tek/src/space/split.rs

247 lines
9 KiB
Rust

use crate::*;
use super::*;
use Direction::*;
impl Direction {
pub fn is_north (&self) -> bool { matches!(self, Self::North) }
pub fn is_south (&self) -> bool { matches!(self, Self::South) }
pub fn is_east (&self) -> bool { matches!(self, Self::West) }
pub fn is_west (&self) -> bool { matches!(self, Self::East) }
/// Return next direction clockwise
pub fn cw (&self) -> Self {
match self {
Self::North => Self::East,
Self::South => Self::West,
Self::West => Self::North,
Self::East => Self::South,
}
}
/// Return next direction counterclockwise
pub fn ccw (&self) -> Self {
match self {
Self::North => Self::West,
Self::South => Self::East,
Self::West => Self::South,
Self::East => Self::North,
}
}
}
impl<E: Engine, A: Render<E>, B: Render<E>> Render<E> for Split<E, A, B> {
fn min_size (&self, to: E::Size) -> Perhaps<E::Size> {
Ok(Some(to))
}
fn render (&self, to: &mut E::Output) -> Usually<()> {
let (a, b) = to.area().split_fixed(self.1, self.2);
Ok(if self.0 {
to.render_in(a.into(), &self.4)?;
to.render_in(b.into(), &self.3)?;
} else {
to.render_in(a.into(), &self.3)?;
to.render_in(b.into(), &self.4)?;
})
}
}
impl<E: Engine, X: Render<E>, Y: Render<E>> Default for Bsp<E, X, Y> {
fn default () -> Self {
Self::Null(Default::default())
}
}
impl<E: Engine, X: Render<E>, Y: Render<E>> Render<E> for Bsp<E, X, Y> {
fn min_size (&self, to: E::Size) -> Perhaps<E::Size> {
Ok(Some(match self {
Self::Null(_) => [0.into(), 0.into()].into(),
Self::S(a, b) => {
let a = a.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
let b = b.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
[a.w().max(b.w()), a.h() + b.h()].into()
},
Self::E(a, b) => {
let a = a.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
let b = b.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
[a.w() + b.w(), a.h().max(b.h())].into()
},
Self::W(a, b) => {
let a = a.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
let b = b.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
[a.w() + b.w(), a.h().max(b.h())].into()
},
Self::N(a, b) => {
let a = a.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
let b = b.min_size(to)?.unwrap_or([0.into(), 0.into()].into());
[a.w().max(b.w()), a.h() + b.h()].into()
},
_ => todo!()
}))
}
fn render (&self, to: &mut E::Output) -> Usually<()> {
let n = [0.into(), 0.into()].into();
let s = to.area().wh().into();
Ok(match self {
Self::Null(_) => {},
Self::S(a, b) => {
let s_a = a.min_size(s)?.unwrap_or(n);
let _ = b.min_size(s)?.unwrap_or(n);
let h = s_a.h().into();
to.render_in(to.area().clip_h(h).into(), a)?;
to.render_in(to.area().shrink_y(h).push_y(h).into(), b)?;
},
Self::E(a, b) => {
let s_a = a.min_size(s)?.unwrap_or(n);
let _ = b.min_size(s)?.unwrap_or(n);
let w = s_a.w().into();
to.render_in(to.area().clip_w(w).into(), a)?;
to.render_in(to.area().push_x(w).shrink_x(w).into(), b)?;
},
Self::W(a, b) => {
let s_a = a.min_size(s)?.unwrap_or(n);
let _ = b.min_size(s)?.unwrap_or(n);
let w = (to.area().w() - s_a.w()).into();
to.render_in(to.area().push_x(w).into(), a)?;
to.render_in(to.area().shrink_x(w).into(), b)?;
},
Self::N(a, b) => {
let s_a = a.min_size(s)?.unwrap_or(n);
let _ = b.min_size(s)?.unwrap_or(n);
let h = to.area().h() - s_a.h();
to.render_in(to.area().push_y(h).into(), a)?;
to.render_in(to.area().shrink_y(h).into(), b)?;
},
_ => todo!()
})
}
}
impl<E: Engine, F> Render<E> for Stack<E, F>
where
F: Send + Sync + Fn(&mut dyn FnMut(&dyn Render<E>)->Usually<()>)->Usually<()>
{
fn min_size (&self, to: E::Size) -> Perhaps<E::Size> {
match self.1 {
South => {
let mut w: E::Unit = 0.into();
let mut h: E::Unit = 0.into();
(self.0)(&mut |component: &dyn Render<E>| {
let max = to.h().minus(h);
if max > E::Unit::zero() {
let item = Max::y(max, Push::y(h, component));
let size = item.min_size(to)?.map(|size|size.wh());
if let Some([width, height]) = size {
h = h + height.into();
w = w.max(width);
}
}
Ok(())
})?;
Ok(Some([w, h].into()))
},
East => {
let mut w: E::Unit = 0.into();
let mut h: E::Unit = 0.into();
(self.0)(&mut |component: &dyn Render<E>| {
let max = to.w().minus(w);
if max > E::Unit::zero() {
let item = Max::x(max, Push::x(h, component));
let size = item.min_size(to)?.map(|size|size.wh());
if let Some([width, height]) = size {
w = w + width.into();
h = h.max(height);
}
}
Ok(())
})?;
Ok(Some([w, h].into()))
},
North => {
let mut w: E::Unit = 0.into();
let mut h: E::Unit = 0.into();
(self.0)(&mut |component: &dyn Render<E>| {
let max = to.h().minus(h);
if max > E::Unit::zero() {
let item = Max::y(to.h() - h, component);
let size = item.min_size(to)?.map(|size|size.wh());
if let Some([width, height]) = size {
h = h + height.into();
w = w.max(width);
}
}
Ok(())
})?;
Ok(Some([w, h].into()))
},
West => {
let w: E::Unit = 0.into();
let h: E::Unit = 0.into();
(self.0)(&mut |component: &dyn Render<E>| {
if w < to.w() {
todo!();
}
Ok(())
})?;
Ok(Some([w, h].into()))
},
}
}
fn render (&self, to: &mut E::Output) -> Usually<()> {
let area = to.area();
let mut w = 0.into();
let mut h = 0.into();
match self.1 {
South => {
(self.0)(&mut |item| {
if h < area.h() {
let item = Max::y(area.h() - h, Push::y(h, item));
let show = item.min_size(area.wh().into())?.map(|s|s.wh());
if let Some([width, height]) = show {
item.render(to)?;
h = h + height;
if width > w { w = width }
};
}
Ok(())
})?;
},
East => {
(self.0)(&mut |item| {
if w < area.w() {
let item = Max::x(area.w() - w, Push::x(w, item));
let show = item.min_size(area.wh().into())?.map(|s|s.wh());
if let Some([width, height]) = show {
item.render(to)?;
w = width + w;
if height > h { h = height }
};
}
Ok(())
})?;
},
North => {
(self.0)(&mut |item| {
if h < area.h() {
let show = item.min_size([area.w(), area.h().minus(h)].into())?.map(|s|s.wh());
if let Some([width, height]) = show {
Shrink::y(height, Push::y(area.h() - height, item))
.render(to)?;
h = h + height;
if width > w { w = width }
};
}
Ok(())
})?;
},
_ => todo!()
};
Ok(())
}
}
#[cfg(test)] #[test] fn test_bsp () {
// TODO
}