iced/core/src/layout/flex.rs
2024-01-04 06:53:06 +01:00

208 lines
5.9 KiB
Rust

//! 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::widget;
use crate::{Alignment, Length, 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<T>(&self, main: T, cross: T) -> (T, T) {
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,
width: Length,
height: Length,
padding: Padding,
spacing: f32,
align_items: Alignment,
items: &[Element<'_, Message, Renderer>],
trees: &mut [widget::Tree],
) -> Node
where
Renderer: crate::Renderer,
{
let limits = limits.width(width).height(height).shrink(padding);
let total_spacing = spacing * items.len().saturating_sub(1) as f32;
let max_cross = axis.cross(limits.max());
let mut fill_main_sum = 0;
let mut cross = 0.0f32;
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());
for (i, (child, tree)) in items.iter().zip(trees.iter_mut()).enumerate() {
let (fill_main_factor, fill_cross_factor) = axis.pack(
child.as_widget().width().fill_factor(),
child.as_widget().height().fill_factor(),
);
if fill_main_factor == 0 && fill_cross_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(tree, renderer, &child_limits);
let size = layout.size();
available -= axis.main(size);
cross = cross.max(axis.cross(size));
nodes[i] = layout;
} else {
fill_main_sum += fill_main_factor;
}
}
let remaining = match axis {
Axis::Horizontal => match width {
Length::Shrink => 0.0,
_ => available.max(0.0),
},
Axis::Vertical => match height {
Length::Shrink => 0.0,
_ => available.max(0.0),
},
};
let max_cross = match axis {
Axis::Horizontal => match height {
Length::Shrink => cross,
_ => max_cross,
},
Axis::Vertical => match width {
Length::Shrink => cross,
_ => max_cross,
},
};
for (i, (child, tree)) in items.iter().zip(trees).enumerate() {
let (fill_main_factor, fill_cross_factor) = axis.pack(
child.as_widget().width().fill_factor(),
child.as_widget().height().fill_factor(),
);
if fill_main_factor != 0 || fill_cross_factor != 0 {
let max_main =
remaining * fill_main_factor as f32 / fill_main_sum as f32;
let min_main = if max_main.is_infinite() {
0.0
} else {
max_main
};
let (min_width, min_height) =
axis.pack(min_main, axis.cross(limits.min()));
let (max_width, max_height) = axis
.pack(max_main, max_cross * fill_cross_factor.max(1) as f32);
let child_limits = Limits::new(
Size::new(min_width, min_height),
Size::new(max_width, max_height),
);
let layout =
child.as_widget().layout(tree, renderer, &child_limits);
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_mut(Point::new(x, y));
match axis {
Axis::Horizontal => {
node.align_mut(
Alignment::Start,
align_items,
Size::new(0.0, cross),
);
}
Axis::Vertical => {
node.align_mut(
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), width, height);
Node::with_children(size.expand(padding), nodes)
}