use boxlayout from lazycore

This commit is contained in:
Jesse Duffield 2022-10-09 08:31:14 -07:00
parent 7b4b42abd6
commit dba0edb998
40 changed files with 4356 additions and 803 deletions

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vendor/github.com/jesseduffield/lazycore/LICENSE generated vendored Normal file
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MIT License
Copyright (c) 2022 Jesse Duffield
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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package boxlayout
import (
"github.com/jesseduffield/generics/slices"
"github.com/jesseduffield/lazycore/pkg/utils"
"github.com/samber/lo"
)
type Dimensions struct {
X0 int
X1 int
Y0 int
Y1 int
}
type Direction int
const (
ROW Direction = iota
COLUMN
)
// 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.
// If a box has children, it needs to specify how it wants to arrange those children: ROW or COLUMN.
// If a box represents a window, you can put the window name in the Window field.
// When determining how to divvy-up the available height (for row children) or width (for column children), we first
// give the boxes with a static `size` the space that they want. Then we apportion
// the remaining space based on the weights of the dynamic boxes (you can't define
// both size and weight at the same time: you gotta pick one). If there are two
// boxes, one with weight 1 and the other with weight 2, the first one gets 33%
// of the available space and the second one gets the remaining 66%
type Box struct {
// 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.
Direction Direction
// function which takes the width and height assigned to the box and decides which orientation it will have
ConditionalDirection func(width int, height int) Direction
Children []*Box
// function which takes the width and height assigned to the box and decides the layout of the children.
ConditionalChildren func(width int, height int) []*Box
// Window refers to the name of the window this box represents, if there is one
Window string
// static Size. If parent box's direction is ROW this refers to height, otherwise width
Size int
// 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
// TODO: consider making there be one int and a type enum so we can't have size and Weight simultaneously defined
Weight int
}
func ArrangeWindows(root *Box, x0, y0, width, height int) map[string]Dimensions {
children := root.getChildren(width, height)
if len(children) == 0 {
// leaf node
if root.Window != "" {
dimensionsForWindow := Dimensions{X0: x0, Y0: y0, X1: x0 + width - 1, Y1: y0 + height - 1}
return map[string]Dimensions{root.Window: dimensionsForWindow}
}
return map[string]Dimensions{}
}
direction := root.getDirection(width, height)
var availableSize int
if direction == COLUMN {
availableSize = width
} else {
availableSize = height
}
sizes := calcSizes(children, availableSize)
result := map[string]Dimensions{}
offset := 0
for i, child := range children {
boxSize := sizes[i]
var resultForChild map[string]Dimensions
if direction == COLUMN {
resultForChild = ArrangeWindows(child, x0+offset, y0, boxSize, height)
} else {
resultForChild = ArrangeWindows(child, x0, y0+offset, width, boxSize)
}
result = mergeDimensionMaps(result, resultForChild)
offset += boxSize
}
return result
}
func calcSizes(boxes []*Box, availableSpace int) []int {
normalizedWeights := normalizeWeights(slices.Map(boxes, func(box *Box) int { return box.Weight }))
totalWeight := 0
reservedSpace := 0
for i, box := range boxes {
if box.isStatic() {
reservedSpace += box.Size
} else {
totalWeight += normalizedWeights[i]
}
}
dynamicSpace := utils.Max(0, availableSpace-reservedSpace)
unitSize := 0
extraSpace := 0
if totalWeight > 0 {
unitSize = dynamicSpace / totalWeight
extraSpace = dynamicSpace % totalWeight
}
result := make([]int, len(boxes))
for i, box := range boxes {
if box.isStatic() {
// assuming that only one static child can have a size greater than the
// available space. In that case we just crop the size to what's available
result[i] = utils.Min(availableSpace, box.Size)
} else {
result[i] = unitSize * normalizedWeights[i]
}
}
// distribute the remainder across dynamic boxes.
for extraSpace > 0 {
for i, weight := range normalizedWeights {
if weight > 0 {
result[i]++
extraSpace--
normalizedWeights[i]--
if extraSpace == 0 {
break
}
}
}
}
return result
}
// removes common multiple from weights e.g. if we get 2, 4, 4 we return 1, 2, 2.
func normalizeWeights(weights []int) []int {
if len(weights) == 0 {
return []int{}
}
// to spare us some computation we'll exit early if any of our weights is 1
if slices.Some(weights, func(weight int) bool { return weight == 1 }) {
return weights
}
// map weights to factorSlices and find the lowest common factor
positiveWeights := slices.Filter(weights, func(weight int) bool { return weight > 0 })
factorSlices := slices.Map(positiveWeights, func(weight int) []int { return calcFactors(weight) })
commonFactors := factorSlices[0]
for _, factors := range factorSlices {
commonFactors = lo.Intersect(commonFactors, factors)
}
if len(commonFactors) == 0 {
return weights
}
newWeights := slices.Map(weights, func(weight int) int { return weight / commonFactors[0] })
return normalizeWeights(newWeights)
}
func calcFactors(n int) []int {
factors := []int{}
for i := 2; i <= n; i++ {
if n%i == 0 {
factors = append(factors, i)
}
}
return factors
}
func (b *Box) isStatic() bool {
return b.Size > 0
}
func (b *Box) getDirection(width int, height int) Direction {
if b.ConditionalDirection != nil {
return b.ConditionalDirection(width, height)
}
return b.Direction
}
func (b *Box) getChildren(width int, height int) []*Box {
if b.ConditionalChildren != nil {
return b.ConditionalChildren(width, height)
}
return b.Children
}
func mergeDimensionMaps(a map[string]Dimensions, b map[string]Dimensions) map[string]Dimensions {
result := map[string]Dimensions{}
for _, dimensionMap := range []map[string]Dimensions{a, b} {
for k, v := range dimensionMap {
result[k] = v
}
}
return result
}

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package utils
// Min returns the minimum of two integers
func Min(x, y int) int {
if x < y {
return x
}
return y
}
func Max(x, y int) int {
if x > y {
return x
}
return y
}