introduce area obj + breakup layout function

This commit is contained in:
Alex Goodman 2019-11-24 12:57:44 -05:00
parent 8a3642a57f
commit 94699db059
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GPG Key ID: 150587AB82D3C4E6
2 changed files with 89 additions and 41 deletions

View File

@ -0,0 +1,5 @@
package layout
type Area struct {
minX, minY, maxX, maxY int
}

View File

@ -23,24 +23,7 @@ func (lm *Manager) Add(element Layout, location Location) {
lm.elements[location] = append(lm.elements[location], element) lm.elements[location] = append(lm.elements[location], element)
} }
// layout defines the definition of the window pane size and placement relations to one another. This func (lm *Manager) layoutHeaders(g *gocui.Gui, area Area) (Area, error) {
// is invoked at application start and whenever the screen dimensions change.
// A few things to note:
// 1. gocui has borders around all views (even if Frame=false). This means there are a lot of +1/-1 magic numbers
// needed (but there are comments!).
// 2. since there are borders, in order for it to appear as if there aren't any spaces for borders, the views must
// overlap. To prevent screen artifacts, all elements must be layedout from the top of the screen to the bottom.
func (lm *Manager) Layout(g *gocui.Gui) error {
minX, minY := -1, -1
maxX, maxY := g.Size()
var hasResized bool
if maxX != lm.lastX || maxY != lm.lastY {
hasResized = true
}
lm.lastX, lm.lastY = maxX, maxY
// layout headers top down // layout headers top down
if elements, exists := lm.elements[LocationHeader]; exists { if elements, exists := lm.elements[LocationHeader]; exists {
for _, element := range elements { for _, element := range elements {
@ -48,7 +31,7 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
// this eliminates the need to discover a default size based on all element requests // this eliminates the need to discover a default size based on all element requests
height := 0 height := 0
if element.IsVisible() { if element.IsVisible() {
requestedHeight := element.RequestedSize(maxY) requestedHeight := element.RequestedSize(area.maxY)
if requestedHeight != nil { if requestedHeight != nil {
height = *requestedHeight height = *requestedHeight
} else { } else {
@ -57,23 +40,22 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
} }
// layout the header within the allocated space // layout the header within the allocated space
err := element.Layout(g, minX, minY, maxX, minY+height) err := element.Layout(g, area.minX, area.minY, area.maxX, area.minY+height)
if err != nil { if err != nil {
logrus.Errorf("failed to layout '%s' header: %+v", element.Name(), err) logrus.Errorf("failed to layout '%s' header: %+v", element.Name(), err)
return area, err
} }
// restrict the available screen real estate // restrict the available screen real estate
minY += height area.minY += height
} }
} }
return area, nil
}
func (lm *Manager) planFooters(g *gocui.Gui, area Area) (Area, []int) {
var footerHeights = make([]int, 0) var footerHeights = make([]int, 0)
// we need to keep the current maxY before carving out the space for the body columns
var footerMaxY = maxY
var footerMinX = minX
var footerMaxX = maxX
// we need to layout the footers last, but account for them when drawing the columns. This block is for planning // we need to layout the footers last, but account for them when drawing the columns. This block is for planning
// out the real estate needed for the footers now (but not laying out yet) // out the real estate needed for the footers now (but not laying out yet)
if elements, exists := lm.elements[LocationFooter]; exists { if elements, exists := lm.elements[LocationFooter]; exists {
@ -87,7 +69,7 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
// this eliminates the need to discover a default size based on all element requests // this eliminates the need to discover a default size based on all element requests
height := 0 height := 0
if element.IsVisible() { if element.IsVisible() {
requestedHeight := element.RequestedSize(maxY) requestedHeight := element.RequestedSize(area.maxY)
if requestedHeight != nil { if requestedHeight != nil {
height = *requestedHeight height = *requestedHeight
} else { } else {
@ -98,10 +80,13 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
} }
// restrict the available screen real estate // restrict the available screen real estate
for _, height := range footerHeights { for _, height := range footerHeights {
maxY -= height area.maxY -= height
} }
} }
return area, footerHeights
}
func (lm *Manager) layoutColumns(g *gocui.Gui, area Area) (Area, error) {
// layout columns left to right // layout columns left to right
if elements, exists := lm.elements[LocationColumn]; exists { if elements, exists := lm.elements[LocationColumn]; exists {
widths := make([]int, len(elements)) widths := make([]int, len(elements))
@ -109,7 +94,7 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
widths[idx] = -1 widths[idx] = -1
} }
variableColumns := len(elements) variableColumns := len(elements)
availableWidth := maxX availableWidth := area.maxX
// first pass: planout the column sizes based on the given requests // first pass: planout the column sizes based on the given requests
for idx, element := range elements { for idx, element := range elements {
@ -138,17 +123,21 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
} }
// layout the column within the allocated space // layout the column within the allocated space
err := element.Layout(g, minX, minY, minX+width, maxY) err := element.Layout(g, area.minX, area.minY, area.minX+width, area.maxY)
if err != nil { if err != nil {
logrus.Errorf("failed to layout '%s' column: %+v", element.Name(), err) logrus.Errorf("failed to layout '%s' column: %+v", element.Name(), err)
return area, err
} }
// move left to right, scratching off real estate as it is taken // move left to right, scratching off real estate as it is taken
minX += width area.minX += width
} }
} }
return area, nil
}
func (lm *Manager) layoutFooters(g *gocui.Gui, area Area, footerHeights []int) (Area, error) {
// layout footers top down (which is why the list is reversed). Top down is needed due to border overlap. // layout footers top down (which is why the list is reversed). Top down is needed due to border overlap.
if elements, exists := lm.elements[LocationFooter]; exists { if elements, exists := lm.elements[LocationFooter]; exists {
for idx := len(elements) - 1; idx >= 0; idx-- { for idx := len(elements) - 1; idx >= 0; idx-- {
@ -158,30 +147,84 @@ func (lm *Manager) Layout(g *gocui.Gui) error {
for oIdx := 0; oIdx <= idx; oIdx++ { for oIdx := 0; oIdx <= idx; oIdx++ {
bottomPadding += footerHeights[oIdx] bottomPadding += footerHeights[oIdx]
} }
topY = footerMaxY - bottomPadding - height topY = area.maxX - bottomPadding - height
// +1 for border // +1 for border
bottomY = topY + height + 1 bottomY = topY + height + 1
// layout the footer within the allocated space // layout the footer within the allocated space
// note: since the headers and rows are inclusive counting from -1 (to account for a border) we must // note: since the headers and rows are inclusive counting from -1 (to account for a border) we must
// do the same vertically, thus a -1 is needed for a starting Y // do the same vertically, thus a -1 is needed for a starting Y
err := element.Layout(g, footerMinX, topY, footerMaxX, bottomY) err := element.Layout(g, area.minX, topY, area.maxX, bottomY)
if err != nil { if err != nil {
logrus.Errorf("failed to layout '%s' footer: %+v", element.Name(), err) logrus.Errorf("failed to layout '%s' footer: %+v", element.Name(), err)
return area, err
} }
} }
} }
return area, nil
}
func (lm *Manager) notifyLayoutChange() error {
for _, elements := range lm.elements {
for _, element := range elements {
err := element.OnLayoutChange()
if err != nil {
return err
}
}
}
return nil
}
// layout defines the definition of the window pane size and placement relations to one another. This
// is invoked at application start and whenever the screen dimensions change.
// A few things to note:
// 1. gocui has borders around all views (even if Frame=false). This means there are a lot of +1/-1 magic numbers
// needed (but there are comments!).
// 2. since there are borders, in order for it to appear as if there aren't any spaces for borders, the views must
// overlap. To prevent screen artifacts, all elements must be layedout from the top of the screen to the bottom.
func (lm *Manager) Layout(g *gocui.Gui) error {
curMaxX, curMaxY := g.Size()
area := Area{
minX: -1,
minY: -1,
maxX: curMaxX,
maxY: curMaxY,
}
var hasResized bool
if curMaxX != lm.lastX || curMaxY != lm.lastY {
hasResized = true
}
lm.lastX, lm.lastY = curMaxX, curMaxY
// plan and layout all headers
area, err := lm.layoutHeaders(g, area)
if err != nil {
return err
}
// plan all footers, don't layout until all columns have been layedout. This is necessary since we must layout from
// top to bottom, but we need the real estate planned for the footers to determine the bottom of the columns.
var footerArea = area
area, footerHeights := lm.planFooters(g, area)
// plan and layout the main columns
area, err = lm.layoutColumns(g, area)
if err != nil {
return nil
}
// layout the footers according to the original available area and planned heights
area, err = lm.layoutFooters(g, footerArea, footerHeights)
if err != nil {
return nil
}
// notify everyone of a layout change (allow to update and render) // notify everyone of a layout change (allow to update and render)
if hasResized { if hasResized {
for _, elements := range lm.elements { return lm.notifyLayoutChange()
for _, element := range elements {
err := element.OnLayoutChange()
if err != nil {
return err
}
}
}
} }
return nil return nil