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// 25 february 2014
package ui
import (
"fmt"
"sync"
)
// A Grid arranges Controls in a two-dimensional grid.
// All Controls in a Grid maintain their preferred sizes.
// The height of each row and the width of each column is the maximum preferred height and width (respectively) of all the controls in that row or column (respectively).
// Controls are aligned to the top left corner of each cell.
// Unlike other UI toolkit Grids, this Grid does not (yet?) allow Controls to span multiple rows or columns.
// TODO differnet row/column control alignment; stretchy controls or other resizing options
type Grid struct {
lock sync.Mutex
created bool
controls [][]Control
widths, heights [][]int // caches to avoid reallocating each time
rowheights, colwidths []int
}
// NewGrid creates a new Grid with the given Controls.
// NewGrid needs to know the number of Controls in a row (alternatively, the number of columns); it will determine the number in a column from the number of Controls given.
// NewGrid panics if not given a full grid of Controls.
// Example:
// grid := NewGrid(3,
// control00, control01, control02,
// control10, control11, control12,
// control20, control21, control22)
func NewGrid(nPerRow int, controls ...Control) *Grid {
if len(controls) % nPerRow != 0 {
panic(fmt.Errorf("incomplete grid given to NewGrid() (not enough controls to evenly divide %d controls into rows of %d controls each)", len(controls), nPerRow))
}
nRows := len(controls) / nPerRow
cc := make([][]Control, nRows)
cw := make([][]int, nRows)
ch := make([][]int, nRows)
i := 0
for row := 0; row < nRows; row++ {
cc[row] = make([]Control, nPerRow)
cw[row] = make([]int, nPerRow)
ch[row] = make([]int, nPerRow)
for x := 0; x < nPerRow; x++ {
cc[row][x] = controls[i]
i++
}
}
return &Grid{
controls: cc,
widths: cw,
heights: ch,
rowheights: make([]int, nRows),
colwidths: make([]int, nPerRow),
}
}
func (g *Grid) make(window *sysData) error {
g.lock.Lock()
defer g.lock.Unlock()
for row, xcol := range g.controls {
for col, c := range xcol {
err := c.make(window)
if err != nil {
return fmt.Errorf("error adding control (%d,%d) to Grid: %v", row, col, err)
}
}
}
g.created = true
return nil
}
func (g *Grid) setRect(x int, y int, width int, height int) error {
g.lock.Lock()
defer g.lock.Unlock()
max := func(a int, b int) int {
if a > b {
return a
}
return b
}
// 1) clear data structures
for i := range g.rowheights {
g.rowheights[i] = 0
}
for i := range g.colwidths {
g.colwidths[i] = 0
}
// 2) get preferred sizes; compute row/column sizes
for row, xcol := range g.controls {
for col, c := range xcol {
w, h, err := c.preferredSize()
if err != nil {
return fmt.Errorf("error getting preferred size of control (%d,%d) in Grid.setRect(): %v", row, col, err)
}
g.widths[row][col] = w
g.heights[row][col] = h
g.rowheights[row] = max(g.rowheights[row], h)
g.colwidths[col] = max(g.colwidths[col], w)
}
}
// 3) draw
startx := x
for row, xcol := range g.controls {
for col, c := range xcol {
err := c.setRect(x, y, g.widths[row][col], g.heights[row][col])
if err != nil {
return fmt.Errorf("error setting size of control (%d,%d) in Grid.setRect(): %v", row, col, err)
}
x += g.colwidths[col]
}
x = startx
y += g.rowheights[row]
}
return nil
}
func (g *Grid) preferredSize() (width int, height int, err error) {
g.lock.Lock()
defer g.lock.Unlock()
max := func(a int, b int) int {
if a > b {
return a
}
return b
}
// 1) clear data structures
for i := range g.rowheights {
g.rowheights[i] = 0
}
for i := range g.colwidths {
g.colwidths[i] = 0
}
// 2) get preferred sizes; compute row/column sizes
for row, xcol := range g.controls {
for col, c := range xcol {
w, h, err := c.preferredSize()
if err != nil {
return 0, 0, fmt.Errorf("error getting preferred size of control (%d,%d) in Grid.setRect(): %v", row, col, err)
}
g.widths[row][col] = w
g.heights[row][col] = h
g.rowheights[row] = max(g.rowheights[row], h)
g.colwidths[col] = max(g.colwidths[col], w)
}
}
// 3) now compute
for _, w := range g.colwidths {
width += w
}
for _, h := range g.rowheights {
height += h
}
return width, height, nil
}
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