use std::cmp::min; use vec::{ToVec2, Vec2}; /// Location of the view on screen pub struct Position { pub x: Offset, pub y: Offset, } impl Position { pub fn new(x: Offset, y: Offset) -> Self { Position { x: x, y: y } } pub fn center() -> Self { Position::new(Offset::Center, Offset::Center) } pub fn absolute(offset: T) -> Self { let offset = offset.to_vec2(); Position::new(Offset::Absolute(offset.x), Offset::Absolute(offset.y)) } pub fn parent(offset: T) -> Self { let offset = offset.to_vec2(); Position::new(Offset::Parent(offset.x), Offset::Parent(offset.y)) } pub fn compute_offset(&self, size: Vec2, available: Vec2, parent: Vec2) -> Vec2 { Vec2::new(self.x.compute_offset(size.x, available.x, parent.x), self.y.compute_offset(size.y, available.y, parent.y)) } } pub enum Offset { /// In the center of the screen Center, /// Place top-left corner at the given absolute coordinates Absolute(usize), /// Place top-left corner at the given offset from the previous layer's top-left corner. /// /// If this is the first layer, behaves like `Absolute`. Parent(usize), // TODO: use a signed vec for negative offset? } impl Offset { pub fn compute_offset(&self, size: usize, available: usize, parent: usize) -> usize { match *self { Offset::Center => (available - size) / 2, Offset::Absolute(offset) => min(offset, available - size), Offset::Parent(offset) => min(parent + offset, available - size), } } }