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156 lines
4.2 KiB
156 lines
4.2 KiB
3 years ago
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package main
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import (
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"log"
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"os"
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"time"
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"gioui.org/app" // app contains Window handling.
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"gioui.org/font/gofont" // gofont is used for loading the default font.
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"gioui.org/io/key" // key is used for keyboard events.
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"gioui.org/io/system" // system is used for system events (e.g. closing the window).
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"gioui.org/layout" // layout is used for layouting widgets.
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"gioui.org/op" // op is used for recording different operations.
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"gioui.org/unit" // unit is used to define pixel-independent sizes
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"gioui.org/widget" // widget contains state handling for widgets.
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"gioui.org/widget/material" // material contains material design widgets.
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)
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func main() {
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// The ui loop is separated from the application window creation
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// such that it can be used for testing.
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ui := NewUI()
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// This creates a new application window and starts the UI.
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go func() {
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w := app.NewWindow(
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app.Title("Timer"),
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app.Size(unit.Dp(360), unit.Dp(360)),
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)
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if err := ui.Run(w); err != nil {
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log.Println(err)
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os.Exit(1)
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}
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os.Exit(0)
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}()
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// This starts Gio main.
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app.Main()
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}
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// defaultMargin is a margin applied in multiple places to give
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// widgets room to breathe.
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var defaultMargin = unit.Dp(10)
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// UI holds all of the application state.
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type UI struct {
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// Theme is used to hold the fonts used throughout the application.
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Theme *material.Theme
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Timer *Timer
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duration widget.Float
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reset widget.Clickable
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}
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// NewUI creates a new UI using the Go Fonts.
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func NewUI() *UI {
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ui := &UI{}
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ui.Theme = material.NewTheme(gofont.Collection())
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// start with reasonable defaults.
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ui.Timer = NewTimer(5 * time.Second)
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ui.duration.Value = 5
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return ui
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}
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// Run handles window events and renders the application.
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func (ui *UI) Run(w *app.Window) error {
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// start the timer goroutine and ensure it's closed
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// when the application closes.
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closeTimer := ui.Timer.Start()
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defer closeTimer()
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var ops op.Ops
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for {
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select {
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// when the timer is updated we should update the screen.
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case <-ui.Timer.Updated:
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w.Invalidate()
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case e := <-w.Events():
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// detect the type of the event.
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switch e := e.(type) {
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// this is sent when the application should re-render.
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case system.FrameEvent:
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// gtx is used to pass around rendering and event information.
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gtx := layout.NewContext(&ops, e)
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// render and handle UI.
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ui.Layout(gtx)
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// render and handle the operations from the UI.
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e.Frame(gtx.Ops)
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// handle a global key press.
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case key.Event:
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switch e.Name {
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// when we click escape, let's close the window.
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case key.NameEscape:
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return nil
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}
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// this is sent when the application is closed.
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case system.DestroyEvent:
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return e.Err
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}
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}
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}
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return nil
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}
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// Layout displays the main program layout.
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func (ui *UI) Layout(gtx layout.Context) layout.Dimensions {
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th := ui.Theme
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// check whether the reset button was clicked.
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if ui.reset.Clicked() {
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ui.Timer.Reset()
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}
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// check whether the slider value has changed.
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if ui.duration.Changed() {
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ui.Timer.SetDuration(secondsToDuration(float64(ui.duration.Value)))
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}
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// get the latest information about the timer.
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info := ui.Timer.Info()
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progress := float32(0)
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if info.Duration == 0 {
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progress = 1
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} else {
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progress = float32(info.Progress.Seconds() / info.Duration.Seconds())
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}
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// inset is used to add padding around the window border.
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inset := layout.UniformInset(defaultMargin)
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return inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
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return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
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layout.Rigid(material.Body1(th, "Elapsed Time").Layout),
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layout.Rigid(material.ProgressBar(th, progress).Layout),
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layout.Rigid(material.Body1(th, info.ProgressString()).Layout),
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layout.Rigid(layout.Spacer{Height: th.TextSize}.Layout),
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layout.Rigid(material.Body1(th, "Duration").Layout),
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layout.Rigid(material.Slider(th, &ui.duration, 0, 15).Layout),
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layout.Rigid(layout.Spacer{Height: th.TextSize}.Layout),
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layout.Rigid(material.Button(th, &ui.reset, "Reset").Layout),
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)
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})
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}
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func secondsToDuration(s float64) time.Duration {
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return time.Duration(s * float64(time.Second))
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}
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