Files
gio/ui/layout/flex.go
T
Elias Naur 0d49eb3f4b ui/layout: drop CrossAxisAlignment value Stretch
It doesn't carry its own weight; client can just as easily adjust
the Constraints themselves.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-07-11 20:13:10 +02:00

248 lines
4.9 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/ui"
"gioui.org/ui/f32"
)
type Flex struct {
Axis Axis
MainAxisAlignment MainAxisAlignment
CrossAxisAlignment CrossAxisAlignment
ops *ui.Ops
cs Constraints
mode flexMode
size int
rigidSize int
maxCross int
maxBaseline int
}
type FlexChild struct {
block ui.BlockOp
dims Dimens
}
type MainAxisAlignment uint8
type CrossAxisAlignment uint8
type flexMode uint8
const (
Start = 100 + iota
End
Center
SpaceAround MainAxisAlignment = iota
SpaceBetween
SpaceEvenly
Baseline CrossAxisAlignment = iota
)
const (
modeNone flexMode = iota
modeBegun
modeRigid
modeFlex
)
func (f *Flex) Init(ops *ui.Ops, cs Constraints) *Flex {
if f.mode > modeBegun {
panic("must End the current child before calling Init again")
}
f.mode = modeBegun
f.ops = ops
f.cs = cs
f.size = 0
f.rigidSize = 0
f.maxCross = 0
f.maxBaseline = 0
return f
}
func (f *Flex) begin(mode flexMode) {
switch {
case f.mode == modeNone:
panic("must Init before adding a child")
case f.mode > modeBegun:
panic("must End before adding a child")
}
f.mode = mode
f.ops.Begin()
}
func (f *Flex) Rigid() Constraints {
f.begin(modeRigid)
mainc := axisMainConstraint(f.Axis, f.cs)
mainMax := mainc.Max
if mainc.Max != ui.Inf {
mainMax -= f.size
}
return axisConstraints(f.Axis, Constraint{Max: mainMax}, axisCrossConstraint(f.Axis, f.cs))
}
func (f *Flex) Flexible(weight float32) Constraints {
f.begin(modeFlex)
mainc := axisMainConstraint(f.Axis, f.cs)
var flexSize int
if mainc.Max != ui.Inf && mainc.Max > f.size {
maxSize := mainc.Max - f.size
flexSize = mainc.Max - f.rigidSize
flexSize = int(float32(flexSize) * weight)
if flexSize > maxSize {
flexSize = maxSize
}
}
submainc := Constraint{Max: flexSize}
return axisConstraints(f.Axis, submainc, axisCrossConstraint(f.Axis, f.cs))
}
func (f *Flex) End(dims Dimens) FlexChild {
if f.mode <= modeBegun {
panic("End called without an active child")
}
block := f.ops.End()
sz := axisMain(f.Axis, dims.Size)
f.size += sz
if f.mode == modeRigid {
f.rigidSize += sz
}
f.mode = modeBegun
if c := axisCross(f.Axis, dims.Size); c > f.maxCross {
f.maxCross = c
}
if b := dims.Baseline; b > f.maxBaseline {
f.maxBaseline = b
}
return FlexChild{block, dims}
}
func (f *Flex) Layout(children ...FlexChild) Dimens {
mainc := axisMainConstraint(f.Axis, f.cs)
crossSize := axisCrossConstraint(f.Axis, f.cs).Constrain(f.maxCross)
var space int
if mainc.Min > f.size {
space = mainc.Min - f.size
}
var mainSize int
var baseline int
switch f.MainAxisAlignment {
case Center:
mainSize += space / 2
case End:
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.Baseline
var cross int
switch f.CrossAxisAlignment {
case End:
cross = crossSize - axisCross(f.Axis, dims.Size)
case Center:
cross = (crossSize - axisCross(f.Axis, dims.Size)) / 2
case Baseline:
if f.Axis == Horizontal {
cross = f.maxBaseline - b
}
}
ui.PushOp{}.Add(f.ops)
ui.TransformOp{
Transform: ui.Offset(toPointF(axisPoint(f.Axis, mainSize, cross))),
}.Add(f.ops)
child.block.Add(f.ops)
ui.PopOp{}.Add(f.ops)
mainSize += axisMain(f.Axis, dims.Size)
if i < len(children)-1 {
switch f.MainAxisAlignment {
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / len(children)
case SpaceBetween:
mainSize += space / (len(children) - 1)
}
}
if b != dims.Size.Y {
baseline = b
}
}
switch f.MainAxisAlignment {
case Center:
mainSize += space / 2
case Start:
mainSize += space
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
mainSize += space / (len(children) * 2)
}
sz := axisPoint(f.Axis, mainSize, crossSize)
if baseline == 0 {
baseline = sz.Y
}
return Dimens{Size: sz, Baseline: baseline}
}
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{mainc, crossc}
} else {
return Constraints{crossc, mainc}
}
}
func toPointF(p image.Point) f32.Point {
return f32.Point{X: float32(p.X), Y: float32(p.Y)}
}