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242 lines
4.6 KiB
Go
242 lines
4.6 KiB
Go
4 years ago
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// SPDX-License-Identifier: Unlicense OR MIT
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package layout
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import (
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"image"
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"gioui.org/f32"
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"gioui.org/op"
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"gioui.org/unit"
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)
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// Constraints represent the minimum and maximum size of a widget.
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//
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// A widget does not have to treat its constraints as "hard". For
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// example, if it's passed a constraint with a minimum size that's
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// smaller than its actual minimum size, it should return its minimum
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// size dimensions instead. Parent widgets should deal appropriately
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// with child widgets that return dimensions that do not fit their
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// constraints (for example, by clipping).
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type Constraints struct {
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Min, Max image.Point
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}
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// Dimensions are the resolved size and baseline for a widget.
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type Dimensions struct {
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Size image.Point
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Baseline int
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}
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// Axis is the Horizontal or Vertical direction.
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type Axis uint8
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// Alignment is the mutual alignment of a list of widgets.
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type Alignment uint8
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// Direction is the alignment of widgets relative to a containing
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// space.
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type Direction uint8
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// Widget is a function scope for drawing, processing events and
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// computing dimensions for a user interface element.
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type Widget func(gtx Context) Dimensions
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const (
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Start Alignment = iota
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End
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Middle
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Baseline
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)
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const (
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NW Direction = iota
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N
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NE
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E
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SE
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S
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SW
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W
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Center
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)
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const (
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Horizontal Axis = iota
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Vertical
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)
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// Exact returns the Constraints with the minimum and maximum size
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// set to size.
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func Exact(size image.Point) Constraints {
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return Constraints{
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Min: size, Max: size,
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}
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}
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// FPt converts an point to a f32.Point.
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func FPt(p image.Point) f32.Point {
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return f32.Point{
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X: float32(p.X), Y: float32(p.Y),
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}
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}
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// FRect converts a rectangle to a f32.Rectangle.
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func FRect(r image.Rectangle) f32.Rectangle {
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return f32.Rectangle{
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Min: FPt(r.Min), Max: FPt(r.Max),
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}
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}
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// Constrain a size so each dimension is in the range [min;max].
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func (c Constraints) Constrain(size image.Point) image.Point {
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if min := c.Min.X; size.X < min {
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size.X = min
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}
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if min := c.Min.Y; size.Y < min {
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size.Y = min
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}
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if max := c.Max.X; size.X > max {
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size.X = max
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}
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if max := c.Max.Y; size.Y > max {
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size.Y = max
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}
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return size
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}
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// Inset adds space around a widget.
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type Inset struct {
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Top, Right, Bottom, Left unit.Value
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}
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// Layout a widget.
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func (in Inset) Layout(gtx Context, w Widget) Dimensions {
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top := gtx.Px(in.Top)
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right := gtx.Px(in.Right)
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bottom := gtx.Px(in.Bottom)
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left := gtx.Px(in.Left)
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mcs := gtx.Constraints
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mcs.Max.X -= left + right
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if mcs.Max.X < 0 {
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left = 0
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right = 0
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mcs.Max.X = 0
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}
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if mcs.Min.X > mcs.Max.X {
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mcs.Min.X = mcs.Max.X
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}
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mcs.Max.Y -= top + bottom
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if mcs.Max.Y < 0 {
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bottom = 0
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top = 0
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mcs.Max.Y = 0
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}
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if mcs.Min.Y > mcs.Max.Y {
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mcs.Min.Y = mcs.Max.Y
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}
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stack := op.Push(gtx.Ops)
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op.Offset(FPt(image.Point{X: left, Y: top})).Add(gtx.Ops)
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gtx.Constraints = mcs
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dims := w(gtx)
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stack.Pop()
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return Dimensions{
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Size: dims.Size.Add(image.Point{X: right + left, Y: top + bottom}),
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Baseline: dims.Baseline + bottom,
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}
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}
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// UniformInset returns an Inset with a single inset applied to all
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// edges.
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func UniformInset(v unit.Value) Inset {
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return Inset{Top: v, Right: v, Bottom: v, Left: v}
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}
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// Layout a widget according to the direction.
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func (a Direction) Layout(gtx Context, w Widget) Dimensions {
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macro := op.Record(gtx.Ops)
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cs := gtx.Constraints
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gtx.Constraints.Min = image.Point{}
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dims := w(gtx)
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call := macro.Stop()
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sz := dims.Size
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if sz.X < cs.Min.X {
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sz.X = cs.Min.X
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}
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if sz.Y < cs.Min.Y {
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sz.Y = cs.Min.Y
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}
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var p image.Point
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switch Direction(a) {
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case N, S, Center:
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p.X = (sz.X - dims.Size.X) / 2
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case NE, SE, E:
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p.X = sz.X - dims.Size.X
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}
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switch Direction(a) {
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case W, Center, E:
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p.Y = (sz.Y - dims.Size.Y) / 2
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case SW, S, SE:
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p.Y = sz.Y - dims.Size.Y
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}
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stack := op.Push(gtx.Ops)
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op.Offset(FPt(p)).Add(gtx.Ops)
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call.Add(gtx.Ops)
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stack.Pop()
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return Dimensions{
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Size: sz,
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Baseline: dims.Baseline + sz.Y - dims.Size.Y - p.Y,
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}
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}
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func (a Alignment) String() string {
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switch a {
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case Start:
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return "Start"
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case End:
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return "End"
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case Middle:
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return "Middle"
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case Baseline:
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return "Baseline"
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default:
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panic("unreachable")
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}
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}
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func (a Axis) String() string {
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switch a {
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case Horizontal:
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return "Horizontal"
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case Vertical:
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return "Vertical"
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default:
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panic("unreachable")
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}
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}
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func (d Direction) String() string {
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switch d {
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case NW:
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return "NW"
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case N:
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return "N"
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case NE:
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return "NE"
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case E:
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return "E"
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case SE:
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return "SE"
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case S:
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return "S"
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case SW:
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return "SW"
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case W:
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return "W"
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case Center:
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return "Center"
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default:
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panic("unreachable")
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}
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}
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