Files
gio-patched/layout/list.go
T
Elias Naur 11506a974e layout: add NewContext, make zero value Contexts useful
While here, unexport the Queue and Config fields. The NewContext
cosntructor is shorter, and there is no reason to expose the fields
to accidental mutation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-12-02 13:13:15 +01:00

289 lines
7.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/f32"
"gioui.org/gesture"
"gioui.org/io/pointer"
"gioui.org/op"
"gioui.org/op/clip"
)
type scrollChild struct {
size image.Point
macro op.MacroOp
}
// List displays a subsection of a potentially infinitely
// large underlying list. List accepts user input to scroll
// the subsection.
type List struct {
Axis Axis
// ScrollToEnd instructs the list to stay scrolled to the far end position
// once reached. A List with ScrollToEnd == true and Position.BeforeEnd ==
// false draws its content with the last item at the bottom of the list
// area.
ScrollToEnd bool
// Alignment is the cross axis alignment of list elements.
Alignment Alignment
ctx *Context
macro op.MacroOp
child op.MacroOp
scroll gesture.Scroll
scrollDelta int
// Position is updated during Layout. To save the list scroll position,
// just save Position after Layout finishes. To scroll the list
// programatically, update Position (e.g. restore it from a saved value)
// before calling Layout.
Position Position
len int
// maxSize is the total size of visible children.
maxSize int
children []scrollChild
dir iterationDir
}
// ListElement is a function that computes the dimensions of
// a list element.
type ListElement func(index int)
type iterationDir uint8
// Position is a List scroll offset represented as an offset from the top edge
// of a child element.
type Position struct {
// BeforeEnd tracks whether the List position is before the very end. We
// use "before end" instead of "at end" so that the zero value of a
// Position struct is useful.
//
// When laying out a list, if ScrollToEnd is true and BeforeEnd is false,
// then First and Offset are ignored, and the list is drawn with the last
// item at the bottom. If ScrollToEnd is false then BeforeEnd is ignored.
BeforeEnd bool
// First is the index of the first visible child.
First int
// Offset is the distance in pixels from the top edge to the child at index
// First.
Offset int
}
const (
iterateNone iterationDir = iota
iterateForward
iterateBackward
)
const inf = 1e6
// init prepares the list for iterating through its children with next.
func (l *List) init(gtx *Context, len int) {
if l.more() {
panic("unfinished child")
}
l.ctx = gtx
l.maxSize = 0
l.children = l.children[:0]
l.len = len
l.update()
if l.scrollToEnd() || l.Position.First > len {
l.Position.Offset = 0
l.Position.First = len
}
l.macro.Record(gtx.Ops)
l.next()
}
// Layout the List.
func (l *List) Layout(gtx *Context, len int, w ListElement) {
for l.init(gtx, len); l.more(); l.next() {
cs := axisConstraints(l.Axis, Constraint{Max: inf}, axisCrossConstraint(l.Axis, l.ctx.Constraints))
i := l.index()
l.end(ctxLayout(gtx, cs, func() {
w(i)
}))
}
gtx.Dimensions = l.layout()
}
func (l *List) scrollToEnd() bool {
return l.ScrollToEnd && !l.Position.BeforeEnd
}
// Dragging reports whether the List is being dragged.
func (l *List) Dragging() bool {
return l.scroll.State() == gesture.StateDragging
}
func (l *List) update() {
d := l.scroll.Scroll(l.ctx, l.ctx, l.ctx.Now(), gesture.Axis(l.Axis))
l.scrollDelta = d
l.Position.Offset += d
}
// next advances to the next child.
func (l *List) next() {
l.dir = l.nextDir()
// The user scroll offset is applied after scrolling to
// list end.
if l.scrollToEnd() && !l.more() && l.scrollDelta < 0 {
l.Position.BeforeEnd = true
l.Position.Offset += l.scrollDelta
l.dir = l.nextDir()
}
if l.more() {
l.child.Record(l.ctx.Ops)
}
}
// index is current child's position in the underlying list.
func (l *List) index() int {
switch l.dir {
case iterateBackward:
return l.Position.First - 1
case iterateForward:
return l.Position.First + len(l.children)
default:
panic("Index called before Next")
}
}
// more reports whether more children are needed.
func (l *List) more() bool {
return l.dir != iterateNone
}
func (l *List) nextDir() iterationDir {
vsize := axisMainConstraint(l.Axis, l.ctx.Constraints).Max
last := l.Position.First + len(l.children)
// Clamp offset.
if l.maxSize-l.Position.Offset < vsize && last == l.len {
l.Position.Offset = l.maxSize - vsize
}
if l.Position.Offset < 0 && l.Position.First == 0 {
l.Position.Offset = 0
}
switch {
case len(l.children) == l.len:
return iterateNone
case l.maxSize-l.Position.Offset < vsize:
return iterateForward
case l.Position.Offset < 0:
return iterateBackward
}
return iterateNone
}
// End the current child by specifying its dimensions.
func (l *List) end(dims Dimensions) {
l.child.Stop()
child := scrollChild{dims.Size, l.child}
mainSize := axisMain(l.Axis, child.size)
l.maxSize += mainSize
switch l.dir {
case iterateForward:
l.children = append(l.children, child)
case iterateBackward:
l.children = append([]scrollChild{child}, l.children...)
l.Position.First--
l.Position.Offset += mainSize
default:
panic("call Next before End")
}
l.dir = iterateNone
}
// Layout the List and return its dimensions.
func (l *List) layout() Dimensions {
if l.more() {
panic("unfinished child")
}
mainc := axisMainConstraint(l.Axis, l.ctx.Constraints)
children := l.children
// Skip invisible children
for len(children) > 0 {
sz := children[0].size
mainSize := axisMain(l.Axis, sz)
if l.Position.Offset <= mainSize {
break
}
l.Position.First++
l.Position.Offset -= mainSize
children = children[1:]
}
size := -l.Position.Offset
var maxCross int
for i, child := range children {
sz := child.size
if c := axisCross(l.Axis, sz); c > maxCross {
maxCross = c
}
size += axisMain(l.Axis, sz)
if size >= mainc.Max {
children = children[:i+1]
break
}
}
ops := l.ctx.Ops
pos := -l.Position.Offset
// ScrollToEnd lists are end aligned.
if space := mainc.Max - size; l.ScrollToEnd && space > 0 {
pos += space
}
for _, child := range children {
sz := child.size
var cross int
switch l.Alignment {
case End:
cross = maxCross - axisCross(l.Axis, sz)
case Middle:
cross = (maxCross - axisCross(l.Axis, sz)) / 2
}
childSize := axisMain(l.Axis, sz)
max := childSize + pos
if max > mainc.Max {
max = mainc.Max
}
min := pos
if min < 0 {
min = 0
}
r := image.Rectangle{
Min: axisPoint(l.Axis, min, -inf),
Max: axisPoint(l.Axis, max, inf),
}
var stack op.StackOp
stack.Push(ops)
clip.Rect{Rect: toRectF(r)}.Op(ops).Add(ops)
op.TransformOp{}.Offset(toPointF(axisPoint(l.Axis, pos, cross))).Add(ops)
child.macro.Add(ops)
stack.Pop()
pos += childSize
}
atStart := l.Position.First == 0 && l.Position.Offset <= 0
atEnd := l.Position.First+len(children) == l.len && mainc.Max >= pos
if atStart && l.scrollDelta < 0 || atEnd && l.scrollDelta > 0 {
l.scroll.Stop()
}
l.Position.BeforeEnd = !atEnd
dims := axisPoint(l.Axis, mainc.Constrain(pos), maxCross)
l.macro.Stop()
pointer.Rect(image.Rectangle{Max: dims}).Add(ops)
l.scroll.Add(ops)
l.macro.Add(ops)
return Dimensions{Size: dims}
}
func toRectF(r image.Rectangle) f32.Rectangle {
return f32.Rectangle{
Min: f32.Point{X: float32(r.Min.X), Y: float32(r.Min.Y)},
Max: f32.Point{X: float32(r.Max.X), Y: float32(r.Max.Y)},
}
}