// SPDX-License-Identifier: Unlicense OR MIT package layout import ( "image" "gioui.org/f32" "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 size int rigidSize int // fraction is the rounding error from a Flex weighting. fraction float32 } // FlexChild is the layout result of a call End. type FlexChild struct { macro op.MacroOp dims Dimensions } // Spacing determine the spacing mode for a Flex. type Spacing uint8 type flexMode 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 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 { cs := gtx.Constraints mainc := axisMainConstraint(f.Axis, cs) mainMax := mainc.Max - f.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 := gtx.Layout(cs, w) m.Stop() f.rigidSize += axisMain(f.Axis, dims.Size) f.expand(dims) return FlexChild{m, dims} } // 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 { 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 } } submainc := Constraint{Min: flexSize, Max: flexSize} cs = axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, cs)) var m op.MacroOp m.Record(gtx.Ops) dims := gtx.Layout(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) { 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 mainc := axisMainConstraint(f.Axis, cs) var space int if mainc.Min > f.size { space = mainc.Min - f.size } var mainSize int var baseline 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 if dims.Baseline != 0 { baseline = maxCross - b } } } var stack op.StackOp stack.Push(gtx.Ops) op.TransformOp{}.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))).Add(gtx.Ops) child.macro.Add(gtx.Ops) 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) gtx.Dimensions = Dimensions{Size: sz, Baseline: baseline} f.size = 0 f.rigidSize = 0 } 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) Constraint { if a == Horizontal { return cs.Width } else { return cs.Height } } func axisCrossConstraint(a Axis, cs Constraints) Constraint { if a == Horizontal { return cs.Height } else { return cs.Width } } func axisConstraints(a Axis, mainc, crossc Constraint) Constraints { if a == Horizontal { return Constraints{Width: mainc, Height: crossc} } else { return Constraints{Width: crossc, Height: mainc} } } func toPointF(p image.Point) f32.Point { return f32.Point{X: float32(p.X), Y: float32(p.Y)} } 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") } }