Files
gio/ui/layout/list.go
T
Elias Naur a35118d522 ui: add package input for merged input
To avoid passing a queue type for each kind of input (pointer, key),
introduce package input for mapping a handler key to all input events.

Future input sources can be added without changes to programs, and
as an added bonus, event ordering is preserved across input sources.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-06-08 10:58:57 +02:00

214 lines
4.2 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/ui"
"gioui.org/ui/draw"
"gioui.org/ui/gesture"
"gioui.org/ui/input"
"gioui.org/ui/pointer"
)
type scrollChild struct {
size image.Point
block ui.OpBlock
}
type List struct {
Axis Axis
CrossAxisAlignment CrossAxisAlignment
// The distance scrolled since last call to Init.
Distance int
ops *ui.Ops
scroll gesture.Scroll
scrollDir int
offset int
first int
cs Constraints
len int
maxSize int
children []scrollChild
dir iterationDir
}
type iterationDir uint8
const (
iterateNone iterationDir = iota
iterateForward
iterateBackward
)
func (l *List) Init(ops *ui.Ops, cs Constraints, len int) {
l.ops = ops
l.dir = iterateNone
l.maxSize = 0
l.children = l.children[:0]
l.cs = cs
l.len = len
if l.first > len {
l.first = len
}
ops.Begin()
}
func (l *List) Dragging() bool {
return l.scroll.Dragging()
}
func (l *List) Update(c *ui.Config, q input.Events) {
l.Distance = 0
d := l.scroll.Update(c, q, gesture.Axis(l.Axis))
l.scrollDir = d
l.Distance += d
l.offset += d
}
func (l *List) Next() (int, Constraints, bool) {
if l.dir != iterateNone {
panic("a previous Next was not finished with Elem")
}
i, ok := l.next()
var cs Constraints
if ok {
cs = axisConstraints(l.Axis, Constraint{Max: ui.Inf}, l.crossConstraintChild(l.cs))
l.ops.Begin()
ui.OpLayer{}.Add(l.ops)
}
return i, cs, ok
}
func (l *List) next() (int, bool) {
mainc := axisMainConstraint(l.Axis, l.cs)
if l.offset <= 0 {
if l.first > 0 {
l.dir = iterateBackward
return l.first - 1, true
}
l.offset = 0
}
if l.maxSize-l.offset < mainc.Max {
i := l.first + len(l.children)
if i < l.len {
l.dir = iterateForward
return i, true
}
missing := mainc.Max - (l.maxSize - l.offset)
if missing > l.offset {
missing = l.offset
}
l.offset -= missing
}
return 0, false
}
func (l *List) End(dims Dimens) {
block := l.ops.End()
child := scrollChild{dims.Size, block}
switch l.dir {
case iterateForward:
mainSize := axisMain(l.Axis, child.size)
l.maxSize += mainSize
l.children = append(l.children, child)
case iterateBackward:
l.first--
mainSize := axisMain(l.Axis, child.size)
l.offset += mainSize
l.maxSize += mainSize
l.children = append([]scrollChild{child}, l.children...)
default:
panic("call Next before End")
}
l.dir = iterateNone
}
func (l *List) Layout() Dimens {
mainc := axisMainConstraint(l.Axis, l.cs)
for len(l.children) > 0 {
sz := l.children[0].size
mainSize := axisMain(l.Axis, sz)
if l.offset <= mainSize {
break
}
l.first++
l.offset -= mainSize
l.children = l.children[1:]
}
size := -l.offset
var maxCross int
for i, child := range l.children {
sz := child.size
if c := axisCross(l.Axis, sz); c > maxCross {
maxCross = c
}
size += axisMain(l.Axis, sz)
if size >= mainc.Max {
l.children = l.children[:i+1]
break
}
}
ops := l.ops
pos := -l.offset
for _, child := range l.children {
sz := child.size
var cross int
switch l.CrossAxisAlignment {
case End:
cross = maxCross - axisCross(l.Axis, sz)
case Center:
cross = (maxCross - axisCross(l.Axis, sz)) / 2
}
max := axisMain(l.Axis, sz) + pos
if max > mainc.Max {
max = mainc.Max
}
min := pos
if min < 0 {
min = 0
}
r := image.Rectangle{
Min: axisPoint(l.Axis, min, -ui.Inf),
Max: axisPoint(l.Axis, max, ui.Inf),
}
ui.OpPush{}.Add(ops)
draw.RectClip(ops, r)
ui.OpTransform{
Transform: ui.Offset(toPointF(axisPoint(l.Axis, pos, cross))),
}.Add(ops)
child.block.Add(ops)
ui.OpPop{}.Add(ops)
pos += axisMain(l.Axis, sz)
}
atStart := l.first == 0 && l.offset <= 0
atEnd := l.first+len(l.children) == l.len && mainc.Max >= pos
if atStart && l.scrollDir < 0 || atEnd && l.scrollDir > 0 {
l.scroll.Stop()
}
dims := axisPoint(l.Axis, mainc.Constrain(pos), maxCross)
block := ops.End()
pointer.AreaRect(dims).Add(ops)
l.scroll.Add(ops)
block.Add(ops)
return Dimens{Size: dims}
}
func (l *List) crossConstraintChild(cs Constraints) Constraint {
c := axisCrossConstraint(l.Axis, cs)
switch l.CrossAxisAlignment {
case Stretch:
c.Min = c.Max
default:
c.Min = 0
}
return c
}