Files
gio/ui/layout/layout.go
T
Elias Naur 2782436ffc ui/layout: add common state to Context
Almost every layout and widget need the ui.Config for its environment,
an ui.Ops to store operations. Stateful widgets need an input.Queue
for events.

Add all these common objects to Context, greatly simplifying the
function signatures for Gio programs.

Fixes gio#33

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-24 21:44:33 +02:00

267 lines
5.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/ui"
"gioui.org/ui/input"
)
// Constraints represent a set of acceptable ranges for
// a widget's width and height.
type Constraints struct {
Width Constraint
Height Constraint
}
// Constraint is a range of acceptable sizes in a single
// dimension.
type Constraint struct {
Min, Max int
}
// Dimensions are the resolved size and baseline for a widget.
type Dimensions struct {
Size image.Point
Baseline int
}
// Axis is the Horizontal or Vertical direction.
type Axis uint8
// Alignment is the mutual alignment of a list of widgets.
type Alignment uint8
// Direction is the alignment of widgets relative to a containing
// space.
type Direction uint8
// Widget is a function scope for drawing, processing input and
// computing dimensions for a user interface element.
type Widget func()
// Context carry the state needed by almost all layouts and widgets.
type Context struct {
// Constraints track the constraints for the active widget or
// layout.
Constraints Constraints
// Dimensions track the result of the most recent layout
// operation.
Dimensions Dimensions
ui.Config
input.Queue
*ui.Ops
}
const (
Start Alignment = iota
End
Middle
Baseline
)
const (
NW Direction = iota
N
NE
E
SE
S
SW
W
Center
)
const (
Horizontal Axis = iota
Vertical
)
// Layout a widget with a set of constraints and return its
// dimensions. The previous constraints are restored after layout.
func (s *Context) Layout(cs Constraints, w Widget) Dimensions {
saved := s.Constraints
s.Constraints = cs
s.Dimensions = Dimensions{}
w()
s.Constraints = saved
return s.Dimensions
}
// Reset the context.
func (c *Context) Reset(cfg ui.Config, cs Constraints) {
c.Constraints = cs
c.Config = cfg
if c.Ops == nil {
c.Ops = new(ui.Ops)
}
c.Ops.Reset()
}
// Constrain a value to the range [Min; Max].
func (c Constraint) Constrain(v int) int {
if v < c.Min {
return c.Min
} else if v > c.Max {
return c.Max
}
return v
}
// Constrain a size to the Width and Height ranges.
func (c Constraints) Constrain(size image.Point) image.Point {
return image.Point{X: c.Width.Constrain(size.X), Y: c.Height.Constrain(size.Y)}
}
// RigidConstraints returns the constraints that can only be
// satisfied by the given dimensions.
func RigidConstraints(size image.Point) Constraints {
return Constraints{
Width: Constraint{Min: size.X, Max: size.X},
Height: Constraint{Min: size.Y, Max: size.Y},
}
}
// Inset adds space around a widget.
type Inset struct {
Top, Right, Bottom, Left ui.Value
}
// Align aligns a widget in the available space.
type Align Direction
// Layout a widget.
func (in Inset) Layout(c *Context, w Widget) {
top := c.Px(in.Top)
right := c.Px(in.Right)
bottom := c.Px(in.Bottom)
left := c.Px(in.Left)
mcs := c.Constraints
mcs.Width.Min -= left + right
mcs.Width.Max -= left + right
if mcs.Width.Min < 0 {
mcs.Width.Min = 0
}
if mcs.Width.Max < mcs.Width.Min {
mcs.Width.Max = mcs.Width.Min
}
mcs.Height.Min -= top + bottom
mcs.Height.Max -= top + bottom
if mcs.Height.Min < 0 {
mcs.Height.Min = 0
}
if mcs.Height.Max < mcs.Height.Min {
mcs.Height.Max = mcs.Height.Min
}
var stack ui.StackOp
stack.Push(c.Ops)
ui.TransformOp{}.Offset(toPointF(image.Point{X: left, Y: top})).Add(c.Ops)
dims := c.Layout(mcs, w)
stack.Pop()
c.Dimensions = Dimensions{
Size: c.Constraints.Constrain(dims.Size.Add(image.Point{X: right + left, Y: top + bottom})),
Baseline: dims.Baseline + top,
}
}
// UniformInset returns an Inset with a single inset applied to all
// edges.
func UniformInset(v ui.Value) Inset {
return Inset{Top: v, Right: v, Bottom: v, Left: v}
}
// Layout a widget.
func (a Align) Layout(c *Context, w Widget) {
var macro ui.MacroOp
macro.Record(c.Ops)
cs := c.Constraints
mcs := cs
mcs.Width.Min = 0
mcs.Height.Min = 0
dims := c.Layout(mcs, w)
macro.Stop()
sz := dims.Size
if sz.X < cs.Width.Min {
sz.X = cs.Width.Min
}
if sz.Y < cs.Height.Min {
sz.Y = cs.Height.Min
}
var p image.Point
switch Direction(a) {
case N, S, Center:
p.X = (sz.X - dims.Size.X) / 2
case NE, SE, E:
p.X = sz.X - dims.Size.X
}
switch Direction(a) {
case W, Center, E:
p.Y = (sz.Y - dims.Size.Y) / 2
case SW, S, SE:
p.Y = sz.Y - dims.Size.Y
}
var stack ui.StackOp
stack.Push(c.Ops)
ui.TransformOp{}.Offset(toPointF(p)).Add(c.Ops)
macro.Add(c.Ops)
stack.Pop()
c.Dimensions = Dimensions{
Size: sz,
Baseline: dims.Baseline,
}
}
func (a Alignment) String() string {
switch a {
case Start:
return "Start"
case End:
return "End"
case Middle:
return "Middle"
case Baseline:
return "Baseline"
default:
panic("unreachable")
}
}
func (a Axis) String() string {
switch a {
case Horizontal:
return "Horizontal"
case Vertical:
return "Vertical"
default:
panic("unreachable")
}
}
func (d Direction) String() string {
switch d {
case NW:
return "NW"
case N:
return "N"
case NE:
return "NE"
case E:
return "E"
case SE:
return "SE"
case S:
return "S"
case SW:
return "SW"
case W:
return "W"
case Center:
return "Center"
default:
panic("unreachable")
}
}