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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
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*core.Propagator
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core core.CoreControl
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layout layouts.Layout
children []layouts.LayoutEntry
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warping 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)
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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)
element.Propagator = core.NewPropagator(element)
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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.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()
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()
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) {
child.DrawTo(nil, image.Rectangle { })
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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}
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// DisownAll removes all child elements from the container at once.
func (element *Container) DisownAll () {
for _, entry := range element.children {
element.clearChildEventHandlers(entry.Element)
}
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element.children = nil
element.updateMinimumSize()
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) redoAll () {
if !element.core.HasImage() { return }
// remove child canvasses so that any operations done in here will not
// cause a child to draw to a wack ass canvas.
for _, entry := range element.children {
entry.DrawTo(nil, entry.Bounds)
}
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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,
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theme.State { })
artist.DrawShatter(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 {
entry.DrawTo (
canvas.Cut(element.core, entry.Bounds),
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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element.Propagator.SetTheme(new)
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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 }
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element.Propagator.SetConfig(new)
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element.updateMinimumSize()
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element.redoAll()
}
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func (element *Container) OnFocusRequest (callback func () (granted bool)) {
element.onFocusRequest = callback
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element.Propagator.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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element.Propagator.OnFocusMotionRequest(callback)
}
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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.Propagator.HandleUnfocus()
element.Propagator.HandleFocus(input.KeynavDirectionNeutral)
return true
} else {
return false
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}
}
func (element *Container) updateMinimumSize () {
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margin := element.theme.Margin(theme.PatternBackground)
padding := element.theme.Padding(theme.PatternBackground)
width, height := element.layout.MinimumSize (
element.children, margin, padding)
element.core.SetMinimumSize(width, height)
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}
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func (element *Container) doLayout () {
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margin := element.theme.Margin(theme.PatternBackground)
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padding := element.theme.Padding(theme.PatternBackground)
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element.layout.Arrange (
element.children, margin,
padding, element.Bounds())
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}