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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()
);
}
}
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