Files
gio-patched/layout/list.go
T
Elias Naur 936c266b03 all: [API] split operation stack into per-state stacks
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>
2021-10-08 17:21:56 +02:00

322 lines
8.0 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/gesture"
"gioui.org/io/pointer"
"gioui.org/op"
"gioui.org/op/clip"
)
type scrollChild struct {
size image.Point
call op.CallOp
}
// 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
cs Constraints
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
// programmatically, 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(gtx Context, index int) Dimensions
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
// OffsetLast is the signed distance in pixels from the bottom edge to the
// bottom edge of the child at index First+Count.
OffsetLast int
// Count is the number of visible children.
Count int
// Length is the estimated total size of all children, measured in pixels.
Length 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.cs = gtx.Constraints
l.maxSize = 0
l.children = l.children[:0]
l.len = len
l.update(gtx)
if l.scrollToEnd() || l.Position.First > len {
l.Position.Offset = 0
l.Position.First = len
}
}
// Layout the List.
func (l *List) Layout(gtx Context, len int, w ListElement) Dimensions {
l.init(gtx, len)
crossMin, crossMax := l.Axis.crossConstraint(gtx.Constraints)
gtx.Constraints = l.Axis.constraints(0, inf, crossMin, crossMax)
macro := op.Record(gtx.Ops)
laidOutTotalLength := 0
numLaidOut := 0
for l.next(); l.more(); l.next() {
child := op.Record(gtx.Ops)
dims := w(gtx, l.index())
call := child.Stop()
l.end(dims, call)
laidOutTotalLength += l.Axis.Convert(dims.Size).X
numLaidOut++
}
if numLaidOut > 0 {
l.Position.Length = laidOutTotalLength * len / numLaidOut
} else {
l.Position.Length = 0
}
return l.layout(gtx.Ops, macro)
}
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(gtx Context) {
d := l.scroll.Scroll(gtx.Metric, gtx, gtx.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()
}
}
// 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 := l.Axis.mainConstraint(l.cs)
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, call op.CallOp) {
child := scrollChild{dims.Size, call}
mainSize := l.Axis.Convert(child.size).X
l.maxSize += mainSize
switch l.dir {
case iterateForward:
l.children = append(l.children, child)
case iterateBackward:
l.children = append(l.children, scrollChild{})
copy(l.children[1:], l.children)
l.children[0] = child
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(ops *op.Ops, macro op.MacroOp) Dimensions {
if l.more() {
panic("unfinished child")
}
mainMin, mainMax := l.Axis.mainConstraint(l.cs)
children := l.children
// Skip invisible children
for len(children) > 0 {
sz := children[0].size
mainSize := l.Axis.Convert(sz).X
if l.Position.Offset < mainSize {
// First child is partially visible.
break
}
l.Position.First++
l.Position.Offset -= mainSize
children = children[1:]
}
size := -l.Position.Offset
var maxCross int
for i, child := range children {
sz := l.Axis.Convert(child.size)
if c := sz.Y; c > maxCross {
maxCross = c
}
size += sz.X
if size >= mainMax {
children = children[:i+1]
break
}
}
l.Position.Count = len(children)
l.Position.OffsetLast = mainMax - size
pos := -l.Position.Offset
// ScrollToEnd lists are end aligned.
if space := l.Position.OffsetLast; l.ScrollToEnd && space > 0 {
pos += space
}
for _, child := range children {
sz := l.Axis.Convert(child.size)
var cross int
switch l.Alignment {
case End:
cross = maxCross - sz.Y
case Middle:
cross = (maxCross - sz.Y) / 2
}
childSize := sz.X
max := childSize + pos
if max > mainMax {
max = mainMax
}
min := pos
if min < 0 {
min = 0
}
r := image.Rectangle{
Min: l.Axis.Convert(image.Pt(min, -inf)),
Max: l.Axis.Convert(image.Pt(max, inf)),
}
cl := clip.Rect(r).Push(ops)
pt := l.Axis.Convert(image.Pt(pos, cross))
trans := op.Offset(FPt(pt)).Push(ops)
child.call.Add(ops)
trans.Pop()
cl.Pop()
pos += childSize
}
atStart := l.Position.First == 0 && l.Position.Offset <= 0
atEnd := l.Position.First+len(children) == l.len && mainMax >= pos
if atStart && l.scrollDelta < 0 || atEnd && l.scrollDelta > 0 {
l.scroll.Stop()
}
l.Position.BeforeEnd = !atEnd
if pos < mainMin {
pos = mainMin
}
if pos > mainMax {
pos = mainMax
}
dims := l.Axis.Convert(image.Pt(pos, maxCross))
call := macro.Stop()
defer pointer.Rect(image.Rectangle{Max: dims}).Push(ops).Pop()
var min, max int
if o := l.Position.Offset; o > 0 {
// Use the size of the invisible part as scroll boundary.
min = -o
} else if l.Position.First > 0 {
min = -inf
}
if o := l.Position.OffsetLast; o < 0 {
max = -o
} else if l.Position.First+l.Position.Count < l.len {
max = inf
}
scrollRange := image.Rectangle{
Min: l.Axis.Convert(image.Pt(min, 0)),
Max: l.Axis.Convert(image.Pt(max, 0)),
}
l.scroll.Add(ops, scrollRange)
call.Add(ops)
return Dimensions{Size: dims}
}