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feat(tracker/gioui): UI splitter bars snap better to window edges
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@ -87,6 +87,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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([#156][i156])
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### Changed
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- The draggable UI splitters snap more controllably to the window edges.
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- New & better presets, organized by their type to subfolders (thanks Reaby!)
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([#136][i136])
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- Presets get their name by concatenating their subdirectory path (with path
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@ -20,6 +20,8 @@ type Split struct {
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// Axis is the split direction: layout.Horizontal splits the view in left
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// and right, layout.Vertical splits the view in top and bottom
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Axis layout.Axis
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// Minimum sizes of the first and second widget in the split, in dp
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MinSize1, MinSize2 unit.Dp
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drag bool
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dragID pointer.ID
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@ -28,107 +30,73 @@ type Split struct {
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var defaultBarWidth = unit.Dp(10)
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func (s *Split) Layout(gtx layout.Context, first, second layout.Widget) layout.Dimensions {
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bar := gtx.Dp(s.Bar)
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if bar <= 1 {
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bar = gtx.Dp(defaultBarWidth)
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}
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func (s *Split) Update(gtx layout.Context) {
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for {
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ev, ok := gtx.Event(pointer.Filter{
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Target: s,
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Kinds: pointer.Press | pointer.Drag | pointer.Release,
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// TODO: there should be a grab; there was Grab: s.drag,
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})
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if !ok {
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break
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}
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e, ok := ev.(pointer.Event)
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if !ok {
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continue
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}
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var coord int
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if s.Axis == layout.Horizontal {
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coord = gtx.Constraints.Max.X
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} else {
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coord = gtx.Constraints.Max.Y
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}
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proportion := (s.Ratio + 1) / 2
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firstSize := int(proportion*float32(coord) - float32(bar))
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secondOffset := firstSize + bar
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secondSize := coord - secondOffset
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{ // handle input
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// Avoid affecting the input tree with pointer events.
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for {
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ev, ok := gtx.Event(pointer.Filter{
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Target: s,
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Kinds: pointer.Press | pointer.Drag | pointer.Release,
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// TODO: there should be a grab; there was Grab: s.drag,
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})
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if !ok {
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switch e.Kind {
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case pointer.Press:
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if s.drag {
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break
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}
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e, ok := ev.(pointer.Event)
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if !ok {
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continue
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s.dragID = e.PointerID
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if s.Axis == layout.Horizontal {
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s.dragCoord = e.Position.X
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} else {
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s.dragCoord = e.Position.Y
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}
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s.drag = true
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// when the user start dragging, the new display ratio becomes the underlying ratio
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s.Ratio = s.calculateRatio(gtx)
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case pointer.Drag:
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if s.dragID != e.PointerID {
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break
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}
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switch e.Kind {
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case pointer.Press:
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if s.drag {
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break
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}
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s.dragID = e.PointerID
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if s.Axis == layout.Horizontal {
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s.dragCoord = e.Position.X
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} else {
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s.dragCoord = e.Position.Y
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}
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s.drag = true
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case pointer.Drag:
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if s.dragID != e.PointerID {
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break
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}
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var deltaCoord, deltaRatio float32
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if s.Axis == layout.Horizontal {
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deltaCoord = e.Position.X - s.dragCoord
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s.dragCoord = e.Position.X
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deltaRatio = deltaCoord * 2 / float32(gtx.Constraints.Max.X)
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} else {
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deltaCoord = e.Position.Y - s.dragCoord
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s.dragCoord = e.Position.Y
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deltaRatio = deltaCoord * 2 / float32(gtx.Constraints.Max.Y)
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}
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s.Ratio += deltaRatio
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case pointer.Release:
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fallthrough
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case pointer.Cancel:
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s.drag = false
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if s.Axis == layout.Horizontal {
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s.Ratio += (e.Position.X - s.dragCoord) / float32(gtx.Constraints.Max.X) * 2
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s.dragCoord = e.Position.X
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} else {
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s.Ratio += (e.Position.Y - s.dragCoord) / float32(gtx.Constraints.Max.Y) * 2
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s.dragCoord = e.Position.Y
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}
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case pointer.Release, pointer.Cancel:
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if s.dragID == e.PointerID {
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// when the user release the grab, the new display ratio becomes the underlying ratio
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s.Ratio = s.calculateRatio(gtx)
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}
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s.drag = false
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}
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}
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}
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low := -1 + float32(bar)/float32(coord)*2
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const snapMargin = 0.1
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func (s *Split) Layout(gtx layout.Context, first, second layout.Widget) layout.Dimensions {
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s.Update(gtx)
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if s.Ratio < low {
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s.Ratio = low
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}
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if s.Ratio > 1 {
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s.Ratio = 1
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}
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if s.Ratio < low+snapMargin {
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firstSize = 0
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secondOffset = bar
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secondSize = coord - bar
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} else if s.Ratio > 1-snapMargin {
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firstSize = coord - bar
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secondOffset = coord
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secondSize = 0
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}
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size1, size2, bar := s.calculateSplitSizes(gtx)
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secondOffset := size1 + bar
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{
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// register for input
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var barRect image.Rectangle
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if s.Axis == layout.Horizontal {
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barRect = image.Rect(firstSize, 0, secondOffset, gtx.Constraints.Max.Y)
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barRect = image.Rect(size1, 0, secondOffset, gtx.Constraints.Max.Y)
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} else {
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barRect = image.Rect(0, firstSize, gtx.Constraints.Max.X, secondOffset)
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barRect = image.Rect(0, size1, gtx.Constraints.Max.X, secondOffset)
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}
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area := clip.Rect(barRect).Push(gtx.Ops)
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event.Op(gtx.Ops, s)
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@ -144,9 +112,9 @@ func (s *Split) Layout(gtx layout.Context, first, second layout.Widget) layout.D
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gtx := gtx
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if s.Axis == layout.Horizontal {
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gtx.Constraints = layout.Exact(image.Pt(firstSize, gtx.Constraints.Max.Y))
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gtx.Constraints = layout.Exact(image.Pt(size1, gtx.Constraints.Max.Y))
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} else {
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gtx.Constraints = layout.Exact(image.Pt(gtx.Constraints.Max.X, firstSize))
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gtx.Constraints = layout.Exact(image.Pt(gtx.Constraints.Max.X, size1))
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}
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area := clip.Rect(image.Rect(0, 0, gtx.Constraints.Min.X, gtx.Constraints.Min.Y)).Push(gtx.Ops)
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first(gtx)
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@ -159,10 +127,10 @@ func (s *Split) Layout(gtx layout.Context, first, second layout.Widget) layout.D
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var transform op.TransformStack
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if s.Axis == layout.Horizontal {
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transform = op.Offset(image.Pt(secondOffset, 0)).Push(gtx.Ops)
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gtx.Constraints = layout.Exact(image.Pt(secondSize, gtx.Constraints.Max.Y))
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gtx.Constraints = layout.Exact(image.Pt(size2, gtx.Constraints.Max.Y))
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} else {
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transform = op.Offset(image.Pt(0, secondOffset)).Push(gtx.Ops)
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gtx.Constraints = layout.Exact(image.Pt(gtx.Constraints.Max.X, secondSize))
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gtx.Constraints = layout.Exact(image.Pt(gtx.Constraints.Max.X, size2))
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}
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area := clip.Rect(image.Rect(0, 0, gtx.Constraints.Min.X, gtx.Constraints.Min.Y)).Push(gtx.Ops)
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@ -173,3 +141,53 @@ func (s *Split) Layout(gtx layout.Context, first, second layout.Widget) layout.D
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return layout.Dimensions{Size: gtx.Constraints.Max}
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}
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func (s *Split) calculateRatio(gtx layout.Context) float32 {
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size1, size2, bar := s.calculateSplitSizes(gtx)
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total := size1 + size2 + bar
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if total <= 0 {
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return 0
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}
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return 2*float32(size1+bar/2)/float32(total) - 1
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}
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func (s *Split) calculateSplitSizes(gtx layout.Context) (size1, size2, bar int) {
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bar = gtx.Dp(s.Bar)
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if bar <= 1 {
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bar = gtx.Dp(defaultBarWidth)
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}
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total := gtx.Constraints.Max.Y
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if s.Axis == layout.Horizontal {
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total = gtx.Constraints.Max.X
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}
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if total < 0 {
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total = 0
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}
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if total < bar {
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return 0, 0, total
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}
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totalSize := total - bar
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size1 = int((s.Ratio+1)/2*float32(total) - float32(bar)/2)
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minSize1 := gtx.Dp(s.MinSize1)
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minSize2 := gtx.Dp(s.MinSize2)
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// we always hide the smaller split first
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if s.Ratio < 0 {
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size1 = limitSplitSize(size1, totalSize, minSize1, minSize2)
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} else {
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size1 = totalSize - limitSplitSize(totalSize-size1, totalSize, minSize2, minSize1)
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}
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size2 = totalSize - size1
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return size1, size2, bar
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}
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// limitSplitSize hides the first split if it is smaller than minSize1/2 or if
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// the total size is smaller than minSize1+minSize2. Otherwise, it clamps the
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// size so that both split get at least minSize1 and minSize2 respectively.
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func limitSplitSize(size, totalPx, minSize1, minSize2 int) int {
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if size < minSize1/2 || totalPx < minSize1+minSize2 {
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return 0 // the first split is completely hidden
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}
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return min(max(size, minSize1), totalPx-minSize2)
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}
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@ -73,9 +73,9 @@ func NewTracker(model *tracker.Model) *Tracker {
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OctaveNumberInput: NewNumberInput(model.Octave().Int()),
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InstrumentVoices: NewNumberInput(model.InstrumentVoices().Int()),
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TopHorizontalSplit: &Split{Ratio: -.5},
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BottomHorizontalSplit: &Split{Ratio: -.6},
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VerticalSplit: &Split{Axis: layout.Vertical},
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TopHorizontalSplit: &Split{Ratio: -.5, MinSize1: 180, MinSize2: 180},
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BottomHorizontalSplit: &Split{Ratio: -.6, MinSize1: 180, MinSize2: 180},
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VerticalSplit: &Split{Axis: layout.Vertical, MinSize1: 180, MinSize2: 180},
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KeyPlaying: make(map[key.Name]tracker.NoteID),
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MidiNotePlaying: make([]byte, 0, 32),
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