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container.go
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container.go
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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 [CanvasObject]s
lock sync.Mutex
Objects []CanvasObject // The set of [CanvasObject]s this container holds
}
// NewContainer returns a new [Container] instance holding the specified [CanvasObject]s.
//
// Deprecated: Use [fyne.io/fyne/v2/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
// [CanvasObject]s that are manually arranged.
//
// Deprecated: Use [fyne.io/fyne/v2/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
// [CanvasObject]s which will be laid out according to the specified Layout.
//
// Deprecated: Use [fyne.io/fyne/v2/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 [Container.Add] instead.
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 c.
// This is delegated to the [Container.Layout], if specified, otherwise it will be calculated.
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 c 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 [Container.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 c.
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 c.
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) {
app := CurrentApp()
if app == nil || app.Driver() == nil {
return
}
c := app.Driver().CanvasForObject(obj)
if c != nil {
if paint, ok := c.(interface{ SetDirty() }); ok {
paint.SetDirty()
}
}
}