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https://git.sr.ht/~eliasnaur/gio
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op.Offset is a convenience function most often used by layouts. Layouts usually operate in integer coordinates, and the float32 version of op.Offset needlessly force conversions from int to float32. This change makes op.Offset take integer coordinates, to better match its intended use. Signed-off-by: Elias Naur <mail@eliasnaur.com>
240 lines
5.7 KiB
Go
240 lines
5.7 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/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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// WeightSum is the sum of weights used for the weighted
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// size of Flexed children. If WeightSum is zero, the sum
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// of all Flexed weights is used.
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WeightSum float32
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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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call op.CallOp
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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 weight fraction of the
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// space left over from Rigid children. The fraction is weight
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// divided by either the weight sum of all Flexed children or the Flex
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// WeightSum if non zero.
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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) Dimensions {
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size := 0
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cs := gtx.Constraints
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mainMin, mainMax := f.Axis.mainConstraint(cs)
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crossMin, crossMax := f.Axis.crossConstraint(cs)
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remaining := mainMax
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var totalWeight float32
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cgtx := gtx
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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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totalWeight += child.weight
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continue
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}
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macro := op.Record(gtx.Ops)
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cgtx.Constraints = f.Axis.constraints(0, remaining, crossMin, crossMax)
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dims := child.widget(cgtx)
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c := macro.Stop()
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sz := f.Axis.Convert(dims.Size).X
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size += sz
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remaining -= sz
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if remaining < 0 {
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remaining = 0
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}
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children[i].call = c
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children[i].dims = dims
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}
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if w := f.WeightSum; w != 0 {
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totalWeight = w
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}
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// fraction is the rounding error from a Flex weighting.
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var fraction float32
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flexTotal := remaining
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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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var flexSize int
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if remaining > 0 && totalWeight > 0 {
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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(flexTotal) * child.weight / totalWeight
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flexSize = int(childSize + fraction + .5)
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fraction = childSize - float32(flexSize)
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if flexSize > remaining {
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flexSize = remaining
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}
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}
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macro := op.Record(gtx.Ops)
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cgtx.Constraints = f.Axis.constraints(flexSize, flexSize, crossMin, crossMax)
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dims := child.widget(cgtx)
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c := macro.Stop()
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sz := f.Axis.Convert(dims.Size).X
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size += sz
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remaining -= sz
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if remaining < 0 {
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remaining = 0
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}
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children[i].call = c
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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 := f.Axis.Convert(child.dims.Size).Y; 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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var space int
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if mainMin > size {
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space = mainMin - 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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if len(children) > 0 {
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mainSize += space / (len(children) * 2)
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}
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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 - f.Axis.Convert(dims.Size).Y
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case Middle:
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cross = (maxCross - f.Axis.Convert(dims.Size).Y) / 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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pt := f.Axis.Convert(image.Pt(mainSize, cross))
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trans := op.Offset(pt).Push(gtx.Ops)
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child.call.Add(gtx.Ops)
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trans.Pop()
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mainSize += f.Axis.Convert(dims.Size).X
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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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if len(children) > 0 {
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mainSize += space / len(children)
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}
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case SpaceBetween:
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if len(children) > 1 {
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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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}
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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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if len(children) > 0 {
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mainSize += space / (len(children) * 2)
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}
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}
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sz := f.Axis.Convert(image.Pt(mainSize, maxCross))
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return Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
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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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