mod common;
use common::*;
fn main() {
let mut world = World::default();
let root = world.add(None);
world.set_width(root, Units::Pixels(600.0));
world.set_height(root, Units::Pixels(600.0));
world.set_alignment(root, Alignment::Center);
let node = world.add(Some(root));
world.set_width(node, Units::Stretch(1.0));
world.set_height(node, Units::Stretch(1.0));
world.set_padding(node, Units::Pixels(20.0));
world.set_layout_type(node, LayoutType::Grid);
world.set_grid_columns(node, vec![Units::Stretch(1.0), Units::Pixels(300.0)]);
world.set_grid_rows(node, vec![Units::Pixels(100.0), Units::Stretch(1.0)]);
world.set_horizontal_gap(node, Units::Pixels(20.0));
world.set_vertical_gap(node, Units::Pixels(10.0));
let child = world.add(Some(node));
world.set_column_start(child, 0);
world.set_column_span(child, 2);
world.set_row_start(child, 0);
let child = world.add(Some(node));
world.set_column_start(child, 0);
world.set_row_start(child, 1);
world.set_padding(child, Units::Pixels(20.0));
world.set_vertical_gap(child, Units::Pixels(20.0));
world.add(Some(child));
world.add(Some(child));
world.add(Some(child));
let child = world.add(Some(node));
world.set_column_start(child, 1);
world.set_row_start(child, 1);
world.set_layout_type(child, LayoutType::Grid);
world.set_padding(child, Units::Pixels(20.0));
world.set_alignment(child, Alignment::Center);
world.set_grid_columns(child, vec![Units::Pixels(50.0), Units::Pixels(50.0)]);
world.set_grid_rows(child, vec![Units::Pixels(50.0), Units::Pixels(50.0)]);
world.set_horizontal_gap(child, Units::Pixels(10.0));
world.set_vertical_gap(child, Units::Pixels(10.0));
let subchild = world.add(Some(child));
world.set_column_start(subchild, 0);
world.set_row_start(subchild, 0);
let subchild = world.add(Some(child));
world.set_column_start(subchild, 1);
world.set_row_start(subchild, 0);
world.set_row_span(subchild, 2);
let subchild = world.add(Some(child));
world.set_column_start(subchild, 0);
world.set_row_start(subchild, 1);
root.layout(&mut world.cache, &world.tree, &world.store, &mut ());
render(world, root);
}