Fix cross-axis compression in layout::flex
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1 changed files with 52 additions and 1 deletions
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@ -79,6 +79,7 @@ where
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let max_cross = axis.cross(limits.max());
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let max_cross = axis.cross(limits.max());
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let mut fill_main_sum = 0;
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let mut fill_main_sum = 0;
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let mut some_fill_cross = false;
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let (mut cross, cross_compress) = match axis {
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let (mut cross, cross_compress) = match axis {
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Axis::Vertical if width == Length::Shrink => (0.0, true),
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Axis::Vertical if width == Length::Shrink => (0.0, true),
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Axis::Horizontal if height == Length::Shrink => (0.0, true),
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Axis::Horizontal if height == Length::Shrink => (0.0, true),
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@ -90,6 +91,10 @@ where
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let mut nodes: Vec<Node> = Vec::with_capacity(items.len());
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let mut nodes: Vec<Node> = Vec::with_capacity(items.len());
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nodes.resize(items.len(), Node::default());
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nodes.resize(items.len(), Node::default());
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// FIRST PASS
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// We lay out non-fluid elements in the main axis.
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// If we need to compress the cross axis, then we skip any of these elements
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// that are also fluid in the cross axis.
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for (i, (child, tree)) in items.iter().zip(trees.iter_mut()).enumerate() {
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for (i, (child, tree)) in items.iter().zip(trees.iter_mut()).enumerate() {
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let (fill_main_factor, fill_cross_factor) = {
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let (fill_main_factor, fill_cross_factor) = {
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let size = child.as_widget().size();
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let size = child.as_widget().size();
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@ -121,6 +126,41 @@ where
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nodes[i] = layout;
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nodes[i] = layout;
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} else {
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} else {
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fill_main_sum += fill_main_factor;
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fill_main_sum += fill_main_factor;
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some_fill_cross = some_fill_cross || fill_cross_factor != 0;
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}
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}
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// SECOND PASS (conditional)
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// If we must compress the cross axis and there are fluid elements in the
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// cross axis, we lay out any of these elements that are also non-fluid in
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// the main axis (i.e. the ones we deliberately skipped in the first pass).
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//
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// We use the maximum cross length obtained in the first pass as the maximum
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// cross limit.
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if cross_compress && some_fill_cross {
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for (i, (child, tree)) in items.iter().zip(trees.iter_mut()).enumerate()
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{
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let (fill_main_factor, fill_cross_factor) = {
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let size = child.as_widget().size();
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axis.pack(size.width.fill_factor(), size.height.fill_factor())
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};
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if fill_main_factor == 0 && fill_cross_factor != 0 {
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let (max_width, max_height) = axis.pack(available, cross);
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let child_limits =
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Limits::new(Size::ZERO, Size::new(max_width, max_height));
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let layout =
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child.as_widget().layout(tree, renderer, &child_limits);
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let size = layout.size();
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available -= axis.main(size);
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cross = cross.max(axis.cross(size));
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nodes[i] = layout;
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}
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}
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}
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}
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}
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@ -135,6 +175,9 @@ where
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},
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},
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};
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};
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// THIRD PASS
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// We only have the elements that are fluid in the main axis left.
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// We use the remaining space to evenly allocate space based on fill factors.
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for (i, (child, tree)) in items.iter().zip(trees).enumerate() {
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for (i, (child, tree)) in items.iter().zip(trees).enumerate() {
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let (fill_main_factor, fill_cross_factor) = {
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let (fill_main_factor, fill_cross_factor) = {
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let size = child.as_widget().size();
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let size = child.as_widget().size();
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@ -142,10 +185,16 @@ where
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axis.pack(size.width.fill_factor(), size.height.fill_factor())
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axis.pack(size.width.fill_factor(), size.height.fill_factor())
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};
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};
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if fill_main_factor != 0 || (cross_compress && fill_cross_factor != 0) {
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if fill_main_factor != 0 {
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let max_main =
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let max_main =
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remaining * fill_main_factor as f32 / fill_main_sum as f32;
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remaining * fill_main_factor as f32 / fill_main_sum as f32;
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let max_main = if max_main.is_nan() {
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f32::INFINITY
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} else {
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max_main
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};
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let min_main = if max_main.is_infinite() {
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let min_main = if max_main.is_infinite() {
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0.0
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0.0
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} else {
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} else {
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@ -178,6 +227,8 @@ where
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let pad = axis.pack(padding.left, padding.top);
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let pad = axis.pack(padding.left, padding.top);
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let mut main = pad.0;
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let mut main = pad.0;
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// FOURTH PASS
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// We align all the laid out nodes in the cross axis, if needed.
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for (i, node) in nodes.iter_mut().enumerate() {
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for (i, node) in nodes.iter_mut().enumerate() {
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if i > 0 {
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if i > 0 {
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main += spacing;
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main += spacing;
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