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package compound
import (
"github.com/jroimartin/gocui"
"github.com/sirupsen/logrus"
"github.com/wagoodman/dive/runtime/ui/view"
"github.com/wagoodman/dive/utils"
)
type LayerDetailsCompoundLayout struct {
layer *view.Layer
details *view.Details
constrainRealEstate bool
}
func NewLayerDetailsCompoundLayout(layer *view.Layer, details *view.Details) *LayerDetailsCompoundLayout {
return &LayerDetailsCompoundLayout{
layer: layer,
details: details,
}
}
func (cl *LayerDetailsCompoundLayout) Name() string {
return "layer-details-compound-column"
}
// OnLayoutChange is called whenever the screen dimensions are changed
func (cl *LayerDetailsCompoundLayout) OnLayoutChange() error {
err := cl.layer.OnLayoutChange()
if err != nil {
logrus.Error("unable to setup layer controller onLayoutChange", err)
return err
}
err = cl.details.OnLayoutChange()
if err != nil {
logrus.Error("unable to setup details controller onLayoutChange", err)
return err
}
return nil
}
func (cl *LayerDetailsCompoundLayout) Layout(g *gocui.Gui, minX, minY, maxX, maxY int) error {
logrus.Tracef("view.Layout(minX: %d, minY: %d, maxX: %d, maxY: %d) %s", minX, minY, maxX, maxY, cl.Name())
////////////////////////////////////////////////////////////////////////////////////
// Layers View
// header + border
layerHeaderHeight := 2
layersHeight := cl.layer.LayerCount() + layerHeaderHeight + 1 // layers + header + base image layer row
maxLayerHeight := int(0.75 * float64(maxY))
if layersHeight > maxLayerHeight {
layersHeight = maxLayerHeight
}
// note: maxY needs to account for the (invisible) border, thus a +1
header, headerErr := g.SetView(cl.layer.Name()+"header", minX, minY, maxX, minY+layerHeaderHeight+1)
// we are going to overlap the view over the (invisible) border (so minY will be one less than expected)
main, viewErr := g.SetView(cl.layer.Name(), minX, minY+layerHeaderHeight, maxX, minY+layerHeaderHeight+layersHeight)
if utils.IsNewView(viewErr, headerErr) {
err := cl.layer.Setup(main, header)
if err != nil {
logrus.Error("unable to setup layer layout", err)
return err
}
if _, err = g.SetCurrentView(cl.layer.Name()); err != nil {
logrus.Error("unable to set view to layer", err)
return err
}
}
////////////////////////////////////////////////////////////////////////////////////
// Details
detailsMinY := minY + layersHeight
// header + border
detailsHeaderHeight := 2
v, _ := g.View(cl.details.Name())
if v != nil {
// the view exists already!
// don't show the details pane when there isn't enough room on the screen
if cl.constrainRealEstate {
// take note: deleting a view will invoke layout again, so ensure this call is protected from an infinite loop
err := g.DeleteView(cl.details.Name())
if err != nil {
return err
}
// take note: deleting a view will invoke layout again, so ensure this call is protected from an infinite loop
err = g.DeleteView(cl.details.Name() + "header")
if err != nil {
return err
}
return nil
}
}
header, headerErr = g.SetView(cl.details.Name()+"header", minX, detailsMinY, maxX, detailsMinY+detailsHeaderHeight)
main, viewErr = g.SetView(cl.details.Name(), minX, detailsMinY+detailsHeaderHeight, maxX, maxY)
if utils.IsNewView(viewErr, headerErr) {
err := cl.details.Setup(main, header)
if err != nil {
return err
}
}
return nil
}
func (cl *LayerDetailsCompoundLayout) RequestedSize(available int) *int {
// "available" is the entire screen real estate, so we can guess when its a bit too small and take action.
// This isn't perfect, but it gets the job done for now without complicated layout constraint solvers
if available < 90 {
cl.layer.ConstrainLayout()
cl.constrainRealEstate = true
size := 8
return &size
}
cl.layer.ExpandLayout()
cl.constrainRealEstate = false
return nil
}
// todo: make this variable based on the nested views
func (cl *LayerDetailsCompoundLayout) IsVisible() bool {
return true
}
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