212 lines
5.0 KiB
Go
212 lines
5.0 KiB
Go
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package fyne
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import "sync"
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// Declare conformity to CanvasObject
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var _ CanvasObject = (*Container)(nil)
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// Container is a CanvasObject that contains a collection of child objects.
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// The layout of the children is set by the specified Layout.
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type Container struct {
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size Size // The current size of the Container
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position Position // The current position of the Container
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Hidden bool // Is this Container hidden
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Layout Layout // The Layout algorithm for arranging child CanvasObjects
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lock sync.Mutex
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Objects []CanvasObject // The set of CanvasObjects this container holds
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}
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// NewContainer returns a new Container instance holding the specified CanvasObjects.
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//
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// Deprecated: Use container.NewWithoutLayout() to create a container that uses manual layout.
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func NewContainer(objects ...CanvasObject) *Container {
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return NewContainerWithoutLayout(objects...)
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}
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// NewContainerWithoutLayout returns a new Container instance holding the specified
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// CanvasObjects that are manually arranged.
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//
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// Deprecated: Use container.NewWithoutLayout() instead
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func NewContainerWithoutLayout(objects ...CanvasObject) *Container {
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ret := &Container{
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Objects: objects,
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}
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ret.size = ret.MinSize()
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return ret
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}
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// NewContainerWithLayout returns a new Container instance holding the specified
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// CanvasObjects which will be laid out according to the specified Layout.
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//
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// Deprecated: Use container.New() instead
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func NewContainerWithLayout(layout Layout, objects ...CanvasObject) *Container {
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ret := &Container{
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Objects: objects,
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Layout: layout,
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}
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ret.size = layout.MinSize(objects)
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ret.layout()
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return ret
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}
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// Add appends the specified object to the items this container manages.
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//
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// Since: 1.4
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func (c *Container) Add(add CanvasObject) {
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if add == nil {
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return
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}
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c.lock.Lock()
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defer c.lock.Unlock()
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c.Objects = append(c.Objects, add)
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c.layout()
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}
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// AddObject adds another CanvasObject to the set this Container holds.
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//
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// Deprecated: Use replacement Add() function
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func (c *Container) AddObject(o CanvasObject) {
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c.Add(o)
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}
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// Hide sets this container, and all its children, to be not visible.
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func (c *Container) Hide() {
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if c.Hidden {
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return
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}
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c.Hidden = true
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repaint(c)
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}
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// MinSize calculates the minimum size of a Container.
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// This is delegated to the Layout, if specified, otherwise it will mimic MaxLayout.
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func (c *Container) MinSize() Size {
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if c.Layout != nil {
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return c.Layout.MinSize(c.Objects)
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}
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minSize := NewSize(1, 1)
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for _, child := range c.Objects {
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minSize = minSize.Max(child.MinSize())
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}
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return minSize
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}
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// Move the container (and all its children) to a new position, relative to its parent.
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func (c *Container) Move(pos Position) {
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c.position = pos
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repaint(c)
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}
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// Position gets the current position of this Container, relative to its parent.
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func (c *Container) Position() Position {
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return c.position
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}
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// Refresh causes this object to be redrawn in it's current state
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func (c *Container) Refresh() {
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c.layout()
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for _, child := range c.Objects {
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child.Refresh()
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}
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// this is basically just canvas.Refresh(c) without the package loop
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o := CurrentApp().Driver().CanvasForObject(c)
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if o == nil {
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return
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}
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o.Refresh(c)
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}
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// Remove updates the contents of this container to no longer include the specified object.
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// This method is not intended to be used inside a loop, to remove all the elements.
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// It is much more efficient to call RemoveAll() instead.
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func (c *Container) Remove(rem CanvasObject) {
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c.lock.Lock()
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defer c.lock.Unlock()
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if len(c.Objects) == 0 {
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return
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}
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for i, o := range c.Objects {
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if o != rem {
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continue
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}
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removed := make([]CanvasObject, len(c.Objects)-1)
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copy(removed, c.Objects[:i])
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copy(removed[i:], c.Objects[i+1:])
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c.Objects = removed
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c.layout()
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return
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}
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}
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// RemoveAll updates the contents of this container to no longer include any objects.
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//
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// Since: 2.2
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func (c *Container) RemoveAll() {
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c.Objects = nil
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c.layout()
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}
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// Resize sets a new size for the Container.
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func (c *Container) Resize(size Size) {
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if c.size == size {
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return
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}
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c.size = size
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c.layout()
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}
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// Show sets this container, and all its children, to be visible.
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func (c *Container) Show() {
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if !c.Hidden {
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return
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}
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c.Hidden = false
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}
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// Size returns the current size of this container.
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func (c *Container) Size() Size {
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return c.size
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}
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// Visible returns true if the container is currently visible, false otherwise.
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func (c *Container) Visible() bool {
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return !c.Hidden
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}
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func (c *Container) layout() {
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if c.Layout == nil {
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return
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}
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c.Layout.Layout(c.Objects, c.size)
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}
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// repaint instructs the containing canvas to redraw, even if nothing changed.
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// This method is a duplicate of what is in `canvas/canvas.go` to avoid a dependency loop or public API.
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func repaint(obj *Container) {
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if CurrentApp() == nil || CurrentApp().Driver() == nil {
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return
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}
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c := CurrentApp().Driver().CanvasForObject(obj)
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if c != nil {
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if paint, ok := c.(interface{ SetDirty() }); ok {
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paint.SetDirty()
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}
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}
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}
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