# popover_anchor.ludic - `
` sits beside the element with that id (the # nearest), a bare `anchor` beside the one before it: `placement` right, left, bottom or top (its margin # is the gap), `align` start, center or end along that side, flipped and kept within its bounds. function pp_anchor_all(ui_st: mut UiState, n: UiNode) -> void { if n.children == null { return } for i in 0 .. len(n.children) { let c = n.children[i] if c.popover and Value.kind(ui_attr(c, "anchor")) != 0 { pp_anchor(ui_st, c, pp_anchor_of(ui_st, n, i)) } pp_anchor_all(ui_st, c) } } # the element a popover (the i-th child of `parent`) is anchored to, or null function pp_anchor_of(ui_st: mut UiState, parent: UiNode, i: int) -> UiNode { let pop = parent.children[i] let id = ui_attr_text(pop, "anchor") if id == "" or id == "true" { var k = i - 1 while k >= 0 and parent.children[k].popover { k -= 1 } if k < 0 { return null } return parent.children[k] } var at = parent while at != null { let f = pp_by_id(at, id, pop) if f != null { return f } at = at.parent } @alloc_ok("only when a template is wrong: a broken screen, never a working one") ui_err(ui_st, `anchor="{id}": no element has that id`) return null } function pp_by_id(n: UiNode, id: string, skip: UiNode) -> UiNode { if n == skip { return null } if n.id == id { return n } if n.children == null { return null } for i in 0 .. len(n.children) { let f = pp_by_id(n.children[i], id, skip) if f != null { return f } } return null } function pp_anchor(ui_st: mut UiState, p: UiNode, a: UiNode) -> void { if a == null { return } let side = ui_attr_text(p, "placement") let align = ui_attr_text(p, "align") pp_bounds(ui_st, p) let w = p.cw let h = p.ch var x = a.x var y = a.y if side == "top" or side == "bottom" { let below = a.y + a.ch + p.mt let above = a.y - h - p.mb y = pp_side(side == "top", above, below, h, ui_st.pp_by, ui_st.pp_bh) x = pp_along(align, a.x, a.cw, w) + p.ml } else { let right = a.x + a.cw + p.ml let left = a.x - w - p.mr x = pp_side(side == "left", left, right, w, ui_st.pp_bx, ui_st.pp_bw) y = pp_along(align, a.y, a.ch, h) + p.mt } x = Math.max(ui_st.pp_bx, Math.min(x, ui_st.pp_bx + ui_st.pp_bw - w)) y = Math.max(ui_st.pp_by, Math.min(y, ui_st.pp_by + ui_st.pp_bh - h)) ly_place(ui_st, p, x, y, w, h) sc_apply(ui_st, p) } # where along one axis: the side asked for (`low` first when `first_low`), else the other when the # first leaves the screen and the other does not function pp_side(first_low: bool, low: float, high: float, size: float, v0: float, vsize: float) -> float { let low_fits = low >= v0 let high_fits = high + size <= v0 + vsize if first_low { if low_fits or not high_fits { return low } return high } if high_fits or not low_fits { return high } return low }