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