mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
bfb50cef5d
Credit to staticcheck.io. Signed-off-by: Elias Naur <mail@eliasnaur.com>
276 lines
6.2 KiB
Go
276 lines
6.2 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/f32"
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"gioui.org/op"
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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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}
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// FlexChild is the descriptor for a Flex child.
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type FlexChild struct {
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flex bool
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weight float32
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widget Widget
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// Scratch space.
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macro op.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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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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// Rigid returns a Flex child with a maximal constraint of the
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// remaining space.
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func Rigid(widget Widget) FlexChild {
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return FlexChild{
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widget: widget,
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}
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}
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// Flexed returns a Flex child forced to take up a fraction of
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// the remaining space.
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func Flexed(weight float32, widget Widget) FlexChild {
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return FlexChild{
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flex: true,
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weight: weight,
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widget: widget,
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}
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}
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// Layout a list of children. The position of the children are
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// determined by the specified order, but Rigid children are laid out
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// before Flexed children.
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func (f Flex) Layout(gtx *Context, children ...FlexChild) {
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size := 0
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// Lay out Rigid children.
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for i, child := range children {
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if child.flex {
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continue
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}
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cs := gtx.Constraints
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mainc := axisMainConstraint(f.Axis, cs)
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mainMax := mainc.Max - 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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var m op.MacroOp
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m.Record(gtx.Ops)
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dims := ctxLayout(gtx, cs, child.widget)
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m.Stop()
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sz := axisMain(f.Axis, dims.Size)
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size += sz
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children[i].macro = m
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children[i].dims = dims
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}
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rigidSize := size
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// fraction is the rounding error from a Flex weighting.
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var fraction float32
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// Lay out Flexed children.
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for i, child := range children {
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if !child.flex {
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continue
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}
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cs := gtx.Constraints
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mainc := axisMainConstraint(f.Axis, cs)
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var flexSize int
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if mainc.Max > size {
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flexSize = mainc.Max - rigidSize
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// Apply weight and add any leftover fraction from a
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// previous Flexed.
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childSize := float32(flexSize)*child.weight + fraction
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flexSize = int(childSize + .5)
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fraction = childSize - float32(flexSize)
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if max := mainc.Max - size; flexSize > max {
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flexSize = max
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}
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}
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submainc := Constraint{Min: flexSize, Max: flexSize}
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cs = axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, cs))
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var m op.MacroOp
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m.Record(gtx.Ops)
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dims := ctxLayout(gtx, cs, child.widget)
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m.Stop()
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sz := axisMain(f.Axis, dims.Size)
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size += sz
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children[i].macro = m
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children[i].dims = dims
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}
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var maxCross int
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var maxBaseline int
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for _, child := range children {
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if c := axisCross(f.Axis, child.dims.Size); c > maxCross {
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maxCross = c
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}
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if b := child.dims.Size.Y - child.dims.Baseline; b > maxBaseline {
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maxBaseline = b
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}
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}
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cs := gtx.Constraints
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mainc := axisMainConstraint(f.Axis, cs)
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var space int
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if mainc.Min > size {
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space = mainc.Min - size
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}
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var mainSize 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.Size.Y - 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 = maxCross - axisCross(f.Axis, dims.Size)
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case Middle:
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cross = (maxCross - 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 = maxBaseline - b
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}
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}
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var stack op.StackOp
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stack.Push(gtx.Ops)
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op.TransformOp{}.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))).Add(gtx.Ops)
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child.macro.Add()
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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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}
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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, maxCross)
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gtx.Dimensions = Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
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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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