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