Files
gio-patched/ui/layout/flex.go
T
Elias Naur 9b3429d6da ui: switch to (more) explicit layout
The layout package switched from interfaces to functions for
composing layouts. The switch made sure that no garbage is
generated for transient layouts such as Align, Inset, Stack, Flex.

Unfortunately, that left the stateful widgets and layouts: as soon
as their layout methods are embedded in a transient layout, a
closure is generated that escapes to the heap.

To avoid garbage for both transient as well as stateful widgets,
replace the functional approach with explicit begin/end methods.

A begin method generally starts an op block and returns the adjusted
constraints. An end method takes computed dimensions, ends its op
block and returns adjusted dimensions.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-05-30 21:39:00 +02:00

256 lines
5.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/ui"
"gioui.org/ui/f32"
)
type Flex struct {
Axis Axis
MainAxisAlignment MainAxisAlignment
CrossAxisAlignment CrossAxisAlignment
MainAxisSize MainAxisSize
constrained bool
cs Constraints
begun bool
taken int
maxCross int
maxBaseline int
}
type FlexChild struct {
block ui.OpBlock
dims Dimens
}
type MainAxisSize uint8
type FlexMode uint8
type MainAxisAlignment uint8
type CrossAxisAlignment uint8
const (
Loose FlexMode = iota
Fit
)
const (
Max MainAxisSize = iota
Min
)
const (
Start = 100 + iota
End
Center
SpaceAround MainAxisAlignment = iota
SpaceBetween
SpaceEvenly
Baseline CrossAxisAlignment = iota
Stretch
)
func (f *Flex) Init(cs Constraints) {
if f.constrained {
panic("Constrain must be called exactly once")
}
f.constrained = true
f.cs = cs
f.taken = 0
f.maxCross = 0
f.maxBaseline = 0
}
func (f *Flex) begin(ops *ui.Ops) {
if !f.constrained {
panic("must Constrain before adding a child")
}
if f.begun {
panic("must End before adding a child")
}
f.begun = true
ops.Begin()
ui.OpLayer{}.Add(ops)
}
func (f *Flex) Rigid(ops *ui.Ops) Constraints {
f.begin(ops)
mainc := axisMainConstraint(f.Axis, f.cs)
mainMax := mainc.Max
if mainc.Max != ui.Inf {
mainMax -= f.taken
}
return axisConstraints(f.Axis, Constraint{Max: mainMax}, f.crossConstraintChild(f.cs))
}
func (f *Flex) Flexible(ops *ui.Ops, flex float32, mode FlexMode) Constraints {
f.begin(ops)
mainc := axisMainConstraint(f.Axis, f.cs)
var flexSize int
if mainc.Max != ui.Inf && mainc.Max > f.taken {
flexSize = mainc.Max - f.taken
}
submainc := Constraint{Max: int(float32(flexSize) * flex)}
if mode == Fit {
submainc.Min = submainc.Max
}
return axisConstraints(f.Axis, submainc, f.crossConstraintChild(f.cs))
}
func (f *Flex) End(ops *ui.Ops, dims Dimens) FlexChild {
if !f.begun {
panic("End called without an active child")
}
f.begun = false
block := ops.End()
f.taken += axisMain(f.Axis, dims.Size)
if c := axisCross(f.Axis, dims.Size); c > f.maxCross {
f.maxCross = c
}
if b := dims.Baseline; b > f.maxBaseline {
f.maxBaseline = b
}
return FlexChild{block, dims}
}
func (f *Flex) Layout(ops *ui.Ops, children ...FlexChild) Dimens {
mainc := axisMainConstraint(f.Axis, f.cs)
crossSize := axisCrossConstraint(f.Axis, f.cs).Constrain(f.maxCross)
var space int
if mainc.Max != ui.Inf && f.MainAxisSize == Max {
if mainc.Max > f.taken {
space = mainc.Max - f.taken
}
} else if mainc.Min > f.taken {
space = mainc.Min - f.taken
}
var mainSize int
var baseline int
switch f.MainAxisAlignment {
case Center:
mainSize += space / 2
case End:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
for _, child := range children {
dims := child.dims
b := dims.Baseline
var cross int
switch f.CrossAxisAlignment {
case End:
cross = crossSize - axisCross(f.Axis, dims.Size)
case Center:
cross = (crossSize - axisCross(f.Axis, dims.Size)) / 2
case Baseline:
if f.Axis == Horizontal {
cross = f.maxBaseline - b
}
}
ops.Begin()
ui.OpTransform{
Transform: ui.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))),
}.Add(ops)
child.block.Add(ops)
ops.End().Add(ops)
mainSize += axisMain(f.Axis, dims.Size)
switch f.MainAxisAlignment {
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / len(children)
case SpaceBetween:
mainSize += space / (len(children) - 1)
}
if b != dims.Size.Y {
baseline = b
}
}
switch f.MainAxisAlignment {
case Start:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
sz := axisPoint(f.Axis, mainSize, crossSize)
if baseline == 0 {
baseline = sz.Y
}
return Dimens{Size: sz, Baseline: baseline}
}
func axisPoint(a Axis, main, cross int) image.Point {
if a == Horizontal {
return image.Point{main, cross}
} else {
return image.Point{cross, main}
}
}
func axisMain(a Axis, sz image.Point) int {
if a == Horizontal {
return sz.X
} else {
return sz.Y
}
}
func axisCross(a Axis, sz image.Point) int {
if a == Horizontal {
return sz.Y
} else {
return sz.X
}
}
func axisMainConstraint(a Axis, cs Constraints) Constraint {
if a == Horizontal {
return cs.Width
} else {
return cs.Height
}
}
func axisCrossConstraint(a Axis, cs Constraints) Constraint {
if a == Horizontal {
return cs.Height
} else {
return cs.Width
}
}
func (f *Flex) crossConstraintChild(cs Constraints) Constraint {
c := axisCrossConstraint(f.Axis, cs)
switch f.CrossAxisAlignment {
case Stretch:
c.Min = c.Max
default:
c.Min = 0
}
return c
}
func axisConstraints(a Axis, mainc, crossc Constraint) Constraints {
if a == Horizontal {
return Constraints{mainc, crossc}
} else {
return Constraints{crossc, mainc}
}
}
func toPointF(p image.Point) f32.Point {
return f32.Point{X: float32(p.X), Y: float32(p.Y)}
}