251 lines
6.4 KiB
Go
251 lines
6.4 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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"github.com/mleku/gio/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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}
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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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// Note: previously the scratch space was inside FlexChild.
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// child.call.Add(gtx.Ops) confused the go escape analysis and caused the
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// entired children slice to be allocated on the heap, including all widgets
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// in it. This produced a lot of object allocations. Now the scratch space
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// is separate from children, and for cases len(children) <= 32, we will
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// allocate the scratch space on the stack. For cases len(children) > 32,
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// only the scratch space gets allocated from the heap, during append.
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type scratchSpace struct {
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call op.CallOp
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dims Dimensions
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}
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var scratchArray [32]scratchSpace
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scratch := scratchArray[:0]
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scratch = append(scratch, make([]scratchSpace, len(children))...)
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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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scratch[i].call = c
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scratch[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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scratch[i].call = c
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scratch[i].dims = dims
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}
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maxCross := crossMin
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var maxBaseline int
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for _, scratchChild := range scratch {
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if c := f.Axis.Convert(scratchChild.dims.Size).Y; c > maxCross {
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maxCross = c
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}
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if b := scratchChild.dims.Size.Y - scratchChild.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, scratchChild := range scratch {
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dims := scratchChild.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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scratchChild.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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sz = cs.Constrain(sz)
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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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