layout: simplify Flex API to a single Layout call

With the simplification of MacroOp, it is now possible to simplify
the Flex API to just a single Layout method, similar to List:

	layout.Flex{}.Layout(gtx,
		layout.Rigid(func() { ... }),
		layout.Flexed(0.5, func() { ... }),
	)

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-12-11 23:26:41 +01:00
parent edc81ea0bb
commit f60a5c7ac3
3 changed files with 111 additions and 115 deletions
+12 -15
View File
@@ -53,21 +53,18 @@ func ExampleFlex() {
gtx := new(layout.Context)
gtx.Reset(nil, image.Point{X: 100, Y: 100})
flex := layout.Flex{}
// Rigid 10x10 widget.
child1 := flex.Rigid(gtx, func() {
fmt.Printf("Rigid: %v\n", gtx.Constraints.Width)
layoutWidget(gtx, 10, 10)
})
// Child with 50% space allowance.
child2 := flex.Flex(gtx, 0.5, func() {
fmt.Printf("50%%: %v\n", gtx.Constraints.Width)
layoutWidget(gtx, 10, 10)
})
flex.Layout(gtx, child1, child2)
layout.Flex{}.Layout(gtx,
// Rigid 10x10 widget.
layout.Rigid(func() {
fmt.Printf("Rigid: %v\n", gtx.Constraints.Width)
layoutWidget(gtx, 10, 10)
}),
// Child with 50% space allowance.
layout.Flexed(0.5, func() {
fmt.Printf("50%%: %v\n", gtx.Constraints.Width)
layoutWidget(gtx, 10, 10)
}),
)
// Output:
// Rigid: {0 100}
+77 -76
View File
@@ -19,20 +19,16 @@ type Flex struct {
Spacing Spacing
// Alignment is the alignment in the cross axis.
Alignment Alignment
size int
rigidSize int
// fraction is the rounding error from a Flex weighting.
fraction float32
// Use an empty StackOp for tracking whether Rigid, Flex
// is called in the same layout scope as Layout.
begun bool
stack op.StackOp
}
// FlexChild is the layout result of a call End.
// FlexChild is the descriptor for a Flex child.
type FlexChild struct {
flex bool
weight float32
widget Widget
// Scratch space.
macro op.MacroOp
dims Dimensions
}
@@ -60,74 +56,82 @@ const (
SpaceEvenly
)
// Rigid lays out a widget with the main axis constrained to the range
// from 0 to the remaining space.
func (f *Flex) Rigid(gtx *Context, w Widget) FlexChild {
f.begin(gtx.Ops)
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
mainMax := mainc.Max - f.size
if mainMax < 0 {
mainMax = 0
// Rigid returns a Flex child with a maximal constraint of the
// remaining space.
func Rigid(widget Widget) FlexChild {
return FlexChild{
widget: widget,
}
cs = axisConstraints(f.Axis, Constraint{Max: mainMax}, axisCrossConstraint(f.Axis, cs))
var m op.MacroOp
m.Record(gtx.Ops)
dims := ctxLayout(gtx, cs, w)
m.Stop()
f.rigidSize += axisMain(f.Axis, dims.Size)
f.expand(dims)
return FlexChild{m, dims}
}
func (f *Flex) begin(ops *op.Ops) {
if f.begun {
return
// 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,
}
f.stack.Push(ops)
f.begun = true
}
// Flex is like Rigid, where the main axis size is also constrained to a
// fraction of the space not taken up by Rigid children.
func (f *Flex) Flex(gtx *Context, weight float32, w Widget) FlexChild {
f.begin(gtx.Ops)
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
var flexSize int
if mainc.Max > f.size {
flexSize = mainc.Max - f.rigidSize
// Apply weight and add any leftover fraction from a
// previous Flex.
size := float32(flexSize)*weight + f.fraction
flexSize = int(size + .5)
f.fraction = size - float32(flexSize)
if max := mainc.Max - f.size; flexSize > max {
flexSize = max
// 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) {
size := 0
// Lay out Rigid children.
for i, child := range children {
if child.flex {
continue
}
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
mainMax := mainc.Max - size
if mainMax < 0 {
mainMax = 0
}
cs = axisConstraints(f.Axis, Constraint{Max: mainMax}, axisCrossConstraint(f.Axis, cs))
var m op.MacroOp
m.Record(gtx.Ops)
dims := ctxLayout(gtx, cs, child.widget)
m.Stop()
sz := axisMain(f.Axis, dims.Size)
size += sz
children[i].macro = m
children[i].dims = dims
}
submainc := Constraint{Min: flexSize, Max: flexSize}
cs = axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, cs))
var m op.MacroOp
m.Record(gtx.Ops)
dims := ctxLayout(gtx, cs, w)
m.Stop()
f.expand(dims)
return FlexChild{m, dims}
}
// End a child by specifying its dimensions. Pass the returned layout result
// to Layout.
func (f *Flex) expand(dims Dimensions) {
sz := axisMain(f.Axis, dims.Size)
f.size += sz
}
// Layout a list of children. The order of the children determines their laid
// out order.
func (f *Flex) Layout(gtx *Context, children ...FlexChild) {
if len(children) > 0 {
f.stack.Pop()
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
mainc := axisMainConstraint(f.Axis, cs)
var flexSize int
if mainc.Max > size {
flexSize = mainc.Max - 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 := mainc.Max - size; flexSize > max {
flexSize = max
}
}
submainc := Constraint{Min: flexSize, Max: flexSize}
cs = axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, cs))
var m op.MacroOp
m.Record(gtx.Ops)
dims := ctxLayout(gtx, cs, child.widget)
m.Stop()
sz := axisMain(f.Axis, dims.Size)
size += sz
children[i].macro = m
children[i].dims = dims
}
var maxCross int
var maxBaseline int
@@ -142,8 +146,8 @@ func (f *Flex) Layout(gtx *Context, children ...FlexChild) {
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
var space int
if mainc.Min > f.size {
space = mainc.Min - f.size
if mainc.Min > size {
space = mainc.Min - size
}
var mainSize int
switch f.Spacing {
@@ -199,9 +203,6 @@ func (f *Flex) Layout(gtx *Context, children ...FlexChild) {
}
sz := axisPoint(f.Axis, mainSize, maxCross)
gtx.Dimensions = Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
f.begun = false
f.size = 0
f.rigidSize = 0
}
func axisPoint(a Axis, main, cross int) image.Point {