Files
gio/layout/flex.go
T
Elias Naur edc81ea0bb op: remove operation list argument from MacroOp.Add
The ability to invoke other operation lists belongs in the new CallOp.

While we're here, make MacroOp.Add use a pointer receiver to match the
other methods.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-12-12 00:45:36 +01:00

277 lines
6.3 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/f32"
"gioui.org/op"
)
// Flex lays out child elements along an axis,
// according to alignment and weights.
type Flex struct {
// Axis is the main axis, either Horizontal or Vertical.
Axis Axis
// Spacing controls the distribution of space left after
// layout.
Spacing Spacing
// Alignment is the alignment in the cross axis.
Alignment Alignment
size int
rigidSize int
// fraction is the rounding error from a Flex weighting.
fraction float32
// Use an empty StackOp for tracking whether Rigid, Flex
// is called in the same layout scope as Layout.
begun bool
stack op.StackOp
}
// FlexChild is the layout result of a call End.
type FlexChild struct {
macro op.MacroOp
dims Dimensions
}
// Spacing determine the spacing mode for a Flex.
type Spacing uint8
type flexMode uint8
const (
// SpaceEnd leaves space at the end.
SpaceEnd Spacing = iota
// SpaceStart leaves space at the start.
SpaceStart
// SpaceSides shares space between the start and end.
SpaceSides
// SpaceAround distributes space evenly between children,
// with half as much space at the start and end.
SpaceAround
// SpaceBetween distributes space evenly between children,
// leaving no space at the start and end.
SpaceBetween
// SpaceEvenly distributes space evenly between children and
// at the start and end.
SpaceEvenly
)
// Rigid lays out a widget with the main axis constrained to the range
// from 0 to the remaining space.
func (f *Flex) Rigid(gtx *Context, w Widget) FlexChild {
f.begin(gtx.Ops)
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
mainMax := mainc.Max - f.size
if mainMax < 0 {
mainMax = 0
}
cs = axisConstraints(f.Axis, Constraint{Max: mainMax}, axisCrossConstraint(f.Axis, cs))
var m op.MacroOp
m.Record(gtx.Ops)
dims := ctxLayout(gtx, cs, w)
m.Stop()
f.rigidSize += axisMain(f.Axis, dims.Size)
f.expand(dims)
return FlexChild{m, dims}
}
func (f *Flex) begin(ops *op.Ops) {
if f.begun {
return
}
f.stack.Push(ops)
f.begun = true
}
// Flex is like Rigid, where the main axis size is also constrained to a
// fraction of the space not taken up by Rigid children.
func (f *Flex) Flex(gtx *Context, weight float32, w Widget) FlexChild {
f.begin(gtx.Ops)
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
var flexSize int
if mainc.Max > f.size {
flexSize = mainc.Max - f.rigidSize
// Apply weight and add any leftover fraction from a
// previous Flex.
size := float32(flexSize)*weight + f.fraction
flexSize = int(size + .5)
f.fraction = size - float32(flexSize)
if max := mainc.Max - f.size; flexSize > max {
flexSize = max
}
}
submainc := Constraint{Min: flexSize, Max: flexSize}
cs = axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, cs))
var m op.MacroOp
m.Record(gtx.Ops)
dims := ctxLayout(gtx, cs, w)
m.Stop()
f.expand(dims)
return FlexChild{m, dims}
}
// End a child by specifying its dimensions. Pass the returned layout result
// to Layout.
func (f *Flex) expand(dims Dimensions) {
sz := axisMain(f.Axis, dims.Size)
f.size += sz
}
// Layout a list of children. The order of the children determines their laid
// out order.
func (f *Flex) Layout(gtx *Context, children ...FlexChild) {
if len(children) > 0 {
f.stack.Pop()
}
var maxCross int
var maxBaseline int
for _, child := range children {
if c := axisCross(f.Axis, child.dims.Size); c > maxCross {
maxCross = c
}
if b := child.dims.Size.Y - child.dims.Baseline; b > maxBaseline {
maxBaseline = b
}
}
cs := gtx.Constraints
mainc := axisMainConstraint(f.Axis, cs)
var space int
if mainc.Min > f.size {
space = mainc.Min - f.size
}
var mainSize int
switch f.Spacing {
case SpaceSides:
mainSize += space / 2
case SpaceStart:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
for i, child := range children {
dims := child.dims
b := dims.Size.Y - dims.Baseline
var cross int
switch f.Alignment {
case End:
cross = maxCross - axisCross(f.Axis, dims.Size)
case Middle:
cross = (maxCross - axisCross(f.Axis, dims.Size)) / 2
case Baseline:
if f.Axis == Horizontal {
cross = maxBaseline - b
}
}
var stack op.StackOp
stack.Push(gtx.Ops)
op.TransformOp{}.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))).Add(gtx.Ops)
child.macro.Add()
stack.Pop()
mainSize += axisMain(f.Axis, dims.Size)
if i < len(children)-1 {
switch f.Spacing {
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / len(children)
case SpaceBetween:
mainSize += space / (len(children) - 1)
}
}
}
switch f.Spacing {
case SpaceSides:
mainSize += space / 2
case SpaceEnd:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
sz := axisPoint(f.Axis, mainSize, maxCross)
gtx.Dimensions = Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
f.begun = false
f.size = 0
f.rigidSize = 0
}
func axisPoint(a Axis, main, cross int) image.Point {
if a == Horizontal {
return image.Point{main, cross}
} else {
return image.Point{cross, main}
}
}
func axisMain(a Axis, sz image.Point) int {
if a == Horizontal {
return sz.X
} else {
return sz.Y
}
}
func axisCross(a Axis, sz image.Point) int {
if a == Horizontal {
return sz.Y
} else {
return sz.X
}
}
func axisMainConstraint(a Axis, cs Constraints) Constraint {
if a == Horizontal {
return cs.Width
} else {
return cs.Height
}
}
func axisCrossConstraint(a Axis, cs Constraints) Constraint {
if a == Horizontal {
return cs.Height
} else {
return cs.Width
}
}
func axisConstraints(a Axis, mainc, crossc Constraint) Constraints {
if a == Horizontal {
return Constraints{Width: mainc, Height: crossc}
} else {
return Constraints{Width: crossc, Height: mainc}
}
}
func toPointF(p image.Point) f32.Point {
return f32.Point{X: float32(p.X), Y: float32(p.Y)}
}
func (s Spacing) String() string {
switch s {
case SpaceEnd:
return "SpaceEnd"
case SpaceStart:
return "SpaceStart"
case SpaceSides:
return "SpaceSides"
case SpaceAround:
return "SpaceAround"
case SpaceBetween:
return "SpaceAround"
case SpaceEvenly:
return "SpaceEvenly"
default:
panic("unreachable")
}
}