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https://git.sr.ht/~eliasnaur/gio
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df791f2e9b
Layouts and path builders are transient and need an ops list for operation. However, instead of passing the ops list to every method, pass the list in an init method and store it for subsequent methods. Signed-off-by: Elias Naur <mail@eliasnaur.com>
258 lines
5.1 KiB
Go
258 lines
5.1 KiB
Go
// 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/ui/f32"
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)
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type Flex struct {
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Axis Axis
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MainAxisAlignment MainAxisAlignment
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CrossAxisAlignment CrossAxisAlignment
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MainAxisSize MainAxisSize
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ops *ui.Ops
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constrained bool
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cs Constraints
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begun bool
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taken int
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maxCross int
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maxBaseline int
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}
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type FlexChild struct {
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block ui.OpBlock
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dims Dimens
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}
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type MainAxisSize uint8
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type FlexMode uint8
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type MainAxisAlignment uint8
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type CrossAxisAlignment uint8
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const (
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Loose FlexMode = iota
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Fit
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)
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const (
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Max MainAxisSize = iota
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Min
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)
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const (
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Start = 100 + iota
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End
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Center
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SpaceAround MainAxisAlignment = iota
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SpaceBetween
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SpaceEvenly
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Baseline CrossAxisAlignment = iota
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Stretch
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)
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func (f *Flex) Init(ops *ui.Ops, cs Constraints) {
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if f.constrained {
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panic("Constrain must be called exactly once")
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}
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f.ops = ops
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f.constrained = true
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f.cs = cs
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f.taken = 0
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f.maxCross = 0
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f.maxBaseline = 0
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}
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func (f *Flex) begin() {
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if !f.constrained {
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panic("must Constrain before adding a child")
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}
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if f.begun {
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panic("must End before adding a child")
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}
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f.begun = true
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f.ops.Begin()
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ui.OpLayer{}.Add(f.ops)
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}
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func (f *Flex) Rigid() Constraints {
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f.begin()
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mainc := axisMainConstraint(f.Axis, f.cs)
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mainMax := mainc.Max
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if mainc.Max != ui.Inf {
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mainMax -= f.taken
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}
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return axisConstraints(f.Axis, Constraint{Max: mainMax}, f.crossConstraintChild(f.cs))
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}
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func (f *Flex) Flexible(flex float32, mode FlexMode) Constraints {
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f.begin()
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mainc := axisMainConstraint(f.Axis, f.cs)
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var flexSize int
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if mainc.Max != ui.Inf && mainc.Max > f.taken {
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flexSize = mainc.Max - f.taken
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}
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submainc := Constraint{Max: int(float32(flexSize) * flex)}
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if mode == Fit {
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submainc.Min = submainc.Max
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}
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return axisConstraints(f.Axis, submainc, f.crossConstraintChild(f.cs))
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}
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func (f *Flex) End(dims Dimens) FlexChild {
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if !f.begun {
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panic("End called without an active child")
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}
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f.begun = false
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block := f.ops.End()
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f.taken += axisMain(f.Axis, dims.Size)
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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{block, dims}
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}
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func (f *Flex) Layout(children ...FlexChild) Dimens {
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mainc := axisMainConstraint(f.Axis, f.cs)
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crossSize := axisCrossConstraint(f.Axis, f.cs).Constrain(f.maxCross)
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var space int
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if mainc.Max != ui.Inf && f.MainAxisSize == Max {
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if mainc.Max > f.taken {
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space = mainc.Max - f.taken
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}
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} else if mainc.Min > f.taken {
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space = mainc.Min - f.taken
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}
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var mainSize int
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var baseline int
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switch f.MainAxisAlignment {
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case Center:
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mainSize += space / 2
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case End:
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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 _, 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.CrossAxisAlignment {
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case End:
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cross = crossSize - axisCross(f.Axis, dims.Size)
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case Center:
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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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ui.OpPush{}.Add(f.ops)
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ui.OpTransform{
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Transform: ui.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))),
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}.Add(f.ops)
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child.block.Add(f.ops)
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ui.OpPop{}.Add(f.ops)
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mainSize += axisMain(f.Axis, dims.Size)
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switch f.MainAxisAlignment {
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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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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.MainAxisAlignment {
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case Start:
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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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return Dimens{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 (f *Flex) crossConstraintChild(cs Constraints) Constraint {
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c := axisCrossConstraint(f.Axis, cs)
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switch f.CrossAxisAlignment {
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case Stretch:
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c.Min = c.Max
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default:
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c.Min = 0
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}
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return c
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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{mainc, crossc}
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} else {
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return Constraints{crossc, 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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