forked from joejulian/gio
936c266b03
The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.
Before this change, op.Save and Load were used to save and restore the
state:
ops := new(op.Ops)
// Save state.
state := op.Save(ops)
// Apply offset.
op.Offset(...).Add(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
state.Load()
A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.
This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:
ops := new(op.Ops)
// Push offset to the transformation stack.
stack := op.Offset(...).Push(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
stack.Pop()
For convenience, transformation also be Add'ed if the stack operation is
not required.
Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.
API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.
To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
322 lines
6.8 KiB
Go
322 lines
6.8 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/f32"
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"gioui.org/op"
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"gioui.org/unit"
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)
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// Constraints represent the minimum and maximum size of a widget.
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//
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// A widget does not have to treat its constraints as "hard". For
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// example, if it's passed a constraint with a minimum size that's
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// smaller than its actual minimum size, it should return its minimum
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// size dimensions instead. Parent widgets should deal appropriately
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// with child widgets that return dimensions that do not fit their
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// constraints (for example, by clipping).
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type Constraints struct {
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Min, Max image.Point
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}
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// Dimensions are the resolved size and baseline for a widget.
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//
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// Baseline is the distance from the bottom of a widget to the baseline of
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// any text it contains (or 0). The purpose is to be able to align text
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// that span multiple widgets.
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type Dimensions struct {
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Size image.Point
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Baseline int
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}
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// Axis is the Horizontal or Vertical direction.
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type Axis uint8
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// Alignment is the mutual alignment of a list of widgets.
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type Alignment uint8
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// Direction is the alignment of widgets relative to a containing
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// space.
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type Direction uint8
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// Widget is a function scope for drawing, processing events and
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// computing dimensions for a user interface element.
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type Widget func(gtx Context) Dimensions
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const (
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Start Alignment = iota
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End
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Middle
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Baseline
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)
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const (
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NW Direction = iota
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N
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NE
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E
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SE
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S
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SW
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W
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Center
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)
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const (
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Horizontal Axis = iota
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Vertical
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)
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// Exact returns the Constraints with the minimum and maximum size
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// set to size.
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func Exact(size image.Point) Constraints {
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return Constraints{
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Min: size, Max: size,
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}
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}
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// FPt converts an point to a f32.Point.
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func FPt(p image.Point) f32.Point {
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return f32.Point{
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X: float32(p.X), Y: float32(p.Y),
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}
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}
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// FRect converts a rectangle to a f32.Rectangle.
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func FRect(r image.Rectangle) f32.Rectangle {
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return f32.Rectangle{
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Min: FPt(r.Min), Max: FPt(r.Max),
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}
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}
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// Constrain a size so each dimension is in the range [min;max].
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func (c Constraints) Constrain(size image.Point) image.Point {
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if min := c.Min.X; size.X < min {
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size.X = min
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}
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if min := c.Min.Y; size.Y < min {
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size.Y = min
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}
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if max := c.Max.X; size.X > max {
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size.X = max
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}
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if max := c.Max.Y; size.Y > max {
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size.Y = max
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}
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return size
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}
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// Inset adds space around a widget by decreasing its maximum
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// constraints. The minimum constraints will be adjusted to ensure
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// they do not exceed the maximum.
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type Inset struct {
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Top, Right, Bottom, Left unit.Value
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}
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// Layout a widget.
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func (in Inset) Layout(gtx Context, w Widget) Dimensions {
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top := gtx.Px(in.Top)
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right := gtx.Px(in.Right)
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bottom := gtx.Px(in.Bottom)
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left := gtx.Px(in.Left)
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mcs := gtx.Constraints
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mcs.Max.X -= left + right
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if mcs.Max.X < 0 {
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left = 0
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right = 0
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mcs.Max.X = 0
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}
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if mcs.Min.X > mcs.Max.X {
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mcs.Min.X = mcs.Max.X
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}
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mcs.Max.Y -= top + bottom
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if mcs.Max.Y < 0 {
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bottom = 0
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top = 0
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mcs.Max.Y = 0
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}
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if mcs.Min.Y > mcs.Max.Y {
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mcs.Min.Y = mcs.Max.Y
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}
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gtx.Constraints = mcs
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trans := op.Offset(FPt(image.Point{X: left, Y: top})).Push(gtx.Ops)
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dims := w(gtx)
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trans.Pop()
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return Dimensions{
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Size: dims.Size.Add(image.Point{X: right + left, Y: top + bottom}),
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Baseline: dims.Baseline + bottom,
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}
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}
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// UniformInset returns an Inset with a single inset applied to all
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// edges.
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func UniformInset(v unit.Value) Inset {
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return Inset{Top: v, Right: v, Bottom: v, Left: v}
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}
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// Layout a widget according to the direction.
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// The widget is called with the context constraints minimum cleared.
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func (d Direction) Layout(gtx Context, w Widget) Dimensions {
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macro := op.Record(gtx.Ops)
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csn := gtx.Constraints.Min
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switch d {
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case N, S:
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gtx.Constraints.Min.Y = 0
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case E, W:
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gtx.Constraints.Min.X = 0
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default:
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gtx.Constraints.Min = image.Point{}
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}
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dims := w(gtx)
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call := macro.Stop()
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sz := dims.Size
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if sz.X < csn.X {
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sz.X = csn.X
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}
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if sz.Y < csn.Y {
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sz.Y = csn.Y
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}
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p := d.Position(dims.Size, sz)
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defer op.Offset(FPt(p)).Push(gtx.Ops).Pop()
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call.Add(gtx.Ops)
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return Dimensions{
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Size: sz,
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Baseline: dims.Baseline + sz.Y - dims.Size.Y - p.Y,
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}
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}
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// Position calculates widget position according to the direction.
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func (d Direction) Position(widget, bounds image.Point) image.Point {
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var p image.Point
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switch d {
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case N, S, Center:
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p.X = (bounds.X - widget.X) / 2
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case NE, SE, E:
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p.X = bounds.X - widget.X
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}
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switch d {
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case W, Center, E:
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p.Y = (bounds.Y - widget.Y) / 2
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case SW, S, SE:
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p.Y = bounds.Y - widget.Y
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}
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return p
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}
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// Spacer adds space between widgets.
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type Spacer struct {
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Width, Height unit.Value
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}
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func (s Spacer) Layout(gtx Context) Dimensions {
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return Dimensions{
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Size: image.Point{
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X: gtx.Px(s.Width),
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Y: gtx.Px(s.Height),
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},
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}
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}
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func (a Alignment) String() string {
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switch a {
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case Start:
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return "Start"
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case End:
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return "End"
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case Middle:
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return "Middle"
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case Baseline:
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return "Baseline"
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default:
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panic("unreachable")
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}
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}
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// Convert a point in (x, y) coordinates to (main, cross) coordinates,
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// or vice versa. Specifically, Convert((x, y)) returns (x, y) unchanged
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// for the horizontal axis, or (y, x) for the vertical axis.
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func (a Axis) Convert(pt image.Point) image.Point {
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if a == Horizontal {
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return pt
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}
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return image.Pt(pt.Y, pt.X)
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}
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// FConvert a point in (x, y) coordinates to (main, cross) coordinates,
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// or vice versa. Specifically, FConvert((x, y)) returns (x, y) unchanged
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// for the horizontal axis, or (y, x) for the vertical axis.
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func (a Axis) FConvert(pt f32.Point) f32.Point {
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if a == Horizontal {
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return pt
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}
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return f32.Pt(pt.Y, pt.X)
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}
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// mainConstraint returns the min and max main constraints for axis a.
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func (a Axis) mainConstraint(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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}
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return cs.Min.Y, cs.Max.Y
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}
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// crossConstraint returns the min and max cross constraints for axis a.
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func (a Axis) crossConstraint(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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}
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return cs.Min.X, cs.Max.X
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}
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// constraints returns the constraints for axis a.
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func (a Axis) constraints(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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}
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return Constraints{Min: image.Pt(crossMin, mainMin), Max: image.Pt(crossMax, mainMax)}
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}
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func (a Axis) String() string {
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switch a {
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case Horizontal:
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return "Horizontal"
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case Vertical:
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return "Vertical"
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default:
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panic("unreachable")
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}
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}
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func (d Direction) String() string {
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switch d {
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case NW:
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return "NW"
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case N:
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return "N"
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case NE:
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return "NE"
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case E:
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return "E"
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case SE:
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return "SE"
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case S:
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return "S"
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case SW:
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return "SW"
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case W:
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return "W"
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case Center:
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return "Center"
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default:
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panic("unreachable")
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}
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}
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