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use core:geometry;
/**
* Layout for putting components in a grid-like pattern.
*
* The grid is automatically sized to fit the constraints dictated by the contained components. Each
* row and column will have their own size. To fill all available space, specify which rows and
* columns are allowed to grow using `expandRow` or `expandCol`. A weight may additionally be
* specified to allow different rows/columns to grow at different ratios with respect to each other.
* There are two modes that can be applied to the expansion. The default is to assign any extra
* space (according to the weights) to the expandable rows and columns. This means that they will
* have different sizes based on the minimum size, but the additional space is allocated fairly. The
* second mode (enabled using `normalizeRows`/`normalizeCols`) is to base the extra assignment based
* on the total size of the elements. That way, given equal weights, the layout will keep them at
* equal size. This means that the minimum size of some components might be enlarged to keep the
* distribution.
*
* Elements may also be positioned at absolute grid coordinates by specifying `row` and `col`,
* starting at index 0. Additional rows and columns are then created to accomodate all
* components. Elements may span multiple rows and column, as dictated by `rowspan` and `colspan`.
*
* Elements are added row by row, wrapping if a maximum number of columns have been specified using
* `wrapCols`, or if `nextLine` is called.
*
* Elements are spaced according to `border`. There is no space around the outer edge of the layout.
*/
class Grid extends Layout {
/**
* Information for components in grids.
*/
class Info extends Layout:Info {
// Location in the grid.
Nat row;
// Location in the grid.
Nat col;
// Span number of rows from `row`.
Nat rowspan;
// Span number of columns from `col`.
Nat colspan;
// Initialize values.
init(Nat row, Nat col) {
init() {
row = row;
col = col;
rowspan = 1;
colspan = 1;
}
}
}
// Space between elements.
Size border;
// Set it.
void border(Float w, Float h) {
border = Size(w, h);
}
// Initialize.
init() {
init() {
border = defaultBorder;
}
}
// Set number of columns used for automatic wrapping.
void wrapCols(Nat count) {
wrapAt = count;
}
// Add a new child.
Info add(Component c) : override {
if ((wrapAt != 0) & (wrapAt == insertCol))
nextLine();
Info info(insertRow, insertCol++);
children << Child(info, c);
info;
}
// Go to the next line of the grid.
void nextLine() {
insertRow++;
insertCol = 0;
}
// Set the weight for an individual column to 1.
void expandCol(Nat col) {
expandCol(col, 1);
}
// Set the weight for an individual column.
void expandCol(Nat col, Nat weight) {
while (colWeights.count <= col)
colWeights << 0;
colWeights[col] = weight;
}
// Set the weight for an individual row to 1.
void expandRow(Nat row) {
expandRow(row, 1);
}
// Set the weight for an individual row.
void expandRow(Nat row, Nat weight) {
while (rowWeights.count <= row)
rowWeights << 0;
rowWeights[row] = weight;
}
// Expand the current row.
void expandRow() {
expandRow(insertRow, 1);
}
// Expand the current column.
void expandCol() {
expandCol(insertCol, 1);
}
// Ignore differences in minimum size when allocating space for expandable rows.
void normalizeRows() {
rowNormalize = true;
}
// Ignore differences in minimum size when allocating space for expandable columns.
void normalizeCols() {
colNormalize = true;
}
// Compute the minimum size.
Size minSize() {
update();
var row = rowMin();
var col = colMin();
Size r;
for (x in row)
r.h += x;
for (x in col)
r.w += x;
r.w += border.w*(col.count.int.float - 1);
r.h += border.h*(row.count.int.float - 1);
r;
}
// Perform the layout.
void layout() {
update();
Point offset = pos.p0;
Size me = pos.size;
var row = toOffsets(adjust(rowMin(), border.h, me.h, rowWeights), offset.y, border.h);
var col = toOffsets(adjust(colMin(), border.w, me.w, colWeights), offset.x, border.w);
for (c in children) {
layout(c, row, col);
}
}
// Traverse.
void findAll(fn(Component)->void fn) : override {
super:findAll(fn);
for (c in children) {
c.component.findAll(fn);
}
}
private:
/**
* Children in the grid.
*/
value Child {
Info info;
Component component;
Size minSize;
init(Info info, Component c) {
init() {
info = info;
component = c;
}
}
// Get position and information from 'info' based from 'rows'(0) or 'cols'(1).
Nat pos(Nat dim) {
if (dim == 0)
info.row;
else
info.col;
}
Nat span(Nat dim) {
if (dim == 0)
info.rowspan;
else
info.colspan;
}
}
// Data about the children.
Child[] children;
// Current row and column for next insertion.
Nat insertRow;
Nat insertCol;
// Wrap automatically at.
Nat wrapAt;
// Weights for expanding rows/cols.
Nat[] rowWeights;
Nat[] colWeights;
// Use total width/height instead of minimum width for rows/cols.
Bool rowNormalize;
Bool colNormalize;
/**
* Volatile state that can be computed by the data in 'children'. Updated by calling 'refresh'.
*/
// Number of rows/cols.
Nat rows;
Nat cols;
// Update our internal state from the data available to us.
void update() {
rows = rowWeights.count;
cols = colWeights.count;
for (i, c in children) {
var info = c.info;
rows = max(rows, info.row + info.rowspan);
cols = max(cols, info.col + info.colspan);
children[i].minSize = c.component.minSize();
}
while (rowWeights.count < rows)
rowWeights << 0;
while (colWeights.count < cols)
colWeights << 0;
}
// Get minimum row heights
Float[] rowMin() {
Float[] result(rows, 0.0);
if (rowNormalize) {
Float minSize = normalizedMinSize(1, rowWeights);
for (Nat i = 0; i < rows; i++)
result[i] = minSize * rowWeights[i].float;
}
Nat width = 1;
while (width > 0) {
width = minStep(width, 0, result, rowWeights);
}
result;
}
// Get minimum column widths.
Float[] colMin() {
Float[] result(cols, 0);
if (colNormalize) {
Float minSize = normalizedMinSize(1, colWeights);
for (Nat i = 0; i < cols; i++)
result[i] = minSize * colWeights[i].float;
}
Nat width = 1;
while (width > 0) {
width = minStep(width, 1, result, colWeights);
}
result;
}
// Pick the proper dimension out of 's'.
Float pick(Nat dim, Size s) {
if (dim == 0)
s.h;
else
s.w;
}
// Compute one step of the min-width process. Returns the next size to examine, or 0 if
// none. Returns the next larger size to examine.
Nat minStep(Nat current, Nat dim, Float[] result, Nat[] weights) {
Nat next = 0;
Float space = pick(dim, border);
for (c in children) {
Nat span = c.span(dim);
if (span > current) {
// Figure out the next step.
if (next == 0) {
next = span;
} else {
next = min(next, span);
}
continue;
}
if (span < current)
continue;
Float size = pick(dim, c.minSize);
Nat pos = c.pos(dim);
// See the current width of the desired columns.
Float sum = 0;
for (Nat x = 0; x < span; x++)
sum += result[x + pos];
sum += (span - 1).int.float * space;
// ... and grow them if necessary.
if (sum < size) {
// To make it look nicer, we grow according to the weights. Otherwise it will
// appear that the weights are not respected if two columns contain small things
// and a large thing spanned over the two columns.
Nat totalWeight = 0;
for (Nat x = 0; x < span; x++)
totalWeight += weights[x + pos];
if (totalWeight == 0) {
// Just equalize it. We have no other weights.
Float grow = (size - sum) / span.int.float;
for (Nat x = 0; x < span; x++)
result[x + pos] += grow;
} else {
// Respect the weights.
Float grow = (size - sum) / totalWeight.int.float;
for (Nat x = 0; x < span; x++)
result[x + pos] += grow * weights[x + pos].int.float;
}
}
}
next;
}
// Compute normalized minimum size for one unit of 'weight' so we can assign it to the elements later on.
Float normalizedMinSize(Nat dim, Nat[] weights) {
Float result = 0;
for (c in children) {
Nat pos = c.pos(dim);
Nat span = c.span(dim);
Nat weight = 0;
for (Nat i = 0; i < span; i++)
weight += weights[i + pos];
if (weight > 0)
result = result.max(pick(dim, c.minSize) / weight.float);
}
result;
}
// Adjust rows/colums to fit the specified width/height.
Float[] adjust(Float[] elems, Float border, Float total, Nat[] weights) {
Float min;
for (x in elems)
min += x;
min += border*(elems.count.int.float - 1);
Nat totalWeight;
for (Nat i = 0; i < elems.count; i++)
totalWeight += weights[i];
Float remaining = total - min;
Float adjust = 0;
if (totalWeight > 0)
adjust = remaining / (totalWeight.int.float);
Float[] result;
result.reserve(elems.count);
for (i, x in elems) {
result << (x + adjust*weights[i].int.float);
}
result;
}
// Convert to offsets.
Float[] toOffsets(Float[] elems, Float offset, Float border) {
Float[] result;
result.reserve(elems.count + 1);
Float sum = offset;
for (x in elems) {
result << sum;
sum += x + border;
}
result << sum;
}
// Position a single child given the sizes of rows and columns.
void layout(Child child, Float[] row, Float[] col) {
var info = child.info;
Point p0(col[info.col], row[info.row]);
Point p1(col[info.col + info.colspan], row[info.row + info.rowspan]);
p1 -= border;
child.component.pos = Rect(p0, p1);
}
}
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