cosmic/widget/segmented_button/
horizontal.rsuse super::model::{Model, Selectable};
use super::style::StyleSheet;
use super::widget::{ItemBounds, LocalState, SegmentedButton, SegmentedVariant};
use iced::{Length, Rectangle, Size};
use iced_core::layout;
use iced_core::text::Renderer;
pub type HorizontalSegmentedButton<'a, SelectionMode, Message> =
SegmentedButton<'a, Horizontal, SelectionMode, Message>;
pub struct Horizontal;
pub fn horizontal<SelectionMode: Default, Message>(
model: &Model<SelectionMode>,
) -> SegmentedButton<Horizontal, SelectionMode, Message>
where
Model<SelectionMode>: Selectable,
{
SegmentedButton::new(model)
}
impl<'a, SelectionMode, Message> SegmentedVariant
for SegmentedButton<'a, Horizontal, SelectionMode, Message>
where
Model<SelectionMode>: Selectable,
SelectionMode: Default,
{
fn variant_appearance(
theme: &crate::Theme,
style: &crate::theme::SegmentedButton,
) -> super::Appearance {
theme.horizontal(style)
}
#[allow(clippy::cast_precision_loss)]
fn variant_bounds<'b>(
&'b self,
state: &'b LocalState,
mut bounds: Rectangle,
) -> Box<dyn Iterator<Item = ItemBounds> + 'b> {
let num = state.buttons_visible;
let spacing = f32::from(self.spacing);
let mut homogenous_width = 0.0;
if Length::Shrink != self.width || state.collapsed {
let mut width_offset = 0.0;
if state.collapsed {
bounds.x += f32::from(self.button_height);
width_offset = f32::from(self.button_height) * 2.0;
}
homogenous_width = ((num as f32).mul_add(-spacing, bounds.width - width_offset)
+ spacing)
/ num as f32;
}
let segmetned_control = matches!(self.style, crate::theme::SegmentedButton::Control);
Box::new(
self.model
.order
.iter()
.copied()
.enumerate()
.skip(state.buttons_offset)
.take(state.buttons_visible)
.flat_map(move |(nth, key)| {
let mut layout_bounds = bounds;
let layout_size = &state.internal_layout[nth].0;
if !state.collapsed && Length::Shrink == self.width {
layout_bounds.width = layout_size.width;
} else {
layout_bounds.width = homogenous_width;
}
bounds.x += layout_bounds.width + spacing;
let button_bounds = ItemBounds::Button(key, layout_bounds);
let mut divider = None;
if self.dividers && segmetned_control && nth + 1 < num {
divider = Some(ItemBounds::Divider(
Rectangle {
width: 1.0,
..bounds
},
true,
));
bounds.x += 1.0;
}
std::iter::once(button_bounds).chain(divider)
}),
)
}
#[allow(clippy::cast_precision_loss)]
#[allow(clippy::cast_possible_truncation)]
#[allow(clippy::cast_sign_loss)]
fn variant_layout(
&self,
state: &mut LocalState,
renderer: &crate::Renderer,
limits: &layout::Limits,
) -> Size {
state.internal_layout.clear();
let num = self.model.order.len();
let spacing = f32::from(self.spacing);
let size;
let mut reduce_button_offset = false;
if state.known_length != num {
if state.known_length > num {
state.buttons_offset -= state.buttons_offset.min(state.known_length - num);
} else {
reduce_button_offset = true;
}
state.known_length = num;
}
if let Length::Shrink = self.width {
let max_height = self.max_button_dimensions(state, renderer).1;
let max_size = limits.height(Length::Fixed(max_height)).resolve(
Length::Fill,
max_height,
Size::new(f32::MAX, max_height),
);
let mut visible_width = 0.0;
state.buttons_visible = 0;
for (button_size, _actual_size) in &state.internal_layout {
visible_width += button_size.width;
if max_size.width >= visible_width {
state.buttons_visible += 1;
} else {
visible_width = max_size.width - max_height;
break;
}
visible_width += spacing;
}
visible_width -= spacing;
state.collapsed = num > 1 && state.buttons_visible != num;
size = limits
.height(Length::Fixed(max_height))
.min_width(visible_width)
.min();
} else {
state.buttons_visible = self.model.items.len();
let mut width = 0.0f32;
let font = renderer.default_font();
for key in self.model.order.iter().copied() {
let (button_width, button_height) = self.button_dimensions(state, font, key);
state.internal_layout.push((
Size::new(button_width, button_height),
Size::new(
button_width
- f32::from(self.button_padding[0])
- f32::from(self.button_padding[2]),
button_height,
),
));
width = width.max(button_width);
}
let height = f32::from(self.button_height);
size = limits.height(Length::Fixed(height)).max();
let actual_width = size.width as usize;
let minimum_width = state.buttons_visible * self.minimum_button_width as usize;
state.collapsed = actual_width < minimum_width;
if state.collapsed {
state.buttons_visible =
(actual_width / self.minimum_button_width as usize).min(state.buttons_visible);
}
}
if !state.collapsed {
state.buttons_offset = 0;
} else if reduce_button_offset {
state.buttons_offset = num - state.buttons_visible;
}
size
}
}