add: gui and tsdiag
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+297
@@ -0,0 +1,297 @@
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package gui
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import (
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"image"
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"math"
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"time"
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"gioui.org/f32"
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"gioui.org/font"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/text"
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"gioui.org/widget"
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"gioui.org/widget/material"
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"tslink/core"
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)
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// splashView is the loading screen. It covers the window until the service is
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// up, which is also the window during which the CJK font is parsed and
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// tailscale negotiates its first connection — both slow enough that showing a
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// bare grey rectangle would read as a hang.
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type splashView struct {
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retry widget.Clickable
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// list keeps the panel reachable on short windows. Without it the retry
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// button — the one control on this screen — falls off the bottom edge once
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// the checklist and an error message are both showing.
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list widget.List
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}
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func newSplashView() *splashView {
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s := &splashView{}
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s.list.Axis = layout.Vertical
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return s
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}
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// stepTitles maps supervisor step keys onto localised labels.
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func stepTitle(th *Theme, key string) string {
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switch key {
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case core.StepKeyConfig:
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return th.T(KStepConfig)
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case core.StepKeyTsnet:
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return th.T(KStepTsnet)
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case core.StepKeyRules:
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return th.T(KStepRules)
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case core.StepKeyServices:
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return th.T(KStepDiscovery)
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case core.StepKeyMonitors:
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return th.T(KStepMonitors)
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case core.StepKeyReady:
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return th.T(KStepReady)
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default:
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return key
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}
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}
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func (s *splashView) Layout(a *App, gtx C, st core.State) D {
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th := a.th
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paint.Fill(gtx.Ops, th.P.Bg)
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if s.retry.Clicked(gtx) && a.opt.Supervisor != nil {
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a.opt.Supervisor.Restart()
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}
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// The docked log sheet sits along the bottom edge, so the panel is centred
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// in whatever is left above it. Reserving the space rather than stacking
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// the two is the whole point: a screenshot taken mid-load has to show both
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// the checklist and the log.
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reserve := dockedReserve(gtx)
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if maxReserve := gtx.Constraints.Max.Y / 2; reserve > maxReserve {
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reserve = maxReserve
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}
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return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
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layout.Flexed(1, func(gtx C) D {
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// A single-element list: centred when it fits, scrollable when the
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// window is too short for the checklist plus an error message.
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return material.List(th.Theme, &s.list).Layout(gtx, 1, func(gtx C, _ int) D {
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return layout.Center.Layout(gtx, func(gtx C) D {
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gtx.Constraints.Max.X = min(gtx.Constraints.Max.X, gtx.Dp(460))
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gtx.Constraints.Min.X = gtx.Constraints.Max.X
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return layout.Inset{Top: SpaceLG, Bottom: SpaceLG}.Layout(gtx, func(gtx C) D {
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return s.panel(a, gtx, st)
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})
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})
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})
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}),
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layout.Rigid(func(gtx C) D { return D{Size: image.Pt(0, reserve)} }),
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)
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}
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func (s *splashView) panel(a *App, gtx C, st core.State) D {
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th := a.th
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return layout.Flex{Axis: layout.Vertical, Alignment: layout.Middle}.Layout(gtx,
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layout.Rigid(func(gtx C) D {
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return s.pulse(a, gtx, st)
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}),
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VGap(SpaceMD),
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layout.Rigid(func(gtx C) D {
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l := th.Text(SizeDisplay, th.P.TextPri, "tslink")
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l.Font.Weight = font.Bold
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l.Alignment = text.Middle
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return l.Layout(gtx)
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}),
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layout.Rigid(func(gtx C) D {
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l := th.Caption(th.T(KAppSubtitle))
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l.Alignment = text.Middle
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return l.Layout(gtx)
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}),
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VGap(SpaceLG),
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layout.Rigid(func(gtx C) D {
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return th.ProgressBar(gtx, st.Progress(), th.P.Accent)
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}),
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VGap(SpaceLG),
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layout.Rigid(func(gtx C) D {
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return s.checklist(a, gtx, st)
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}),
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layout.Rigid(func(gtx C) D {
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return s.footer(a, gtx, st)
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}),
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)
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}
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// pulse draws concentric rings radiating from a solid core. Three rings offset
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// in phase read as continuous motion without a spinning element, which suits a
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// "connecting to a network" wait better than a rotating arc.
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func (s *splashView) pulse(a *App, gtx C, st core.State) D {
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th := a.th
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size := gtx.Dp(64)
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center := f32.Pt(float32(size)/2, float32(size)/2)
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col := th.P.Accent
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switch st.Phase {
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case core.PhaseError:
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col = th.P.Fail
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case core.PhaseRetrying:
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col = th.P.Warn
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}
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const period = 2400 * time.Millisecond
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base := float32(gtx.Dp(14))
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grow := float32(size)/2 - base
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if st.Phase != core.PhaseError {
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phase := float64(gtx.Now.UnixNano()%int64(period)) / float64(period)
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for i := 0; i < 3; i++ {
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p := math.Mod(phase+float64(i)/3, 1)
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r := base + grow*float32(p)
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// Ease the fade so rings vanish before they hit the edge.
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alpha := float32(1-p) * 0.55
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drawArc(gtx, center, r, float32(gtx.Dp(1.5)), 0, 2*math.Pi, WithAlpha(col, alpha))
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}
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// A 2.4s cycle does not need 25fps, and this is the one animation that
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// can legitimately run for minutes while tailscale negotiates.
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animateSlow(gtx)
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}
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// Solid core.
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d := gtx.Dp(22)
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off := op.Offset(image.Pt((size-d)/2, (size-d)/2)).Push(gtx.Ops)
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Circle(gtx, d, col)
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off.Pop()
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return D{Size: image.Pt(size, size)}
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}
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func (s *splashView) checklist(a *App, gtx C, st core.State) D {
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th := a.th
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children := make([]layout.FlexChild, 0, len(st.Steps))
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for _, step := range st.Steps {
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children = append(children, layout.Rigid(func(gtx C) D {
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return s.stepRow(a, gtx, step)
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}))
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}
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card := th.Card()
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card.Pad = SpaceMD
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card.Bg = &th.P.BgElevated
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return card.Layout(th, gtx, func(gtx C) D {
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return layout.Flex{Axis: layout.Vertical}.Layout(gtx, children...)
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})
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}
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func (s *splashView) stepRow(a *App, gtx C, step core.BootStep) D {
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th := a.th
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var (
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fg = th.P.TextDim
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badge layout.Widget
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)
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switch step.State {
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case core.StepRunning:
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fg = th.P.TextPri
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badge = func(gtx C) D { return th.Spinner(gtx, gtx.Dp(14), th.P.Accent) }
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case core.StepDone:
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fg = th.P.TextSec
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badge = func(gtx C) D { return IconCheck(gtx, gtx.Dp(14), th.P.OK) }
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case core.StepFailed:
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fg = th.P.Fail
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badge = func(gtx C) D { return IconWarn(gtx, gtx.Dp(14), th.P.Fail) }
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case core.StepSkipped:
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badge = func(gtx C) D { return Circle(gtx, gtx.Dp(6), th.P.TextDim) }
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default:
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badge = func(gtx C) D {
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// An empty ring reads as "not started" without adding a colour.
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drawArc(gtx, f32.Pt(7, 7), 5, 1, 0, 2*math.Pi, WithAlpha(th.P.TextDim, 0.5))
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return D{Size: image.Pt(gtx.Dp(14), gtx.Dp(14))}
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}
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}
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return layout.Inset{Top: 5, Bottom: 5}.Layout(gtx, func(gtx C) D {
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return layout.Flex{Alignment: layout.Middle}.Layout(gtx,
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layout.Rigid(func(gtx C) D {
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gtx.Constraints.Min.X = gtx.Dp(18)
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return layout.W.Layout(gtx, badge)
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}),
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HGap(SpaceSM),
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layout.Flexed(1, func(gtx C) D {
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return layout.Flex{Axis: layout.Vertical}.Layout(gtx,
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layout.Rigid(OneLine(th.Text(SizeBody, fg, stepTitle(th, step.Key))).Layout),
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layout.Rigid(func(gtx C) D {
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if step.Err == "" {
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return D{}
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}
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return OneLine(th.Text(SizeCaption, th.P.Fail, step.Err)).Layout(gtx)
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}),
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)
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}),
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layout.Rigid(func(gtx C) D {
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if step.State != core.StepDone || step.Elapsed() < 100*time.Millisecond {
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return D{}
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}
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return th.MonoLabel(SizeCaption, th.P.TextDim,
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FormatLatency(step.Elapsed())).Layout(gtx)
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}),
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)
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})
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}
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func (s *splashView) footer(a *App, gtx C, st core.State) D {
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th := a.th
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return layout.Inset{Top: SpaceLG}.Layout(gtx, func(gtx C) D {
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switch st.Phase {
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case core.PhaseError:
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// Error text and the retry button sit side by side: stacking them
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// pushes the only control on this screen below the fold on a short
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// window.
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return layout.Flex{Alignment: layout.Middle}.Layout(gtx,
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layout.Flexed(1, func(gtx C) D {
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l := th.Text(SizeCaption, th.P.Fail, st.Err)
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l.MaxLines = 4
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return l.Layout(gtx)
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}),
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HGap(SpaceMD),
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layout.Rigid(func(gtx C) D {
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gtx.Constraints.Min.X = 0
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return th.Button(gtx, &s.retry, ButtonStyle{
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Kind: ButtonPrimary,
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Text: th.T(KRetry),
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Icon: IconRefresh,
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})
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}),
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)
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case core.PhaseRetrying:
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msg := th.T(KSplashRetry)
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if st.Err != "" {
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msg = st.Err
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}
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l := th.Text(SizeCaption, th.P.Warn, msg)
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l.Alignment = text.Middle
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l.MaxLines = 3
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return l.Layout(gtx)
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default:
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l := th.Caption(th.T(KSplashHint))
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l.Alignment = text.Middle
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return l.Layout(gtx)
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}
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})
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}
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// ---------------------------------------------------------------------------
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// Shared: a translucent panel backdrop
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// ---------------------------------------------------------------------------
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// glassPanel fills the current bounds with a translucent surface plus border.
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// It is what makes the log overlay readable over whatever is behind it while
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// still showing that something is behind it.
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func glassPanel(t *Theme, gtx C, size image.Point, radius float32) {
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r := int(radius)
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bg := t.P.BgElevated
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bg.A = 0xE0
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paint.FillShape(gtx.Ops, bg, clip.UniformRRect(image.Rectangle{Max: size}, r).Op(gtx.Ops))
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spec := clip.UniformRRect(image.Rectangle{Max: size}, r).Path(gtx.Ops)
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paint.FillShape(gtx.Ops, WithAlpha(t.P.BorderHi, 0.8),
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clip.Stroke{Path: spec, Width: 1}.Op())
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}
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