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use boxlayout from lazycore
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40 changed files with 4356 additions and 803 deletions
21
vendor/github.com/jesseduffield/lazycore/LICENSE
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vendor/github.com/jesseduffield/lazycore/LICENSE
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MIT License
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Copyright (c) 2022 Jesse Duffield
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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212
vendor/github.com/jesseduffield/lazycore/pkg/boxlayout/boxlayout.go
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vendor/github.com/jesseduffield/lazycore/pkg/boxlayout/boxlayout.go
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package boxlayout
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import (
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"github.com/jesseduffield/generics/slices"
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"github.com/jesseduffield/lazycore/pkg/utils"
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"github.com/samber/lo"
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)
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type Dimensions struct {
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X0 int
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X1 int
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Y0 int
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Y1 int
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}
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type Direction int
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const (
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ROW Direction = iota
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COLUMN
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)
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// to give a high-level explanation of what's going on here. We layout our windows by arranging a bunch of boxes in the available space.
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// If a box has children, it needs to specify how it wants to arrange those children: ROW or COLUMN.
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// If a box represents a window, you can put the window name in the Window field.
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// When determining how to divvy-up the available height (for row children) or width (for column children), we first
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// give the boxes with a static `size` the space that they want. Then we apportion
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// the remaining space based on the weights of the dynamic boxes (you can't define
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// both size and weight at the same time: you gotta pick one). If there are two
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// boxes, one with weight 1 and the other with weight 2, the first one gets 33%
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// of the available space and the second one gets the remaining 66%
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type Box struct {
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// Direction decides how the children boxes are laid out. ROW means the children will each form a row i.e. that they will be stacked on top of eachother.
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Direction Direction
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// function which takes the width and height assigned to the box and decides which orientation it will have
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ConditionalDirection func(width int, height int) Direction
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Children []*Box
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// function which takes the width and height assigned to the box and decides the layout of the children.
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ConditionalChildren func(width int, height int) []*Box
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// Window refers to the name of the window this box represents, if there is one
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Window string
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// static Size. If parent box's direction is ROW this refers to height, otherwise width
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Size int
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// dynamic size. Once all statically sized children have been considered, Weight decides how much of the remaining space will be taken up by the box
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// TODO: consider making there be one int and a type enum so we can't have size and Weight simultaneously defined
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Weight int
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}
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func ArrangeWindows(root *Box, x0, y0, width, height int) map[string]Dimensions {
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children := root.getChildren(width, height)
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if len(children) == 0 {
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// leaf node
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if root.Window != "" {
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dimensionsForWindow := Dimensions{X0: x0, Y0: y0, X1: x0 + width - 1, Y1: y0 + height - 1}
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return map[string]Dimensions{root.Window: dimensionsForWindow}
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}
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return map[string]Dimensions{}
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}
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direction := root.getDirection(width, height)
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var availableSize int
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if direction == COLUMN {
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availableSize = width
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} else {
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availableSize = height
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}
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sizes := calcSizes(children, availableSize)
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result := map[string]Dimensions{}
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offset := 0
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for i, child := range children {
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boxSize := sizes[i]
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var resultForChild map[string]Dimensions
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if direction == COLUMN {
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resultForChild = ArrangeWindows(child, x0+offset, y0, boxSize, height)
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} else {
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resultForChild = ArrangeWindows(child, x0, y0+offset, width, boxSize)
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}
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result = mergeDimensionMaps(result, resultForChild)
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offset += boxSize
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}
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return result
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}
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func calcSizes(boxes []*Box, availableSpace int) []int {
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normalizedWeights := normalizeWeights(slices.Map(boxes, func(box *Box) int { return box.Weight }))
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totalWeight := 0
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reservedSpace := 0
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for i, box := range boxes {
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if box.isStatic() {
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reservedSpace += box.Size
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} else {
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totalWeight += normalizedWeights[i]
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}
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}
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dynamicSpace := utils.Max(0, availableSpace-reservedSpace)
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unitSize := 0
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extraSpace := 0
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if totalWeight > 0 {
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unitSize = dynamicSpace / totalWeight
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extraSpace = dynamicSpace % totalWeight
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}
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result := make([]int, len(boxes))
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for i, box := range boxes {
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if box.isStatic() {
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// assuming that only one static child can have a size greater than the
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// available space. In that case we just crop the size to what's available
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result[i] = utils.Min(availableSpace, box.Size)
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} else {
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result[i] = unitSize * normalizedWeights[i]
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}
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}
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// distribute the remainder across dynamic boxes.
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for extraSpace > 0 {
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for i, weight := range normalizedWeights {
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if weight > 0 {
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result[i]++
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extraSpace--
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normalizedWeights[i]--
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if extraSpace == 0 {
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break
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}
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}
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}
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}
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return result
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}
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// removes common multiple from weights e.g. if we get 2, 4, 4 we return 1, 2, 2.
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func normalizeWeights(weights []int) []int {
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if len(weights) == 0 {
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return []int{}
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}
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// to spare us some computation we'll exit early if any of our weights is 1
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if slices.Some(weights, func(weight int) bool { return weight == 1 }) {
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return weights
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}
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// map weights to factorSlices and find the lowest common factor
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positiveWeights := slices.Filter(weights, func(weight int) bool { return weight > 0 })
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factorSlices := slices.Map(positiveWeights, func(weight int) []int { return calcFactors(weight) })
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commonFactors := factorSlices[0]
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for _, factors := range factorSlices {
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commonFactors = lo.Intersect(commonFactors, factors)
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}
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if len(commonFactors) == 0 {
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return weights
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}
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newWeights := slices.Map(weights, func(weight int) int { return weight / commonFactors[0] })
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return normalizeWeights(newWeights)
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}
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func calcFactors(n int) []int {
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factors := []int{}
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for i := 2; i <= n; i++ {
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if n%i == 0 {
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factors = append(factors, i)
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}
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}
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return factors
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}
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func (b *Box) isStatic() bool {
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return b.Size > 0
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}
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func (b *Box) getDirection(width int, height int) Direction {
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if b.ConditionalDirection != nil {
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return b.ConditionalDirection(width, height)
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}
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return b.Direction
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}
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func (b *Box) getChildren(width int, height int) []*Box {
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if b.ConditionalChildren != nil {
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return b.ConditionalChildren(width, height)
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}
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return b.Children
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}
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func mergeDimensionMaps(a map[string]Dimensions, b map[string]Dimensions) map[string]Dimensions {
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result := map[string]Dimensions{}
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for _, dimensionMap := range []map[string]Dimensions{a, b} {
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for k, v := range dimensionMap {
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result[k] = v
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}
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}
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return result
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}
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16
vendor/github.com/jesseduffield/lazycore/pkg/utils/utils.go
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vendor/github.com/jesseduffield/lazycore/pkg/utils/utils.go
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package utils
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// Min returns the minimum of two integers
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func Min(x, y int) int {
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if x < y {
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return x
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}
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return y
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}
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func Max(x, y int) int {
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if x > y {
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return x
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}
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return y
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}
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