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use crate::{
layout::{Limits, Node},
Align, Element, Point, Size,
};
#[derive(Debug)]
pub enum Axis {
Horizontal,
Vertical,
}
impl Axis {
fn main(&self, size: Size) -> f32 {
match self {
Axis::Horizontal => size.width,
Axis::Vertical => size.height,
}
}
fn cross(&self, size: Size) -> f32 {
match self {
Axis::Horizontal => size.height,
Axis::Vertical => size.width,
}
}
fn pack(&self, main: f32, cross: f32) -> (f32, f32) {
match self {
Axis::Horizontal => (main, cross),
Axis::Vertical => (cross, main),
}
}
}
pub fn resolve<Message, Renderer>(
axis: Axis,
renderer: &Renderer,
limits: &Limits,
padding: f32,
spacing: f32,
align_items: Align,
items: &[Element<'_, Message, Renderer>],
) -> Node
where
Renderer: crate::Renderer,
{
let limits = limits.pad(padding);
let total_spacing = spacing * items.len().saturating_sub(1) as f32;
let max_cross = axis.cross(limits.max());
let mut fill_sum = 0;
let mut cross = axis.cross(limits.min()).max(axis.cross(limits.fill()));
let mut available = axis.main(limits.max()) - total_spacing;
let mut nodes: Vec<Node> = Vec::with_capacity(items.len());
nodes.resize(items.len(), Node::default());
for (i, child) in items.iter().enumerate() {
let fill_factor = match axis {
Axis::Horizontal => child.width(),
Axis::Vertical => child.height(),
}
.fill_factor();
if fill_factor == 0 {
let (max_width, max_height) = axis.pack(available, max_cross);
let child_limits =
Limits::new(Size::ZERO, Size::new(max_width, max_height));
let layout = child.layout(renderer, &child_limits);
let size = layout.size();
available -= axis.main(size);
cross = cross.max(axis.cross(size));
nodes[i] = layout;
} else {
fill_sum += fill_factor;
}
}
let remaining = available.max(0.0);
for (i, child) in items.iter().enumerate() {
let fill_factor = match axis {
Axis::Horizontal => child.width(),
Axis::Vertical => child.height(),
}
.fill_factor();
if fill_factor != 0 {
let max_main = remaining * fill_factor as f32 / fill_sum as f32;
let min_main = if max_main.is_infinite() {
0.0
} else {
max_main
};
let (min_main, min_cross) =
axis.pack(min_main, axis.cross(limits.min()));
let (max_main, max_cross) =
axis.pack(max_main, axis.cross(limits.max()));
let child_limits = Limits::new(
Size::new(min_main, min_cross),
Size::new(max_main, max_cross),
);
let layout = child.layout(renderer, &child_limits);
cross = cross.max(axis.cross(layout.size()));
nodes[i] = layout;
}
}
let mut main = padding;
for (i, node) in nodes.iter_mut().enumerate() {
if i > 0 {
main += spacing;
}
let (x, y) = axis.pack(main, padding);
node.move_to(Point::new(x, y));
match axis {
Axis::Horizontal => {
node.align(Align::Start, align_items, Size::new(0.0, cross));
}
Axis::Vertical => {
node.align(align_items, Align::Start, Size::new(cross, 0.0));
}
}
let size = node.size();
main += axis.main(size);
}
let (width, height) = axis.pack(main - padding, cross);
let size = limits.resolve(Size::new(width, height));
Node::with_children(size.pad(padding), nodes)
}