//! 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::layout::{Limits, Node}; use crate::{Alignment, Element, 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( 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 = 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.height(), Axis::Vertical => child.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.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.width(), Axis::Vertical => child.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.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.width(), Axis::Vertical => child.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.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 as f32, padding.top as f32); 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) }