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tomo-old/elements/basic/container.go

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package basicElements
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import "image"
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import "git.tebibyte.media/sashakoshka/tomo/input"
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import "git.tebibyte.media/sashakoshka/tomo/theme"
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import "git.tebibyte.media/sashakoshka/tomo/config"
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import "git.tebibyte.media/sashakoshka/tomo/canvas"
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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import "git.tebibyte.media/sashakoshka/tomo/layouts"
import "git.tebibyte.media/sashakoshka/tomo/elements"
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import "git.tebibyte.media/sashakoshka/tomo/elements/core"
// Container is an element capable of containg other elements, and arranging
// them in a layout.
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type Container struct {
*core.Core
core core.CoreControl
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layout layouts.Layout
children []layouts.LayoutEntry
drags [10]elements.MouseTarget
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warping bool
focused bool
focusable bool
flexible bool
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config config.Wrapped
theme theme.Wrapped
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onFocusRequest func () (granted bool)
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onFocusMotionRequest func (input.KeynavDirection) (granted bool)
onFlexibleHeightChange func ()
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}
// NewContainer creates a new container.
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func NewContainer (layout layouts.Layout) (element *Container) {
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element = &Container { }
element.theme.Case = theme.C("basic", "container")
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element.Core, element.core = core.NewCore(element.redoAll)
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element.SetLayout(layout)
return
}
// SetLayout sets the layout of this container.
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func (element *Container) SetLayout (layout layouts.Layout) {
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element.layout = layout
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if element.core.HasImage() {
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element.redoAll()
element.core.DamageAll()
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}
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}
// Adopt adds a new child element to the container. If expand is set to true,
// the element will expand (instead of contract to its minimum size), in
// whatever way is defined by the current layout.
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func (element *Container) Adopt (child elements.Element, expand bool) {
// set event handlers
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if child0, ok := child.(elements.Themeable); ok {
child0.SetTheme(element.theme.Theme)
}
if child0, ok := child.(elements.Configurable); ok {
child0.SetConfig(element.config.Config)
}
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child.OnDamage (func (region canvas.Canvas) {
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element.core.DamageRegion(region.Bounds())
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})
child.OnMinimumSizeChange (func () {
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// TODO: this could probably stand to be more efficient. I mean
// seriously?
element.updateMinimumSize()
element.redoAll()
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element.core.DamageAll()
})
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if child0, ok := child.(elements.Flexible); ok {
child0.OnFlexibleHeightChange(element.updateMinimumSize)
}
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if child0, ok := child.(elements.Focusable); ok {
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child0.OnFocusRequest (func () (granted bool) {
return element.childFocusRequestCallback(child0)
})
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child0.OnFocusMotionRequest (
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func (direction input.KeynavDirection) (granted bool) {
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if element.onFocusMotionRequest == nil { return }
return element.onFocusMotionRequest(direction)
})
}
// add child
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element.children = append (element.children, layouts.LayoutEntry {
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Element: child,
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Expand: expand,
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})
// refresh stale data
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element.updateMinimumSize()
element.reflectChildProperties()
if element.core.HasImage() && !element.warping {
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element.redoAll()
element.core.DamageAll()
}
}
// Warp runs the specified callback, deferring all layout and rendering updates
// until the callback has finished executing. This allows for aplications to
// perform batch gui updates without flickering and stuff.
func (element *Container) Warp (callback func ()) {
if element.warping {
callback()
return
}
element.warping = true
callback()
element.warping = false
// TODO: create some sort of task list so we don't do a full recalculate
// and redraw every time, because although that is the most likely use
// case, it is not the only one.
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if element.core.HasImage() {
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element.redoAll()
element.core.DamageAll()
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}
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}
// Disown removes the given child from the container if it is contained within
// it.
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func (element *Container) Disown (child elements.Element) {
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for index, entry := range element.children {
if entry.Element == child {
element.clearChildEventHandlers(entry.Element)
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element.children = append (
element.children[:index],
element.children[index + 1:]...)
break
}
}
element.updateMinimumSize()
element.reflectChildProperties()
if element.core.HasImage() && !element.warping {
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element.redoAll()
element.core.DamageAll()
}
}
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func (element *Container) clearChildEventHandlers (child elements.Element) {
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child.DrawTo(nil)
child.OnDamage(nil)
child.OnMinimumSizeChange(nil)
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if child0, ok := child.(elements.Focusable); ok {
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child0.OnFocusRequest(nil)
child0.OnFocusMotionRequest(nil)
if child0.Focused() {
child0.HandleUnfocus()
}
}
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if child0, ok := child.(elements.Flexible); ok {
child0.OnFlexibleHeightChange(nil)
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}
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}
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// DisownAll removes all child elements from the container at once.
func (element *Container) DisownAll () {
element.children = nil
element.updateMinimumSize()
element.reflectChildProperties()
if element.core.HasImage() && !element.warping {
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element.redoAll()
element.core.DamageAll()
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}
}
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// Children returns a slice containing this element's children.
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func (element *Container) Children () (children []elements.Element) {
children = make([]elements.Element, len(element.children))
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for index, entry := range element.children {
children[index] = entry.Element
}
return
}
// CountChildren returns the amount of children contained within this element.
func (element *Container) CountChildren () (count int) {
return len(element.children)
}
// Child returns the child at the specified index. If the index is out of
// bounds, this method will return nil.
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func (element *Container) Child (index int) (child elements.Element) {
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if index < 0 || index > len(element.children) { return }
return element.children[index].Element
}
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// ChildAt returns the child that contains the specified x and y coordinates. If
// there are no children at the coordinates, this method will return nil.
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func (element *Container) ChildAt (point image.Point) (child elements.Element) {
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for _, entry := range element.children {
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if point.In(entry.Bounds) {
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child = entry.Element
}
}
return
}
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func (element *Container) childPosition (child elements.Element) (position image.Point) {
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for _, entry := range element.children {
if entry.Element == child {
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position = entry.Bounds.Min
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break
}
}
return
}
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func (element *Container) redoAll () {
if !element.core.HasImage() { return }
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// do a layout
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element.doLayout()
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// draw a background
rocks := make([]image.Rectangle, len(element.children))
for index, entry := range element.children {
rocks[index] = entry.Bounds
}
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pattern := element.theme.Pattern (
theme.PatternBackground,
theme.PatternState { })
artist.FillRectangleShatter (
element.core, pattern, element.Bounds(), rocks...)
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// cut our canvas up and give peices to child elements
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for _, entry := range element.children {
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entry.DrawTo(canvas.Cut(element.core, entry.Bounds))
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}
}
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// SetTheme sets the element's theme.
func (element *Container) SetTheme (new theme.Theme) {
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if new == element.theme.Theme { return }
element.theme.Theme = new
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for _, child := range element.children {
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if child0, ok := child.Element.(elements.Themeable); ok {
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child0.SetTheme(element.theme.Theme)
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}
}
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element.updateMinimumSize()
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element.redoAll()
}
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// SetConfig sets the element's configuration.
func (element *Container) SetConfig (new config.Config) {
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if new == element.config.Config { return }
element.config.Config = new
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for _, child := range element.children {
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if child0, ok := child.Element.(elements.Configurable); ok {
child0.SetConfig(element.config)
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}
}
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element.updateMinimumSize()
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element.redoAll()
}
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func (element *Container) HandleMouseDown (x, y int, button input.Button) {
child, handlesMouse := element.ChildAt(image.Pt(x, y)).(elements.MouseTarget)
if !handlesMouse { return }
element.drags[button] = child
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child.HandleMouseDown(x, y, button)
}
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func (element *Container) HandleMouseUp (x, y int, button input.Button) {
child := element.drags[button]
if child == nil { return }
element.drags[button] = nil
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child.HandleMouseUp(x, y, button)
}
func (element *Container) HandleMouseMove (x, y int) {
for _, child := range element.drags {
if child == nil { continue }
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child.HandleMouseMove(x, y)
}
}
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func (element *Container) HandleMouseScroll (x, y int, deltaX, deltaY float64) {
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child, handlesMouse := element.ChildAt(image.Pt(x, y)).(elements.MouseTarget)
if !handlesMouse { return }
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child.HandleMouseScroll(x, y, deltaX, deltaY)
}
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func (element *Container) HandleKeyDown (key input.Key, modifiers input.Modifiers) {
element.forFocused (func (child elements.Focusable) bool {
child0, handlesKeyboard := child.(elements.KeyboardTarget)
if handlesKeyboard {
child0.HandleKeyDown(key, modifiers)
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}
return true
})
}
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func (element *Container) HandleKeyUp (key input.Key, modifiers input.Modifiers) {
element.forFocused (func (child elements.Focusable) bool {
child0, handlesKeyboard := child.(elements.KeyboardTarget)
if handlesKeyboard {
child0.HandleKeyUp(key, modifiers)
}
return true
})
}
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func (element *Container) FlexibleHeightFor (width int) (height int) {
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return element.layout.FlexibleHeightFor (
element.children,
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element.config.Margin(), width)
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}
func (element *Container) OnFlexibleHeightChange (callback func ()) {
element.onFlexibleHeightChange = callback
}
func (element *Container) Focused () (focused bool) {
return element.focused
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}
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func (element *Container) Focus () {
if element.onFocusRequest != nil {
element.onFocusRequest()
}
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}
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func (element *Container) HandleFocus (direction input.KeynavDirection) (ok bool) {
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if !element.focusable { return false }
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direction = direction.Canon()
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firstFocused := element.firstFocused()
if firstFocused < 0 {
// no element is currently focused, so we need to focus either
// the first or last focusable element depending on the
// direction.
switch direction {
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case input.KeynavDirectionNeutral, input.KeynavDirectionForward:
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// if we recieve a neutral or forward direction, focus
// the first focusable element.
return element.focusFirstFocusableElement(direction)
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case input.KeynavDirectionBackward:
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// if we recieve a backward direction, focus the last
// focusable element.
return element.focusLastFocusableElement(direction)
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}
} else {
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// an element is currently focused, so we need to move the
// focus in the specified direction
firstFocusedChild :=
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element.children[firstFocused].Element.(elements.Focusable)
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// before we move the focus, the currently focused child
// may also be able to move its focus. if the child is able
// to do that, we will let it and not move ours.
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if firstFocusedChild.HandleFocus(direction) {
return true
}
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// find the previous/next focusable element relative to the
// currently focused element, if it exists.
for index := firstFocused + int(direction);
index < len(element.children) && index >= 0;
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index += int(direction) {
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child, focusable :=
element.children[index].
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Element.(elements.Focusable)
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if focusable && child.HandleFocus(direction) {
// we have found one, so we now actually move
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// the focus.
firstFocusedChild.HandleUnfocus()
element.focused = true
return true
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}
}
}
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return false
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}
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func (element *Container) focusFirstFocusableElement (
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direction input.KeynavDirection,
) (
ok bool,
) {
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element.forFocusable (func (child elements.Focusable) bool {
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if child.HandleFocus(direction) {
element.focused = true
ok = true
return false
}
return true
})
return
}
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func (element *Container) focusLastFocusableElement (
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direction input.KeynavDirection,
) (
ok bool,
) {
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element.forFocusableBackward (func (child elements.Focusable) bool {
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if child.HandleFocus(direction) {
element.focused = true
ok = true
return false
}
return true
})
return
}
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func (element *Container) HandleUnfocus () {
element.focused = false
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element.forFocused (func (child elements.Focusable) bool {
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child.HandleUnfocus()
return true
})
}
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func (element *Container) OnFocusRequest (callback func () (granted bool)) {
element.onFocusRequest = callback
}
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func (element *Container) OnFocusMotionRequest (
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callback func (direction input.KeynavDirection) (granted bool),
) {
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element.onFocusMotionRequest = callback
}
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func (element *Container) forFocused (callback func (child elements.Focusable) bool) {
for _, entry := range element.children {
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child, focusable := entry.Element.(elements.Focusable)
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if focusable && child.Focused() {
if !callback(child) { break }
}
}
}
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func (element *Container) forFocusable (callback func (child elements.Focusable) bool) {
for _, entry := range element.children {
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child, focusable := entry.Element.(elements.Focusable)
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if focusable {
if !callback(child) { break }
}
}
}
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func (element *Container) forFlexible (callback func (child elements.Flexible) bool) {
for _, entry := range element.children {
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child, flexible := entry.Element.(elements.Flexible)
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if flexible {
if !callback(child) { break }
}
}
}
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func (element *Container) forFocusableBackward (callback func (child elements.Focusable) bool) {
for index := len(element.children) - 1; index >= 0; index -- {
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child, focusable := element.children[index].Element.(elements.Focusable)
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if focusable {
if !callback(child) { break }
}
}
}
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func (element *Container) firstFocused () (index int) {
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for currentIndex, entry := range element.children {
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child, focusable := entry.Element.(elements.Focusable)
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if focusable && child.Focused() {
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return currentIndex
}
}
return -1
}
func (element *Container) reflectChildProperties () {
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element.focusable = false
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element.forFocusable (func (elements.Focusable) bool {
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element.focusable = true
return false
})
element.flexible = false
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element.forFlexible (func (elements.Flexible) bool {
element.flexible = true
return false
})
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if !element.focusable {
element.focused = false
}
}
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func (element *Container) childFocusRequestCallback (
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child elements.Focusable,
) (
granted bool,
) {
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if element.onFocusRequest != nil && element.onFocusRequest() {
element.focused = true
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element.forFocused (func (child elements.Focusable) bool {
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child.HandleUnfocus()
return true
})
return true
} else {
return false
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}
}
func (element *Container) updateMinimumSize () {
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width, height := element.layout.MinimumSize (
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element.children, element.config.Margin())
if element.flexible {
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height = element.layout.FlexibleHeightFor (
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element.children, element.config.Margin(), width)
}
element.core.SetMinimumSize(width, height)
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}
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func (element *Container) doLayout () {
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element.layout.Arrange (
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element.children, element.config.Margin(), element.Bounds())
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}