A cross-platform UI framework for .NET
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// -----------------------------------------------------------------------
// <copyright file="Grid.cs" company="Steven Kirk">
// Copyright 2013 MIT Licence. See licence.md for more information.
// </copyright>
// -----------------------------------------------------------------------
namespace Perspex.Controls
{
using System;
using System.Collections.Generic;
using System.Linq;
public class Grid : Panel
{
public static readonly PerspexProperty<int> ColumnProperty =
PerspexProperty.RegisterAttached<Grid, Control, int>("Column");
public static readonly PerspexProperty<int> ColumnSpanProperty =
PerspexProperty.RegisterAttached<Grid, Control, int>("ColumnSpan", 1);
public static readonly PerspexProperty<int> RowProperty =
PerspexProperty.RegisterAttached<Grid, Control, int>("Row");
public static readonly PerspexProperty<int> RowSpanProperty =
PerspexProperty.RegisterAttached<Grid, Control, int>("RowSpan", 1);
private ColumnDefinitions columnDefinitions;
private RowDefinitions rowDefinitions;
private Segment[,] rowMatrix;
private Segment[,] colMatrix;
public Grid()
{
}
public ColumnDefinitions ColumnDefinitions
{
get
{
if (this.columnDefinitions == null)
{
this.ColumnDefinitions = new ColumnDefinitions();
}
return this.columnDefinitions;
}
set
{
if (this.columnDefinitions != null)
{
throw new NotSupportedException("Reassigning ColumnDefinitions not yet implemented.");
}
this.columnDefinitions = value;
this.columnDefinitions.TrackItemPropertyChanged(_ => this.InvalidateMeasure());
}
}
public RowDefinitions RowDefinitions
{
get
{
if (this.rowDefinitions == null)
{
this.RowDefinitions = new RowDefinitions();
}
return this.rowDefinitions;
}
set
{
if (this.rowDefinitions != null)
{
throw new NotSupportedException("Reassigning RowDefinitions not yet implemented.");
}
this.rowDefinitions = value;
this.rowDefinitions.TrackItemPropertyChanged(_ => this.InvalidateMeasure());
}
}
public static int GetColumn(PerspexObject element)
{
return element.GetValue(ColumnProperty);
}
public static int GetColumnSpan(PerspexObject element)
{
return element.GetValue(ColumnSpanProperty);
}
public static int GetRow(PerspexObject element)
{
return element.GetValue(RowProperty);
}
public static int GetRowSpan(PerspexObject element)
{
return element.GetValue(RowSpanProperty);
}
public static void SetColumn(PerspexObject element, int value)
{
element.SetValue(ColumnProperty, value);
}
public static void SetColumnSpan(PerspexObject element, int value)
{
element.SetValue(ColumnSpanProperty, value);
}
public static void SetRow(PerspexObject element, int value)
{
element.SetValue(RowProperty, value);
}
public static void SetRowSpan(PerspexObject element, int value)
{
element.SetValue(RowSpanProperty, value);
}
protected override Size MeasureOverride(Size constraint)
{
Size totalSize = constraint;
int colCount = this.ColumnDefinitions.Count;
int rowCount = this.RowDefinitions.Count;
double totalStarsX = 0;
double totalStarsY = 0;
bool emptyRows = rowCount == 0;
bool emptyCols = colCount == 0;
bool hasChildren = this.Children.Count > 0;
if (emptyRows)
{
rowCount = 1;
}
if (emptyCols)
{
colCount = 1;
}
this.CreateMatrices(rowCount, colCount);
if (emptyRows)
{
this.rowMatrix[0, 0] = new Segment(0, 0, double.PositiveInfinity, GridUnitType.Star);
this.rowMatrix[0, 0].Stars = 1.0;
totalStarsY += 1.0;
}
else
{
for (int i = 0; i < rowCount; i++)
{
RowDefinition rowdef = this.RowDefinitions[i];
GridLength height = rowdef.Height;
rowdef.ActualHeight = double.PositiveInfinity;
this.rowMatrix[i, i] = new Segment(0, rowdef.MinHeight, rowdef.MaxHeight, height.GridUnitType);
if (height.GridUnitType == GridUnitType.Pixel)
{
this.rowMatrix[i, i].OfferedSize = Clamp(height.Value, this.rowMatrix[i, i].Min, this.rowMatrix[i, i].Max);
this.rowMatrix[i, i].DesiredSize = this.rowMatrix[i, i].OfferedSize;
rowdef.ActualHeight = this.rowMatrix[i, i].OfferedSize;
}
else if (height.GridUnitType == GridUnitType.Star)
{
this.rowMatrix[i, i].Stars = height.Value;
totalStarsY += height.Value;
}
else if (height.GridUnitType == GridUnitType.Auto)
{
this.rowMatrix[i, i].OfferedSize = Clamp(0, this.rowMatrix[i, i].Min, this.rowMatrix[i, i].Max);
this.rowMatrix[i, i].DesiredSize = this.rowMatrix[i, i].OfferedSize;
}
}
}
if (emptyCols)
{
this.colMatrix[0, 0] = new Segment(0, 0, double.PositiveInfinity, GridUnitType.Star);
this.colMatrix[0, 0].Stars = 1.0;
totalStarsX += 1.0;
}
else
{
for (int i = 0; i < colCount; i++)
{
ColumnDefinition coldef = this.ColumnDefinitions[i];
GridLength width = coldef.Width;
coldef.ActualWidth = double.PositiveInfinity;
this.colMatrix[i, i] = new Segment(0, coldef.MinWidth, coldef.MaxWidth, width.GridUnitType);
if (width.GridUnitType == GridUnitType.Pixel)
{
this.colMatrix[i, i].OfferedSize = Clamp(width.Value, this.colMatrix[i, i].Min, this.colMatrix[i, i].Max);
this.colMatrix[i, i].DesiredSize = this.colMatrix[i, i].OfferedSize;
coldef.ActualWidth = this.colMatrix[i, i].OfferedSize;
}
else if (width.GridUnitType == GridUnitType.Star)
{
this.colMatrix[i, i].Stars = width.Value;
totalStarsX += width.Value;
}
else if (width.GridUnitType == GridUnitType.Auto)
{
this.colMatrix[i, i].OfferedSize = Clamp(0, this.colMatrix[i, i].Min, this.colMatrix[i, i].Max);
this.colMatrix[i, i].DesiredSize = this.colMatrix[i, i].OfferedSize;
}
}
}
List<GridNode> sizes = new List<GridNode>();
GridNode node;
GridNode separator = new GridNode(null, 0, 0, 0);
int separatorIndex;
sizes.Add(separator);
// Pre-process the grid children so that we know what types of elements we have so
// we can apply our special measuring rules.
GridWalker gridWalker = new GridWalker(this, this.rowMatrix, this.colMatrix);
for (int i = 0; i < 6; i++)
{
// These bools tell us which grid element type we should be measuring. i.e.
// 'star/auto' means we should measure elements with a star row and auto col
bool autoAuto = i == 0;
bool starAuto = i == 1;
bool autoStar = i == 2;
bool starAutoAgain = i == 3;
bool nonStar = i == 4;
bool remainingStar = i == 5;
if (hasChildren)
{
this.ExpandStarCols(totalSize);
this.ExpandStarRows(totalSize);
}
foreach (Control child in this.Children)
{
int col, row;
int colspan, rowspan;
double childSizeX = 0;
double childSizeY = 0;
bool starCol = false;
bool starRow = false;
bool autoCol = false;
bool autoRow = false;
col = Math.Min(GetColumn(child), colCount - 1);
row = Math.Min(GetRow(child), rowCount - 1);
colspan = Math.Min(GetColumnSpan(child), colCount - col);
rowspan = Math.Min(GetRowSpan(child), rowCount - row);
for (int r = row; r < row + rowspan; r++)
{
starRow |= this.rowMatrix[r, r].Type == GridUnitType.Star;
autoRow |= this.rowMatrix[r, r].Type == GridUnitType.Auto;
}
for (int c = col; c < col + colspan; c++)
{
starCol |= this.colMatrix[c, c].Type == GridUnitType.Star;
autoCol |= this.colMatrix[c, c].Type == GridUnitType.Auto;
}
// This series of if statements checks whether or not we should measure
// the current element and also if we need to override the sizes
// passed to the Measure call.
// If the element has Auto rows and Auto columns and does not span Star
// rows/cols it should only be measured in the auto_auto phase.
// There are similar rules governing auto/star and star/auto elements.
// NOTE: star/auto elements are measured twice. The first time with
// an override for height, the second time without it.
if (autoRow && autoCol && !starRow && !starCol)
{
if (!autoAuto)
{
continue;
}
childSizeX = double.PositiveInfinity;
childSizeY = double.PositiveInfinity;
}
else if (starRow && autoCol && !starCol)
{
if (!(starAuto || starAutoAgain))
{
continue;
}
if (starAuto && gridWalker.HasAutoStar)
{
childSizeY = double.PositiveInfinity;
}
childSizeX = double.PositiveInfinity;
}
else if (autoRow && starCol && !starRow)
{
if (!autoStar)
{
continue;
}
childSizeY = double.PositiveInfinity;
}
else if ((autoRow || autoCol) && !(starRow || starCol))
{
if (!nonStar)
{
continue;
}
if (autoRow)
{
childSizeY = double.PositiveInfinity;
}
if (autoCol)
{
childSizeX = double.PositiveInfinity;
}
}
else if (!(starRow || starCol))
{
if (!nonStar)
{
continue;
}
}
else
{
if (!remainingStar)
{
continue;
}
}
for (int r = row; r < row + rowspan; r++)
{
childSizeY += this.rowMatrix[r, r].OfferedSize;
}
for (int c = col; c < col + colspan; c++)
{
childSizeX += this.colMatrix[c, c].OfferedSize;
}
child.Measure(new Size(childSizeX, childSizeY));
Size desired = child.DesiredSize.Value;
// Elements distribute their height based on two rules:
// 1) Elements with rowspan/colspan == 1 distribute their height first
// 2) Everything else distributes in a LIFO manner.
// As such, add all UIElements with rowspan/colspan == 1 after the separator in
// the list and everything else before it. Then to process, just keep popping
// elements off the end of the list.
if (!starAuto)
{
node = new GridNode(this.rowMatrix, row + rowspan - 1, row, desired.Height);
separatorIndex = sizes.IndexOf(separator);
sizes.Insert(node.Row == node.Column ? separatorIndex + 1 : separatorIndex, node);
}
node = new GridNode(this.colMatrix, col + colspan - 1, col, desired.Width);
separatorIndex = sizes.IndexOf(separator);
sizes.Insert(node.Row == node.Column ? separatorIndex + 1 : separatorIndex, node);
}
sizes.Remove(separator);
while (sizes.Count > 0)
{
node = sizes.Last();
node.Matrix[node.Row, node.Column].DesiredSize = Math.Max(node.Matrix[node.Row, node.Column].DesiredSize, node.Size);
this.AllocateDesiredSize(rowCount, colCount);
sizes.Remove(node);
}
sizes.Add(separator);
}
// Once we have measured and distributed all sizes, we have to store
// the results. Every time we want to expand the rows/cols, this will
// be used as the baseline.
this.SaveMeasureResults();
sizes.Remove(separator);
double gridSizeX = 0;
double gridSizeY = 0;
for (int c = 0; c < colCount; c++)
{
gridSizeX += this.colMatrix[c, c].DesiredSize;
}
for (int r = 0; r < rowCount; r++)
{
gridSizeY += this.rowMatrix[r, r].DesiredSize;
}
return new Size(gridSizeX, gridSizeY);
}
protected override Size ArrangeOverride(Size finalSize)
{
int colCount = this.ColumnDefinitions.Count;
int rowCount = this.RowDefinitions.Count;
int colMatrixDim = this.colMatrix.GetUpperBound(0) + 1;
int rowMatrixDim = this.rowMatrix.GetUpperBound(0) + 1;
this.RestoreMeasureResults();
double totalConsumedX = 0;
double totalConsumedY = 0;
for (int c = 0; c < colMatrixDim; c++)
{
this.colMatrix[c, c].OfferedSize = this.colMatrix[c, c].DesiredSize;
totalConsumedX += this.colMatrix[c, c].OfferedSize;
}
for (int r = 0; r < rowMatrixDim; r++)
{
this.rowMatrix[r, r].OfferedSize = this.rowMatrix[r, r].DesiredSize;
totalConsumedY += this.rowMatrix[r, r].OfferedSize;
}
if (totalConsumedX != finalSize.Width)
{
this.ExpandStarCols(finalSize);
}
if (totalConsumedY != finalSize.Height)
{
this.ExpandStarRows(finalSize);
}
for (int c = 0; c < colCount; c++)
{
this.ColumnDefinitions[c].ActualWidth = this.colMatrix[c, c].OfferedSize;
}
for (int r = 0; r < rowCount; r++)
{
this.RowDefinitions[r].ActualHeight = this.rowMatrix[r, r].OfferedSize;
}
foreach (Control child in this.Children)
{
int col = Math.Min(GetColumn(child), colMatrixDim - 1);
int row = Math.Min(GetRow(child), rowMatrixDim - 1);
int colspan = Math.Min(GetColumnSpan(child), colMatrixDim - col);
int rowspan = Math.Min(GetRowSpan(child), rowMatrixDim - row);
double childFinalX = 0;
double childFinalY = 0;
double childFinalW = 0;
double childFinalH = 0;
for (int c = 0; c < col; c++)
{
childFinalX += this.colMatrix[c, c].OfferedSize;
}
for (int c = col; c < col + colspan; c++)
{
childFinalW += this.colMatrix[c, c].OfferedSize;
}
for (int r = 0; r < row; r++)
{
childFinalY += this.rowMatrix[r, r].OfferedSize;
}
for (int r = row; r < row + rowspan; r++)
{
childFinalH += this.rowMatrix[r, r].OfferedSize;
}
child.Arrange(new Rect(childFinalX, childFinalY, childFinalW, childFinalH));
}
return finalSize;
}
private static double Clamp(double val, double min, double max)
{
if (val < min)
{
return min;
}
else if (val > max)
{
return max;
}
else
{
return val;
}
}
private void CreateMatrices(int rowCount, int colCount)
{
if (this.rowMatrix == null || this.colMatrix == null ||
this.rowMatrix.GetUpperBound(0) != rowCount - 1 ||
this.colMatrix.GetUpperBound(0) != colCount - 1)
{
this.rowMatrix = new Segment[rowCount, rowCount];
this.colMatrix = new Segment[colCount, colCount];
}
}
private void ExpandStarCols(Size availableSize)
{
int columnsCount = this.ColumnDefinitions.Count;
double width = availableSize.Width;
for (int i = 0; i < this.colMatrix.GetUpperBound(0) + 1; i++)
{
if (this.colMatrix[i, i].Type == GridUnitType.Star)
{
this.colMatrix[i, i].OfferedSize = 0;
}
else
{
width = Math.Max(availableSize.Width - this.colMatrix[i, i].OfferedSize, 0);
}
}
this.AssignSize(this.colMatrix, 0, this.colMatrix.GetUpperBound(0), ref width, GridUnitType.Star, false);
width = Math.Max(0, width);
if (columnsCount > 0)
{
for (int i = 0; i < this.colMatrix.GetUpperBound(0) + 1; i++)
{
if (this.colMatrix[i, i].Type == GridUnitType.Star)
{
this.ColumnDefinitions[i].ActualWidth = this.colMatrix[i, i].OfferedSize;
}
}
}
}
private void ExpandStarRows(Size availableSize)
{
int rowCount = this.RowDefinitions.Count;
double height = availableSize.Height;
// When expanding star rows, we need to zero out their height before
// calling AssignSize. AssignSize takes care of distributing the
// available size when there are Mins and Maxs applied.
for (int i = 0; i < this.rowMatrix.GetUpperBound(0) + 1; i++)
{
if (this.rowMatrix[i, i].Type == GridUnitType.Star)
{
this.rowMatrix[i, i].OfferedSize = 0.0;
}
else
{
height = Math.Max(availableSize.Height - this.rowMatrix[i, i].OfferedSize, 0);
}
}
this.AssignSize(this.rowMatrix, 0, this.rowMatrix.GetUpperBound(0), ref height, GridUnitType.Star, false);
if (rowCount > 0)
{
for (int i = 0; i < this.rowMatrix.GetUpperBound(0) + 1; i++)
{
if (this.rowMatrix[i, i].Type == GridUnitType.Star)
{
this.RowDefinitions[i].ActualHeight = this.rowMatrix[i, i].OfferedSize;
}
}
}
}
private void AssignSize(
Segment[,] matrix,
int start,
int end,
ref double size,
GridUnitType type,
bool desiredSize)
{
double count = 0;
bool assigned;
// Count how many segments are of the correct type. If we're measuring Star rows/cols
// we need to count the number of stars instead.
for (int i = start; i <= end; i++)
{
double segmentSize = desiredSize ? (matrix[i, i].DesiredSize) : matrix[i, i].OfferedSize;
if (segmentSize < matrix[i, i].Max)
{
count += type == GridUnitType.Star ? (matrix[i, i].Stars) : 1;
}
}
do
{
double contribution = size / count;
assigned = false;
for (int i = start; i <= end; i++)
{
double segmentSize = desiredSize ? (matrix[i, i].DesiredSize) : matrix[i, i].OfferedSize;
if (!(matrix[i, i].Type == type && segmentSize < matrix[i, i].Max))
{
continue;
}
double newsize = segmentSize;
newsize += contribution * (type == GridUnitType.Star ? (matrix[i, i].Stars) : 1);
newsize = Math.Min(newsize, matrix[i, i].Max);
assigned |= newsize > segmentSize;
size -= newsize - segmentSize;
if (desiredSize)
{
matrix[i, i].DesiredSize = newsize;
}
else
{
matrix[i, i].OfferedSize = newsize;
}
}
}
while (assigned);
}
private void AllocateDesiredSize(int rowCount, int colCount)
{
// First allocate the heights of the RowDefinitions, then allocate
// the widths of the ColumnDefinitions.
for (int i = 0; i < 2; i++)
{
Segment[,] matrix = i == 0 ? this.rowMatrix : this.colMatrix;
int count = i == 0 ? rowCount : colCount;
for (int row = count - 1; row >= 0; row--)
{
for (int col = row; col >= 0; col--)
{
bool spansStar = false;
for (int j = row; j >= col; j--)
{
spansStar |= matrix[j, j].Type == GridUnitType.Star;
}
// This is the amount of pixels which must be available between the grid rows
// at index 'col' and 'row'. i.e. if 'row' == 0 and 'col' == 2, there must
// be at least 'matrix [row][col].size' pixels of height allocated between
// all the rows in the range col -> row.
double current = matrix[row, col].DesiredSize;
// Count how many pixels have already been allocated between the grid rows
// in the range col -> row. The amount of pixels allocated to each grid row/column
// is found on the diagonal of the matrix.
double totalAllocated = 0;
for (int k = row; k >= col; k--)
{
totalAllocated += matrix[k, k].DesiredSize;
}
// If the size requirement has not been met, allocate the additional required
// size between 'pixel' rows, then 'star' rows, finally 'auto' rows, until all
// height has been assigned.
if (totalAllocated < current)
{
double additional = current - totalAllocated;
if (spansStar)
{
this.AssignSize(matrix, col, row, ref additional, GridUnitType.Star, true);
}
else
{
this.AssignSize(matrix, col, row, ref additional, GridUnitType.Pixel, true);
this.AssignSize(matrix, col, row, ref additional, GridUnitType.Auto, true);
}
}
}
}
}
for (int r = 0; r < this.rowMatrix.GetUpperBound(0) + 1; r++)
{
this.rowMatrix[r, r].OfferedSize = this.rowMatrix[r, r].DesiredSize;
}
for (int c = 0; c < this.colMatrix.GetUpperBound(0) + 1; c++)
{
this.colMatrix[c, c].OfferedSize = this.colMatrix[c, c].DesiredSize;
}
}
private void SaveMeasureResults()
{
for (int i = 0; i < this.rowMatrix.GetUpperBound(0) + 1; i++)
{
for (int j = 0; j < this.rowMatrix.GetUpperBound(0) + 1; j++)
{
this.rowMatrix[i, j].OriginalSize = this.rowMatrix[i, j].OfferedSize;
}
}
for (int i = 0; i < this.colMatrix.GetUpperBound(0); i++)
{
for (int j = 0; j < this.colMatrix.GetUpperBound(0); j++)
{
this.colMatrix[i, j].OriginalSize = this.colMatrix[i, j].OfferedSize;
}
}
}
private void RestoreMeasureResults()
{
for (int i = 0; i < this.rowMatrix.GetUpperBound(0) + 1; i++)
{
for (int j = 0; j < this.rowMatrix.GetUpperBound(0) + 1; j++)
{
this.rowMatrix[i, j].OfferedSize = this.rowMatrix[i, j].OriginalSize;
}
}
for (int i = 0; i < this.colMatrix.GetUpperBound(0) + 1; i++)
{
for (int j = 0; j < this.colMatrix.GetUpperBound(0) + 1; j++)
{
this.colMatrix[i, j].OfferedSize = this.colMatrix[i, j].OriginalSize;
}
}
}
private struct Segment
{
public double OriginalSize;
public double Max;
public double Min;
public double DesiredSize;
public double OfferedSize;
public double Stars;
public GridUnitType Type;
public Segment(double offeredSize, double min, double max, GridUnitType type)
{
this.OriginalSize = 0;
this.Min = min;
this.Max = max;
this.DesiredSize = 0;
this.OfferedSize = offeredSize;
this.Stars = 0;
this.Type = type;
}
public void Init(double offeredSize, double min, double max, GridUnitType type)
{
this.OfferedSize = offeredSize;
this.Min = min;
this.Max = max;
this.Type = type;
}
}
private struct GridNode
{
public int Row;
public int Column;
public double Size;
public Segment[,] Matrix;
public GridNode(Segment[,] matrix, int row, int col, double size)
{
this.Matrix = matrix;
this.Row = row;
this.Column = col;
this.Size = size;
}
}
private class GridWalker
{
public GridWalker(Grid grid, Segment[,] rowMatrix, Segment[,] colMatrix)
{
foreach (Control child in grid.Children)
{
bool starCol = false;
bool starRow = false;
bool autoCol = false;
bool autoRow = false;
int col = Math.Min(Grid.GetColumn(child), colMatrix.GetUpperBound(0));
int row = Math.Min(Grid.GetRow(child), rowMatrix.GetUpperBound(0));
int colspan = Math.Min(Grid.GetColumnSpan(child), colMatrix.GetUpperBound(0));
int rowspan = Math.Min(Grid.GetRowSpan(child), rowMatrix.GetUpperBound(0));
for (int r = row; r < row + rowspan; r++)
{
starRow |= rowMatrix[r, r].Type == GridUnitType.Star;
autoRow |= rowMatrix[r, r].Type == GridUnitType.Auto;
}
for (int c = col; c < col + colspan; c++)
{
starCol |= colMatrix[c, c].Type == GridUnitType.Star;
autoCol |= colMatrix[c, c].Type == GridUnitType.Auto;
}
this.HasAutoAuto |= autoRow && autoCol && !starRow && !starCol;
this.HasStarAuto |= starRow && autoCol;
this.HasAutoStar |= autoRow && starCol;
}
}
public bool HasAutoAuto { get; private set; }
public bool HasStarAuto { get; private set; }
public bool HasAutoStar { get; private set; }
}
}
}