Files
gio/ui/layout/layout.go
T
Elias Naur 99be31bc26 ui/layout: convert Sized and Insets to use ui.Value
Layout objects are usually ephemereal, but when saved and re-used
between frames their measurements are not updated with varying pixel
density and font scaling.

Go back to storing unconverted ui.Values instead of raw pixels,
and convert them at each use.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-07-09 11:28:41 +02:00

216 lines
4.3 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"math"
"gioui.org/ui"
)
type Constraints struct {
Width Constraint
Height Constraint
}
type Constraint struct {
Min, Max int
}
type Dimens struct {
Size image.Point
Baseline int
}
type Axis uint8
const (
Horizontal Axis = iota
Vertical
)
func (c Constraint) Constrain(v int) int {
if v < c.Min {
return c.Min
} else if v > c.Max {
return c.Max
}
return v
}
func (c Constraints) Constrain(p image.Point) image.Point {
return image.Point{X: c.Width.Constrain(p.X), Y: c.Height.Constrain(p.Y)}
}
func (c Constraints) Expand() Constraints {
return Constraints{Width: c.Width.Expand(), Height: c.Height.Expand()}
}
func (c Constraint) Expand() Constraint {
return Constraint{Min: c.Max, Max: c.Max}
}
func (c Constraints) Loose() Constraints {
return Constraints{Width: c.Width.Loose(), Height: c.Height.Loose()}
}
func (c Constraint) Loose() Constraint {
return Constraint{Max: c.Max}
}
// ExactConstraints returns the constraints that exactly represents the
// given dimensions.
func ExactConstraints(size image.Point) Constraints {
return Constraints{
Width: Constraint{Min: size.X, Max: size.X},
Height: Constraint{Min: size.Y, Max: size.Y},
}
}
type Insets struct {
Top, Right, Bottom, Left ui.Value
top, right, bottom, left int
ops *ui.Ops
begun bool
cs Constraints
}
func (in *Insets) Begin(c *ui.Config, ops *ui.Ops, cs Constraints) Constraints {
if in.begun {
panic("must End before Begin")
}
in.top = int(math.Round(float64(c.Val(in.Top))))
in.right= int(math.Round(float64(c.Val(in.Right))))
in.bottom = int(math.Round(float64(c.Val(in.Bottom))))
in.left = int(math.Round(float64(c.Val(in.Left))))
in.begun = true
in.ops = ops
in.cs = cs
mcs := cs
if mcs.Width.Max != ui.Inf {
mcs.Width.Min -= in.left + in.right
mcs.Width.Max -= in.left + in.right
if mcs.Width.Min < 0 {
mcs.Width.Min = 0
}
if mcs.Width.Max < mcs.Width.Min {
mcs.Width.Max = mcs.Width.Min
}
}
if mcs.Height.Max != ui.Inf {
mcs.Height.Min -= in.top + in.bottom
mcs.Height.Max -= in.top + in.bottom
if mcs.Height.Min < 0 {
mcs.Height.Min = 0
}
if mcs.Height.Max < mcs.Height.Min {
mcs.Height.Max = mcs.Height.Min
}
}
ui.PushOp{}.Add(ops)
ui.TransformOp{Transform: ui.Offset(toPointF(image.Point{X: in.left, Y: in.top}))}.Add(ops)
return mcs
}
func (in *Insets) End(dims Dimens) Dimens {
if !in.begun {
panic("must Begin before End")
}
in.begun = false
ops := in.ops
ui.PopOp{}.Add(ops)
return Dimens{
Size: in.cs.Constrain(dims.Size.Add(image.Point{X: in.right + in.left, Y: in.top + in.bottom})),
Baseline: dims.Baseline + in.top,
}
}
func EqualInsets(v ui.Value) Insets {
return Insets{Top: v, Right: v, Bottom: v, Left: v}
}
func isInf(v ui.Value) bool {
return math.IsInf(float64(v.V), 1)
}
type Sized struct {
Width, Height ui.Value
}
func (s Sized) Constrain(c *ui.Config, cs Constraints) Constraints {
if h := int(c.Val(s.Height) + 0.5); h != 0 {
if cs.Height.Min < h {
cs.Height.Min = h
}
if h < cs.Height.Max {
cs.Height.Max = h
}
}
if w := int(c.Val(s.Width) + .5); w != 0 {
if cs.Width.Min < w {
cs.Width.Min = w
}
if w < cs.Width.Max {
cs.Width.Max = w
}
}
return cs
}
type Align struct {
Alignment Direction
ops *ui.Ops
begun bool
cs Constraints
}
func (a *Align) Begin(ops *ui.Ops, cs Constraints) Constraints {
if a.begun {
panic("must End before Begin")
}
a.begun = true
a.ops = ops
a.cs = cs
ops.Begin()
return cs.Loose()
}
func (a *Align) End(dims Dimens) Dimens {
if !a.begun {
panic("must Begin before End")
}
a.begun = false
ops := a.ops
block := ops.End()
sz := dims.Size
if a.cs.Width.Max != ui.Inf {
sz.X = a.cs.Width.Max
}
if a.cs.Height.Max != ui.Inf {
sz.Y = a.cs.Height.Max
}
var p image.Point
switch a.Alignment {
case N, S, Center:
p.X = (sz.X - dims.Size.X) / 2
case NE, SE, E:
p.X = sz.X - dims.Size.X
}
switch a.Alignment {
case W, Center, E:
p.Y = (sz.Y - dims.Size.Y) / 2
case SW, S, SE:
p.Y = sz.Y - dims.Size.Y
}
ui.PushOp{}.Add(ops)
ui.TransformOp{Transform: ui.Offset(toPointF(p))}.Add(ops)
block.Add(ops)
ui.PopOp{}.Add(ops)
return Dimens{
Size: sz,
Baseline: dims.Baseline,
}
}