use iced_widget::core::{Color, Shadow, Vector}; pub const HOVERED_LAYER_OPACITY: f32 = 0.08; pub const PRESSED_LAYER_OPACITY: f32 = 0.1; pub const DISABLED_TEXT_OPACITY: f32 = 0.38; pub const DISABLED_CONTAINER_OPACITY: f32 = 0.12; pub fn elevation(elevation_level: u8) -> f32 { (match elevation_level { 0 => 0.0, 1 => 1.0, 2 => 3.0, 3 => 6.0, 4 => 8.0, _ => 12.0, } as f32) } pub fn shadow_from_elevation(elevation: f32, color: Color) -> Shadow { Shadow { color, offset: Vector { x: 0.0, y: elevation, }, blur_radius: (elevation) * (1.0 + 0.4_f32.powf(elevation)), } } pub fn mix(color1: Color, color2: Color, p2: f32) -> Color { if p2 <= 0.0 { return color1; } else if p2 >= 1.0 { return color2; } let p1 = 1.0 - p2; if color1.a != 1.0 || color2.a != 1.0 { let a = color1.a * p1 + color2.a * p2; if a > 0.0 { let c1 = color1.into_linear().map(|c| c * color1.a * p1); let c2 = color2.into_linear().map(|c| c * color2.a * p2); let [r, g, b] = [c1[0] + c2[0], c1[1] + c2[1], c1[2] + c2[2]].map(|u| u / a); return Color::from_linear_rgba(r, g, b, a); } } let c1 = color1.into_linear().map(|c| c * p1); let c2 = color2.into_linear().map(|c| c * p2); Color::from_linear_rgba( c1[0] + c2[0], c1[1] + c2[1], c1[2] + c2[2], c1[3] + c2[3], ) } #[cfg(test)] mod tests { use super::{Color, mix}; #[test] fn mixing_works() { let base = Color::from_rgba(1.0, 0.0, 0.0, 0.7); let overlay = Color::from_rgba(0.0, 1.0, 0.0, 0.2); assert_eq!( mix(base, overlay, 0.75).into_rgba8(), Color::from_linear_rgba(0.53846, 0.46154, 0.0, 0.325).into_rgba8() ); } }