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// SPDX-License-Identifier: Unlicense OR MIT
package layout
import (
"image"
"gioui.org/gesture"
"gioui.org/op"
"gioui.org/op/clip"
)
type scrollChild struct {
size image.Point
call op.CallOp
}
// List displays a subsection of a potentially infinitely
// large underlying list. List accepts user input to scroll
// the subsection.
type List struct {
Axis Axis
// ScrollToEnd instructs the list to stay scrolled to the far end position
// once reached. A List with ScrollToEnd == true and Position.BeforeEnd ==
// false draws its content with the last item at the bottom of the list
// area.
ScrollToEnd bool
// Alignment is the cross axis alignment of list elements.
Alignment Alignment
cs Constraints
scroll gesture.Scroll
scrollDelta int
// Position is updated during Layout. To save the list scroll position,
// just save Position after Layout finishes. To scroll the list
// programmatically, update Position (e.g. restore it from a saved value)
// before calling Layout.
Position Position
len int
// maxSize is the total size of visible children.
maxSize int
children []scrollChild
dir iterationDir
}
// ListElement is a function that computes the dimensions of
// a list element.
type ListElement func(gtx Context, index int) Dimensions
type iterationDir uint8
// Position is a List scroll offset represented as an offset from the top edge
// of a child element.
type Position struct {
// BeforeEnd tracks whether the List position is before the very end. We
// use "before end" instead of "at end" so that the zero value of a
// Position struct is useful.
//
// When laying out a list, if ScrollToEnd is true and BeforeEnd is false,
// then First and Offset are ignored, and the list is drawn with the last
// item at the bottom. If ScrollToEnd is false then BeforeEnd is ignored.
BeforeEnd bool
// First is the index of the first visible child.
First int
// Offset is the distance in pixels from the top edge to the child at index
// First.
Offset int
// OffsetLast is the signed distance in pixels from the bottom edge to the
// bottom edge of the child at index First+Count.
OffsetLast int
// Count is the number of visible children.
Count int
// Length is the estimated total size of all children, measured in pixels.
Length int
}
const (
iterateNone iterationDir = iota
iterateForward
iterateBackward
)
const inf = 1e6
// init prepares the list for iterating through its children with next.
func (l *List) init(gtx Context, len int) {
if l.more() {
panic("unfinished child")
}
l.cs = gtx.Constraints
l.maxSize = 0
l.children = l.children[:0]
l.len = len
l.update(gtx)
if l.scrollToEnd() || l.Position.First > len {
l.Position.Offset = 0
l.Position.First = len
}
}
// Layout the List.
func (l *List) Layout(gtx Context, len int, w ListElement) Dimensions {
l.init(gtx, len)
crossMin, crossMax := l.Axis.crossConstraint(gtx.Constraints)
gtx.Constraints = l.Axis.constraints(0, inf, crossMin, crossMax)
macro := op.Record(gtx.Ops)
laidOutTotalLength := 0
numLaidOut := 0
for l.next(); l.more(); l.next() {
child := op.Record(gtx.Ops)
dims := w(gtx, l.index())
call := child.Stop()
l.end(dims, call)
laidOutTotalLength += l.Axis.Convert(dims.Size).X
numLaidOut++
}
if numLaidOut > 0 {
l.Position.Length = laidOutTotalLength * len / numLaidOut
} else {
l.Position.Length = 0
}
return l.layout(gtx.Ops, macro)
}
func (l *List) scrollToEnd() bool {
return l.ScrollToEnd && !l.Position.BeforeEnd
}
// Dragging reports whether the List is being dragged.
func (l *List) Dragging() bool {
return l.scroll.State() == gesture.StateDragging
}
func (l *List) update(gtx Context) {
d := l.scroll.Scroll(gtx.Metric, gtx, gtx.Now, gesture.Axis(l.Axis))
l.scrollDelta = d
l.Position.Offset += d
}
// next advances to the next child.
func (l *List) next() {
l.dir = l.nextDir()
// The user scroll offset is applied after scrolling to
// list end.
if l.scrollToEnd() && !l.more() && l.scrollDelta < 0 {
l.Position.BeforeEnd = true
l.Position.Offset += l.scrollDelta
l.dir = l.nextDir()
}
}
// index is current child's position in the underlying list.
func (l *List) index() int {
switch l.dir {
case iterateBackward:
return l.Position.First - 1
case iterateForward:
return l.Position.First + len(l.children)
default:
panic("Index called before Next")
}
}
// more reports whether more children are needed.
func (l *List) more() bool {
return l.dir != iterateNone
}
func (l *List) nextDir() iterationDir {
_, vsize := l.Axis.mainConstraint(l.cs)
last := l.Position.First + len(l.children)
// Clamp offset.
if l.maxSize-l.Position.Offset < vsize && last == l.len {
l.Position.Offset = l.maxSize - vsize
}
if l.Position.Offset < 0 && l.Position.First == 0 {
l.Position.Offset = 0
}
switch {
case len(l.children) == l.len:
return iterateNone
case l.maxSize-l.Position.Offset < vsize:
return iterateForward
case l.Position.Offset < 0:
return iterateBackward
}
return iterateNone
}
// End the current child by specifying its dimensions.
func (l *List) end(dims Dimensions, call op.CallOp) {
child := scrollChild{dims.Size, call}
mainSize := l.Axis.Convert(child.size).X
l.maxSize += mainSize
switch l.dir {
case iterateForward:
l.children = append(l.children, child)
case iterateBackward:
l.children = append(l.children, scrollChild{})
copy(l.children[1:], l.children)
l.children[0] = child
l.Position.First--
l.Position.Offset += mainSize
default:
panic("call Next before End")
}
l.dir = iterateNone
}
// Layout the List and return its dimensions.
func (l *List) layout(ops *op.Ops, macro op.MacroOp) Dimensions {
if l.more() {
panic("unfinished child")
}
mainMin, mainMax := l.Axis.mainConstraint(l.cs)
children := l.children
// Skip invisible children
for len(children) > 0 {
sz := children[0].size
mainSize := l.Axis.Convert(sz).X
if l.Position.Offset < mainSize {
// First child is partially visible.
break
}
l.Position.First++
l.Position.Offset -= mainSize
children = children[1:]
}
size := -l.Position.Offset
var maxCross int
for i, child := range children {
sz := l.Axis.Convert(child.size)
if c := sz.Y; c > maxCross {
maxCross = c
}
size += sz.X
if size >= mainMax {
children = children[:i+1]
break
}
}
l.Position.Count = len(children)
l.Position.OffsetLast = mainMax - size
pos := -l.Position.Offset
// ScrollToEnd lists are end aligned.
if space := l.Position.OffsetLast; l.ScrollToEnd && space > 0 {
pos += space
}
for _, child := range children {
sz := l.Axis.Convert(child.size)
var cross int
switch l.Alignment {
case End:
cross = maxCross - sz.Y
case Middle:
cross = (maxCross - sz.Y) / 2
}
childSize := sz.X
max := childSize + pos
if max > mainMax {
max = mainMax
}
min := pos
if min < 0 {
min = 0
}
r := image.Rectangle{
Min: l.Axis.Convert(image.Pt(min, -inf)),
Max: l.Axis.Convert(image.Pt(max, inf)),
}
cl := clip.Rect(r).Push(ops)
pt := l.Axis.Convert(image.Pt(pos, cross))
trans := op.Offset(FPt(pt)).Push(ops)
child.call.Add(ops)
trans.Pop()
cl.Pop()
pos += childSize
}
atStart := l.Position.First == 0 && l.Position.Offset <= 0
atEnd := l.Position.First+len(children) == l.len && mainMax >= pos
if atStart && l.scrollDelta < 0 || atEnd && l.scrollDelta > 0 {
l.scroll.Stop()
}
l.Position.BeforeEnd = !atEnd
if pos < mainMin {
pos = mainMin
}
if pos > mainMax {
pos = mainMax
}
if crossMin, crossMax := l.Axis.crossConstraint(l.cs); maxCross < crossMin {
maxCross = crossMin
} else if maxCross > crossMax {
maxCross = crossMax
}
dims := l.Axis.Convert(image.Pt(pos, maxCross))
call := macro.Stop()
defer clip.Rect(image.Rectangle{Max: dims}).Push(ops).Pop()
var min, max int
if o := l.Position.Offset; o > 0 {
// Use the size of the invisible part as scroll boundary.
min = -o
} else if l.Position.First > 0 {
min = -inf
}
if o := l.Position.OffsetLast; o < 0 {
max = -o
} else if l.Position.First+l.Position.Count < l.len {
max = inf
}
scrollRange := image.Rectangle{
Min: l.Axis.Convert(image.Pt(min, 0)),
Max: l.Axis.Convert(image.Pt(max, 0)),
}
l.scroll.Add(ops, scrollRange)
call.Add(ops)
return Dimensions{Size: dims}
}
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