Added initial implementation of GtkGrid-style Grid.

This commit is contained in:
Pietro Gagliardi 2014-08-31 18:59:55 -04:00
parent c930166585
commit 29a764199f
3 changed files with 402 additions and 11 deletions

391
grid.go Normal file
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@ -0,0 +1,391 @@
// 31 august 2014
package ui
import (
"fmt"
)
// Grid is a Control that arranges other Controls in a grid.
// Grid is a very powerful container: it can position and size each Control in several ways and can (and must) have Controls added to it at any time.
// [TODO it can also have Controls spanning multiple rows and columns.]
type Grid interface {
Control
// Add adds a Control to the Grid.
// If this is the first Control in the Grid, it is merely added; nextTo should be nil.
// Otherwise, it is placed relative to nextTo.
// If nextTo is nil, it is placed next to the previously added Control,
// The effect of adding the same Control multiple times is undefined, as is the effect of adding a Control next to one not present in the Grid.
Add(control Control, nextTo Control, side Side, hexpand bool, halign Align, vexpand bool, valign Align)
}
// Align represents the alignment of a Control in its cell of a Grid.
type Align uint
const (
LeftTop Align = iota
Center
RightBottom
Fill
)
// Side represents a side of a Control to add other Controls to a Grid to.
type Side uint
const (
// this arrangement is important
// it makes finding the opposite side as easy as ^ 1
West Side = iota
East
North
South
nSides
)
type grid struct {
controls map[Control]*gridCell
prev Control
parent *controlParent
// for allocate() and preferredSize()
xoff, yoff int
xmax, ymax int
grid [][]gridCellAllocation
}
type gridCell struct {
hexpand bool
halign Align
vexpand bool
valign Align
neighbors [nSides]Control
// for allocate() and preferredSize()
gridx int
gridy int
width int
height int
visited bool
}
// NewGrid creates a new Grid with no Controls.
func NewGrid() Grid {
return &grid{
controls: map[Control]*gridCell{},
}
}
func (g *grid) Add(control Control, nextTo Control, side Side, hexpand bool, halign Align, vexpand bool, valign Align) {
cell := &gridCell{
hexpand: hexpand,
halign: halign,
vexpand: vexpand,
valign: valign,
}
// if this is the first control, just add it in directly
if len(g.controls) != 0 {
if nextTo == nil {
nextTo = g.prev
}
next := g.controls[nextTo]
// squeeze any control previously on the same side out of the way
temp := next.neighbors[side]
next.neighbors[side] = control
cell.neighbors[side] = temp
cell.neighbors[side ^ 1] = nextTo // doubly-link
}
g.controls[control] = cell
g.prev = control
if g.parent != nil {
control.setParent(g.parent)
}
}
func (g *grid) setParent(p *controlParent) {
g.parent = p
for c, _ := range g.controls {
c.setParent(g.parent)
}
}
func (g *grid) trasverse(c Control, x int, y int) {
cell := g.controls[c]
if cell.visited {
return
}
cell.visited = true
cell.gridx = x
cell.gridy = y
if x < g.xoff {
g.xoff = x
}
if y < g.yoff {
g.yoff = y
}
if cell.neighbors[West] != nil {
g.trasverse(cell.neighbors[West], x - 1, y)
}
if cell.neighbors[North] != nil {
g.trasverse(cell.neighbors[North], x, y - 1)
}
if cell.neighbors[East] != nil {
g.trasverse(cell.neighbors[East], x + 1, y)
}
if cell.neighbors[South] != nil {
g.trasverse(cell.neighbors[South], x, y + 1)
}
}
type gridCellAllocation struct {
width int
height int
c Control
}
func (g *grid) buildGrid() {
// thanks to http://programmers.stackexchange.com/a/254968/147812
// before we do anything, reset the visited bits
for _, cell := range g.controls {
cell.visited = false
}
// we first mark the previous control as the origin...
g.xoff = 0
g.yoff = 0
g.trasverse(g.prev, 0, 0) // start at the last control added
// now we need to make all offsets zero-based
g.xoff = -g.xoff
g.yoff = -g.yoff
g.xmax = 0
g.ymax = 0
for _, cell := range g.controls {
cell.gridx += g.xoff
cell.gridy += g.yoff
if cell.gridx > g.xmax {
g.xmax = cell.gridx
}
if cell.gridy > g.ymax {
g.ymax = cell.gridy
}
}
// g.xmax and g.ymax are the last valid index; make them one over to make everything work
g.xmax++
g.ymax++
// and finally build the matrix
g.grid = make([][]gridCellAllocation, g.ymax)
for y := 0; y < g.ymax; y++ {
g.grid[y] = make([]gridCellAllocation, g.xmax)
// the field c is assigned below for efficiency
}
}
func (g *grid) allocate(x int, y int, width int, height int, d *sizing) (allocations []*allocation) {
if len(g.controls) == 0 {
// nothing to do
return nil
}
// 1) compute the resultant grid
g.buildGrid()
width -= d.xpadding * g.xmax
height -= d.ypadding * g.ymax
// 2) for every control that doesn't expand, set the width of each cell of its column/height of each cell of its row to the largest such
nhexpand := make([]bool, g.xmax)
nvexpand := make([]bool, g.ymax)
for c, cell := range g.controls {
width, height := c.preferredSize(d)
cell.width = width
cell.height = height
if !cell.hexpand {
g.grid[cell.gridy][cell.gridx].width = width
} else {
nhexpand[cell.gridx] = true
}
if !cell.vexpand {
g.grid[cell.gridy][cell.gridx].height = height
} else {
nvexpand[cell.gridy] = true
}
g.grid[cell.gridy][cell.gridx].c = c
}
// cells on the same row have the same height
for y := 0; y < g.ymax; y++ {
max := 0
for x := 0; x < g.xmax; x++ {
if max < g.grid[y][x].height {
max = g.grid[y][x].height
}
}
for x := 0; x < g.xmax; x++ {
g.grid[y][x].height = max
}
}
// cells on the same column have the same width
for x := 0; x < g.xmax; x++ {
max := 0
for y := 0; y < g.ymax; y++ {
if max < g.grid[y][x].width {
max = g.grid[y][x].width
}
}
for y := 0; y < g.ymax; y++ {
g.grid[y][x].width = max
}
}
// 3) distribute the remaining space equally to expanding cells, adjusting widths and heights as needed
nh := 0
for x, b := range nhexpand {
if b {
nh++
} else { // column width known; subtract it
width -= g.grid[0][x].width
}
}
if nh > 0 {
h := width / nh
for y, b := range nhexpand {
if b {
for x := 0; x < g.xmax; x++ {
if g.grid[y][x].width < h {
g.grid[y][x].width = h
}
}
}
}
}
nv := 0
for y, b := range nvexpand {
if b {
nv++
} else { // column height known; subtract it
height -= g.grid[y][0].height
}
}
if nv > 0 {
v := height / nv
for x, b := range nvexpand {
if b {
for y := 0; y < g.ymax; y++ {
if g.grid[y][x].height < v {
g.grid[y][x].height = v
}
}
}
}
}
// all right, now we have the size of each cell
// 4) handle alignment
for _, cell := range g.controls {
if cell.hexpand {
switch cell.halign {
case LeftTop:
// do nothing; this is the default
case Center:
case RightBottom:
// TODO
case Fill:
cell.width = g.grid[cell.gridy][cell.gridx].width
default:
panic(fmt.Errorf("invalid halign %d in Grid.allocate()", cell.halign))
}
}
if cell.vexpand {
switch cell.valign {
case LeftTop:
// do nothing; this is the default
case Center:
case RightBottom:
// TODO
case Fill:
cell.height = g.grid[cell.gridy][cell.gridx].height
default:
panic(fmt.Errorf("invalid valign %d in Grid.allocate()", cell.valign))
}
}
}
// 5) draw
var current *allocation
startx := x
for row, xcol := range g.grid {
current = nil
for col, ca := range xcol {
cell := g.controls[ca.c]
as := ca.c.allocate(x, y, cell.width, cell.height, d)
if current != nil { // connect first left to first right
current.neighbor = ca.c
}
if len(as) != 0 {
current = as[0] // next left is first subwidget
} else {
current = nil // spaces don't have allocation data
}
allocations = append(allocations, as...)
x += g.grid[0][col].width + d.xpadding
}
x = startx
y += g.grid[row][0].height + d.ypadding
}
return allocations
}
func (g *grid) preferredSize(d *sizing) (width, height int) {
if len(g.controls) == 0 {
// nothing to do
return 0, 0
}
// 1) compute the resultant grid
g.buildGrid()
// 2) for every control (including those that don't expand), set the width of each cell of its column/height of each cell of its row to the largest such
for c, cell := range g.controls {
width, height := c.preferredSize(d)
g.grid[cell.gridy][cell.gridx].width = width
g.grid[cell.gridy][cell.gridx].height = height
}
// cells on the same row have the same height
maxy := 0
for y := 0; y < g.ymax; y++ {
max := 0
for x := 0; x < g.xmax; x++ {
if max < g.grid[y][x].height {
max = g.grid[y][x].height
}
}
for x := 0; x < g.xmax; x++ {
g.grid[y][x].height = max
}
maxy += max
}
// cells on the same column have the same width
maxx := 0
for x := 0; x < g.xmax; x++ {
max := 0
for y := 0; y < g.ymax; y++ {
if max < g.grid[y][x].width {
max = g.grid[y][x].width
}
}
for y := 0; y < g.ymax; y++ {
g.grid[y][x].width = max
}
maxx += max
}
// and that's it really; just discount the padding
return maxx + (g.xmax - 1) * d.xpadding,
maxy + (g.ymax - 1) * d.ypadding
}
func (g *grid) commitResize(a *allocation, d *sizing) {
// do nothing; needed to satisfy Control
}
func (g *grid) getAuxResizeInfo(d *sizing) {
// do nothing; needed to satisfy Control
}

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@ -200,10 +200,8 @@ func (s *stack) getAuxResizeInfo(d *sizing) {
//
// For a SimpleGrid, Space can be used to have an empty cell. A stretchy Grid cell with a Space can be used to anchor the perimeter of a Grid to the respective Window edges without making one of the other controls stretchy instead (leaving empty space in the Window otherwise). Otherwise, you do not need to do anything special for the Space to work (though remember that an entire row or column of Spaces will appear as having height or width zero, respectively, unless one is marked as stretchy).
//
// The value returned from Space() may or may not be unique.
// The value returned from Space() is guaranteed to be unique.
func Space() Control {
return space
// Grid's rules require this to be unique on every call
return newStack(horizontal)
}
// As above, a Stack with no controls draws nothing and reports no errors; its parent will still size it properly if made stretchy.
var space Control = newStack(horizontal)

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@ -43,12 +43,14 @@ func newRepainter(times int) *repainter {
r.repaint.OnClicked(r.dorect)
r.all = NewButton("All")
r.all.OnClicked(r.doall)
r.stack = NewHorizontalStack(r.x, r.y, r.width, r.height, r.repaint, r.all)
r.stack.SetStretchy(0)
r.stack.SetStretchy(1)
r.stack.SetStretchy(2)
r.stack.SetStretchy(3)
r.stack = NewVerticalStack(r.area, r.stack)
grid := NewGrid()
grid.Add(r.x, nil, North, true, Fill, false, 0)
grid.Add(r.y, r.x, East, true, Fill, false, 0)
grid.Add(r.repaint, nil, East, false, 0, false, 0)
grid.Add(r.width, r.x, South, true, Fill, false, 0)
grid.Add(r.height, nil, East, true, Fill, false, 0)
grid.Add(r.all, nil, East, false, 0, false, 0)
r.stack = NewVerticalStack(r.area, grid)
r.stack.SetStretchy(0)
return r
}