Removed cut layout
Not a very good implementation
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parent
5c8358fc4a
commit
1069ae6455
175
layouts/cut.go
175
layouts/cut.go
@ -1,175 +0,0 @@
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package layouts
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import "image"
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import "git.tebibyte.media/tomo/tomo"
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var _ tomo.Layout = new(cut)
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// Cut is a layout that can be divided into smaller and smaller sections.
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type Cut struct {
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branches []*Cut
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expand []bool
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vertical bool
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}
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// NewCut creates and returns a new Cut layout.
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func NewCut () *Cut {
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return new(Cut)
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}
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// Vertical divides the layout vertically. Sections are specified using
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// booleans. If a section is true, it will expand. If false, it will contract.
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func (this *Cut) Vertical (expand ...bool) {
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this.expand = expand
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this.vertical = true
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this.fill()
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}
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// Horizontal divides the layout horizontally. Sections are specified using
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// booleans. If a section is true, it will expand. If false, it will contract.
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func (this *Cut) Horizontal (expand ...bool) {
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this.expand = expand
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this.vertical = false
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this.fill()
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}
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// At returns the section of this layout at the specified index.
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func (this *Cut) At (index int) *Cut {
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return this.branches[index]
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}
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func (this *Cut) real () bool {
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return this != nil && this.branches != nil
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}
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func (this *Cut) fill () {
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this.branches = make([]*Cut, len(this.expand))
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for index := range this.branches {
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this.branches[index] = new(Cut)
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}
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}
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func (this *Cut) MinimumSize (hints tomo.LayoutHints, boxes []tomo.Box) image.Point {
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size, _ := this.minimumSize(hints, boxes)
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return size
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}
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func (this *Cut) Arrange (hints tomo.LayoutHints, boxes []tomo.Box) {
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this.arrange(hints, boxes)
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}
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func (this *Cut) minimumSize (hints tomo.LayoutHints, boxes []tomo.Box) (image.Point, []tomo.Box) {
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size := image.Point { }
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for index, branch := range this.branches {
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if len(boxes) == 0 { break }
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var point image.Point
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if branch.real() {
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point, boxes = branch.minimumSize(hints, boxes)
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} else {
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point = boxes[0].MinimumSize()
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boxes = boxes[1:]
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}
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if this.vertical {
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if point.X > size.X { size.X = point.X }
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if index > 0 { size.Y += hints.Gap.Y }
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size.Y += point.Y
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} else {
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if point.Y > size.Y { size.Y = point.Y }
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if index > 0 { size.X += hints.Gap.X }
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size.X += point.X
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}
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}
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return size, boxes
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}
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func (this *Cut) arrange (hints tomo.LayoutHints, boxes []tomo.Box) []tomo.Box {
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nChildren := len(this.branches)
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// collect minimum sizes and physical endpoints
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var minimums = make([]image.Point, nChildren)
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var leaves = make([]tomo.Box, nChildren)
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var nBranches int
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remaining := boxes
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for index, branch := range this.branches {
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if branch.real() {
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minimums[index], remaining = branch.minimumSize(hints, remaining)
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} else {
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if len(remaining) == 0 { break }
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leaves[index] = remaining[0]
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minimums[index] = remaining[0].MinimumSize()
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remaining = remaining[1:]
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}
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nBranches ++
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}
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// determine the amount of space to divide among expanding branches
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gaps := nBranches - 1
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var freeSpace float64; if this.vertical {
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freeSpace = float64(hints.Bounds.Dy() - hints.Gap.Y * gaps)
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} else {
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freeSpace = float64(hints.Bounds.Dx() - hints.Gap.X * gaps)
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}
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var nExpanding float64
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for index, minimum := range minimums {
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if this.expand[index] {
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nExpanding ++
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} else if this.vertical {
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freeSpace -= float64(minimum.Y)
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} else {
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freeSpace -= float64(minimum.X)
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}
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}
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expandingSize := freeSpace / nExpanding
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// calculate the size and position of branches
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var bounds = make([]image.Rectangle, nChildren)
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x := float64(hints.Bounds.Min.X)
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y := float64(hints.Bounds.Min.Y)
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for index, minimum := range minimums {
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// get size along significant axis
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var size float64; if this.expand[index] {
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size = expandingSize
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} else if this.vertical {
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size = float64(minimum.Y)
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} else {
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size = float64(minimum.X)
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}
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// figure out bounds from size
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if this.vertical {
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bounds[index].Max = image.Pt (
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int(hints.Bounds.Dx()),
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int(size))
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} else {
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bounds[index].Max = image.Pt (
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int(size),
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int(hints.Bounds.Dy()))
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}
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bounds[index] = bounds[index].Add(image.Pt(int(x), int(y)))
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// move along
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if this.vertical {
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y += float64(hints.Gap.Y) + size
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} else {
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x += float64(hints.Gap.X) + size
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}
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}
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// apply the size and position
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for index, bound := range bounds {
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if leaves[index] != nil {
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leaves[index].SetBounds(bound)
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boxes = boxes[1:]
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} else if this.branches[index] != nil {
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newHints := hints
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newHints.Bounds = bound
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boxes = this.branches[index].arrange(newHints, boxes)
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}
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}
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return boxes
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}
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