package cview

import (
	

	
)

// Configuration values.
const (
	FlexRow = iota
	FlexColumn
)

// flexItem holds layout options for one item.
type flexItem struct {
	Item       Primitive // The item to be positioned. May be nil for an empty item.
	FixedSize  int       // The item's fixed size which may not be changed, 0 if it has no fixed size.
	Proportion int       // The item's proportion.
	Focus      bool      // Whether or not this item attracts the layout's focus.
}

// Flex is a basic implementation of the Flexbox layout. The contained
// primitives are arranged horizontally or vertically. The way they are
// distributed along that dimension depends on their layout settings, which is
// either a fixed length or a proportional length. See AddItem() for details.
type Flex struct {
	*Box

	// The items to be positioned.
	items []*flexItem

	// FlexRow or FlexColumn.
	direction int

	// If set to true, Flex will use the entire screen as its available space
	// instead its box dimensions.
	fullScreen bool

	sync.RWMutex
}

// NewFlex returns a new flexbox layout container with no primitives and its
// direction set to FlexColumn. To add primitives to this layout, see AddItem().
// To change the direction, see SetDirection().
//
// Note that Flex will have a transparent background by default so that any nil
// flex items will show primitives behind the Flex.
// To disable this transparency:
//
//   flex.SetBackgroundTransparent(false)
func () *Flex {
	 := &Flex{
		Box:       NewBox(),
		direction: FlexColumn,
	}
	.SetBackgroundTransparent(true)
	.focus = 
	return 
}

// GetDirection returns the direction in which the contained primitives are
// distributed. This can be either FlexColumn (default) or FlexRow.
func ( *Flex) () int {
	.RLock()
	defer .RUnlock()
	return .direction
}

// SetDirection sets the direction in which the contained primitives are
// distributed. This can be either FlexColumn (default) or FlexRow.
func ( *Flex) ( int) {
	.Lock()
	defer .Unlock()

	.direction = 
}

// SetFullScreen sets the flag which, when true, causes the flex layout to use
// the entire screen space instead of whatever size it is currently assigned to.
func ( *Flex) ( bool) {
	.Lock()
	defer .Unlock()

	.fullScreen = 
}

// AddItem adds a new item to the container. The "fixedSize" argument is a width
// or height that may not be changed by the layout algorithm. A value of 0 means
// that its size is flexible and may be changed. The "proportion" argument
// defines the relative size of the item compared to other flexible-size items.
// For example, items with a proportion of 2 will be twice as large as items
// with a proportion of 1. The proportion must be at least 1 if fixedSize == 0
// (ignored otherwise).
//
// If "focus" is set to true, the item will receive focus when the Flex
// primitive receives focus. If multiple items have the "focus" flag set to
// true, the first one will receive focus.
//
// A nil value for the primitive represents empty space.
func ( *Flex) ( Primitive, ,  int,  bool) {
	.Lock()
	defer .Unlock()

	if  == nil {
		 = NewBox()
		.SetVisible(false)
	}

	.items = append(.items, &flexItem{Item: , FixedSize: , Proportion: , Focus: })
}

// AddItemAtIndex adds an item to the flex at a given index.
// For more information see AddItem.
func ( *Flex) ( int,  Primitive, ,  int,  bool) {
	.Lock()
	defer .Unlock()
	 := &flexItem{Item: , FixedSize: , Proportion: , Focus: }

	if  == 0 {
		.items = append([]*flexItem{}, .items...)
	} else {
		.items = append(.items[:], append([]*flexItem{}, .items[:]...)...)
	}
}

// RemoveItem removes all items for the given primitive from the container,
// keeping the order of the remaining items intact.
func ( *Flex) ( Primitive) {
	.Lock()
	defer .Unlock()

	for  := len(.items) - 1;  >= 0; -- {
		if .items[].Item ==  {
			.items = append(.items[:], .items[+1:]...)
		}
	}
}

// ResizeItem sets a new size for the item(s) with the given primitive. If there
// are multiple Flex items with the same primitive, they will all receive the
// same size. For details regarding the size parameters, see AddItem().
func ( *Flex) ( Primitive, ,  int) {
	.Lock()
	defer .Unlock()

	for ,  := range .items {
		if .Item ==  {
			.FixedSize = 
			.Proportion = 
		}
	}
}

// Draw draws this primitive onto the screen.
func ( *Flex) ( tcell.Screen) {
	if !.GetVisible() {
		return
	}

	.Box.Draw()

	.Lock()
	defer .Unlock()

	// Calculate size and position of the items.

	// Do we use the entire screen?
	if .fullScreen {
		,  := .Size()
		.SetRect(0, 0, , )
	}

	// How much space can we distribute?
	, , ,  := .GetInnerRect()
	var  int
	 := 
	if .direction == FlexRow {
		 = 
	}
	for ,  := range .items {
		if .FixedSize > 0 {
			 -= .FixedSize
		} else {
			 += .Proportion
		}
	}

	// Calculate positions and draw items.
	 := 
	if .direction == FlexRow {
		 = 
	}
	for ,  := range .items {
		 := .FixedSize
		if  <= 0 {
			if  > 0 {
				 =  * .Proportion / 
				 -= 
				 -= .Proportion
			} else {
				 = 0
			}
		}
		if .Item != nil {
			if .direction == FlexColumn {
				.Item.SetRect(, , , )
			} else {
				.Item.SetRect(, , , )
			}
		}
		 += 

		if .Item != nil {
			if .Item.GetFocusable().HasFocus() {
				defer .Item.Draw()
			} else {
				.Item.Draw()
			}
		}
	}
}

// Focus is called when this primitive receives focus.
func ( *Flex) ( func( Primitive)) {
	.Lock()

	for ,  := range .items {
		if .Item != nil && .Focus {
			.Unlock()
			(.Item)
			return
		}
	}

	.Unlock()
}

// HasFocus returns whether or not this primitive has focus.
func ( *Flex) () bool {
	.RLock()
	defer .RUnlock()

	for ,  := range .items {
		if .Item != nil && .Item.GetFocusable().HasFocus() {
			return true
		}
	}
	return false
}

// MouseHandler returns the mouse handler for this primitive.
func ( *Flex) () func( MouseAction,  *tcell.EventMouse,  func( Primitive)) ( bool,  Primitive) {
	return .WrapMouseHandler(func( MouseAction,  *tcell.EventMouse,  func( Primitive)) ( bool,  Primitive) {
		if !.InRect(.Position()) {
			return false, nil
		}

		// Pass mouse events along to the first child item that takes it.
		for ,  := range .items {
			if .Item == nil {
				continue
			}

			,  = .Item.MouseHandler()(, , )
			if  {
				return
			}
		}

		return
	})
}