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https://git.sr.ht/~eliasnaur/gio
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all: rename the gioui.org/ui module to gioui.org
The "ui" is redundant and stutters. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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// 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/ui"
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)
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// Flex lays out child elements along an axis,
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// according to alignment and weights.
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type Flex struct {
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// Axis is the main axis, either Horizontal or Vertical.
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Axis Axis
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// Spacing controls the distribution of space left after
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// layout.
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Spacing Spacing
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// Alignment is the alignment in the cross axis.
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Alignment Alignment
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ctx *Context
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macro ui.MacroOp
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mode flexMode
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size int
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rigidSize int
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// fraction is the rounding error from a Flexible weighting.
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fraction float32
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maxCross int
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maxBaseline int
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}
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// FlexChild is the layout result of a call End.
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type FlexChild struct {
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macro ui.MacroOp
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dims Dimensions
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}
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// Spacing determine the spacing mode for a Flex.
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type Spacing uint8
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type flexMode uint8
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const (
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// SpaceEnd leaves space at the end.
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SpaceEnd Spacing = iota
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// SpaceStart leaves space at the start.
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SpaceStart
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// SpaceSides shares space between the start and end.
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SpaceSides
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// SpaceAround distributes space evenly between children,
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// with half as much space at the start and end.
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SpaceAround
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// SpaceBetween distributes space evenly between children,
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// leaving no space at the start and end.
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SpaceBetween
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// SpaceEvenly distributes space evenly between children and
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// at the start and end.
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SpaceEvenly
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)
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const (
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modeNone flexMode = iota
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modeBegun
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modeRigid
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modeFlex
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)
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// Init must be called before Rigid or Flexible.
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func (f *Flex) Init(gtx *Context) *Flex {
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if f.mode > modeBegun {
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panic("must End the current child before calling Init again")
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}
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f.mode = modeBegun
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f.ctx = gtx
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f.size = 0
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f.rigidSize = 0
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f.maxCross = 0
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f.maxBaseline = 0
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return f
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}
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func (f *Flex) begin(mode flexMode) {
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switch {
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case f.mode == modeNone:
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panic("must Init before adding a child")
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case f.mode > modeBegun:
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panic("must End before adding a child")
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}
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f.mode = mode
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f.macro.Record(f.ctx.Ops)
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}
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// Rigid lays out a widget with the main axis constrained to the range
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// from 0 to the remaining space.
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func (f *Flex) Rigid(w Widget) FlexChild {
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f.begin(modeRigid)
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cs := f.ctx.Constraints
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mainc := axisMainConstraint(f.Axis, cs)
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mainMax := mainc.Max - f.size
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if mainMax < 0 {
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mainMax = 0
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}
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cs = axisConstraints(f.Axis, Constraint{Max: mainMax}, axisCrossConstraint(f.Axis, cs))
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dims := f.ctx.Layout(cs, w)
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return f.end(dims)
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}
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// Flexible is like Rigid, where the main axis size is also constrained to a
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// fraction of the space not taken up by Rigid children.
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func (f *Flex) Flexible(weight float32, w Widget) FlexChild {
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f.begin(modeFlex)
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cs := f.ctx.Constraints
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mainc := axisMainConstraint(f.Axis, cs)
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var flexSize int
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if mainc.Max > f.size {
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flexSize = mainc.Max - f.rigidSize
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// Apply weight and add any leftover fraction from a
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// previous Flexible.
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size := float32(flexSize)*weight + f.fraction
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flexSize = int(size + .5)
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f.fraction = size - float32(flexSize)
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if max := mainc.Max - f.size; flexSize > max {
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flexSize = max
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}
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}
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submainc := Constraint{Max: flexSize}
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cs = axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, cs))
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dims := f.ctx.Layout(cs, w)
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return f.end(dims)
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}
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// End a child by specifying its dimensions. Pass the returned layout result
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// to Layout.
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func (f *Flex) end(dims Dimensions) FlexChild {
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if f.mode <= modeBegun {
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panic("End called without an active child")
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}
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f.macro.Stop()
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sz := axisMain(f.Axis, dims.Size)
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f.size += sz
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if f.mode == modeRigid {
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f.rigidSize += sz
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}
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f.mode = modeBegun
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if c := axisCross(f.Axis, dims.Size); c > f.maxCross {
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f.maxCross = c
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}
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if b := dims.Baseline; b > f.maxBaseline {
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f.maxBaseline = b
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}
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return FlexChild{f.macro, dims}
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}
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// Layout a list of children. The order of the children determines their laid
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// out order.
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func (f *Flex) Layout(children ...FlexChild) {
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cs := f.ctx.Constraints
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mainc := axisMainConstraint(f.Axis, cs)
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crossSize := axisCrossConstraint(f.Axis, cs).Constrain(f.maxCross)
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var space int
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if mainc.Min > f.size {
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space = mainc.Min - f.size
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}
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var mainSize int
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var baseline int
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switch f.Spacing {
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case SpaceSides:
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mainSize += space / 2
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case SpaceStart:
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mainSize += space
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case SpaceEvenly:
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mainSize += space / (1 + len(children))
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case SpaceAround:
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mainSize += space / (len(children) * 2)
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}
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for i, child := range children {
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dims := child.dims
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b := dims.Baseline
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var cross int
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switch f.Alignment {
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case End:
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cross = crossSize - axisCross(f.Axis, dims.Size)
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case Middle:
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cross = (crossSize - axisCross(f.Axis, dims.Size)) / 2
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case Baseline:
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if f.Axis == Horizontal {
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cross = f.maxBaseline - b
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}
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}
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var stack ui.StackOp
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stack.Push(f.ctx.Ops)
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ui.TransformOp{}.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))).Add(f.ctx.Ops)
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child.macro.Add(f.ctx.Ops)
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stack.Pop()
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mainSize += axisMain(f.Axis, dims.Size)
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if i < len(children)-1 {
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switch f.Spacing {
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case SpaceEvenly:
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mainSize += space / (1 + len(children))
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case SpaceAround:
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mainSize += space / len(children)
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case SpaceBetween:
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mainSize += space / (len(children) - 1)
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}
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}
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if b != dims.Size.Y {
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baseline = b
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}
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}
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switch f.Spacing {
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case SpaceSides:
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mainSize += space / 2
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case SpaceEnd:
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mainSize += space
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case SpaceEvenly:
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mainSize += space / (1 + len(children))
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case SpaceAround:
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mainSize += space / (len(children) * 2)
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}
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sz := axisPoint(f.Axis, mainSize, crossSize)
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if baseline == 0 {
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baseline = sz.Y
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}
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f.ctx.Dimensions = Dimensions{Size: sz, Baseline: baseline}
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}
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func axisPoint(a Axis, main, cross int) image.Point {
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if a == Horizontal {
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return image.Point{main, cross}
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} else {
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return image.Point{cross, main}
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}
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}
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func axisMain(a Axis, sz image.Point) int {
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if a == Horizontal {
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return sz.X
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} else {
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return sz.Y
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}
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}
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func axisCross(a Axis, sz image.Point) int {
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if a == Horizontal {
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return sz.Y
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} else {
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return sz.X
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}
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}
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func axisMainConstraint(a Axis, cs Constraints) Constraint {
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if a == Horizontal {
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return cs.Width
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} else {
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return cs.Height
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}
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}
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func axisCrossConstraint(a Axis, cs Constraints) Constraint {
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if a == Horizontal {
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return cs.Height
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} else {
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return cs.Width
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}
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}
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func axisConstraints(a Axis, mainc, crossc Constraint) Constraints {
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if a == Horizontal {
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return Constraints{Width: mainc, Height: crossc}
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} else {
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return Constraints{Width: crossc, Height: mainc}
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}
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}
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func toPointF(p image.Point) f32.Point {
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return f32.Point{X: float32(p.X), Y: float32(p.Y)}
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}
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func (s Spacing) String() string {
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switch s {
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case SpaceEnd:
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return "SpaceEnd"
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case SpaceStart:
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return "SpaceStart"
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case SpaceSides:
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return "SpaceSides"
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case SpaceAround:
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return "SpaceAround"
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case SpaceBetween:
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return "SpaceAround"
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case SpaceEvenly:
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return "SpaceEvenly"
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default:
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panic("unreachable")
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}
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}
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