local function setup() Manager.render = function(self, area) local chunks = self:layout(area) local dynamic_first_bar = function() if chunks[2].w == 0 then return end return ui.Bar(chunks[1], ui.Bar.RIGHT) end local bar = function(c, x, y) x, y = math.max(0, x), math.max(0, y) if chunks[1].w == 0 and x == 0 then return ui.Bar(ui.Rect { x = x, y = y, w = ya.clamp(0, area.w - x, 1), h = math.min(1, area.h) }, ui.Bar.NONE) end return ui.Bar(ui.Rect { x = x, y = y, w = ya.clamp(0, area.w - x, 1), h = math.min(1, area.h) }, ui.Bar.TOP) :symbol(c) end local dynamic_padding = function() if chunks[1].w == 0 then return ui.Padding(1, 0, 1, 1) elseif chunks[3].w == 0 then return ui.Padding(0, 1, 1, 1) end return ui.Padding.y(1) end return ya.flat { -- Borders ui.Border(area, ui.Border.ALL):type(ui.Border.ROUNDED), dynamic_first_bar(), ui.Bar(chunks[3], ui.Bar.LEFT), bar("┬", chunks[1].right - 1, chunks[1].y), bar("┴", chunks[1].right - 1, chunks[1].bottom - 1), bar("┬", chunks[2].right, chunks[2].y), bar("┴", chunks[2].right, chunks[1].bottom - 1), -- Parent Parent:render(chunks[1]:padding(ui.Padding.xy(1))), -- Current Current:render(chunks[2]:padding(dynamic_padding())), -- Preview Preview:render(chunks[3]:padding(ui.Padding.xy(1))), } end end return { setup = setup }