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

125 lines
2.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/op"
)
// Stack lays out child elements on top of each other,
// according to an alignment direction.
type Stack struct {
// Alignment is the direction to align children
// smaller than the available space.
Alignment Direction
}
// StackChild represents a child for a Stack layout.
type StackChild struct {
expanded bool
widget Widget
// Scratch space.
call op.CallOp
dims Dimensions
}
// Stacked returns a Stack child that is laid out with no minimum
// constraints and the maximum constraints passed to Stack.Layout.
func Stacked(w Widget) StackChild {
return StackChild{
widget: w,
}
}
// Expanded returns a Stack child with the minimum constraints set
// to the largest Stacked child. The maximum constraints are set to
// the same as passed to Stack.Layout.
func Expanded(w Widget) StackChild {
return StackChild{
expanded: true,
widget: w,
}
}
// Layout a stack of children. The position of the children are
// determined by the specified order, but Stacked children are laid out
// before Expanded children.
func (s Stack) Layout(gtx Context, children ...StackChild) Dimensions {
var maxSZ image.Point
// First lay out Stacked children.
for i, w := range children {
if w.expanded {
continue
}
macro := op.Record(gtx.Ops)
gtx := gtx
gtx.Constraints.Min = image.Pt(0, 0)
dims := w.widget(gtx)
call := macro.Stop()
if w := dims.Size.X; w > maxSZ.X {
maxSZ.X = w
}
if h := dims.Size.Y; h > maxSZ.Y {
maxSZ.Y = h
}
children[i].call = call
children[i].dims = dims
}
// Then lay out Expanded children.
for i, w := range children {
if !w.expanded {
continue
}
macro := op.Record(gtx.Ops)
gtx := gtx
gtx.Constraints = Constraints{
Min: maxSZ, Max: gtx.Constraints.Max,
}
dims := w.widget(gtx)
call := macro.Stop()
if w := dims.Size.X; w > maxSZ.X {
maxSZ.X = w
}
if h := dims.Size.Y; h > maxSZ.Y {
maxSZ.Y = h
}
children[i].call = call
children[i].dims = dims
}
maxSZ = gtx.Constraints.Constrain(maxSZ)
var baseline int
for _, ch := range children {
sz := ch.dims.Size
var p image.Point
switch s.Alignment {
case N, S, Center:
p.X = (maxSZ.X - sz.X) / 2
case NE, SE, E:
p.X = maxSZ.X - sz.X
}
switch s.Alignment {
case W, Center, E:
p.Y = (maxSZ.Y - sz.Y) / 2
case SW, S, SE:
p.Y = maxSZ.Y - sz.Y
}
stack := op.Push(gtx.Ops)
op.Offset(FPt(p)).Add(gtx.Ops)
ch.call.Add(gtx.Ops)
stack.Pop()
if baseline == 0 {
if b := ch.dims.Baseline; b != 0 {
baseline = b + maxSZ.Y - sz.Y - p.Y
}
}
}
return Dimensions{
Size: maxSZ,
Baseline: baseline,
}
}