forked from joejulian/gio
45e8c781e2
Updated the documentation for layout.List to include the details about how drawing is performed for items in it. This gives the user an understanding about how so many items can be drawn for performance. Signed-off-by: Thomas Mathews <thomas.c.mathews@gmail.com>
357 lines
9.0 KiB
Go
357 lines
9.0 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/gesture"
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"gioui.org/op"
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"gioui.org/op/clip"
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)
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type scrollChild struct {
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size image.Point
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call op.CallOp
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}
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// List displays a subsection of a potentially infinitely
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// large underlying list. List accepts user input to scroll
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// the subsection.
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type List struct {
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Axis Axis
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// ScrollToEnd instructs the list to stay scrolled to the far end position
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// once reached. A List with ScrollToEnd == true and Position.BeforeEnd ==
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// false draws its content with the last item at the bottom of the list
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// area.
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ScrollToEnd bool
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// Alignment is the cross axis alignment of list elements.
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Alignment Alignment
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cs Constraints
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scroll gesture.Scroll
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scrollDelta int
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// Position is updated during Layout. To save the list scroll position,
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// just save Position after Layout finishes. To scroll the list
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// programmatically, update Position (e.g. restore it from a saved value)
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// before calling Layout.
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Position Position
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len int
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// maxSize is the total size of visible children.
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maxSize int
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children []scrollChild
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dir iterationDir
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}
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// ListElement is a function that computes the dimensions of
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// a list element.
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type ListElement func(gtx Context, index int) Dimensions
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type iterationDir uint8
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// Position is a List scroll offset represented as an offset from the top edge
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// of a child element.
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type Position struct {
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// BeforeEnd tracks whether the List position is before the very end. We
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// use "before end" instead of "at end" so that the zero value of a
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// Position struct is useful.
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//
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// When laying out a list, if ScrollToEnd is true and BeforeEnd is false,
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// then First and Offset are ignored, and the list is drawn with the last
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// item at the bottom. If ScrollToEnd is false then BeforeEnd is ignored.
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BeforeEnd bool
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// First is the index of the first visible child.
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First int
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// Offset is the distance in pixels from the top edge to the child at index
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// First.
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Offset int
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// OffsetLast is the signed distance in pixels from the bottom edge to the
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// bottom edge of the child at index First+Count.
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OffsetLast int
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// Count is the number of visible children.
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Count int
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// Length is the estimated total size of all children, measured in pixels.
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Length int
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}
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const (
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iterateNone iterationDir = iota
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iterateForward
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iterateBackward
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)
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const inf = 1e6
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// init prepares the list for iterating through its children with next.
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func (l *List) init(gtx Context, len int) {
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if l.more() {
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panic("unfinished child")
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}
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l.cs = gtx.Constraints
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l.maxSize = 0
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l.children = l.children[:0]
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l.len = len
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l.update(gtx)
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if l.scrollToEnd() || l.Position.First > len {
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l.Position.Offset = 0
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l.Position.First = len
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}
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}
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// Layout a List of len items, where each item is implicitly defined
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// by the callback w. Layout can handle very large lists because it only calls
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// w to fill its viewport and the distance scrolled, if any.
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func (l *List) Layout(gtx Context, len int, w ListElement) Dimensions {
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l.init(gtx, len)
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crossMin, crossMax := l.Axis.crossConstraint(gtx.Constraints)
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gtx.Constraints = l.Axis.constraints(0, inf, crossMin, crossMax)
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macro := op.Record(gtx.Ops)
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laidOutTotalLength := 0
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numLaidOut := 0
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for l.next(); l.more(); l.next() {
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child := op.Record(gtx.Ops)
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dims := w(gtx, l.index())
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call := child.Stop()
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l.end(dims, call)
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laidOutTotalLength += l.Axis.Convert(dims.Size).X
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numLaidOut++
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}
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if numLaidOut > 0 {
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l.Position.Length = laidOutTotalLength * len / numLaidOut
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} else {
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l.Position.Length = 0
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}
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return l.layout(gtx.Ops, macro)
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}
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func (l *List) scrollToEnd() bool {
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return l.ScrollToEnd && !l.Position.BeforeEnd
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}
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// Dragging reports whether the List is being dragged.
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func (l *List) Dragging() bool {
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return l.scroll.State() == gesture.StateDragging
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}
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func (l *List) update(gtx Context) {
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d := l.scroll.Scroll(gtx.Metric, gtx, gtx.Now, gesture.Axis(l.Axis))
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l.scrollDelta = d
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l.Position.Offset += d
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}
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// next advances to the next child.
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func (l *List) next() {
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l.dir = l.nextDir()
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// The user scroll offset is applied after scrolling to
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// list end.
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if l.scrollToEnd() && !l.more() && l.scrollDelta < 0 {
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l.Position.BeforeEnd = true
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l.Position.Offset += l.scrollDelta
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l.dir = l.nextDir()
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}
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}
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// index is current child's position in the underlying list.
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func (l *List) index() int {
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switch l.dir {
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case iterateBackward:
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return l.Position.First - 1
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case iterateForward:
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return l.Position.First + len(l.children)
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default:
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panic("Index called before Next")
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}
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}
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// more reports whether more children are needed.
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func (l *List) more() bool {
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return l.dir != iterateNone
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}
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func (l *List) nextDir() iterationDir {
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_, vsize := l.Axis.mainConstraint(l.cs)
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last := l.Position.First + len(l.children)
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// Clamp offset.
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if l.maxSize-l.Position.Offset < vsize && last == l.len {
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l.Position.Offset = l.maxSize - vsize
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}
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if l.Position.Offset < 0 && l.Position.First == 0 {
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l.Position.Offset = 0
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}
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// Lay out an extra (invisible) child at each end to enable focus to
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// move to them, triggering automatic scroll.
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firstSize, lastSize := 0, 0
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if len(l.children) > 0 {
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if l.Position.First > 0 {
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firstChild := l.children[0]
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firstSize = l.Axis.Convert(firstChild.size).X
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}
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if last < l.len {
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lastChild := l.children[len(l.children)-1]
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lastSize = l.Axis.Convert(lastChild.size).X
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}
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}
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switch {
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case len(l.children) == l.len:
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return iterateNone
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case l.maxSize-l.Position.Offset-lastSize < vsize:
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return iterateForward
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case l.Position.Offset-firstSize < 0:
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return iterateBackward
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}
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return iterateNone
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}
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// End the current child by specifying its dimensions.
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func (l *List) end(dims Dimensions, call op.CallOp) {
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child := scrollChild{dims.Size, call}
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mainSize := l.Axis.Convert(child.size).X
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l.maxSize += mainSize
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switch l.dir {
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case iterateForward:
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l.children = append(l.children, child)
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case iterateBackward:
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l.children = append(l.children, scrollChild{})
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copy(l.children[1:], l.children)
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l.children[0] = child
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l.Position.First--
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l.Position.Offset += mainSize
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default:
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panic("call Next before End")
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}
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l.dir = iterateNone
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}
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// Layout the List and return its dimensions.
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func (l *List) layout(ops *op.Ops, macro op.MacroOp) Dimensions {
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if l.more() {
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panic("unfinished child")
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}
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mainMin, mainMax := l.Axis.mainConstraint(l.cs)
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children := l.children
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var first scrollChild
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// Skip invisible children.
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for len(children) > 0 {
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child := children[0]
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sz := child.size
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mainSize := l.Axis.Convert(sz).X
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if l.Position.Offset < mainSize {
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// First child is partially visible.
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break
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}
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l.Position.First++
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l.Position.Offset -= mainSize
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first = child
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children = children[1:]
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}
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size := -l.Position.Offset
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var maxCross int
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var last scrollChild
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for i, child := range children {
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sz := l.Axis.Convert(child.size)
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if c := sz.Y; c > maxCross {
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maxCross = c
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}
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size += sz.X
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if size >= mainMax {
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if i < len(children)-1 {
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last = children[i+1]
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}
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children = children[:i+1]
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break
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}
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}
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l.Position.Count = len(children)
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l.Position.OffsetLast = mainMax - size
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// ScrollToEnd lists are end aligned.
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if space := l.Position.OffsetLast; l.ScrollToEnd && space > 0 {
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l.Position.Offset -= space
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}
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pos := -l.Position.Offset
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layout := func(child scrollChild) {
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sz := l.Axis.Convert(child.size)
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var cross int
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switch l.Alignment {
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case End:
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cross = maxCross - sz.Y
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case Middle:
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cross = (maxCross - sz.Y) / 2
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}
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childSize := sz.X
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max := childSize + pos
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if max > mainMax {
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max = mainMax
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}
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min := pos
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if min < 0 {
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min = 0
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}
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pt := l.Axis.Convert(image.Pt(pos, cross))
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trans := op.Offset(FPt(pt)).Push(ops)
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child.call.Add(ops)
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trans.Pop()
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pos += childSize
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}
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// Lay out leading invisible child.
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if first != (scrollChild{}) {
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sz := l.Axis.Convert(first.size)
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pos -= sz.X
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layout(first)
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}
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for _, child := range children {
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layout(child)
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}
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// Lay out trailing invisible child.
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if last != (scrollChild{}) {
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layout(last)
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}
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atStart := l.Position.First == 0 && l.Position.Offset <= 0
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atEnd := l.Position.First+len(children) == l.len && mainMax >= pos
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if atStart && l.scrollDelta < 0 || atEnd && l.scrollDelta > 0 {
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l.scroll.Stop()
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}
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l.Position.BeforeEnd = !atEnd
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if pos < mainMin {
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pos = mainMin
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}
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if pos > mainMax {
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pos = mainMax
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}
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if crossMin, crossMax := l.Axis.crossConstraint(l.cs); maxCross < crossMin {
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maxCross = crossMin
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} else if maxCross > crossMax {
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maxCross = crossMax
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}
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dims := l.Axis.Convert(image.Pt(pos, maxCross))
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call := macro.Stop()
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defer clip.Rect(image.Rectangle{Max: dims}).Push(ops).Pop()
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min, max := int(-inf), int(inf)
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if l.Position.First == 0 {
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// Use the size of the invisible part as scroll boundary.
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min = -l.Position.Offset
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if min > 0 {
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min = 0
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}
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}
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if l.Position.First+l.Position.Count == l.len {
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max = -l.Position.OffsetLast
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if max < 0 {
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max = 0
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}
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}
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scrollRange := image.Rectangle{
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Min: l.Axis.Convert(image.Pt(min, 0)),
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Max: l.Axis.Convert(image.Pt(max, 0)),
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}
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l.scroll.Add(ops, scrollRange)
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call.Add(ops)
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return Dimensions{Size: dims}
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}
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