use super::*;
pub struct FullscreenButton {
context: Rc<Geng>,
button: ui::TextureButton,
}
impl FullscreenButton {
pub fn new(context: &Rc<Geng>, theme: &Rc<ui::Theme>) -> Self {
Self {
context: context.clone(),
button: ui::TextureButton::new(context, theme, &Rc::new(Self::create_texture(context))),
}
}
pub fn ui<'a>(&'a mut self) -> impl ui::Widget + 'a {
use ui::*;
let context = &self.context;
self.button
.ui(Box::new(move || context.window().toggle_fullscreen()))
.fixed_size(vec2(UI_SIZE, UI_SIZE))
.uniform_padding(UI_PADDING)
}
fn create_texture(context: &Rc<Geng>) -> ugli::Texture {
create_texture(context, |framebuffer| {
const GAP: f32 = 4.0;
const WIDTH: f32 = 4.0;
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(0.0, 0.0), vec2(16.0 - GAP, WIDTH)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(0.0, 0.0), vec2(WIDTH, 16.0 - GAP)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(32.0, 0.0), vec2(16.0 + GAP, WIDTH)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(32.0, 0.0), vec2(32.0 - WIDTH, 16.0 - GAP)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(32.0, 32.0), vec2(16.0 + GAP, 32.0 - WIDTH)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(32.0, 32.0), vec2(32.0 - WIDTH, 16.0 + GAP)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(0.0, 32.0), vec2(16.0 - GAP, 32.0 - WIDTH)),
Color::WHITE,
);
context.draw_2d().quad(
framebuffer,
AABB::from_corners(vec2(0.0, 32.0), vec2(WIDTH, 16.0 + GAP)),
Color::WHITE,
);
})
}
}