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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>
This commit is contained in:
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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/ui"
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"gioui.org/gesture"
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"gioui.org/paint"
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"gioui.org/pointer"
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)
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type scrollChild struct {
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size image.Point
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macro ui.MacroOp
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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 reahed. A List with ScrollToEnd enabled also align its content to
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// the end.
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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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// beforeEnd tracks whether the List position is before
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// the very end.
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beforeEnd bool
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ctx *Context
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macro ui.MacroOp
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child ui.MacroOp
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scroll gesture.Scroll
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scrollDelta int
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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 signed distance from the top edge
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// to the child with index first.
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offset int
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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(index int)
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type iterationDir uint8
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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.ctx = gtx
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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()
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if l.scrollToEnd() {
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l.offset = 0
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l.first = len
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}
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if l.first > len {
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l.offset = 0
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l.first = len
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}
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l.macro.Record(gtx.Ops)
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l.next()
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}
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// Layout the List and return its dimensions.
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func (l *List) Layout(gtx *Context, len int, w ListElement) {
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for l.init(gtx, len); l.more(); l.next() {
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cs := axisConstraints(l.Axis, Constraint{Max: inf}, axisCrossConstraint(l.Axis, l.ctx.Constraints))
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i := l.index()
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l.end(gtx.Layout(cs, func() {
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w(i)
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}))
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}
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gtx.Dimensions = l.layout()
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}
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func (l *List) scrollToEnd() bool {
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return l.ScrollToEnd && !l.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() {
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d := l.scroll.Scroll(l.ctx.Config, l.ctx.Queue, gesture.Axis(l.Axis))
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l.scrollDelta = d
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l.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.beforeEnd = true
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l.offset += l.scrollDelta
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l.dir = l.nextDir()
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}
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if l.more() {
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l.child.Record(l.ctx.Ops)
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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.first - 1
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case iterateForward:
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return l.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 := axisMainConstraint(l.Axis, l.ctx.Constraints).Max
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last := l.first + len(l.children)
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// Clamp offset.
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if l.maxSize-l.offset < vsize && last == l.len {
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l.offset = l.maxSize - vsize
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}
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if l.offset < 0 && l.first == 0 {
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l.offset = 0
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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.offset < vsize:
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return iterateForward
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case l.offset < 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) {
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l.child.Stop()
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child := scrollChild{dims.Size, l.child}
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mainSize := axisMain(l.Axis, child.size)
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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([]scrollChild{child}, l.children...)
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l.first--
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l.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() Dimensions {
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if l.more() {
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panic("unfinished child")
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}
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mainc := axisMainConstraint(l.Axis, l.ctx.Constraints)
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children := l.children
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// Skip invisible children
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for len(children) > 0 {
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sz := children[0].size
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mainSize := axisMain(l.Axis, sz)
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if l.offset <= mainSize {
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break
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}
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l.first++
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l.offset -= mainSize
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children = children[1:]
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}
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size := -l.offset
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var maxCross int
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for i, child := range children {
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sz := child.size
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if c := axisCross(l.Axis, sz); c > maxCross {
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maxCross = c
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}
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size += axisMain(l.Axis, sz)
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if size >= mainc.Max {
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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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ops := l.ctx.Ops
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pos := -l.offset
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// ScrollToEnd lists lists are end aligned.
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if space := mainc.Max - size; l.ScrollToEnd && space > 0 {
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pos += space
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}
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for _, child := range children {
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sz := 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 - axisCross(l.Axis, sz)
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case Middle:
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cross = (maxCross - axisCross(l.Axis, sz)) / 2
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}
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childSize := axisMain(l.Axis, sz)
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max := childSize + pos
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if max > mainc.Max {
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max = mainc.Max
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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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r := image.Rectangle{
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Min: axisPoint(l.Axis, min, -inf),
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Max: axisPoint(l.Axis, max, inf),
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}
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var stack ui.StackOp
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stack.Push(ops)
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paint.RectClip(r).Add(ops)
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ui.TransformOp{}.Offset(toPointF(axisPoint(l.Axis, pos, cross))).Add(ops)
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child.macro.Add(ops)
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stack.Pop()
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pos += childSize
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}
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atStart := l.first == 0 && l.offset <= 0
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atEnd := l.first+len(children) == l.len && mainc.Max >= 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.beforeEnd = !atEnd
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dims := axisPoint(l.Axis, mainc.Constrain(pos), maxCross)
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l.macro.Stop()
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pointer.RectAreaOp{Rect: image.Rectangle{Max: dims}}.Add(ops)
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l.scroll.Add(ops)
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l.macro.Add(ops)
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return Dimensions{Size: dims}
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}
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