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container.go
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container.go
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package fyne
// 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
Objects []CanvasObject // The set of CanvasObjects this container holds
}
func (c *Container) layout() {
if c.Layout != nil {
c.Layout.Layout(c.Objects, c.size)
return
}
}
// Size returns the current size of this container.
func (c *Container) Size() Size {
return c.size
}
// Resize sets a new size for the Container.
func (c *Container) Resize(size Size) {
if c.size == size {
return
}
c.size = size
c.layout()
}
// Position gets the current position of this Container, relative to its parent.
func (c *Container) Position() Position {
return c.position
}
// Move the container (and all its children) to a new position, relative to its parent.
func (c *Container) Move(pos Position) {
c.position = pos
c.layout()
}
// 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.Union(child.MinSize())
}
return minSize
}
// Visible returns true if the container is currently visible, false otherwise.
func (c *Container) Visible() bool {
return !c.Hidden
}
// Show sets this container, and all its children, to be visible.
func (c *Container) Show() {
if !c.Hidden {
return
}
c.Hidden = false
}
// Hide sets this container, and all its children, to be not visible.
func (c *Container) Hide() {
if c.Hidden {
return
}
c.Hidden = true
}
// AddObject adds another CanvasObject to the set this Container holds.
func (c *Container) AddObject(o CanvasObject) {
c.Objects = append(c.Objects, o)
c.layout()
}
// 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)
}
// NewContainer returns a new Container instance holding the specified CanvasObjects.
func NewContainer(objects ...CanvasObject) *Container {
ret := &Container{
Objects: objects,
}
ret.size = ret.MinSize()
ret.layout()
return ret
}
// NewContainerWithLayout returns a new Container instance holding the specified
// CanvasObjects which will be laid out according to the specified Layout.
func NewContainerWithLayout(layout Layout, objects ...CanvasObject) *Container {
ret := &Container{
Objects: objects,
Layout: layout,
}
ret.size = layout.MinSize(objects)
ret.layout()
return ret
}