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280 lines
6.5 KiB
Go
280 lines
6.5 KiB
Go
// 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/op"
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)
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// Flex lays out child elements along an axis,
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// according to alignment and weights.
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type Flex struct {
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// Axis is the main axis, either Horizontal or Vertical.
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Axis Axis
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// Spacing controls the distribution of space left after
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// layout.
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Spacing Spacing
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// Alignment is the alignment in the cross axis.
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Alignment Alignment
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// WeightSum is the sum of weights used for the weighted
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// size of Flexed children. If WeightSum is zero, the sum
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// of all Flexed weights is used.
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WeightSum float32
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}
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// FlexChild is the descriptor for a Flex child.
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type FlexChild struct {
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flex bool
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weight float32
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widget Widget
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// Scratch space.
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call op.CallOp
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dims Dimensions
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}
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// Spacing determine the spacing mode for a Flex.
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type Spacing uint8
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const (
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// SpaceEnd leaves space at the end.
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SpaceEnd Spacing = iota
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// SpaceStart leaves space at the start.
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SpaceStart
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// SpaceSides shares space between the start and end.
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SpaceSides
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// SpaceAround distributes space evenly between children,
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// with half as much space at the start and end.
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SpaceAround
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// SpaceBetween distributes space evenly between children,
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// leaving no space at the start and end.
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SpaceBetween
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// SpaceEvenly distributes space evenly between children and
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// at the start and end.
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SpaceEvenly
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)
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// Rigid returns a Flex child with a maximal constraint of the
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// remaining space.
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func Rigid(widget Widget) FlexChild {
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return FlexChild{
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widget: widget,
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}
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}
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// Flexed returns a Flex child forced to take up w fraction of the
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// of the space left over from Rigid children. The fraction is weight
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// divided by the weight sum of all Flexed children.
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func Flexed(weight float32, widget Widget) FlexChild {
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return FlexChild{
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flex: true,
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weight: weight,
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widget: widget,
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}
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}
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// Layout a list of children. The position of the children are
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// determined by the specified order, but Rigid children are laid out
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// before Flexed children.
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func (f Flex) Layout(gtx Context, children ...FlexChild) Dimensions {
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size := 0
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cs := gtx.Constraints
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mainMin, mainMax := axisMainConstraint(f.Axis, cs)
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crossMin, crossMax := axisCrossConstraint(f.Axis, cs)
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remaining := mainMax
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var totalWeight float32
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// Lay out Rigid children.
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for i, child := range children {
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if child.flex {
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totalWeight += child.weight
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continue
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}
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macro := op.Record(gtx.Ops)
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gtx := gtx
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gtx.Constraints = axisConstraints(f.Axis, 0, remaining, crossMin, crossMax)
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dims := child.widget(gtx)
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c := macro.Stop()
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sz := axisMain(f.Axis, dims.Size)
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size += sz
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remaining -= sz
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if remaining < 0 {
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remaining = 0
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}
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children[i].call = c
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children[i].dims = dims
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}
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if w := f.WeightSum; w != 0 {
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totalWeight = w
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}
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// fraction is the rounding error from a Flex weighting.
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var fraction float32
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flexTotal := remaining
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// Lay out Flexed children.
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for i, child := range children {
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if !child.flex {
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continue
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}
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var flexSize int
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if remaining > 0 && totalWeight > 0 {
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// Apply weight and add any leftover fraction from a
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// previous Flexed.
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childSize := float32(flexTotal) * child.weight / totalWeight
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flexSize = int(childSize + fraction + .5)
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fraction = childSize - float32(flexSize)
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if flexSize > remaining {
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flexSize = remaining
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}
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}
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macro := op.Record(gtx.Ops)
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gtx := gtx
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gtx.Constraints = axisConstraints(f.Axis, flexSize, flexSize, crossMin, crossMax)
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dims := child.widget(gtx)
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c := macro.Stop()
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sz := axisMain(f.Axis, dims.Size)
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size += sz
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remaining -= sz
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if remaining < 0 {
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remaining = 0
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}
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children[i].call = c
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children[i].dims = dims
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}
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var maxCross int
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var maxBaseline int
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for _, child := range children {
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if c := axisCross(f.Axis, child.dims.Size); c > maxCross {
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maxCross = c
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}
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if b := child.dims.Size.Y - child.dims.Baseline; b > maxBaseline {
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maxBaseline = b
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}
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}
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var space int
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if mainMin > size {
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space = mainMin - size
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}
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var mainSize int
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switch f.Spacing {
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case SpaceSides:
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mainSize += space / 2
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case SpaceStart:
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mainSize += space
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case SpaceEvenly:
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mainSize += space / (1 + len(children))
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case SpaceAround:
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mainSize += space / (len(children) * 2)
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}
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for i, child := range children {
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dims := child.dims
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b := dims.Size.Y - dims.Baseline
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var cross int
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switch f.Alignment {
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case End:
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cross = maxCross - axisCross(f.Axis, dims.Size)
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case Middle:
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cross = (maxCross - axisCross(f.Axis, dims.Size)) / 2
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case Baseline:
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if f.Axis == Horizontal {
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cross = maxBaseline - b
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}
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}
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stack := op.Push(gtx.Ops)
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op.Offset(FPt(axisPoint(f.Axis, mainSize, cross))).Add(gtx.Ops)
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child.call.Add(gtx.Ops)
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stack.Pop()
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mainSize += axisMain(f.Axis, dims.Size)
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if i < len(children)-1 {
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switch f.Spacing {
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case SpaceEvenly:
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mainSize += space / (1 + len(children))
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case SpaceAround:
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mainSize += space / len(children)
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case SpaceBetween:
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mainSize += space / (len(children) - 1)
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}
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}
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}
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switch f.Spacing {
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case SpaceSides:
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mainSize += space / 2
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case SpaceEnd:
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mainSize += space
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case SpaceEvenly:
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mainSize += space / (1 + len(children))
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case SpaceAround:
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mainSize += space / (len(children) * 2)
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}
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sz := axisPoint(f.Axis, mainSize, maxCross)
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return Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
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}
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func axisPoint(a Axis, main, cross int) image.Point {
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if a == Horizontal {
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return image.Point{main, cross}
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} else {
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return image.Point{cross, main}
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}
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}
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func axisMain(a Axis, sz image.Point) int {
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if a == Horizontal {
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return sz.X
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} else {
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return sz.Y
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}
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}
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func axisCross(a Axis, sz image.Point) int {
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if a == Horizontal {
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return sz.Y
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} else {
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return sz.X
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}
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}
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func axisMainConstraint(a Axis, cs Constraints) (int, int) {
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if a == Horizontal {
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return cs.Min.X, cs.Max.X
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} else {
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return cs.Min.Y, cs.Max.Y
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}
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}
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func axisCrossConstraint(a Axis, cs Constraints) (int, int) {
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if a == Horizontal {
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return cs.Min.Y, cs.Max.Y
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} else {
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return cs.Min.X, cs.Max.X
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}
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}
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func axisConstraints(a Axis, mainMin, mainMax, crossMin, crossMax int) Constraints {
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if a == Horizontal {
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return Constraints{Min: image.Pt(mainMin, crossMin), Max: image.Pt(mainMax, crossMax)}
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} else {
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return Constraints{Min: image.Pt(crossMin, mainMin), Max: image.Pt(crossMax, mainMax)}
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}
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}
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func (s Spacing) String() string {
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switch s {
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case SpaceEnd:
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return "SpaceEnd"
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case SpaceStart:
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return "SpaceStart"
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case SpaceSides:
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return "SpaceSides"
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case SpaceAround:
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return "SpaceAround"
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case SpaceBetween:
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return "SpaceAround"
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case SpaceEvenly:
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return "SpaceEvenly"
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default:
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panic("unreachable")
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}
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}
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