Create iced_widget subcrate and re-organize the whole codebase

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Héctor Ramón Jiménez 2023-03-04 05:37:11 +01:00
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core/src/layout/flex.rs Normal file
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//! Distribute elements using a flex-based layout.
// This code is heavily inspired by the [`druid`] codebase.
//
// [`druid`]: https://github.com/xi-editor/druid
//
// Copyright 2018 The xi-editor Authors, Héctor Ramón
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
use crate::Element;
use crate::layout::{Limits, Node};
use crate::{Alignment, Padding, Point, Size};
/// The main axis of a flex layout.
#[derive(Debug)]
pub enum Axis {
/// The horizontal axis
Horizontal,
/// The vertical axis
Vertical,
}
impl Axis {
fn main(&self, size: Size) -> f32 {
match self {
Axis::Horizontal => size.width,
Axis::Vertical => size.height,
}
}
fn cross(&self, size: Size) -> f32 {
match self {
Axis::Horizontal => size.height,
Axis::Vertical => size.width,
}
}
fn pack(&self, main: f32, cross: f32) -> (f32, f32) {
match self {
Axis::Horizontal => (main, cross),
Axis::Vertical => (cross, main),
}
}
}
/// Computes the flex layout with the given axis and limits, applying spacing,
/// padding and alignment to the items as needed.
///
/// It returns a new layout [`Node`].
pub fn resolve<Message, Renderer>(
axis: Axis,
renderer: &Renderer,
limits: &Limits,
padding: Padding,
spacing: f32,
align_items: Alignment,
items: &[Element<'_, Message, Renderer>],
) -> Node
where
Renderer: crate::Renderer,
{
let limits = limits.pad(padding);
let total_spacing = spacing * items.len().saturating_sub(1) as f32;
let max_cross = axis.cross(limits.max());
let mut fill_sum = 0;
let mut cross = axis.cross(limits.min()).max(axis.cross(limits.fill()));
let mut available = axis.main(limits.max()) - total_spacing;
let mut nodes: Vec<Node> = Vec::with_capacity(items.len());
nodes.resize(items.len(), Node::default());
if align_items == Alignment::Fill {
let mut fill_cross = axis.cross(limits.min());
items.iter().for_each(|child| {
let cross_fill_factor = match axis {
Axis::Horizontal => child.as_widget().height(),
Axis::Vertical => child.as_widget().width(),
}
.fill_factor();
if cross_fill_factor == 0 {
let (max_width, max_height) = axis.pack(available, max_cross);
let child_limits =
Limits::new(Size::ZERO, Size::new(max_width, max_height));
let layout = child.as_widget().layout(renderer, &child_limits);
let size = layout.size();
fill_cross = fill_cross.max(axis.cross(size));
}
});
cross = fill_cross;
}
for (i, child) in items.iter().enumerate() {
let fill_factor = match axis {
Axis::Horizontal => child.as_widget().width(),
Axis::Vertical => child.as_widget().height(),
}
.fill_factor();
if fill_factor == 0 {
let (min_width, min_height) = if align_items == Alignment::Fill {
axis.pack(0.0, cross)
} else {
axis.pack(0.0, 0.0)
};
let (max_width, max_height) = if align_items == Alignment::Fill {
axis.pack(available, cross)
} else {
axis.pack(available, max_cross)
};
let child_limits = Limits::new(
Size::new(min_width, min_height),
Size::new(max_width, max_height),
);
let layout = child.as_widget().layout(renderer, &child_limits);
let size = layout.size();
available -= axis.main(size);
if align_items != Alignment::Fill {
cross = cross.max(axis.cross(size));
}
nodes[i] = layout;
} else {
fill_sum += fill_factor;
}
}
let remaining = available.max(0.0);
for (i, child) in items.iter().enumerate() {
let fill_factor = match axis {
Axis::Horizontal => child.as_widget().width(),
Axis::Vertical => child.as_widget().height(),
}
.fill_factor();
if fill_factor != 0 {
let max_main = remaining * fill_factor as f32 / fill_sum as f32;
let min_main = if max_main.is_infinite() {
0.0
} else {
max_main
};
let (min_width, min_height) = if align_items == Alignment::Fill {
axis.pack(min_main, cross)
} else {
axis.pack(min_main, axis.cross(limits.min()))
};
let (max_width, max_height) = if align_items == Alignment::Fill {
axis.pack(max_main, cross)
} else {
axis.pack(max_main, max_cross)
};
let child_limits = Limits::new(
Size::new(min_width, min_height),
Size::new(max_width, max_height),
);
let layout = child.as_widget().layout(renderer, &child_limits);
if align_items != Alignment::Fill {
cross = cross.max(axis.cross(layout.size()));
}
nodes[i] = layout;
}
}
let pad = axis.pack(padding.left, padding.top);
let mut main = pad.0;
for (i, node) in nodes.iter_mut().enumerate() {
if i > 0 {
main += spacing;
}
let (x, y) = axis.pack(main, pad.1);
node.move_to(Point::new(x, y));
match axis {
Axis::Horizontal => {
node.align(
Alignment::Start,
align_items,
Size::new(0.0, cross),
);
}
Axis::Vertical => {
node.align(
align_items,
Alignment::Start,
Size::new(cross, 0.0),
);
}
}
let size = node.size();
main += axis.main(size);
}
let (width, height) = axis.pack(main - pad.0, cross);
let size = limits.resolve(Size::new(width, height));
Node::with_children(size.pad(padding), nodes)
}

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core/src/layout/limits.rs Normal file
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#![allow(clippy::manual_clamp)]
use crate::{Length, Padding, Size};
/// A set of size constraints for layouting.
#[derive(Debug, Clone, Copy)]
pub struct Limits {
min: Size,
max: Size,
fill: Size,
}
impl Limits {
/// No limits
pub const NONE: Limits = Limits {
min: Size::ZERO,
max: Size::INFINITY,
fill: Size::INFINITY,
};
/// Creates new [`Limits`] with the given minimum and maximum [`Size`].
pub const fn new(min: Size, max: Size) -> Limits {
Limits {
min,
max,
fill: Size::INFINITY,
}
}
/// Returns the minimum [`Size`] of the [`Limits`].
pub fn min(&self) -> Size {
self.min
}
/// Returns the maximum [`Size`] of the [`Limits`].
pub fn max(&self) -> Size {
self.max
}
/// Returns the fill [`Size`] of the [`Limits`].
pub fn fill(&self) -> Size {
self.fill
}
/// Applies a width constraint to the current [`Limits`].
pub fn width(mut self, width: impl Into<Length>) -> Limits {
match width.into() {
Length::Shrink => {
self.fill.width = self.min.width;
}
Length::Fill | Length::FillPortion(_) => {
self.fill.width = self.fill.width.min(self.max.width);
}
Length::Fixed(amount) => {
let new_width = amount.min(self.max.width).max(self.min.width);
self.min.width = new_width;
self.max.width = new_width;
self.fill.width = new_width;
}
}
self
}
/// Applies a height constraint to the current [`Limits`].
pub fn height(mut self, height: impl Into<Length>) -> Limits {
match height.into() {
Length::Shrink => {
self.fill.height = self.min.height;
}
Length::Fill | Length::FillPortion(_) => {
self.fill.height = self.fill.height.min(self.max.height);
}
Length::Fixed(amount) => {
let new_height =
amount.min(self.max.height).max(self.min.height);
self.min.height = new_height;
self.max.height = new_height;
self.fill.height = new_height;
}
}
self
}
/// Applies a minimum width constraint to the current [`Limits`].
pub fn min_width(mut self, min_width: f32) -> Limits {
self.min.width = self.min.width.max(min_width).min(self.max.width);
self
}
/// Applies a maximum width constraint to the current [`Limits`].
pub fn max_width(mut self, max_width: f32) -> Limits {
self.max.width = self.max.width.min(max_width).max(self.min.width);
self
}
/// Applies a minimum height constraint to the current [`Limits`].
pub fn min_height(mut self, min_height: f32) -> Limits {
self.min.height = self.min.height.max(min_height).min(self.max.height);
self
}
/// Applies a maximum height constraint to the current [`Limits`].
pub fn max_height(mut self, max_height: f32) -> Limits {
self.max.height = self.max.height.min(max_height).max(self.min.height);
self
}
/// Shrinks the current [`Limits`] to account for the given padding.
pub fn pad(&self, padding: Padding) -> Limits {
self.shrink(Size::new(padding.horizontal(), padding.vertical()))
}
/// Shrinks the current [`Limits`] by the given [`Size`].
pub fn shrink(&self, size: Size) -> Limits {
let min = Size::new(
(self.min().width - size.width).max(0.0),
(self.min().height - size.height).max(0.0),
);
let max = Size::new(
(self.max().width - size.width).max(0.0),
(self.max().height - size.height).max(0.0),
);
let fill = Size::new(
(self.fill.width - size.width).max(0.0),
(self.fill.height - size.height).max(0.0),
);
Limits { min, max, fill }
}
/// Removes the minimum width constraint for the current [`Limits`].
pub fn loose(&self) -> Limits {
Limits {
min: Size::ZERO,
max: self.max,
fill: self.fill,
}
}
/// Computes the resulting [`Size`] that fits the [`Limits`] given the
/// intrinsic size of some content.
pub fn resolve(&self, intrinsic_size: Size) -> Size {
Size::new(
intrinsic_size
.width
.min(self.max.width)
.max(self.fill.width),
intrinsic_size
.height
.min(self.max.height)
.max(self.fill.height),
)
}
}

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core/src/layout/node.rs Normal file
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use crate::{Alignment, Point, Rectangle, Size, Vector};
/// The bounds of an element and its children.
#[derive(Debug, Clone, Default)]
pub struct Node {
bounds: Rectangle,
children: Vec<Node>,
}
impl Node {
/// Creates a new [`Node`] with the given [`Size`].
pub const fn new(size: Size) -> Self {
Self::with_children(size, Vec::new())
}
/// Creates a new [`Node`] with the given [`Size`] and children.
pub const fn with_children(size: Size, children: Vec<Node>) -> Self {
Node {
bounds: Rectangle {
x: 0.0,
y: 0.0,
width: size.width,
height: size.height,
},
children,
}
}
/// Returns the [`Size`] of the [`Node`].
pub fn size(&self) -> Size {
Size::new(self.bounds.width, self.bounds.height)
}
/// Returns the bounds of the [`Node`].
pub fn bounds(&self) -> Rectangle {
self.bounds
}
/// Returns the children of the [`Node`].
pub fn children(&self) -> &[Node] {
&self.children
}
/// Aligns the [`Node`] in the given space.
pub fn align(
&mut self,
horizontal_alignment: Alignment,
vertical_alignment: Alignment,
space: Size,
) {
match horizontal_alignment {
Alignment::Start => {}
Alignment::Center => {
self.bounds.x += (space.width - self.bounds.width) / 2.0;
}
Alignment::End => {
self.bounds.x += space.width - self.bounds.width;
}
Alignment::Fill => {
self.bounds.width = space.width;
}
}
match vertical_alignment {
Alignment::Start => {}
Alignment::Center => {
self.bounds.y += (space.height - self.bounds.height) / 2.0;
}
Alignment::End => {
self.bounds.y += space.height - self.bounds.height;
}
Alignment::Fill => {
self.bounds.height = space.height;
}
}
}
/// Moves the [`Node`] to the given position.
pub fn move_to(&mut self, position: Point) {
self.bounds.x = position.x;
self.bounds.y = position.y;
}
/// Translates the [`Node`] by the given translation.
pub fn translate(self, translation: Vector) -> Self {
Self {
bounds: self.bounds + translation,
..self
}
}
}