package basicElements import "image" import "git.tebibyte.media/sashakoshka/tomo/input" import "git.tebibyte.media/sashakoshka/tomo/theme" import "git.tebibyte.media/sashakoshka/tomo/config" import "git.tebibyte.media/sashakoshka/tomo/canvas" import "git.tebibyte.media/sashakoshka/tomo/artist" import "git.tebibyte.media/sashakoshka/tomo/layouts" import "git.tebibyte.media/sashakoshka/tomo/elements" import "git.tebibyte.media/sashakoshka/tomo/elements/core" // Container is an element capable of containg other elements, and arranging // them in a layout. type Container struct { *core.Core *core.Propagator core core.CoreControl layout layouts.Layout children []layouts.LayoutEntry warping bool config config.Wrapped theme theme.Wrapped onFocusRequest func () (granted bool) onFocusMotionRequest func (input.KeynavDirection) (granted bool) } // NewContainer creates a new container. func NewContainer (layout layouts.Layout) (element *Container) { element = &Container { } element.theme.Case = theme.C("basic", "container") element.Core, element.core = core.NewCore(element.redoAll) element.Propagator = core.NewPropagator(element) element.SetLayout(layout) return } // SetLayout sets the layout of this container. func (element *Container) SetLayout (layout layouts.Layout) { element.layout = layout if element.core.HasImage() { element.redoAll() element.core.DamageAll() } } // 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. func (element *Container) Adopt (child elements.Element, expand bool) { // set event handlers if child0, ok := child.(elements.Themeable); ok { child0.SetTheme(element.theme.Theme) } if child0, ok := child.(elements.Configurable); ok { child0.SetConfig(element.config.Config) } child.OnDamage (func (region canvas.Canvas) { element.core.DamageRegion(region.Bounds()) }) child.OnMinimumSizeChange (func () { // TODO: this could probably stand to be more efficient. I mean // seriously? element.updateMinimumSize() element.redoAll() element.core.DamageAll() }) if child0, ok := child.(elements.Focusable); ok { child0.OnFocusRequest (func () (granted bool) { return element.childFocusRequestCallback(child0) }) child0.OnFocusMotionRequest ( func (direction input.KeynavDirection) (granted bool) { if element.onFocusMotionRequest == nil { return } return element.onFocusMotionRequest(direction) }) } // add child element.children = append (element.children, layouts.LayoutEntry { Element: child, Expand: expand, }) // refresh stale data element.updateMinimumSize() if element.core.HasImage() && !element.warping { 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. if element.core.HasImage() { element.redoAll() element.core.DamageAll() } } // Disown removes the given child from the container if it is contained within // it. func (element *Container) Disown (child elements.Element) { for index, entry := range element.children { if entry.Element == child { element.clearChildEventHandlers(entry.Element) element.children = append ( element.children[:index], element.children[index + 1:]...) break } } element.updateMinimumSize() if element.core.HasImage() && !element.warping { element.redoAll() element.core.DamageAll() } } func (element *Container) clearChildEventHandlers (child elements.Element) { child.DrawTo(nil, image.Rectangle { }) child.OnDamage(nil) child.OnMinimumSizeChange(nil) if child0, ok := child.(elements.Focusable); ok { child0.OnFocusRequest(nil) child0.OnFocusMotionRequest(nil) if child0.Focused() { child0.HandleUnfocus() } } } // DisownAll removes all child elements from the container at once. func (element *Container) DisownAll () { for _, entry := range element.children { element.clearChildEventHandlers(entry.Element) } element.children = nil element.updateMinimumSize() if element.core.HasImage() && !element.warping { element.redoAll() element.core.DamageAll() } } // Children returns a slice containing this element's children. func (element *Container) Children () (children []elements.Element) { children = make([]elements.Element, len(element.children)) 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. func (element *Container) Child (index int) (child elements.Element) { if index < 0 || index > len(element.children) { return } return element.children[index].Element } // 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. func (element *Container) ChildAt (point image.Point) (child elements.Element) { for _, entry := range element.children { if point.In(entry.Bounds) { child = entry.Element } } return } 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) } // do a layout element.doLayout() // draw a background rocks := make([]image.Rectangle, len(element.children)) for index, entry := range element.children { rocks[index] = entry.Bounds } pattern := element.theme.Pattern ( theme.PatternBackground, theme.State { }) artist.DrawShatter(element.core, pattern, element.Bounds(), rocks...) // cut our canvas up and give peices to child elements for _, entry := range element.children { entry.DrawTo ( canvas.Cut(element.core, entry.Bounds), entry.Bounds) } } // SetTheme sets the element's theme. func (element *Container) SetTheme (new theme.Theme) { if new == element.theme.Theme { return } element.theme.Theme = new element.Propagator.SetTheme(new) element.updateMinimumSize() element.redoAll() } // SetConfig sets the element's configuration. func (element *Container) SetConfig (new config.Config) { if new == element.config.Config { return } element.Propagator.SetConfig(new) element.updateMinimumSize() element.redoAll() } func (element *Container) OnFocusRequest (callback func () (granted bool)) { element.onFocusRequest = callback element.Propagator.OnFocusRequest(callback) } func (element *Container) OnFocusMotionRequest ( callback func (direction input.KeynavDirection) (granted bool), ) { element.onFocusMotionRequest = callback element.Propagator.OnFocusMotionRequest(callback) } func (element *Container) childFocusRequestCallback ( child elements.Focusable, ) ( granted bool, ) { if element.onFocusRequest != nil && element.onFocusRequest() { element.Propagator.HandleUnfocus() element.Propagator.HandleFocus(input.KeynavDirectionNeutral) return true } else { return false } } func (element *Container) updateMinimumSize () { 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) } func (element *Container) doLayout () { margin := element.theme.Margin(theme.PatternBackground) padding := element.theme.Padding(theme.PatternBackground) element.layout.Arrange ( element.children, margin, padding, element.Bounds()) }