focus lift its face
// a little, a press sinks it half a point deeper, focus rings it in the
// accent.
mod.widgets.SliderFader.cap_size = 18.0
// A puck is as wide as it is long, so it does not read cap_cross.
mod.widgets.SliderFader.draw_bg.cap_cross = uniform(0.45)
mod.widgets.SliderFader.clip_x = false
mod.widgets.SliderFader.clip_y = false
// The material as the bench tuned it, as uniforms so the tweaker moves them.
// The light is screen space: x right, y down, z toward the viewer.
mod.widgets.SliderFader.draw_bg.cap_light = uniform(vec3(-0.3, -0.58, 0.78))
mod.widgets.SliderFader.draw_bg.cap_intensity = uniform(0.45)
mod.widgets.SliderFader.draw_bg.cap_specular = uniform(0.64)
mod.widgets.SliderFader.draw_bg.cap_roughness = uniform(0.92)
mod.widgets.SliderFader.draw_bg.cap_gloss = uniform(0.46)
mod.widgets.SliderFader.draw_bg.cap_rim = uniform(0.0)
mod.widgets.SliderFader.draw_bg.cap_ao = uniform(1.0)
mod.widgets.SliderFader.draw_bg.cap_ao_reach = uniform(0.2)
mod.widgets.SliderFader.draw_bg.cap_reflection = uniform(0.56)
mod.widgets.SliderFader.draw_bg.cap_reflection_perspective = uniform(0.35)
mod.widgets.SliderFader.draw_bg.cap_metal = uniform(1.0)
mod.widgets.SliderFader.draw_bg.cap_spun = uniform(1.0)
mod.widgets.SliderFader.draw_bg.cap_glow = uniform(0.0)
mod.widgets.SliderFader.draw_bg.cap_exposure = uniform(0.0)
mod.widgets.SliderFader.draw_bg.cap_rolloff = uniform(0.6)
mod.widgets.SliderFader.draw_bg.cap_shadow = uniform(0.7)
mod.widgets.SliderFader.draw_bg.cap_shadow_blur = uniform(12.0)
mod.widgets.SliderFader.draw_bg.cap_contact = uniform(1.0)
mod.widgets.SliderFader.draw_bg.cap_inner = uniform(0.9)
// The puck's solid: corner share, edge width share, blend, height in points.
mod.widgets.SliderFader.draw_bg.cap_shape = uniform(vec4(1.0, 1.0, 0.04, 2.5))
// How deep the channel is cut, in points: a point deeper than the puck is
// tall, which is what sinks it.
mod.widgets.SliderFader.draw_bg.cap_well_depth = uniform(3.5)
// The inks: the puck in the bench's grey metal, the plate and its well in
// the sheet's own colours, the light and the shade the bench lit it with.
mod.widgets.SliderFader.draw_bg.handle_color = uniform(#8f8f8f)
mod.widgets.SliderFader.draw_bg.ground_color = uniform(theme.color_bg_app)
mod.widgets.SliderFader.draw_bg.well_color = uniform(theme.color_inset)
mod.widgets.SliderFader.draw_bg.light_color = uniform(#ffffff)
mod.widgets.SliderFader.draw_bg.shadow_color = uniform(#x3a3a3e)
// The quad grows by the shadow's blur on every side, the room the bench
// gives a cap: the puck overhangs nothing and throws no glow, and the lip
// and the focus ring stay within it on a fader thinner than the puck.
mod.widgets.SliderFader.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 12.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.SliderFader.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 12.0
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 vert = self.is_vertical
// Track space: `ab.x` along the travel from its zero (up the screen when
// the fader stands), `ab.y` across it.
let ab = vec2(mix(p.x, size.y - p.y, vert), mix(p.y, p.x, vert))
let along = mix(size.x, size.y, vert)
let across = mix(size.y, size.x, vert)
let travel = max(along - self.inset_px * 2.0 - self.cap_px, 1.0)
let foot = self.inset_px + self.cap_px * 0.5
let at = foot + self.slide_pos * travel
// The channel: the puck's width in whole device pixels, its long walls
// on pixel boundaries so the lip is one crisp row, its ends round.
let oc = mix(o.y, o.x, vert)
let ww = max(floor(self.cap_px / px + 0.5), 2.0) * px
let w0 = Finish.snap(oc + (across - ww) * 0.5, px) - oc
let mid = w0 + ww * 0.5
let wbox = vec4(along * 0.5, mid, max(along * 0.5 - self.inset_px, ww * 0.5), ww * 0.5)
let wr = wbox.w
let depth = self.cap_well_depth
let l = normalize(self.cap_light)
let lt = Cap.light(l, vert)
let ground = self.ground_color.rgb
let light_ink = self.light_color.rgb
let shadow_ink = self.shadow_color.rgb
var col = Cap.well(ground, ab, wbox, wr, depth, lt, px, self.well_color.rgb, light_ink, shadow_ink, self.cap_inner, self.cap_ao, self.cap_shadow_blur, self.cap_shadow)
// The puck: round, its outline at `fp.x`.
let shape = self.cap_shape
let hs = vec2(self.cap_px * 0.5, self.cap_px * 0.5)
let q = ab - vec2(at, mid)
let r = shape.x * min(hs.x, hs.y)
let fp = Cap.sd_cap(q, hs, r, vec2(1.0, 0.0))
// Only a pixel within reach of the puck and what it throws runs the rest.
let far = abs(q) - hs
let reach = max(hs.x, hs.y) * (1.0 + 2.2 * self.cap_glow) + shape.w * 1.5 + self.cap_shadow_blur * 1.5 + 6.0
if max(far.x, far.y) < reach {
// A press sinks the puck half a point into its channel.
let sink = 0.5 * self.drag * live
// The edge curve alone lofts the puck. The bench keeps its along
// and across curves flat at one, whose readings are (1, 0) at every
// point, and it has no ribs, so those three are passed as that.
let plain = vec2(1.0, 0.0)
let edge = Cap.curve(Cap.edge_x(fp.x, hs, shape.y), 3.0, vec2(0.0, 0.249), vec2(0.0407, 0.1252), vec2(-0.0813, 0.0), vec2(0.244, 1.0), vec2(0.0813, 0.0), vec2(-0.126, 0.0), vec2(1.0, 1.0), vec2(0.126, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0))
let f = Cap.field(q, hs, fp, plain, plain, edge, plain, shape, vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.5, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0))
// Its surface height over the channel's floor, and how much of the
// sky the channel's walls leave it.
let z = max(f.x * shape.w - sink, 0.0)
let open = 1.0 - clamp((depth - z) / depth, 0.0, 1.0)
let body = self.handle_color.rgb
var cap = Cap.shade(Cap.normal(f.yz, shape.w, vert), l, Cap.view(q, hs, self.cap_reflection_perspective, vert), f.x, body, 0.0, 0.0, open, self.cap_specular, self.cap_roughness, self.cap_gloss, self.cap_rim, self.cap_ao, self.cap_ao_reach, self.cap_reflection, self.cap_metal, self.cap_intensity, body, light_ink, shadow_ink, ground)
// Turned metal: a fan along the light, a fine grain round it.
let sp = Cap.spun(q, hs, lt.xy) * self.cap_spun
cap = Cap.in_shadow(Cap.in_light(cap, clamp(sp, 0.0, 1.0) * 0.55, light_ink), clamp(-sp, 0.0, 1.0) * 0.42, shadow_ink)
cap = Cap.emit(cap, f.x, body, light_ink, self.cap_glow)
cap = Cap.in_well(cap, ab, z, wbox, wr, depth, lt, self.cap_ao, self.cap_inner, shadow_ink)
// Hover and focus lift the face, by as much as the sheet lifts its
// turned thumbs: the old block cap's 0.03 barely shows on bright
// metal. Disabled goes to the sheet's dimmed turned metal.
cap = cap + vec3(0.08, 0.08, 0.08) * max(self.hover, self.focus) * live
cap = mix(cap, mix(vec3(0.28, 0.28, 0.28), cap * 0.45, 0.5), self.disabled)
let cov = Cap.cover(fp.x, px)
// The shadow and the contact shade fall on the channel's floor and
// stay in it; `rise` is below zero while the puck is sunk.
let rise = shape.w - sink - depth
let in_floor = Cap.well_mask(ab, wbox, wr, depth, px).x
let sh = Cap.shadow(q, hs, r, vec3(0.8784, 0.8784, 1.0), lt, rise, self.cap_shadow_blur, self.cap_shadow, px) * mix(1.0, 0.4, self.disabled)
let ct = Cap.contact(fp.x, max(max(rise * 0.3, 1.0), depth * 0.45), min(self.cap_contact * 1.6, 1.0))
col = mix(col, col * shadow_ink, clamp(sh + ct, 0.0, 1.0) * (1.0 - cov) * in_floor)
col = col + body * Cap.glow(fp.x, hs, self.cap_glow) * 0.9 * (1.0 - cov)
col = mix(col, cap, cov)
}
// Laid over the plate without painting it: what is lighter than the
// plate adds its light, what is darker takes its share of the plate.
let ev = pow(2.0, self.cap_exposure)
let out = Cap.on_ground(Cap.tone(col, ev, self.cap_rolloff), Cap.tone(ground, ev, self.cap_rolloff))
return Finish.over(out, ml_focus(fp.x, px, self.focus * live))
}
// ---------------------------------------------------------------------------
// TEXT FIELDS. A well 26 points tall: a dark top wall with the plate's
// shadow falling in over a few points, the lip on the last row of the box.
// Focus lights the mouth in the accent, inside the box, so a field needs
// no room outside itself.
let ml_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 - vec2(0.0, px)
let h = (hi - lo) * 0.5
let c = lo + h
let d = ml_rbox(p, c, h, r)
// the floor is cut, not painted: dark under the top wall, rising to the
// well's own shade by the middle and a little more at the foot
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
let u = clamp(t * 2.0, 0.0, 1.0)
let rise = 1.0 - (1.0 - u) * (1.0 - u)
var fill = mix(vec3(0.040, 0.038, 0.052), vec3(0.100, 0.097, 0.120), rise)
fill = mix(fill, vec3(0.106, 0.102, 0.125), clamp(t * 2.0 - 1.0, 0.0, 1.0))
fill = fill + g3(0.014 * hover * (1.0 - dis))
fill = mix(fill, vec3(0.106, 0.102, 0.125), dis)
fill = fill + g3(ml_grain((p + o) / px, 0.006))
var col = ml_well(p, c, h, r, px, fill, 2.0)
// focus: the mouth and a row inside it in the accent
let k = ml_acc()
col = mix(col, k, Finish.band(d, 0.0, px, px) * focus * 0.6)
let low = smoothstep(-0.5, 0.5, p.y - c.y)
col = mix(col, k, Finish.band(d, 0.0, px, px) * low * focus * 0.35)
let a = Finish.cover(d, px)
var out = ml_lip(p, c, h, r, px, 0.07)
return Finish.over(out, vec4(col * a, a))
}
mod.widgets.TextInputFlat.padding = mod.turtle.Inset{left: 6.0 right: 6.0 top: 3.0 bottom: 3.0}
mod.widgets.TextInputFlat.draw_bg.pixel = fn() {
// The value field inside a slider or a well draws no box of its own.
if self.color.a < 0.01 {
return vec4(0.0, 0.0, 0.0, 0.0)
}
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_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 = #c8cacf
mod.widgets.TextInputFlat.draw_text.color_hover = #xd7d9de
mod.widgets.TextInputFlat.draw_text.color_focus = #xd7d9de
mod.widgets.TextInputFlat.draw_text.color_empty = #6b6d75
mod.widgets.TextInputFlat.draw_text.color_disabled = #5c5b62
mod.widgets.TextInputFlat.draw_cursor.color = #x03e5fb
mod.widgets.NumberField.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, self.focus, self.disabled, 2.0)
}
// The box a field's input sits in is the same well.
mod.widgets.FieldWell.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_field(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hover, self.focus, self.disabled, 2.0)
}
// The stepper: a raised machined column set into the well's end, split by
// an engraved line, each half with a small stroked chevron.
let ml_spin = fn(p: vec2, size: vec2, o: vec2, px: float, hot: float, down: float, dis: float) -> vec4 {
let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o + vec2(0.0, 2.0 * px)
let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o - vec2(2.0 * px, 3.0 * px)
let h = (hi - lo) * 0.5
let c = lo + h
let d = ml_rbox(p, c, h, 1.5)
let live = 1.0 - dis
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
var face = ml_face(t)
let upper = step(p.y, c.y)
let hh = mix(max(0.0, -hot), max(0.0, hot), upper) * live
let dn = mix(max(0.0, -down), max(0.0, down), upper) * live
face = face + g3(0.03 * hh * (1.0 - dn))
face = mix(face, vec3(0.082, 0.078, 0.102), dn)
face = mix(face, vec3(0.122, 0.118, 0.141), dis)
let mid = Finish.snap(o.y + c.y, px) - o.y
face = mix(face, ml_bezel(), step(mid - px, p.y) * step(p.y, mid))
face = mix(face, vec3(0.231, 0.227, 0.251), step(mid, p.y) * step(p.y, mid + px) * live)
face = mix(face, vec3(0.231, 0.227, 0.251), Finish.band(d, px, 2.0 * px, px) * (1.0 - smoothstep(-0.5, 0.5, p.y - lo.y - 1.5)) * live)
face = mix(face, ml_bezel(), Finish.band(d, 0.0, px, px))
// the chevrons, 5 by 2.5 points, a 1.3 point stroke
let ink = mix(vec3(0.667, 0.667, 0.675), vec3(0.29, 0.286, 0.314), dis)
let cu = vec2(c.x, (lo.y + mid) * 0.5)
let cl = vec2(c.x, (mid + hi.y) * 0.5)
let chd = min(ml_chevron(p, cu, 5.0, 2.5, 1.0), ml_chevron(p, cl, 5.0, 2.5, 0.0)) - 0.65
face = mix(face, ink + g3(0.1 * hh), Finish.cover(chd, px))
let a = Finish.cover(d, px)
return vec4(face * a, a)
}
mod.widgets.NumberSpin.width = 16.0
mod.widgets.NumberSpin.draw_text.color = #00000000
mod.widgets.NumberSpin.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_spin(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hot, self.down, self.disabled)
}
// The number field's own stepper was built before this sheet ran.
mod.widgets.NumberField.spin_width = 16.0
mod.widgets.NumberField.spin.width = 16.0
mod.widgets.NumberField.spin.draw_text.color = #00000000
mod.widgets.NumberField.spin.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_spin(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, self.hot, self.down, self.disabled)
}
// ---------------------------------------------------------------------------
// DROP-DOWNS. The raised face with an engraved split 22 points from its
// right end and a stroked chevron behind it; open is pressed.
mod.widgets.DropDownFlat.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0}
mod.widgets.DropDown.padding = mod.turtle.Inset{left: 10.0 right: 30.0 top: 3.0 bottom: 3.0}
mod.widgets.DropDownFlat.clip_x = false
mod.widgets.DropDownFlat.clip_y = false
mod.widgets.DropDownFlat.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 8.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.DropDownFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_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_bold{font_size: 8.25}
// The combo box: the well with a raised key joined at its right end.
mod.widgets.ComboBox.padding = mod.turtle.Inset{left: 8.0 right: 26.0 top: 3.0 bottom: 3.0}
mod.widgets.ComboBox.input.min_height = 0.0
mod.widgets.ComboBox.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let size = self.rect_size
let o = self.rect_pos
let live = 1.0 - self.disabled
var out = ml_field(p, size, o, px, self.hover, self.focus, self.disabled, 2.0)
let kx = Finish.snap(o.x + size.x - 20.0, px) - o.x
let hi = vec2(Finish.snap(o.x + size.x, px), Finish.snap(o.y + size.y, px)) - o - vec2(2.0 * px, 3.0 * px)
let klo = vec2(kx, Finish.snap(o.y, px) - o.y + 2.0 * px)
let kh = (hi - klo) * 0.5
let kc = klo + kh
let kd = ml_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 = ml_face(t) + g3(0.026 * self.hover * live * (1.0 - held))
face = mix(face, vec3(0.082, 0.078, 0.102), held)
face = mix(face, vec3(0.122, 0.118, 0.141), self.disabled)
face = mix(face, vec3(0.231, 0.227, 0.251), step(klo.y, p.y) * step(p.y, klo.y + px) * (1.0 - held) * live)
face = mix(face, ml_bezel(), Finish.band(kd, 0.0, px, px))
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(ml_chevron(p, cc, 6.0, 3.5, 0.0) - 0.65, px)
let ink = mix(vec3(0.667, 0.667, 0.675), vec3(0.29, 0.286, 0.314), self.disabled)
return Finish.over(out, vec4(ink * ch, ch))
}
// ---------------------------------------------------------------------------
// SEGMENTS AND TABS. The segmented control is a row of machined push
// buttons: the strip is raised in the buttons' own material (bezel, top
// line, foot line, a short shadow), and the chosen answer is pushed in deep
// between its neighbours. The tab strip is a row of machined segments on a
// tray; the tab in use keeps its face and takes a two device pixel accent
// line along its foot.
let ml_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
let h = (hi - lo) * 0.5
let c = lo + h
// the short shadow, held within the six points to the next row
let ink = ml_shadow_ink()
let soft = Finish.drop(p, c, h, 2.0, vec2(0.5, 2.0), 2.0) * 0.40
var face = ml_button(pos, size, o, px, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 2.0, 0.0, m)
// Down a column every answer is a cap of its own: each keeps the face's
// fall from top to foot, and where two meet the upper one's foot line,
// a bezel row and the lower one's top line. The answers are 26 points
// tall under this sheet (its size_control_m) and start two points in;
// a strip one answer tall has no join, and draws as above.
let sh = 26.0
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 kc = clamp(floor((p.y - 2.0) / sh), 0.0, max(n - 1.0, 0.0))
let t0 = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
let tc = clamp((p.y - kc * sh) / (sh + 4.0), 0.0, 1.0)
let bez = 2.0 * px
let inx = step(lo.x + bez, p.x) * (1.0 - step(hi.x - bez, p.x))
let iny = step(lo.y + bez, p.y) * (1.0 - step(hi.y - bez, p.y))
let fall = (ml_face(tc) - ml_face(t0)) * inx * iny * col * face.a
face = vec4(face.rgb + fall, face.a)
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_foot = step(yb - px, p.y) * (1.0 - step(yb, p.y)) * join
let r_bez = step(yb, p.y) * (1.0 - step(yb + px, p.y)) * join
let r_top = step(yb + px, p.y) * (1.0 - step(yb + 2.0 * px, p.y)) * join
face = Finish.over(face, vec4(vec3(0.031, 0.031, 0.039) * r_foot, r_foot))
face = Finish.over(face, vec4(ml_bezel() * r_bez, r_bez))
face = Finish.over(face, vec4(vec3(0.231, 0.227, 0.251) * r_top, r_top))
return Finish.over(vec4(ink * soft, soft), face)
}
// The chosen answer, pushed in: a well the segment's width that runs from
// under the strip's top bezel to above its bottom bezel (the strip lays its
// answers two points in), black under the top edge and shaded along both
// walls, with the neighbours' ends standing lit over it. Under the label a
// small lamp in the accent, the milled LED dash, its light pooling on the
// floor and reaching the well's foot.
let ml_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 + 2.0 * px
let y1 = Finish.snap(o.y + size.y + 2.0, px) - o.y - 2.0 * px
let inside = step(x0, p.x) * (1.0 - step(x1, p.x)) * step(y0, p.y) * (1.0 - step(y1, p.y))
let t = clamp((p.y - y0) / max(y1 - y0, 1.0), 0.0, 1.0)
// the floor
var col = mix(vec3(0.118, 0.122, 0.141), vec3(0.098, 0.102, 0.118), t)
col = col + g3(ml_grain((p + o) / px, 0.008))
// the shade: black under the top edge, gone in about six rows; along
// each wall a shade gone in four; a darker last row at the foot
let top = exp(-max(p.y - y0, 0.0) / (2.2 * px))
let wl = 0.8 * exp(-max(p.x - x0, 0.0) / (1.4 * px))
let wr = 0.8 * exp(-max(x1 - px - p.x, 0.0) / (1.4 * px))
let foot = 0.45 * step(y1 - px, p.y)
let dk = 1.0 - (1.0 - top) * (1.0 - wl) * (1.0 - wr) * (1.0 - foot)
col = mix(col, vec3(0.012, 0.012, 0.020), clamp(dk, 0.0, 1.0))
// the lamp's light on the floor: a broad soft pool round the lamp
let k = ml_acc()
let lc = vec2(Finish.snap(o.x + (x0 + x1) * 0.5, px) - o.x, Finish.snap(o.y + size.y, px) - o.y - 6.0 * px)
let q = vec2((p.x - lc.x) / max((x1 - x0) * 0.26, 1.0), (p.y - lc.y) / 3.4)
let pool = exp(-dot(q, q)) * 0.26 * (1.0 - 0.6 * top)
col = mix(col, k * 0.85, pool)
var res = vec4(col, 1.0) * inside
// the neighbours' ends over the well: one lit column each, down to the
// strip's foot line
let ey = step(y0, p.y) * (1.0 - step(y1 - px, p.y))
let el = step(x0 - px, p.x) * (1.0 - step(x0, p.x))
let er = step(x1, p.x) * (1.0 - step(x1 + px, p.x))
let lit = mix(vec3(0.263, 0.259, 0.282), vec3(0.176, 0.173, 0.196), t)
res = Finish.over(res, vec4(lit, 1.0) * (el + er) * ey)
// the lamp: two device pixel rows sixteen long, the top row white-hot,
// the lower one the accent, in a tight halo on the floor
let ld = ml_rbox(p, lc, vec2(8.0 * px, px), px)
let la = Finish.cover(ld, px)
let hot = mix(mix(k, vec3(1.0, 1.0, 1.0), 0.70), 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 - la) * step(0.0, ld)
res = Finish.over(res, vec4(k * ha, ha) * inside)
res = Finish.over(res, vec4(hot * la, la) * inside)
return res
}
mod.widgets.SegmentedControlFlat.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 6.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.SegmentedControlFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_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 ml_push_well(p, self.rect_size, self.rect_pos, px)
}
mod.widgets.SegmentedControlFlat.draw_text.color = #9a9aa0
mod.widgets.SegmentedControlFlat.draw_text_selected.color = #eceef2
mod.widgets.SegmentedControlFlat.palette.on_neutral_container = #eceef2
// The tab strip.
mod.widgets.Tabs.height = 26.0
mod.widgets.Tabs.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
// an engraved rule along the strip's foot: dark over light
let yb = Finish.snap(o.y + self.rect_size.y, px) - o.y
let dk = step(yb - 2.0 * px, p.y) * step(p.y, yb - px) * 0.8
let lt = step(yb - px, p.y) * step(p.y, yb) * 0.06
let bz = ml_bezel()
return Finish.over(vec4(bz * dk, dk), vec4(lt, lt, lt, lt))
}
mod.widgets.Tabs.draw_tab.pixel = fn() {
return vec4(0.0, 0.0, 0.0, 0.0)
}
mod.widgets.Tabs.draw_tab_hover.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let h = self.rect_size * 0.5 - vec2(px, 2.0 * px)
let d = ml_rbox(p, self.rect_size * 0.5 - vec2(0.0, px), h, 2.0)
let a = Finish.cover(d, px) * 0.05
return vec4(a, a, a, a)
}
mod.widgets.Tabs.draw_tab_active.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
var out = ml_segment(p, self.rect_size - vec2(0.0, 2.0 * px), o, px, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
// the accent line along the foot, two device pixels, no halo
let yb = Finish.snap(o.y + self.rect_size.y, px) - o.y
let inx = step(3.0, p.x) * step(p.x, self.rect_size.x - 3.0)
let ln = step(yb - 2.0 * px, p.y) * step(p.y, yb) * inx
let k = ml_acc()
return Finish.over(out, vec4(k * ln, ln))
}
mod.widgets.Tabs.draw_sep.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let x = self.pos.x * self.rect_size.x
let y = self.pos.y
let in_y = step(0.25, y) * step(y, 0.75)
let dk = step(x, px) * 0.9 * in_y
let lt = step(px, x) * step(x, 2.0 * px) * 0.07 * in_y
let bz = ml_bezel()
return Finish.over(vec4(bz * dk, dk), vec4(lt, lt, lt, lt))
}
mod.widgets.Tabs.draw_mark.color = #x8e8e94
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
// 7 points across, a 1 point stroke; the plus is the cross turned
let a = mix(0.7853981634, 0.0, self.plus)
let r = mix(3.6, 3.5, self.plus)
let u = vec2(cos(a), sin(a)) * r
let v = vec2(-sin(a), cos(a)) * r
let dd = min(ml_seg(p, c - u, c + u), ml_seg(p, c - v, c + v)) - 0.5
let k = Finish.cover(dd, px) * self.color.a
return vec4(self.color.rgb * k, k)
}
mod.widgets.Tabs.draw_text.text_style = mod.theme.font_bold{font_size: 8.25}
mod.widgets.Tabs.draw_text_active.text_style = mod.theme.font_bold{font_size: 8.25}
mod.widgets.Tabs.draw_text.color = #x8e8e94
mod.widgets.Tabs.draw_text_active.color = #c8cacf
// ---------------------------------------------------------------------------
// PROGRESS. The slider's well, six points; the value is the slider's own
// three device-pixel line (light rim, core, dark rim), continuous. LED
// cells belong to the level meter only. The unknown value cannot move (a
// face runs no clock), so it is shown as still dim dashes.
mod.widgets.ProgressBarFlat.height = 6.0
mod.widgets.ProgressBarFlat.draw_bg.thickness = 6.0
mod.widgets.ProgressBarFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
let w = self.rect_size.x
let th = 9.0 * px
let top = Finish.snap(o.y + (self.rect_size.y - th) * 0.5, px) - o.y
// the well spans the whole bar; a stacked segment (drawn with no track)
// is only its piece of the line
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 = 2.0
let d = ml_rbox(p, c, h, r)
let dis = step(4.5, self.intent)
var ink = ml_fill()
if self.intent > 0.5 {
ink = self.fill_color().rgb
}
ink = mix(ink, ml_off(), dis)
let col = ml_well(p, c, h, r, px, vec3(0.082, 0.078, 0.102), 1.6)
let a = Finish.cover(d, px) * self.track
var out = ml_lip(p, c, h, r, px, 0.07 * self.track)
out = Finish.over(out, vec4(col * a, a))
// the value: the slider's line, rows 4, 5 and 6 of the nine (light rim,
// core, dark rim), continuous from 2 dpx in; a segment after the first
// leaves one dark device pixel before it
let row = floor((p.y - top) / px)
let r2 = step(2.5, row) * step(row, 3.5)
let r3 = step(3.5, row) * step(row, 4.5)
let r4 = step(4.5, row) * step(row, 5.5)
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 {
// the unknown value: still dashes 8 dpx long on a 16 dpx pitch at
// 40 % of the line
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)
}
var lit = ml_rim_hi() * r2 + ml_fill() * r3 + ml_rim_lo() * r4
if self.intent > 0.5 {
lit = mix(ink, vec3(1.0, 1.0, 1.0), 0.35) * r2 + ink * r3 + ink * 0.55 * r4
}
lit = mix(lit, ml_off() * (1.0 + 0.2 * r2), dis)
let la = (r2 + r3 + r4) * on
out = Finish.over(out, vec4(lit * la, la))
return out * self.opacity
}
// ---------------------------------------------------------------------------
// LEVEL METERS. A ladder of cells in a well: the accent up to -6 dB, amber
// to -2, red above, all plain with no halo; unlit cells keep a tenth of
// their light. The over lamp is a red bead, dark until it latches.
mod.widgets.LevelMeter.height = 6.0
mod.widgets.LevelMeterColumn.width = 6.0
mod.widgets.LevelMeter.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let vert = self.vertical
let along = mix(self.rect_size.x, self.rect_size.y, vert)
let across = mix(self.rect_size.y, self.rect_size.x, vert)
let a = mix(p.x, self.rect_size.y - p.y, vert)
let b = mix(p.y, p.x, vert)
let q = vec2(a, b)
let lamp_room = self.lamp * (across + 3.0)
let bar = max(4.0, along - lamp_room)
let h = vec2(bar * 0.5, across * 0.5 - px * 0.5)
let c = h
let r = 1.5
let d = ml_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
let pitch = 4.0
let cell = fract((a - pad) / pitch)
let in_cell = step(cell, 3.0 / pitch)
let bt = b - (c.y - h.y)
let in_b = step(pad, bt) * step(bt, 2.0 * h.y - pad)
let cell_row = in_cell * in_b * step(pad, a) * step(a, pad + span)
let lit = step(a, pad + span * self.level) * cell_row
let zone = mix(mix(ml_fill(), vec3(0.996, 0.663, 0.098), step(0.70, share)), vec3(0.918, 0.392, 0.431), step(0.88, share))
var col = ml_well(q, c, h, r, px, vec3(0.063, 0.059, 0.078), 1.2)
col = mix(col, mix(col, zone, 0.10), cell_row)
col = mix(col, zone, lit)
// the hold mark: one cell fully lit
if self.hold > 0.002 {
let at = pad + span * self.hold
let hm = step(abs(a - at), 1.5) * in_b
col = mix(col, zone, hm)
}
let ca = Finish.cover(d, px)
var out = Finish.over(ml_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, ml_bead(p, lc, min(across * 0.5 - px, 3.0), px, vec3(0.918, 0.392, 0.431), step(0.5, self.over)))
}
return out * self.opacity
}
// ---------------------------------------------------------------------------
// SCROLL BARS. An 8 point well with a 6 point machined thumb in it; a held
// thumb shows an accent 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 sc = sh
let sd = ml_rbox(q, sc, sh, 3.0)
// the well, shaded from the top (or left) wall
let wall = 1.0 - smoothstep(0.0, 2.0, b)
var col = mix(vec3(0.082, 0.078, 0.102), vec3(0.039, 0.035, 0.059), wall * 0.8)
let sa = Finish.cover(sd, px)
var out = vec4(col * sa, sa)
// the thumb
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 = ml_rbox(q, tc, th, 3.0)
let tt = clamp((b - (tc.y - th.y)) / 6.0, 0.0, 1.0)
var face = mix(vec3(0.169, 0.165, 0.188), vec3(0.122, 0.118, 0.141), tt)
face = face + g3(0.032 * self.hover)
face = mix(face, vec3(0.231, 0.227, 0.251), Finish.band(td, 0.0, px, px) * (1.0 - smoothstep(0.3, 0.6, tt)))
face = mix(face, vec3(0.031, 0.031, 0.039), Finish.band(td, 0.0, px, px) * smoothstep(0.4, 0.7, tt))
let cl = (1.0 - smoothstep(px * 0.5 - 0.01, px * 0.5 + 0.01, abs(b - tc.y))) * step(abs(a - tc.x), th.x - 3.0)
face = mix(face, ml_acc(), cl * self.drag * 0.6)
let ta = Finish.cover(td, px)
out = Finish.over(out, vec4(face * ta, ta))
return out * self.opacity
}
// ---------------------------------------------------------------------------
// VIEWS AND PANELS. A raised plate is brushed metal: a soft shadow outside
// it, a black edge, a lit top line and a dark foot line, horizontal
// brushing and the plate's grain. The sunken panel is a machined pocket:
// a bright lip on the plate above its top edge, a dark top wall, a floor
// darkening downward and dressed with a fine crosshatch, a lit lip inside
// its foot.
let ml_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 = ml_rbox(p, c, h, r)
let ink = ml_shadow_ink()
var out = vec4(0.0, 0.0, 0.0, 0.0)
let soft = Finish.drop(p, c, h, r, vec2(0.0, 2.0), 2.4) * 0.45 * (1.0 - sunken)
out = Finish.over(out, vec4(ink * soft, soft))
let con = Finish.drop(p, c, h, r, vec2(0.0, px), px) * 0.5 * (1.0 - sunken)
out = Finish.over(out, vec4(ink * con, con))
// the bright lip above a pocket's top edge, on the plate
let upo = 1.0 - smoothstep(c.y - h.y + max(r, 1.0), c.y - h.y + max(r, 1.0) + 2.0, p.y)
let lip = Finish.ring_out(d, 0.0, px, px) * upo * 0.12 * sunken
out = Finish.over(out, vec4(lip, lip, lip, lip))
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
let q = p + o
// raised: #2a2c31 falling a little, brushed along x
var face = mix(vec3(0.173, 0.180, 0.200), vec3(0.153, 0.161, 0.180), t)
let br = Finish.brushed(q, vec2(1.0, 0.0), px * 1.2) - 0.5
face = face + g3(br * 0.028 + ml_grain(q / px, 0.020))
// sunken: a floor darkening downward, a crosshatch of 1 dpx lines on a
// three pixel pitch, and the dark top wall
let i = floor(q / px)
let xa = step(fract((i.x + i.y) / 3.0), 0.2)
let xb = step(fract((i.x - i.y + 3000.0) / 3.0), 0.2)
let hatch = max(xa, xb)
var floor_c = mix(vec3(0.086, 0.090, 0.106), vec3(0.067, 0.071, 0.086), t)
floor_c = floor_c + g3(0.026 * hatch - 0.009 + ml_grain(q / px, 0.010))
let wall = min(h.y * 2.0 * 0.06, 6.0)
let yi = p.y - lo.y
floor_c = mix(vec3(0.039, 0.039, 0.039), floor_c, smoothstep(0.0, wall, yi))
let insh = Finish.inset(p, c, h, r, vec2(0.0, 1.6), 2.2)
floor_c = mix(floor_c, vec3(0.020, 0.020, 0.028), clamp(insh, 0.0, 1.0) * 0.7)
face = mix(face, floor_c, sunken)
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 low = smoothstep(hi.y - r - 1.5, hi.y - r - 0.5, p.y)
// raised: lit top line, dark foot line inside a black edge
face = mix(face, vec3(0.231, 0.239, 0.259), Finish.band(d, px, 2.0 * px, px) * topw * (1.0 - sunken))
face = mix(face, vec3(0.082, 0.086, 0.098), Finish.band(d, px, 2.0 * px, px) * low * (1.0 - sunken))
// sunken: the lit lip inside the foot
face = mix(face, vec3(0.227, 0.235, 0.255), Finish.band(d, 0.0, px, px) * smoothstep(c.y + h.y - max(r, 1.0) - 1.5, c.y + h.y, p.y) * sunken)
face = mix(face, ml_bezel(), Finish.band(d, 0.0, px, px) * mix(1.0, up * 0.8, sunken))
let a = Finish.cover(d, px) * alpha
return Finish.over(out, vec4(face * a, a))
}
mod.widgets.PanelView.clip_x = false
mod.widgets.PanelView.clip_y = false
mod.widgets.PanelView.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 8.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.PanelView.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 8.0
let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
return ml_plate(p, self.rect_size, self.rect_pos, px, 4.0, self.sunken, 1.0)
}
// The card is the raised plate too; its palette and shadow numbers from
// Rust are not read.
mod.widgets.Card.radius = 4.0
// Header, body and footer share the panels' 12 point inset.
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 = ml_plate(p, self.rect_size, self.rect_pos, px, 4.0, 0.0, 1.0)
let d = ml_rbox(p, self.rect_size * 0.5, self.rect_size * 0.5, 4.0)
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 = ml_rbox(p, c, h, max(self.border_radius, 1.0))
var col = fill
if self.border_size > 0.0 {
col = mix(col, self.border_color, Finish.band(d, 0.0, max(self.border_size, px), px) * self.border_color.a)
}
let a = Finish.cover(d, px) * col.a
return vec4(col.rgb * a, a)
}
// ---------------------------------------------------------------------------
// LISTS. Rows of 22 points over a hairline; a hovered row lifts a little,
// the chosen row lifts more with a lit top line, a dark foot and a one
// device pixel accent bar at its head.
mod.widgets.ListItemOne.height = 22.0
mod.widgets.ListItem.padding = mod.turtle.Inset{left: 12.0 right: 8.0 top: 0.0 bottom: 0.0}
mod.widgets.ListItem.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
let live = 1.0 - self.disabled
let lo = vec2(Finish.snap(o.x, px), Finish.snap(o.y, px)) - o
let hi = vec2(Finish.snap(o.x + self.rect_size.x, px), Finish.snap(o.y + self.rect_size.y, px)) - o
let lay = (self.hover * 0.025 - self.down * 0.04) * live
var out = vec4(max(lay, 0.0), max(lay, 0.0), max(lay, 0.0), abs(lay))
if self.selected > 0.5 {
// it ends 10 points short of the row's right edge, clear of the
// 8 point scroll bar
let h = (hi - lo) * 0.5 - vec2(5.0, 0.0)
let c = lo + (hi - lo) * 0.5 - vec2(5.0, 0.0)
let d = ml_rbox(p, c, h, 2.0)
let t = clamp((p.y - lo.y) / max(2.0 * h.y, 1.0), 0.0, 1.0)
var col = mix(vec3(0.200, 0.204, 0.227), vec3(0.176, 0.180, 0.200), t)
let up = 1.0 - smoothstep(-0.5, 0.5, p.y - c.y)
col = mix(col, vec3(0.290, 0.294, 0.318), Finish.band(d, 0.0, px, px) * up)
col = mix(col, vec3(0.043, 0.039, 0.063), Finish.band(d, 0.0, px, px) * (1.0 - up))
let bar = step(lo.x + px, p.x) * step(p.x, lo.x + 2.0 * px) * step(lo.y + 3.0, p.y) * step(p.y, hi.y - 3.0)
col = mix(col, ml_acc(), bar * live)
let a = Finish.cover(d, px)
out = Finish.over(out, vec4(col * a, a))
}
// the hairline under the row
let yb = hi.y
let lt = step(yb - px, p.y) * step(p.y, yb) * 0.04
return Finish.over(out, vec4(lt, lt, lt, lt))
}
mod.widgets.ListItem.draw_text.color = #b4b5ba
// The open list of a drop-down: a raised sheet; the row under the pointer
// becomes a well with an accent bar at its head, the chosen row carries a
// small accent dot.
mod.widgets.PopupMenuFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return ml_plate(self.pos * self.rect_size, self.rect_size, self.rect_pos, px, 3.0, 0.0, 1.0)
}
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 = ml_rbox(p, c, h, 2.0)
let live = 1.0 - self.disabled
let hv = self.hover * live
let col = ml_well(p, c, h, 2.0, px, vec3(0.082, 0.078, 0.102), 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 = ml_acc()
out = Finish.over(out, vec4(k * bar, bar))
let dt = Finish.cover(ml_rbox(p, vec2(6.0, c.y), vec2(1.1, 1.1), 0.3), px) * self.active
return Finish.over(out, vec4(k * dt, dt))
}
// The dock's tabs: the bar is a darker strip with an engraved foot; the tab
// in use is the plate's face, 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 = ml_rbox(p, c, h, 3.0)
var face = vec3(0.173, 0.180, 0.200) + g3(ml_grain((p + o) / px, 0.012))
face = mix(face, vec3(0.231, 0.239, 0.259), Finish.band(d, px, 2.0 * px, px) * step(p.y, lo.y + 3.0))
face = mix(face, ml_bezel(), 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, 0.18)
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) * 0.05
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 raised face; a chosen chip is
// lit. A badge is a small plate of dark glass with a lit count.
mod.widgets.ChipFlat.size = mod.widgets.ChipSize.Small
mod.widgets.Chip.size = mod.widgets.ChipSize.Small
mod.widgets.ChipFlat.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 8.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.ChipFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 8.0
let p = self.pos * (self.rect_size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
let o = self.rect_pos
let ch = min(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))
// chosen: the fill carries colour
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)
// a pale fill carries dark ink, so it is drawn as a pale key too
let lw = vec3(0.2126, 0.7152, 0.0722)
let pale = step(dot(self.ink.rgb, lw), 0.35)
// a pale neutral fill under light ink is a chosen chip: the key is held in
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 ml_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)
}
// a coloured chip is lit in its own colour, so a role keeps its meaning
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 = ml_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, vec3(0.62, 0.63, 0.66), pale * (1.0 - chosen))
var face = mix(k, mix(k, vec3(1.0, 1.0, 1.0), 0.3), smoothstep(0.45, 1.0, t))
face = mix(k * 0.25, face, smoothstep(0.0, 3.0, yi))
face = face * (1.0 + 0.08 * self.hover - 0.12 * self.down)
face = mix(face, k * 0.2, Finish.band(d, 0.0, 2.0 * px, px))
let ha = 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, ml_focus(d, px, self.keyed))
}
mod.widgets.BadgePalette.neutral = #15141a
mod.widgets.BadgePalette.on_neutral = #3fc9dc
mod.widgets.BadgeFlat.draw_text.text_style = mod.theme.font_bold{font_size: 6.75}
mod.widgets.Badge.draw_text.text_style = mod.theme.font_bold{font_size: 6.75}
mod.widgets.BadgeFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let o = self.rect_pos
let bh = min(16.0, self.rect_size.y)
let y0 = Finish.snap(o.y + (self.rect_size.y - bh) * 0.5, px) - o.y
let lo = vec2(Finish.snap(o.x, px) - o.x, y0)
let hi = vec2(Finish.snap(o.x + self.rect_size.x, px) - o.x, Finish.snap(o.y + y0 + bh, px) - o.y - px)
let h = (hi - lo) * 0.5
let c = lo + h
// a dot (as wide as tall and small) is round; a count is a plate
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 = ml_rbox(p, c, h, r)
let col = ml_well(p, c, h, r, px, vec3(0.059, 0.067, 0.075), 2.0)
let a = Finish.cover(d, px) * self.color.a
var out = ml_lip(p, c, h, r, px, 0.07)
return Finish.over(out, vec4(col * a, a))
}
// Rules between groups: one dark device row over one light one.
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)) * 0.45
let lt = step(y, p.y) * (1.0 - step(y + px, p.y)) * 0.07
return Finish.over(vec4(0.0, 0.0, 0.0, dk), vec4(lt, lt, lt, lt))
}
mod.widgets.Vr.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let p = self.pos * self.rect_size
let x = Finish.snap(self.rect_pos.x + self.rect_size.x * 0.5, px) - self.rect_pos.x
let dk = step(x - px, p.x) * (1.0 - step(x, p.x)) * 0.45
let lt = step(x, p.x) * (1.0 - step(x + px, p.x)) * 0.07
return Finish.over(vec4(0.0, 0.0, 0.0, dk), vec4(lt, lt, lt, lt))
}
// ---------------------------------------------------------------------------
// THE PLATE under everything: the window's own ground.
mod.widgets.Window.show_bg = true
mod.widgets.Window.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
return vec4(ml_ground(self.pos * self.rect_size, self.rect_size, px), 1.0)
}
// ---------------------------------------------------------------- band
// THE BAND is the sheet's own slider with two thumbs: the same track, the
// same lit value and the same thumb as the Slider, the value lit between
// the two thumbs, its quad grown as the slider's is so the thumbs keep
// their shape. The widget's grab geometry is set to the thumbs' own, so
// what is drawn is what is dragged.
mod.widgets.RangeSliderFlat.clip_x = false
mod.widgets.RangeSliderFlat.clip_y = false
mod.widgets.RangeSliderFlat.track_inset = 1.0
mod.widgets.RangeSliderFlat.handle_size = 12.0
mod.widgets.RangeSliderFlat.draw_bg.vertex = fn() {
let g = grow_vertex(self.rect_pos, self.rect_size, 6.0)
self.vertex_pos = self.clip_and_transform_vertex(g.xy, g.zw)
}
mod.widgets.RangeSliderFlat.draw_bg.pixel = fn() {
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let m = 6.0
let size = self.rect_size
let p = self.pos * (size + vec2(2.0 * m, 2.0 * m)) - vec2(m, m)
let o = self.rect_pos
let live = 1.0 - self.disabled
let tr = 6.0
let cy = size.y - tr - 1.0
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(ml_track(p, vec2(x0, top), w, px, x0, self.disabled, hot), ml_track(p, vec2(x0, top), w, px, k1, self.disabled, hot), step(k0, p.x))
let f0 = ml_fit(vec2(k0, top + 3.5 * px), o, tr, px)
let f1 = ml_fit(vec2(k1, top + 3.5 * px), o, tr, px)
out = Finish.over(out, ml_disc(p, f0.xy, f0.z, px, self.hot_start * live, self.drag * self.hot_start * live, self.disabled))
out = Finish.over(out, ml_thumb_dot(p, f0.xy, f0.z * 0.35, px, max(self.focus, self.drag * self.hot_start) * live))
out = Finish.over(out, ml_disc(p, f1.xy, f1.z, px, self.hot_end * live, self.drag * self.hot_end * live, self.disabled))
out = Finish.over(out, ml_thumb_dot(p, f1.xy, f1.z * 0.35, px, max(self.focus, self.drag * self.hot_end) * live))
return Finish.over(out, ml_focus(length(p - f1.xy) - f1.z, px, self.focus * live))
}
// ---------------------------------------------------------------- switches and meter
// THE SWITCHES are the sheet's own toggle, in proportion with the
// labels and the controls beside them: the rocker and the slide switch
// take the toggle's face, its size and shape, its quad and its label
// gap (the library's own faces for them are flat boxes sized for
// another face). The rocker turns on a click; the slide switch follows a
// drag, as the toggle does.
mod.widgets.ToggleRocker.label_walk.margin = mod.turtle.Inset{left: 44.0 right: 3.0 top: 0.0 bottom: 0.0}
mod.widgets.ToggleSlide.label_walk.margin = mod.turtle.Inset{left: 44.0 right: 3.0 top: 0.0 bottom: 0.0}
mod.widgets.ToggleRocker.draw_bg.size = uniform(16.0)
mod.widgets.ToggleSlide.draw_bg.size = uniform(16.0)
mod.widgets.ToggleRocker.min_height = 26.0
mod.widgets.ToggleSlide.min_height = 26.0
mod.widgets.ToggleRocker.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0}
mod.widgets.ToggleSlide.padding = mod.turtle.Inset{left: 0.0 right: 3.0 top: 6.0 bottom: 6.0}
mod.widgets.ToggleRocker.draw_bg.pill_aspect = uniform(2.25)
mod.widgets.ToggleSlide.draw_bg.pill_aspect = uniform(2.25)
mod.widgets.ToggleRocker.draw_bg.knob_inset = uniform(0.0)
mod.widgets.ToggleSlide.draw_bg.knob_inset = uniform(0.0)
mod.widgets.ToggleRocker.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel
mod.widgets.ToggleSlide.draw_bg.pixel = mod.widgets.ToggleFlat.draw_bg.pixel
// THE METER sits in the same window as the readouts and the screen: the
// library's display housing drawn round its face -- the bezel ring, a shade
// of whatever ground it is set in with a device pixel of dark at its edge;
// the face with the surround's shadow falling across it from the top and a
// device pixel of black where the glass meets the bezel; the glass's quiet
// diagonal band and the light line inside its top edge; the lip of light on
// the ground under it -- with the same corner, so the meter and the
// readouts read as one family. The scale, the red zone, the needle and its
// pivot are the library's own.
mod.widgets.NeedleMeter.draw_bg.border_radius = uniform(theme.corner_radius * 0.5)
mod.widgets.NeedleMeter.draw_bg.color_bezel = uniform(theme.color_d_05)
mod.widgets.NeedleMeter.draw_bg.color_lip = uniform(theme.color_u_15)
mod.widgets.NeedleMeter.draw_bg.pixel = fn() {
let p = self.pos * self.rect_size
let px = 1.0 / max(self.draw_pass.dpi_factor, 0.5)
let lo = vec2(Finish.snap(self.rect_pos.x, px), Finish.snap(self.rect_pos.y, px)) - self.rect_pos
let hi = vec2(Finish.snap(self.rect_pos.x + self.rect_size.x, px), Finish.snap(self.rect_pos.y + self.rect_size.y, px) - px) - self.rect_pos
let c = (lo + hi) * 0.5
let ho = (hi - lo) * 0.5
let r_out = min(self.border_radius, min(ho.x, ho.y))
let outer = Material.sd_box(p, c, ho, r_out)
let b = Finish.snap(2.0, px)
let hf = max(ho - vec2(b, b), vec2(0.5, 0.5))
let rf = max(r_out - b, 0.0)
let face_d = Material.sd_box(p, c, hf, rf)
let pv = self.pivot()
let rr = self.scale_radius()
let q = p - pv
let r = length(q)
let ang = atan2(q.x, 0.0 - q.y)
let sweep = self.sweep * 0.017453293
let t = ang / sweep + 0.5
let on_scale = step(-0.0001, t) * step(t, 1.0001)
var face = self.color.rgb
// The scale: a hairline arc and a tick at every division.
let arc = Finish.cover(abs(r - rr) - px * 0.5, px) * on_scale
let n = max(floor(self.majors + 0.5), 1.0) * max(floor(self.minors + 0.5), 1.0)
let k = floor(clamp(t, 0.0, 1.0) * n + 0.5)
let ak = (k / n - 0.5) * sweep
let perp = abs(q.x * cos(ak) + q.y * sin(ak))
let mn = max(floor(self.minors + 0.5), 1.0)
let major = 1.0 - step(0.5, k - mn * floor(k / mn + 0.0001))
let len = mix(self.tick_minor, self.tick_major, major)
let radial = max(rr - len - r, r - rr)
let tick = Finish.cover(perp - px * mix(0.5, 1.0, major), px) * Finish.cover(radial, px) * step(0.0, 0.0 - q.y * cos(ak) + q.x * sin(ak))
face = mix(face, self.color_scale.rgb, max(arc, tick))
if self.zone < 0.999 {
let zone_t = Finish.cover((self.zone - t) * sweep * r, px) * Finish.cover((t - 1.0) * sweep * r, px)
let zone_r = Finish.cover(max(rr + px - r, r - rr - 2.5), px)
face = mix(face, self.color_zone.rgb, zone_t * zone_r)
}
// The needle, from under the pivot cover to just past the scale.
let na = self.needle_angle(self.value)
let nd = vec2(sin(na), 0.0 - cos(na))
let along = dot(q, nd)
let across = abs(q.x * nd.y - q.y * nd.x)
let needle = Finish.cover(across - px * 0.5, px) * Finish.cover(along - (rr + 3.0), px) * Finish.cover(0.0 - along - max(self.pivot_size - px, 0.0), px)
face = mix(face, self.color_needle.rgb, needle)
let pd = r - self.pivot_size
face = mix(face, mix(self.color_needle.rgb, self.color.rgb, 0.35), Finish.cover(pd, px))
face = mix(face, face * 0.55, Finish.band(pd, 0.0, px, px))
// The housing: the surround's shadow across the face from the top, the
// black device pixel at the glass's edge, and the glass over it all.
let insh = Finish.inset(p, c, hf, rf, vec2(0.0, 2.0), 1.8)
face = face * (1.0 - 0.55 * insh)
face = mix(face, face * 0.4, Finish.band(face_d, 0.0, px, px))
let u = (p - (c - hf)) / max(hf * 2.0, vec2(1.0, 1.0))
let diag = u.x + u.y * 0.6
let band = smoothstep(0.0, 0.12, diag) * (1.0 - smoothstep(0.28, 0.5, diag))
let top = Finish.cover(abs(p.y - (c.y - hf.y) - px * 1.5) - px * 0.5, px) * 0.6
let ga = clamp(0.03 * (band + top), 0.0, 1.0) * Finish.cover(face_d + px, px)
face = face * (1.0 - ga) + vec3(ga, ga, ga)
let bz = self.color_bezel
var col = vec4(bz.rgb * bz.a, bz.a)
col = Finish.over(col, vec4(0.0, 0.0, 0.0, 0.45 * Finish.band(outer, 0.0, px, px)))
col = mix(col, vec4(face, 1.0), Finish.cover(face_d, px))
col = col * Finish.cover(outer, px)
let lip = Finish.ring_out(outer, 0.0, px, px) * step(hi.y, p.y)
let la = self.color_lip.a * lip
return Finish.over(vec4(self.color_lip.rgb * la, la), col) * self.color.a * self.opacity
}
// ---------------------------------------------------------------- lamps
// LAMPS: an LED, as the hardware in his pictures has them. The emitter is
// the light: at full current its middle burns toward white and its rim is
// its most saturated colour; at lower current the middle is no longer
// white, the colour deeper, the glow smaller; out, it is dark tinted glass,
// its colour barely there. Round it a bezel: a raised ring lit from the
// upper left, or a socket cut into the surface, its upper wall in shadow
// and a catch light on its lower rim. Over the lens one crisp highlight of
// a dome. Its light is added, never painted: a tight hot halo and a short
// bloom in its own hue, screened over whatever is there and gone in about
// two radii; on a pale ground, where light can barely brighten, its hue is
// also laid round it as a tint that keeps the ground's luminance (the
// library's halo rule: at most 0.45 one device pixel out, halving every
// 0.4 of its reach, gone at the reach), so it never darkens or greys its
// ground. A bar is the same light drawn out into a light pipe.
let ml_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 ml_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 ml_led_lamp_hue = fn(ink: vec3, vivid: float) -> vec3 {
let f = ml_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 ml_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 = ml_led_lamp_full(ink)
let hue = ml_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 = ml_led_lamp_add(res, mix(hue, white, 0.15 * pw) * halo * pw * hwin * win, ground)
}
// THE BEAD: a glossy dome of coloured glass. Its colour deepens toward
// the top; light pools low inside, where it comes through the dome; lit,
// its middle burns toward white at full current and its rim is its most
// saturated colour.
let top = smoothstep(-1.0, 0.6, q.y)
let pool = exp(-(q.y - 0.55) * (q.y - 0.55) / 0.09 - q.x * q.x / 0.30)
var on = mix(hue * mix(0.55, 0.8, L), mix(b, hue, 0.5), top)
on = mix(on, min(mix(b, hue, 0.4) + vec3(0.35, 0.35, 0.35), white), pool * 0.5)
on = mix(on, vec3(1.0, 0.99, 0.975), exp(-t * t / 0.20) * smoothstep(0.5, 1.0, L) * 0.85)
on = mix(on, hue * (0.82 + 0.18 * L), smoothstep(0.62, 1.0, t))
on = on * (0.42 + 0.58 * L)
// Out: dark tinted glass on a dark ground, a grey bead on a pale one,
// its colour barely there, the same dome, a catch light along its lower
// rim.
let offc = mix(mix(vec3(0.085, 0.09, 0.115), ground * 0.62, pale), b * 0.4, 0.12)
var off = mix(offc * 0.62, offc * 1.08, top)
off = mix(off, min(offc + vec3(0.18, 0.18, 0.18), white), pool * 0.35)
off = off * mix(1.0, 0.75, smoothstep(0.75, 1.0, t))
let catchl = smoothstep(0.62, 0.9, t) * (1.0 - smoothstep(0.9, 1.0, t)) * smoothstep(0.2, 0.9, nrm.y)
off = off + vec3(0.30, 0.30, 0.32) * catchl * (1.0 - 0.5 * pale)
var col = mix(off, min(on, white), smoothstep(0.0, 0.35, L))
// One crisp highlight: a white oval across its upper third.
let e = length(vec2(q.x / 0.62, (q.y + 0.46) / 0.30))
let spec = (1.0 - smoothstep(0.55, 1.0, e)) * mix(1.0, 0.3, clamp((q.y + 0.76) / 0.6, 0.0, 1.0))
col = mix(col, white, spec * mix(0.8, 0.55, L) * smoothstep(0.9, 2.2, rt))
// Out, a faint seam where the dome meets its bezel; lit, none: the rim
// is the colour.
col = mix(col, col * 0.7, Finish.band(d, 0.0, px * 0.6, px) * 0.6 * (1.0 - smoothstep(0.0, 0.25, L)))
col = min(col, white)
let a_l = Finish.cover(d, px)
return Finish.over(res, vec4(col * a_l, a_l))
}
// The Lamp widget and the bar lamp: the lamp above, here in a machined metal ring, polished on its upper left.
// 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 = ml_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(0.149, 0.157, 0.176), max(room - 0.5, 2.0), vec3(0.62, 0.63, 0.66), 2.0)
return res * self.opacity
}
true