init
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136
internal/engine/layout.go
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136
internal/engine/layout.go
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package engine
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// Grid represents a 4x4 layout grid for positioning shapes in a jdenticon
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type Grid struct {
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Size float64
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Cell int
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X int
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Y int
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Padding int
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}
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// Position represents an x, y coordinate pair
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type Position struct {
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X, Y int
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}
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// NewGrid creates a new Grid with the specified icon size and padding ratio
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func NewGrid(iconSize float64, paddingRatio float64) *Grid {
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// Calculate padding and round to nearest integer (matches JS: (0.5 + size * parsedConfig.iconPadding) | 0)
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padding := int(0.5 + iconSize*paddingRatio)
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size := iconSize - float64(padding*2)
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// Calculate cell size and ensure it is an integer (matches JS: 0 | (size / 4))
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cell := int(size / 4)
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// Center the icon since cell size is integer-based (matches JS implementation)
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// Since the cell size is integer based, the actual icon will be slightly smaller than specified => center icon
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x := padding + int((size - float64(cell*4))/2)
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y := padding + int((size - float64(cell*4))/2)
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return &Grid{
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Size: size,
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Cell: cell,
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X: x,
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Y: y,
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Padding: padding,
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}
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}
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// CellToCoordinate converts a grid cell position to actual coordinates
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func (g *Grid) CellToCoordinate(cellX, cellY int) (x, y float64) {
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return float64(g.X + cellX*g.Cell), float64(g.Y + cellY*g.Cell)
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}
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// GetCellSize returns the size of each cell in the grid
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func (g *Grid) GetCellSize() float64 {
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return float64(g.Cell)
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}
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// LayoutEngine manages the overall layout and positioning of icon elements
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type LayoutEngine struct {
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grid *Grid
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}
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// NewLayoutEngine creates a new LayoutEngine with the specified parameters
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func NewLayoutEngine(iconSize float64, paddingRatio float64) *LayoutEngine {
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return &LayoutEngine{
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grid: NewGrid(iconSize, paddingRatio),
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}
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}
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// Grid returns the underlying grid
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func (le *LayoutEngine) Grid() *Grid {
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return le.grid
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}
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// GetShapePositions returns the positions for different shape types based on the jdenticon pattern
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func (le *LayoutEngine) GetShapePositions(shapeType string) []Position {
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switch shapeType {
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case "sides":
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// Sides: positions around the perimeter (8 positions)
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return []Position{
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{1, 0}, {2, 0}, {2, 3}, {1, 3}, // top and bottom
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{0, 1}, {3, 1}, {3, 2}, {0, 2}, // left and right
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}
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case "corners":
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// Corners: four corner positions
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return []Position{
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{0, 0}, {3, 0}, {3, 3}, {0, 3},
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}
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case "center":
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// Center: four center positions
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return []Position{
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{1, 1}, {2, 1}, {2, 2}, {1, 2},
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}
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default:
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return []Position{}
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}
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}
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// ApplySymmetry applies symmetrical transformations to position indices
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// This ensures the icon has the characteristic jdenticon symmetry
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func ApplySymmetry(positions []Position, index int) []Position {
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if index >= len(positions) {
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return positions
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}
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// For jdenticon, we apply rotational symmetry
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// The pattern is designed to be symmetrical, so we don't need to modify positions
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// The symmetry is achieved through the predefined position arrays
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return positions
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}
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// GetTransformedPosition applies rotation and returns the final position
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func (le *LayoutEngine) GetTransformedPosition(cellX, cellY int, rotation int) (x, y float64, cellSize float64) {
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// Apply rotation if needed (rotation is 0-3 for 0°, 90°, 180°, 270°)
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switch rotation % 4 {
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case 0: // 0°
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// No rotation
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case 1: // 90° clockwise
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cellX, cellY = cellY, 3-cellX
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case 2: // 180°
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cellX, cellY = 3-cellX, 3-cellY
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case 3: // 270° clockwise (90° counter-clockwise)
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cellX, cellY = 3-cellY, cellX
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}
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x, y = le.grid.CellToCoordinate(cellX, cellY)
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cellSize = le.grid.GetCellSize()
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return
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}
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// ValidateGrid checks if the grid configuration is valid
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func (g *Grid) ValidateGrid() bool {
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return g.Cell > 0 && g.Size > 0 && g.Padding >= 0
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}
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// GetIconBounds returns the bounds of the icon within the grid
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func (g *Grid) GetIconBounds() (x, y, width, height float64) {
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return float64(g.X), float64(g.Y), float64(g.Cell * 4), float64(g.Cell * 4)
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}
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// GetCenterOffset returns the offset needed to center content within a cell
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func (g *Grid) GetCenterOffset() (dx, dy float64) {
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return float64(g.Cell) / 2, float64(g.Cell) / 2
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}
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