// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"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
// WeightSum is the sum of weights used for the weighted
// size of Flexed children. If WeightSum is zero, the sum
// of all Flexed weights is used.
WeightSum float32
}
// FlexChild is the descriptor for a Flex child.
type FlexChild struct {
flex bool
weight float32
widget Widget
// Scratch space.
call op.CallOp
dims Dimensions
}
// Spacing determine the spacing mode for a Flex.
type Spacing 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 returns a Flex child with a maximal constraint of the
// remaining space.
func Rigid(widget Widget) FlexChild {
return FlexChild{
widget: widget,
}
}
// Flexed returns a Flex child forced to take up weight fraction of the
// space left over from Rigid children. The fraction is weight
// divided by either the weight sum of all Flexed children or the Flex
// WeightSum if non zero.
func Flexed(weight float32, widget Widget) FlexChild {
return FlexChild{
flex: true,
weight: weight,
widget: widget,
}
}
// Layout a list of children. The position of the children are
// determined by the specified order, but Rigid children are laid out
// before Flexed children.
func (f Flex) Layout(gtx Context, children ...FlexChild) Dimensions {
size := 0
cs := gtx.Constraints
mainMin, mainMax := f.Axis.mainConstraint(cs)
crossMin, crossMax := f.Axis.crossConstraint(cs)
remaining := mainMax
var totalWeight float32
cgtx := gtx
// Lay out Rigid children.
for i, child := range children {
if child.flex {
totalWeight += child.weight
continue
}
macro := op.Record(gtx.Ops)
cgtx.Constraints = f.Axis.constraints(0, remaining, crossMin, crossMax)
dims := child.widget(cgtx)
c := macro.Stop()
sz := f.Axis.Convert(dims.Size).X
size += sz
remaining -= sz
if remaining < 0 {
remaining = 0
}
children[i].call = c
children[i].dims = dims
}
if w := f.WeightSum; w != 0 {
totalWeight = w
}
// fraction is the rounding error from a Flex weighting.
var fraction float32
flexTotal := remaining
// Lay out Flexed children.
for i, child := range children {
if !child.flex {
continue
}
var flexSize int
if remaining > 0 && totalWeight > 0 {
// Apply weight and add any leftover fraction from a
// previous Flexed.
childSize := float32(flexTotal) * child.weight / totalWeight
flexSize = int(childSize + fraction + .5)
fraction = childSize - float32(flexSize)
if flexSize > remaining {
flexSize = remaining
}
}
macro := op.Record(gtx.Ops)
cgtx.Constraints = f.Axis.constraints(flexSize, flexSize, crossMin, crossMax)
dims := child.widget(cgtx)
c := macro.Stop()
sz := f.Axis.Convert(dims.Size).X
size += sz
remaining -= sz
if remaining < 0 {
remaining = 0
}
children[i].call = c
children[i].dims = dims
}
var maxCross int
var maxBaseline int
for _, child := range children {
if c := f.Axis.Convert(child.dims.Size).Y; c > maxCross {
maxCross = c
}
if b := child.dims.Size.Y - child.dims.Baseline; b > maxBaseline {
maxBaseline = b
}
}
var space int
if mainMin > size {
space = mainMin - 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:
if len(children) > 0 {
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 - f.Axis.Convert(dims.Size).Y
case Middle:
cross = (maxCross - f.Axis.Convert(dims.Size).Y) / 2
case Baseline:
if f.Axis == Horizontal {
cross = maxBaseline - b
}
}
stack := op.Save(gtx.Ops)
pt := f.Axis.Convert(image.Pt(mainSize, cross))
op.Offset(FPt(pt)).Add(gtx.Ops)
child.call.Add(gtx.Ops)
stack.Load()
mainSize += f.Axis.Convert(dims.Size).X
if i < len(children)-1 {
switch f.Spacing {
case SpaceEvenly:
mainSize += space / (1 + len(children))
case SpaceAround:
if len(children) > 0 {
mainSize += space / len(children)
}
case SpaceBetween:
if len(children) > 1 {
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:
if len(children) > 0 {
mainSize += space / (len(children) * 2)
}
}
sz := f.Axis.Convert(image.Pt(mainSize, maxCross))
return Dimensions{Size: sz, Baseline: sz.Y - maxBaseline}
}
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")
}
}