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180 lines
7.1 KiB
Rust
180 lines
7.1 KiB
Rust
use crate::*;
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// TODO: Convert to component
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// pub enum Align { Center, NW, N, NE, E, SE, S, SW, W, }
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pub fn center_box (area: Rect, w: u16, h: u16) -> Rect {
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let width = w.min(area.width * 3 / 5);
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let height = h.min(area.width * 3 / 5);
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let x = area.x + (area.width - width) / 2;
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let y = area.y + (area.height - height) / 2;
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Rect { x, y, width, height }
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}
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/// Trait for structs that compute drawing area before rendering
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pub trait Layout<E: Engine>: Render<E> {
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fn layout (&self, area: E::Area) -> Perhaps<E::Area>;
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}
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/// Enforce minimum size of drawing area
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pub enum Min<U: Number, L> { W(U, L), H(U, L), WH(U, U, L), }
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/// Enforce maximum size of drawing area
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pub enum Max<U: Number, L> { W(U, L), H(U, L), WH(U, U, L), }
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/// Expand drawing area
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pub enum Outset<U: Number, L> { W(U, L), H(U, L), WH(U, U, L), }
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/// Shrink drawing area
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pub enum Inset<U: Number, L> { W(U, L), H(U, L), WH(U, U, L), }
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/// Move origin point of drawing area
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pub enum Offset<U: Number, L> { X(U, L), Y(U, L), XY(U, U, L), }
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impl<E: Engine, L: Layout<E>> Layout<E> for Min<E:: Unit, L> {
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fn layout (&self, area: E::Area) -> Perhaps<E::Area> {
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match self {
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Self::W(w, item) => if area.w() < *w { Ok(None) } else {
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// TODO: axis clamp (subtract from x if width goes out of area
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item.layout([area.x(), area.y(), area.w().max(*w), area.h()].into())
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},
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Self::H(h, item) => if area.w() < *h { Ok(None) } else {
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// TODO: axis clamp (subtract from x if width goes out of area
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item.layout([area.x(), area.y(), area.w(), area.h().max(*h)].into())
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},
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Self::WH(w, h, item) => if area.w() < *w || area.h() < *h { Ok(None) } else {
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item.layout([area.x(), area.y(), area.w().max(*w), area.h().max(*h)].into())
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}
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}
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}
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}
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impl<E: Engine, L: Layout<E>> Layout<E> for Max<E:: Unit, L> {
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fn layout (&self, area: E::Area) -> Perhaps<E::Area> {
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match self {
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Self::W(w, item) => {
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// TODO: axis clamp (subtract from x if width goes out of area
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item.layout([area.x(), area.y(), area.w().min(*w), area.h()].into())
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},
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Self::H(h, item) => {
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// TODO: axis clamp (subtract from x if width goes out of area
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item.layout([area.x(), area.y(), area.w(), area.h().min(*h)].into())
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},
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Self::WH(w, h, item) => {
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item.layout([area.x(), area.y(), area.w().min(*w), area.h().min(*h)].into())
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}
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}
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}
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}
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impl<E: Engine, L: Layout<E>> Layout<E> for Outset<E::Unit, L> {
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fn layout (&self, area: E::Area) -> Perhaps<E::Area> {
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match self {
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Self::W(w, item) => if area.x() < *w { Ok(None) } else {
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item.layout([area.x() - *w, area.y(), area.w() + *w, area.h()].into())
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},
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Self::H(h, item) => if area.y() < *h { Ok(None) } else {
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item.layout([area.x(), area.y() - *h, area.w(), area.h() + *h].into())
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},
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Self::WH(w, h, item) => if area.x() < *w || area.y() < *h { Ok(None) } else {
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item.layout([area.x()-*w, area.y() - *h, area.w() + *w, area.h() + *h].into())
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}
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}
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}
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}
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impl<E: Engine, L: Layout<E>> Layout<E> for Inset<E::Unit, L> {
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fn layout (&self, area: E::Area) -> Perhaps<E::Area> {
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match self {
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Self::W(w, item) => if area.w() < *w { Ok(None) } else {
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item.layout([area.x() + *w, area.y(), area.w() - *w, area.h()].into())
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},
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Self::H(h, item) => if area.h() < *h { Ok(None) } else {
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item.layout([area.x(), area.y() + *h, area.w(), area.h() - *h].into())
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},
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Self::WH(w, h, item) => if area.w() < *w || area.h() < *h { Ok(None) } else {
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item.layout([area.x() - *w, area.y() - *h, area.w() + *w, area.h() + *h].into())
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}
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}
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}
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}
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impl<E: Engine, L: Layout<E>> Layout<E> for Offset<E::Unit, L> {
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fn layout (&self, area: E::Area) -> Perhaps<E::Area> {
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match self {
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Self::X(x, item) => if area.w() < *x { Ok(None) } else {
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item.layout([area.x() + *x, area.y(), area.w() - *x, area.h()].into())
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},
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Self::Y(y, item) => if area.h() < *y { Ok(None) } else {
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item.layout([area.x(), area.y() + *y, area.w(), area.h() - *y].into())
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},
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Self::XY(x, y, item) => if area.w() < *x || area.h() < *y { Ok(None) } else {
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item.layout([area.x() + *x, area.y() + *y, area.w() - *x, area.h() - *y].into())
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}
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}
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}
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}
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impl<E: Engine, R: Render<E> + Layout<E>> Render<E> for Min<E::Unit, R> {
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fn render (&self, to: &mut E) -> Perhaps<E::Rendered> {
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self.layout(to.area())?
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.map(|area|to.with_area(area.x(), area.y(), area.w(), area.h()))
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.map(|to|match self {
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Self::W(_, inner) => inner,
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Self::H(_, inner) => inner,
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Self::WH(_, _, inner) => inner,
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}.render(to))
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.transpose()
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.map(|x|x.flatten())
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}
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}
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impl<E: Engine, R: Render<E> + Layout<E>> Render<E> for Max<E::Unit, R> {
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fn render (&self, to: &mut E) -> Perhaps<E::Rendered> {
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self.layout(to.area())?
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.map(|area|to.with_area(area.x(), area.y(), area.w(), area.h()))
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.map(|to|match self {
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Self::W(_, inner) => inner,
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Self::H(_, inner) => inner,
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Self::WH(_, _, inner) => inner,
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}.render(to))
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.transpose()
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.map(|x|x.flatten())
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}
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}
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impl<E: Engine, R: Render<E> + Layout<E>> Render<E> for Inset<E::Unit, R> {
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fn render (&self, to: &mut E) -> Perhaps<E::Rendered> {
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self.layout(to.area())?
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.map(|area|to.with_area(area.x(), area.y(), area.w(), area.h()))
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.map(|to|match self {
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Self::W(_, inner) => inner,
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Self::H(_, inner) => inner,
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Self::WH(_, _, inner) => inner,
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}.render(to))
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.transpose()
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.map(|x|x.flatten())
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}
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}
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impl<E: Engine, R: Render<E> + Layout<E>> Render<E> for Outset<E::Unit, R> {
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fn render (&self, to: &mut E) -> Perhaps<E::Rendered> {
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self.layout(to.area())?
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.map(|area|to.with_area(area.x(), area.y(), area.w(), area.h()))
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.map(|to|match self {
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Self::W(_, inner) => inner,
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Self::H(_, inner) => inner,
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Self::WH(_, _, inner) => inner,
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}.render(to))
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.transpose()
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.map(|x|x.flatten())
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}
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}
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impl<E: Engine, R: Render<E> + Layout<E>> Render<E> for Offset<E::Unit, R> {
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fn render (&self, to: &mut E) -> Perhaps<E::Rendered> {
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self.layout(to.area())?
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.map(|area|to.with_area(area.x(), area.y(), area.w(), area.h()))
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.map(|to|match self {
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Self::X(_, inner) => inner,
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Self::Y(_, inner) => inner,
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Self::XY(_, _, inner) => inner,
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}.render(to))
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.transpose()
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.map(|x|x.flatten())
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}
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}
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