use std::cmp::min; use XY; use vec::Vec2; /// Location of the view on screen pub type Position = XY; impl Position { /// Returns a position centered on both axis. pub fn center() -> Self { Position::new(Offset::Center, Offset::Center) } /// Returns a position absolute on both axis. pub fn absolute>(offset: T) -> Self { let offset = offset.into(); Position::new(Offset::Absolute(offset.x), Offset::Absolute(offset.y)) } /// Returns a position relative to the parent on both axis. pub fn parent>(offset: T) -> Self { let offset = offset.into(); Position::new(Offset::Parent(offset.x), Offset::Parent(offset.y)) } /// Computes the offset required to draw a view. /// /// When drawing a view with `size` in a container with `available`, /// and a parent with the absolute coordinates `parent`, drawing the /// child with its top-left corner at the returned coordinates will /// position him appropriately. 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)) } } /// Single-dimensional offset policy. #[derive(PartialEq,Debug,Clone)] pub enum Offset { /// In the center of the screen Center, /// Place top-left corner at the given absolute coordinates Absolute(usize), /// 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 { /// Computes a single-dimension offset requred to draw a view. pub fn compute_offset(&self, size: usize, available: usize, parent: usize) -> usize { if size > available { 0 } else { match *self { Offset::Center => (available - size) / 2, Offset::Absolute(offset) => min(offset, available - size), Offset::Parent(offset) => { min(parent + offset, available - size) } } } } }