Files
gio-patched/layout/flex.go
T
Thomas Bruyelle ae8a377cda op: add op.Push and op.Record funcs
The funcs replace stack.Push and macro.Record, which become private.
This makes stack and macro faster to write, in particular for stacks
where you can just write the following line to save and restore the
state :

  defer op.Push(ops).Pop()

This usage requires Push to return a pointer (since Pop has a pointer
receiver), or else the code doesn't compile.

For consistancy, I tried to do the same for op.Record, but this implied
to turn all the MacroOp fields into pointers, and this caused some
panics. As a result, op.Record doesn't return a pointer.

An other side effect pointed by Larry Clapp: StackOp and MacroOp are not
re-usable any more, you have to allocate a new one for each usage, using
the described funcs above.

Signed-off-by: Thomas Bruyelle <thomas.bruyelle@gmail.com>
2020-06-02 10:39:56 +02:00

273 lines
6.3 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/op"
)
// Flex lays out child elements along an axis,
// according to alignment and weights.
type Flex struct {
// Axis is the main axis, either Horizontal or Vertical.
Axis Axis
// Spacing controls the distribution of space left after
// layout.
Spacing Spacing
// Alignment is the alignment in the cross axis.
Alignment Alignment
}
// FlexChild is the descriptor for a Flex child.
type FlexChild struct {
flex bool
weight float32
widget Widget
// Scratch space.
macro op.MacroOp
dims Dimensions
}
// Spacing determine the spacing mode for a Flex.
type Spacing uint8
const (
// SpaceEnd leaves space at the end.
SpaceEnd Spacing = iota
// SpaceStart leaves space at the start.
SpaceStart
// SpaceSides shares space between the start and end.
SpaceSides
// SpaceAround distributes space evenly between children,
// with half as much space at the start and end.
SpaceAround
// SpaceBetween distributes space evenly between children,
// leaving no space at the start and end.
SpaceBetween
// SpaceEvenly distributes space evenly between children and
// at the start and end.
SpaceEvenly
)
// Rigid returns a Flex child with a maximal constraint of the
// remaining space.
func Rigid(widget Widget) FlexChild {
return FlexChild{
widget: widget,
}
}
// Flexed returns a Flex child forced to take up a fraction of
// the remaining space.
func Flexed(weight float32, widget Widget) FlexChild {
return FlexChild{
flex: true,
weight: weight,
widget: widget,
}
}
// Layout a list of children. The position of the children are
// determined by the specified order, but Rigid children are laid out
// before Flexed children.
func (f Flex) Layout(gtx Context, children ...FlexChild) Dimensions {
size := 0
// Lay out Rigid children.
for i, child := range children {
if child.flex {
continue
}
cs := gtx.Constraints
_, mainMax := axisMainConstraint(f.Axis, cs)
mainMax -= size
if mainMax < 0 {
mainMax = 0
}
crossMin, crossMax := axisCrossConstraint(f.Axis, cs)
cs = axisConstraints(f.Axis, 0, mainMax, crossMin, crossMax)
macro := op.Record(gtx.Ops)
gtx := gtx
gtx.Constraints = cs
dims := child.widget(gtx)
macro.Stop()
sz := axisMain(f.Axis, dims.Size)
size += sz
children[i].macro = macro
children[i].dims = dims
}
rigidSize := size
// fraction is the rounding error from a Flex weighting.
var fraction float32
// Lay out Flexed children.
for i, child := range children {
if !child.flex {
continue
}
cs := gtx.Constraints
_, mainMax := axisMainConstraint(f.Axis, cs)
var flexSize int
if mainMax > size {
flexSize = mainMax - rigidSize
// Apply weight and add any leftover fraction from a
// previous Flexed.
childSize := float32(flexSize)*child.weight + fraction
flexSize = int(childSize + .5)
fraction = childSize - float32(flexSize)
if max := mainMax - size; flexSize > max {
flexSize = max
}
}
crossMin, crossMax := axisCrossConstraint(f.Axis, cs)
cs = axisConstraints(f.Axis, flexSize, flexSize, crossMin, crossMax)
macro := op.Record(gtx.Ops)
gtx := gtx
gtx.Constraints = cs
dims := child.widget(gtx)
macro.Stop()
sz := axisMain(f.Axis, dims.Size)
size += sz
children[i].macro = macro
children[i].dims = dims
}
var maxCross int
var maxBaseline int
for _, child := range children {
if c := axisCross(f.Axis, child.dims.Size); c > maxCross {
maxCross = c
}
if b := child.dims.Size.Y - child.dims.Baseline; b > maxBaseline {
maxBaseline = b
}
}
cs := gtx.Constraints
mainMin, _ := axisMainConstraint(f.Axis, cs)
var space int
if mainMin > size {
space = mainMin - size
}
var mainSize int
switch f.Spacing {
case SpaceSides:
mainSize += space / 2
case SpaceStart:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
for i, child := range children {
dims := child.dims
b := dims.Size.Y - dims.Baseline
var cross int
switch f.Alignment {
case End:
cross = maxCross - axisCross(f.Axis, dims.Size)
case Middle:
cross = (maxCross - axisCross(f.Axis, dims.Size)) / 2
case Baseline:
if f.Axis == Horizontal {
cross = maxBaseline - b
}
}
stack := op.Push(gtx.Ops)
op.TransformOp{}.Offset(FPt(axisPoint(f.Axis, mainSize, cross))).Add(gtx.Ops)
child.macro.Add()
stack.Pop()
mainSize += axisMain(f.Axis, dims.Size)
if i < len(children)-1 {
switch f.Spacing {
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / len(children)
case SpaceBetween:
mainSize += space / (len(children) - 1)
}
}
}
switch f.Spacing {
case SpaceSides:
mainSize += space / 2
case SpaceEnd:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
sz := axisPoint(f.Axis, mainSize, maxCross)
return Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
}
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) (int, int) {
if a == Horizontal {
return cs.Min.X, cs.Max.X
} else {
return cs.Min.Y, cs.Max.Y
}
}
func axisCrossConstraint(a Axis, cs Constraints) (int, int) {
if a == Horizontal {
return cs.Min.Y, cs.Max.Y
} else {
return cs.Min.X, cs.Max.X
}
}
func axisConstraints(a Axis, mainMin, mainMax, crossMin, crossMax int) Constraints {
if a == Horizontal {
return Constraints{Min: image.Pt(mainMin, crossMin), Max: image.Pt(mainMax, crossMax)}
} else {
return Constraints{Min: image.Pt(crossMin, mainMin), Max: image.Pt(crossMax, mainMax)}
}
}
func (s Spacing) String() string {
switch s {
case SpaceEnd:
return "SpaceEnd"
case SpaceStart:
return "SpaceStart"
case SpaceSides:
return "SpaceSides"
case SpaceAround:
return "SpaceAround"
case SpaceBetween:
return "SpaceAround"
case SpaceEvenly:
return "SpaceEvenly"
default:
panic("unreachable")
}
}