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NoiseTorch/vendor/gioui.org/layout/layout.go

242 lines
4.6 KiB
Go

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