zed/crates/gpui/src/app.rs

1408 lines
49 KiB
Rust
Raw Normal View History

use std::{
any::{type_name, TypeId},
cell::{Ref, RefCell, RefMut},
marker::PhantomData,
ops::{Deref, DerefMut},
path::{Path, PathBuf},
rc::{Rc, Weak},
sync::{atomic::Ordering::SeqCst, Arc},
time::Duration,
};
use anyhow::{anyhow, Result};
use derive_more::{Deref, DerefMut};
use futures::{channel::oneshot, future::LocalBoxFuture, Future};
use slotmap::SlotMap;
use smol::future::FutureExt;
use time::UtcOffset;
pub use async_context::*;
use collections::{FxHashMap, FxHashSet, VecDeque};
pub use entity_map::*;
pub use model_context::*;
#[cfg(any(test, feature = "test-support"))]
pub use test_context::*;
use util::{
http::{self, HttpClient},
ResultExt,
};
2023-08-10 16:26:48 +00:00
use crate::{
current_platform, image_cache::ImageCache, init_app_menus, Action, ActionRegistry, Any,
AnyView, AnyWindowHandle, AppMetadata, AssetSource, BackgroundExecutor, ClipboardItem, Context,
DispatchPhase, Entity, EventEmitter, ForegroundExecutor, Global, KeyBinding, Keymap, Keystroke,
LayoutId, Menu, PathPromptOptions, Pixels, Platform, PlatformDisplay, Point, PromptBuilder,
PromptHandle, PromptLevel, Render, RenderablePromptHandle, SharedString, SubscriberSet,
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
Subscription, SvgRenderer, Task, TextSystem, View, ViewContext, Window, WindowAppearance,
WindowContext, WindowHandle, WindowId,
2023-08-10 16:26:48 +00:00
};
mod async_context;
mod entity_map;
mod model_context;
#[cfg(any(test, feature = "test-support"))]
mod test_context;
/// The duration for which futures returned from [AppContext::on_app_context] or [ModelContext::on_app_quit] can run before the application fully quits.
pub const SHUTDOWN_TIMEOUT: Duration = Duration::from_millis(100);
/// Temporary(?) wrapper around [`RefCell<AppContext>`] to help us debug any double borrows.
/// Strongly consider removing after stabilization.
#[doc(hidden)]
pub struct AppCell {
app: RefCell<AppContext>,
2021-03-10 04:00:51 +00:00
}
impl AppCell {
#[doc(hidden)]
#[track_caller]
pub fn borrow(&self) -> AppRef {
if option_env!("TRACK_THREAD_BORROWS").is_some() {
let thread_id = std::thread::current().id();
eprintln!("borrowed {thread_id:?}");
}
AppRef(self.app.borrow())
2021-03-10 04:00:51 +00:00
}
#[doc(hidden)]
#[track_caller]
pub fn borrow_mut(&self) -> AppRefMut {
if option_env!("TRACK_THREAD_BORROWS").is_some() {
let thread_id = std::thread::current().id();
eprintln!("borrowed {thread_id:?}");
}
AppRefMut(self.app.borrow_mut())
2021-03-10 04:00:51 +00:00
}
}
#[doc(hidden)]
#[derive(Deref, DerefMut)]
pub struct AppRef<'a>(Ref<'a, AppContext>);
impl<'a> Drop for AppRef<'a> {
fn drop(&mut self) {
if option_env!("TRACK_THREAD_BORROWS").is_some() {
let thread_id = std::thread::current().id();
eprintln!("dropped borrow from {thread_id:?}");
}
}
2021-03-10 04:00:51 +00:00
}
#[doc(hidden)]
#[derive(Deref, DerefMut)]
pub struct AppRefMut<'a>(RefMut<'a, AppContext>);
2023-08-03 14:10:16 +00:00
impl<'a> Drop for AppRefMut<'a> {
fn drop(&mut self) {
if option_env!("TRACK_THREAD_BORROWS").is_some() {
let thread_id = std::thread::current().id();
eprintln!("dropped {thread_id:?}");
}
}
2021-03-10 04:00:51 +00:00
}
/// A reference to a GPUI application, typically constructed in the `main` function of your app.
/// You won't interact with this type much outside of initial configuration and startup.
pub struct App(Rc<AppCell>);
2021-03-10 04:00:51 +00:00
/// Represents an application before it is fully launched. Once your app is
/// configured, you'll start the app with `App::run`.
2021-03-10 04:00:51 +00:00
impl App {
/// Builds an app with the given asset source.
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
#[cfg(any(test, feature = "test-support"))]
log::info!("GPUI was compiled in test mode");
Self(AppContext::new(
current_platform(),
Arc::new(()),
http::client(),
))
}
/// Assign
pub fn with_assets(self, asset_source: impl AssetSource) -> Self {
let mut context_lock = self.0.borrow_mut();
let asset_source = Arc::new(asset_source);
context_lock.asset_source = asset_source.clone();
context_lock.svg_renderer = SvgRenderer::new(asset_source);
drop(context_lock);
self
}
/// Start the application. The provided callback will be called once the
/// app is fully launched.
pub fn run<F>(self, on_finish_launching: F)
where
F: 'static + FnOnce(&mut AppContext),
{
let this = self.0.clone();
let platform = self.0.borrow().platform.clone();
platform.run(Box::new(move || {
let cx = &mut *this.borrow_mut();
on_finish_launching(cx);
}));
}
/// Register a handler to be invoked when the platform instructs the application
/// to open one or more URLs.
pub fn on_open_urls<F>(&self, mut callback: F) -> &Self
where
F: 'static + FnMut(Vec<String>),
{
self.0.borrow().platform.on_open_urls(Box::new(callback));
self
}
/// Invokes a handler when an already-running application is launched.
/// On macOS, this can occur when the application icon is double-clicked or the app is launched via the dock.
pub fn on_reopen<F>(&self, mut callback: F) -> &Self
where
F: 'static + FnMut(&mut AppContext),
{
let this = Rc::downgrade(&self.0);
self.0.borrow_mut().platform.on_reopen(Box::new(move || {
if let Some(app) = this.upgrade() {
callback(&mut app.borrow_mut());
}
}));
self
}
/// Returns metadata associated with the application
pub fn metadata(&self) -> AppMetadata {
self.0.borrow().app_metadata.clone()
}
/// Returns a handle to the [`BackgroundExecutor`] associated with this app, which can be used to spawn futures in the background.
pub fn background_executor(&self) -> BackgroundExecutor {
self.0.borrow().background_executor.clone()
}
/// Returns a handle to the [`ForegroundExecutor`] associated with this app, which can be used to spawn futures in the foreground.
pub fn foreground_executor(&self) -> ForegroundExecutor {
self.0.borrow().foreground_executor.clone()
2023-04-21 21:36:52 +00:00
}
/// Returns a reference to the [`TextSystem`] associated with this app.
pub fn text_system(&self) -> Arc<TextSystem> {
self.0.borrow().text_system.clone()
2023-04-21 21:36:52 +00:00
}
}
type Handler = Box<dyn FnMut(&mut AppContext) -> bool + 'static>;
type Listener = Box<dyn FnMut(&dyn Any, &mut AppContext) -> bool + 'static>;
type KeystrokeObserver = Box<dyn FnMut(&KeystrokeEvent, &mut WindowContext) + 'static>;
type QuitHandler = Box<dyn FnOnce(&mut AppContext) -> LocalBoxFuture<'static, ()> + 'static>;
type ReleaseListener = Box<dyn FnOnce(&mut dyn Any, &mut AppContext) + 'static>;
type NewViewListener = Box<dyn FnMut(AnyView, &mut WindowContext) + 'static>;
2023-08-03 23:03:39 +00:00
/// Contains the state of the full application, and passed as a reference to a variety of callbacks.
/// Other contexts such as [ModelContext], [WindowContext], and [ViewContext] deref to this type, making it the most general context type.
/// You need a reference to an `AppContext` to access the state of a [Model].
pub struct AppContext {
pub(crate) this: Weak<AppCell>,
pub(crate) platform: Rc<dyn Platform>,
app_metadata: AppMetadata,
text_system: Arc<TextSystem>,
2021-03-10 04:00:51 +00:00
flushing_effects: bool,
pending_updates: usize,
pub(crate) actions: Rc<ActionRegistry>,
pub(crate) active_drag: Option<AnyDrag>,
pub(crate) background_executor: BackgroundExecutor,
pub(crate) foreground_executor: ForegroundExecutor,
pub(crate) svg_renderer: SvgRenderer,
asset_source: Arc<dyn AssetSource>,
pub(crate) image_cache: ImageCache,
pub(crate) globals_by_type: FxHashMap<TypeId, Box<dyn Any>>,
pub(crate) entities: EntityMap,
pub(crate) new_view_observers: SubscriberSet<TypeId, NewViewListener>,
pub(crate) windows: SlotMap<WindowId, Option<Window>>,
pub(crate) window_handles: FxHashMap<WindowId, AnyWindowHandle>,
pub(crate) keymap: Rc<RefCell<Keymap>>,
pub(crate) global_action_listeners:
FxHashMap<TypeId, Vec<Rc<dyn Fn(&dyn Any, DispatchPhase, &mut Self)>>>,
pending_effects: VecDeque<Effect>,
pub(crate) pending_notifications: FxHashSet<EntityId>,
pub(crate) pending_global_notifications: FxHashSet<TypeId>,
pub(crate) observers: SubscriberSet<EntityId, Handler>,
// TypeId is the type of the event that the listener callback expects
pub(crate) event_listeners: SubscriberSet<EntityId, (TypeId, Listener)>,
pub(crate) keystroke_observers: SubscriberSet<(), KeystrokeObserver>,
pub(crate) release_listeners: SubscriberSet<EntityId, ReleaseListener>,
pub(crate) global_observers: SubscriberSet<TypeId, Handler>,
pub(crate) quit_observers: SubscriberSet<(), QuitHandler>,
pub(crate) layout_id_buffer: Vec<LayoutId>, // We recycle this memory across layout requests.
pub(crate) propagate_event: bool,
pub(crate) prompt_builder: Option<PromptBuilder>,
2021-03-10 04:00:51 +00:00
}
impl AppContext {
#[allow(clippy::new_ret_no_self)]
pub(crate) fn new(
platform: Rc<dyn Platform>,
asset_source: Arc<dyn AssetSource>,
2023-09-06 21:22:29 +00:00
http_client: Arc<dyn HttpClient>,
) -> Rc<AppCell> {
let executor = platform.background_executor();
let foreground_executor = platform.foreground_executor();
assert!(
executor.is_main_thread(),
"must construct App on main thread"
);
2023-04-07 17:54:08 +00:00
let text_system = Arc::new(TextSystem::new(platform.text_system()));
let entities = EntityMap::new();
2023-04-07 17:54:08 +00:00
let app_metadata = AppMetadata {
os_name: platform.os_name(),
os_version: platform.os_version().ok(),
app_version: platform.app_version().ok(),
};
2023-04-07 17:54:08 +00:00
let app = Rc::new_cyclic(|this| AppCell {
app: RefCell::new(AppContext {
this: this.clone(),
platform: platform.clone(),
app_metadata,
text_system,
actions: Rc::new(ActionRegistry::default()),
flushing_effects: false,
pending_updates: 0,
active_drag: None,
background_executor: executor,
foreground_executor,
svg_renderer: SvgRenderer::new(asset_source.clone()),
asset_source,
image_cache: ImageCache::new(http_client),
globals_by_type: FxHashMap::default(),
entities,
new_view_observers: SubscriberSet::new(),
window_handles: FxHashMap::default(),
windows: SlotMap::with_key(),
keymap: Rc::new(RefCell::new(Keymap::default())),
global_action_listeners: FxHashMap::default(),
pending_effects: VecDeque::new(),
pending_notifications: FxHashSet::default(),
pending_global_notifications: FxHashSet::default(),
observers: SubscriberSet::new(),
event_listeners: SubscriberSet::new(),
release_listeners: SubscriberSet::new(),
keystroke_observers: SubscriberSet::new(),
global_observers: SubscriberSet::new(),
quit_observers: SubscriberSet::new(),
layout_id_buffer: Default::default(),
propagate_event: true,
prompt_builder: Some(PromptBuilder::Default),
}),
});
2023-04-07 17:54:08 +00:00
init_app_menus(platform.as_ref(), &mut app.borrow_mut());
2023-04-07 17:54:08 +00:00
platform.on_quit(Box::new({
let cx = app.clone();
move || {
cx.borrow_mut().shutdown();
}
}));
2023-08-17 02:47:54 +00:00
app
}
/// Quit the application gracefully. Handlers registered with [`ModelContext::on_app_quit`]
/// will be given 100ms to complete before exiting.
pub fn shutdown(&mut self) {
let mut futures = Vec::new();
for observer in self.quit_observers.remove(&()) {
futures.push(observer(self));
}
self.windows.clear();
self.window_handles.clear();
self.flush_effects();
let futures = futures::future::join_all(futures);
if self
.background_executor
.block_with_timeout(SHUTDOWN_TIMEOUT, futures)
.is_err()
{
log::error!("timed out waiting on app_will_quit");
}
}
/// Gracefully quit the application via the platform's standard routine.
pub fn quit(&mut self) {
self.platform.quit();
}
/// Get metadata about the app and platform.
pub fn app_metadata(&self) -> AppMetadata {
self.app_metadata.clone()
}
/// Schedules all windows in the application to be redrawn. This can be called
/// multiple times in an update cycle and still result in a single redraw.
pub fn refresh(&mut self) {
self.pending_effects.push_back(Effect::Refresh);
}
pub(crate) fn update<R>(&mut self, update: impl FnOnce(&mut Self) -> R) -> R {
self.pending_updates += 1;
let result = update(self);
if !self.flushing_effects && self.pending_updates == 1 {
self.flushing_effects = true;
self.flush_effects();
self.flushing_effects = false;
}
self.pending_updates -= 1;
result
}
/// Arrange a callback to be invoked when the given model or view calls `notify` on its respective context.
pub fn observe<W, E>(
&mut self,
entity: &E,
mut on_notify: impl FnMut(E, &mut AppContext) + 'static,
) -> Subscription
where
W: 'static,
E: Entity<W>,
{
self.observe_internal(entity, move |e, cx| {
on_notify(e, cx);
true
})
}
pub(crate) fn new_observer(&mut self, key: EntityId, value: Handler) -> Subscription {
let (subscription, activate) = self.observers.insert(key, value);
self.defer(move |_| activate());
subscription
}
pub(crate) fn observe_internal<W, E>(
&mut self,
entity: &E,
mut on_notify: impl FnMut(E, &mut AppContext) -> bool + 'static,
) -> Subscription
2021-03-10 04:00:51 +00:00
where
W: 'static,
E: Entity<W>,
2021-03-10 04:00:51 +00:00
{
let entity_id = entity.entity_id();
let handle = entity.downgrade();
self.new_observer(
entity_id,
Box::new(move |cx| {
if let Some(handle) = E::upgrade_from(&handle) {
on_notify(handle, cx)
} else {
false
}
}),
)
2021-03-10 04:00:51 +00:00
}
/// Arrange for the given callback to be invoked whenever the given model or view emits an event of a given type.
/// The callback is provided a handle to the emitting entity and a reference to the emitted event.
pub fn subscribe<T, E, Event>(
&mut self,
entity: &E,
mut on_event: impl FnMut(E, &Event, &mut AppContext) + 'static,
) -> Subscription
2022-02-05 19:37:34 +00:00
where
T: 'static + EventEmitter<Event>,
E: Entity<T>,
Event: 'static,
2022-02-05 19:37:34 +00:00
{
self.subscribe_internal(entity, move |entity, event, cx| {
on_event(entity, event, cx);
true
2022-02-05 19:37:34 +00:00
})
}
pub(crate) fn new_subscription(
&mut self,
key: EntityId,
value: (TypeId, Listener),
) -> Subscription {
let (subscription, activate) = self.event_listeners.insert(key, value);
self.defer(move |_| activate());
subscription
}
pub(crate) fn subscribe_internal<T, E, Evt>(
&mut self,
entity: &E,
mut on_event: impl FnMut(E, &Evt, &mut AppContext) -> bool + 'static,
) -> Subscription
2021-03-10 04:00:51 +00:00
where
T: 'static + EventEmitter<Evt>,
E: Entity<T>,
Evt: 'static,
2021-03-10 04:00:51 +00:00
{
let entity_id = entity.entity_id();
let entity = entity.downgrade();
self.new_subscription(
entity_id,
(
TypeId::of::<Evt>(),
Box::new(move |event, cx| {
let event: &Evt = event.downcast_ref().expect("invalid event type");
if let Some(handle) = E::upgrade_from(&entity) {
on_event(handle, event, cx)
} else {
false
}
}),
),
)
}
2021-03-10 04:00:51 +00:00
/// Returns handles to all open windows in the application.
/// Each handle could be downcast to a handle typed for the root view of that window.
/// To find all windows of a given type, you could filter on
pub fn windows(&self) -> Vec<AnyWindowHandle> {
self.windows
.keys()
.flat_map(|window_id| self.window_handles.get(&window_id).copied())
.collect()
}
/// Returns a handle to the window that is currently focused at the platform level, if one exists.
pub fn active_window(&self) -> Option<AnyWindowHandle> {
self.platform.active_window()
2021-03-10 04:00:51 +00:00
}
/// Opens a new window with the given option and the root view returned by the given function.
/// The function is invoked with a `WindowContext`, which can be used to interact with window-specific
/// functionality.
pub fn open_window<V: 'static + Render>(
&mut self,
options: crate::WindowOptions,
build_root_view: impl FnOnce(&mut WindowContext) -> View<V>,
) -> WindowHandle<V> {
self.update(|cx| {
let id = cx.windows.insert(None);
let handle = WindowHandle::new(id);
let mut window = Window::new(handle.into(), options, cx);
let root_view = build_root_view(&mut WindowContext::new(cx, &mut window));
window.root_view.replace(root_view.into());
cx.window_handles.insert(id, window.handle);
cx.windows.get_mut(id).unwrap().replace(window);
handle
})
2023-04-07 17:54:08 +00:00
}
/// Instructs the platform to activate the application by bringing it to the foreground.
pub fn activate(&self, ignoring_other_apps: bool) {
self.platform.activate(ignoring_other_apps);
2023-04-07 17:54:08 +00:00
}
/// Hide the application at the platform level.
pub fn hide(&self) {
self.platform.hide();
}
/// Hide other applications at the platform level.
pub fn hide_other_apps(&self) {
self.platform.hide_other_apps();
}
/// Unhide other applications at the platform level.
pub fn unhide_other_apps(&self) {
self.platform.unhide_other_apps();
}
/// Returns the list of currently active displays.
pub fn displays(&self) -> Vec<Rc<dyn PlatformDisplay>> {
self.platform.displays()
2023-04-12 13:55:43 +00:00
}
/// Returns the primary display that will be used for new windows.
pub fn primary_display(&self) -> Option<Rc<dyn PlatformDisplay>> {
self.platform.primary_display()
}
/// Returns the appearance of the application's windows.
pub fn window_appearance(&self) -> WindowAppearance {
self.platform.window_appearance()
}
/// Writes data to the platform clipboard.
pub fn write_to_clipboard(&self, item: ClipboardItem) {
self.platform.write_to_clipboard(item)
}
/// Reads data from the platform clipboard.
pub fn read_from_clipboard(&self) -> Option<ClipboardItem> {
self.platform.read_from_clipboard()
}
/// Writes credentials to the platform keychain.
pub fn write_credentials(
&self,
url: &str,
username: &str,
password: &[u8],
) -> Task<Result<()>> {
self.platform.write_credentials(url, username, password)
}
/// Reads credentials from the platform keychain.
pub fn read_credentials(&self, url: &str) -> Task<Result<Option<(String, Vec<u8>)>>> {
self.platform.read_credentials(url)
}
/// Deletes credentials from the platform keychain.
pub fn delete_credentials(&self, url: &str) -> Task<Result<()>> {
self.platform.delete_credentials(url)
}
/// Directs the platform's default browser to open the given URL.
pub fn open_url(&self, url: &str) {
self.platform.open_url(url);
}
/// register_url_scheme requests that the given scheme (e.g. `zed` for `zed://` urls)
/// is opened by the current app.
/// On some platforms (e.g. macOS) you may be able to register URL schemes as part of app
/// distribution, but this method exists to let you register schemes at runtime.
pub fn register_url_scheme(&self, scheme: &str) -> Task<Result<()>> {
self.platform.register_url_scheme(scheme)
}
/// Returns the full pathname of the current app bundle.
/// If the app is not being run from a bundle, returns an error.
pub fn app_path(&self) -> Result<PathBuf> {
self.platform.app_path()
}
/// Returns the file URL of the executable with the specified name in the application bundle
pub fn path_for_auxiliary_executable(&self, name: &str) -> Result<PathBuf> {
self.platform.path_for_auxiliary_executable(name)
}
/// Returns the maximum duration in which a second mouse click must occur for an event to be a double-click event.
pub fn double_click_interval(&self) -> Duration {
self.platform.double_click_interval()
}
/// Displays a platform modal for selecting paths.
/// When one or more paths are selected, they'll be relayed asynchronously via the returned oneshot channel.
/// If cancelled, a `None` will be relayed instead.
pub fn prompt_for_paths(
&self,
options: PathPromptOptions,
) -> oneshot::Receiver<Option<Vec<PathBuf>>> {
self.platform.prompt_for_paths(options)
}
/// Displays a platform modal for selecting a new path where a file can be saved.
2024-01-25 17:32:32 +00:00
/// The provided directory will be used to set the initial location.
/// When a path is selected, it is relayed asynchronously via the returned oneshot channel.
/// If cancelled, a `None` will be relayed instead.
pub fn prompt_for_new_path(&self, directory: &Path) -> oneshot::Receiver<Option<PathBuf>> {
self.platform.prompt_for_new_path(directory)
}
/// Reveals the specified path at the platform level, such as in Finder on macOS.
pub fn reveal_path(&self, path: &Path) {
self.platform.reveal_path(path)
}
/// Returns whether the user has configured scrollbars to auto-hide at the platform level.
pub fn should_auto_hide_scrollbars(&self) -> bool {
self.platform.should_auto_hide_scrollbars()
}
/// Restart the application.
pub fn restart(&self) {
self.platform.restart()
}
/// Returns the local timezone at the platform level.
pub fn local_timezone(&self) -> UtcOffset {
self.platform.local_timezone()
}
pub(crate) fn push_effect(&mut self, effect: Effect) {
match &effect {
Effect::Notify { emitter } => {
if !self.pending_notifications.insert(*emitter) {
return;
}
}
Effect::NotifyGlobalObservers { global_type } => {
if !self.pending_global_notifications.insert(*global_type) {
return;
}
}
_ => {}
};
self.pending_effects.push_back(effect);
2022-04-14 16:22:32 +00:00
}
/// Called at the end of [`AppContext::update`] to complete any side effects
/// such as notifying observers, emitting events, etc. Effects can themselves
/// cause effects, so we continue looping until all effects are processed.
fn flush_effects(&mut self) {
loop {
self.release_dropped_entities();
self.release_dropped_focus_handles();
2022-03-22 23:38:17 +00:00
if let Some(effect) = self.pending_effects.pop_front() {
match effect {
Effect::Notify { emitter } => {
self.apply_notify_effect(emitter);
}
2022-03-22 23:38:17 +00:00
Effect::Emit {
emitter,
event_type,
event,
} => self.apply_emit_effect(emitter, event_type, event),
Effect::Refresh => {
self.apply_refresh_effect();
}
Effect::NotifyGlobalObservers { global_type } => {
self.apply_notify_global_observers_effect(global_type);
}
Effect::Defer { callback } => {
self.apply_defer_effect(callback);
}
}
} else {
#[cfg(any(test, feature = "test-support"))]
for window in self
.windows
.values()
.filter_map(|window| {
let window = window.as_ref()?;
window.dirty.get().then_some(window.handle)
})
.collect::<Vec<_>>()
{
self.update_window(window, |_, cx| cx.draw()).unwrap();
}
if self.pending_effects.is_empty() {
break;
}
}
}
}
/// Repeatedly called during `flush_effects` to release any entities whose
/// reference count has become zero. We invoke any release observers before dropping
/// each entity.
fn release_dropped_entities(&mut self) {
loop {
let dropped = self.entities.take_dropped();
if dropped.is_empty() {
break;
}
for (entity_id, mut entity) in dropped {
self.observers.remove(&entity_id);
self.event_listeners.remove(&entity_id);
for release_callback in self.release_listeners.remove(&entity_id) {
release_callback(entity.as_mut(), self);
}
}
}
}
/// Repeatedly called during `flush_effects` to handle a focused handle being dropped.
fn release_dropped_focus_handles(&mut self) {
for window_handle in self.windows() {
window_handle
.update(self, |_, cx| {
let mut blur_window = false;
let focus = cx.window.focus;
cx.window.focus_handles.write().retain(|handle_id, count| {
if count.load(SeqCst) == 0 {
if focus == Some(handle_id) {
blur_window = true;
}
false
} else {
true
}
});
if blur_window {
cx.blur();
}
})
.unwrap();
}
}
fn apply_notify_effect(&mut self, emitter: EntityId) {
self.pending_notifications.remove(&emitter);
self.observers
.clone()
.retain(&emitter, |handler| handler(self));
}
fn apply_emit_effect(&mut self, emitter: EntityId, event_type: TypeId, event: Box<dyn Any>) {
self.event_listeners
.clone()
.retain(&emitter, |(stored_type, handler)| {
if *stored_type == event_type {
handler(event.as_ref(), self)
} else {
true
}
});
}
fn apply_refresh_effect(&mut self) {
for window in self.windows.values_mut() {
if let Some(window) = window.as_mut() {
window.dirty.set(true);
}
}
}
fn apply_notify_global_observers_effect(&mut self, type_id: TypeId) {
self.pending_global_notifications.remove(&type_id);
self.global_observers
.clone()
.retain(&type_id, |observer| observer(self));
}
fn apply_defer_effect(&mut self, callback: Box<dyn FnOnce(&mut Self) + 'static>) {
callback(self);
}
/// Creates an `AsyncAppContext`, which can be cloned and has a static lifetime
/// so it can be held across `await` points.
pub fn to_async(&self) -> AsyncAppContext {
AsyncAppContext {
app: self.this.clone(),
background_executor: self.background_executor.clone(),
foreground_executor: self.foreground_executor.clone(),
2022-03-22 23:38:17 +00:00
}
}
/// Obtains a reference to the executor, which can be used to spawn futures.
pub fn background_executor(&self) -> &BackgroundExecutor {
&self.background_executor
}
/// Obtains a reference to the executor, which can be used to spawn futures.
pub fn foreground_executor(&self) -> &ForegroundExecutor {
&self.foreground_executor
2021-03-10 04:00:51 +00:00
}
/// Spawns the future returned by the given function on the thread pool. The closure will be invoked
/// with [AsyncAppContext], which allows the application state to be accessed across await points.
pub fn spawn<Fut, R>(&self, f: impl FnOnce(AsyncAppContext) -> Fut) -> Task<R>
where
Fut: Future<Output = R> + 'static,
R: 'static,
{
self.foreground_executor.spawn(f(self.to_async()))
}
/// Schedules the given function to be run at the end of the current effect cycle, allowing entities
/// that are currently on the stack to be returned to the app.
pub fn defer(&mut self, f: impl FnOnce(&mut AppContext) + 'static) {
self.push_effect(Effect::Defer {
callback: Box::new(f),
});
2021-03-10 04:00:51 +00:00
}
/// Accessor for the application's asset source, which is provided when constructing the `App`.
pub fn asset_source(&self) -> &Arc<dyn AssetSource> {
&self.asset_source
2021-03-10 04:00:51 +00:00
}
/// Accessor for the text system.
pub fn text_system(&self) -> &Arc<TextSystem> {
&self.text_system
}
/// Check whether a global of the given type has been assigned.
pub fn has_global<G: Global>(&self) -> bool {
self.globals_by_type.contains_key(&TypeId::of::<G>())
}
/// Access the global of the given type. Panics if a global for that type has not been assigned.
#[track_caller]
pub fn global<G: Global>(&self) -> &G {
self.globals_by_type
.get(&TypeId::of::<G>())
.map(|any_state| any_state.downcast_ref::<G>().unwrap())
.ok_or_else(|| anyhow!("no state of type {} exists", type_name::<G>()))
.unwrap()
}
/// Access the global of the given type if a value has been assigned.
pub fn try_global<G: Global>(&self) -> Option<&G> {
self.globals_by_type
.get(&TypeId::of::<G>())
.map(|any_state| any_state.downcast_ref::<G>().unwrap())
}
/// Access the global of the given type mutably. Panics if a global for that type has not been assigned.
#[track_caller]
pub fn global_mut<G: Global>(&mut self) -> &mut G {
let global_type = TypeId::of::<G>();
self.push_effect(Effect::NotifyGlobalObservers { global_type });
self.globals_by_type
.get_mut(&global_type)
.and_then(|any_state| any_state.downcast_mut::<G>())
.ok_or_else(|| anyhow!("no state of type {} exists", type_name::<G>()))
.unwrap()
}
/// Access the global of the given type mutably. A default value is assigned if a global of this type has not
/// yet been assigned.
pub fn default_global<G: Global + Default>(&mut self) -> &mut G {
let global_type = TypeId::of::<G>();
self.push_effect(Effect::NotifyGlobalObservers { global_type });
self.globals_by_type
.entry(global_type)
.or_insert_with(|| Box::<G>::default())
.downcast_mut::<G>()
.unwrap()
}
/// Sets the value of the global of the given type.
pub fn set_global<G: Global>(&mut self, global: G) {
let global_type = TypeId::of::<G>();
self.push_effect(Effect::NotifyGlobalObservers { global_type });
self.globals_by_type.insert(global_type, Box::new(global));
2023-04-17 09:17:35 +00:00
}
/// Clear all stored globals. Does not notify global observers.
#[cfg(any(test, feature = "test-support"))]
2022-10-06 07:50:26 +00:00
pub fn clear_globals(&mut self) {
self.globals_by_type.drain();
2022-10-06 07:50:26 +00:00
}
/// Remove the global of the given type from the app context. Does not notify global observers.
pub fn remove_global<G: Global>(&mut self) -> G {
let global_type = TypeId::of::<G>();
self.push_effect(Effect::NotifyGlobalObservers { global_type });
*self
.globals_by_type
.remove(&global_type)
.unwrap_or_else(|| panic!("no global added for {}", std::any::type_name::<G>()))
.downcast()
.unwrap()
}
/// Updates the global of the given type with a closure. Unlike `global_mut`, this method provides
/// your closure with mutable access to the `AppContext` and the global simultaneously.
pub fn update_global<G: Global, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R {
self.update(|cx| {
let mut global = cx.lease_global::<G>();
let result = f(&mut global, cx);
cx.end_global_lease(global);
result
})
2023-04-21 21:05:19 +00:00
}
/// Register a callback to be invoked when a global of the given type is updated.
pub fn observe_global<G: Global>(
&mut self,
mut f: impl FnMut(&mut Self) + 'static,
) -> Subscription {
let (subscription, activate) = self.global_observers.insert(
TypeId::of::<G>(),
Box::new(move |cx| {
f(cx);
true
}),
);
self.defer(move |_| activate());
subscription
}
/// Move the global of the given type to the stack.
pub(crate) fn lease_global<G: Global>(&mut self) -> GlobalLease<G> {
GlobalLease::new(
self.globals_by_type
.remove(&TypeId::of::<G>())
.ok_or_else(|| anyhow!("no global registered of type {}", type_name::<G>()))
.unwrap(),
)
}
/// Restore the global of the given type after it is moved to the stack.
pub(crate) fn end_global_lease<G: Global>(&mut self, lease: GlobalLease<G>) {
let global_type = TypeId::of::<G>();
self.push_effect(Effect::NotifyGlobalObservers { global_type });
self.globals_by_type.insert(global_type, lease.global);
}
pub(crate) fn new_view_observer(
&mut self,
key: TypeId,
value: NewViewListener,
) -> Subscription {
let (subscription, activate) = self.new_view_observers.insert(key, value);
activate();
subscription
}
/// Arrange for the given function to be invoked whenever a view of the specified type is created.
/// The function will be passed a mutable reference to the view along with an appropriate context.
pub fn observe_new_views<V: 'static>(
2021-08-05 17:48:35 +00:00
&mut self,
on_new: impl 'static + Fn(&mut V, &mut ViewContext<V>),
) -> Subscription {
self.new_view_observer(
TypeId::of::<V>(),
Box::new(move |any_view: AnyView, cx: &mut WindowContext| {
any_view
.downcast::<V>()
.unwrap()
.update(cx, |view_state, cx| {
on_new(view_state, cx);
})
}),
)
}
2021-03-10 04:00:51 +00:00
/// Observe the release of a model or view. The callback is invoked after the model or view
/// has no more strong references but before it has been dropped.
pub fn observe_release<E, T>(
&mut self,
handle: &E,
on_release: impl FnOnce(&mut T, &mut AppContext) + 'static,
) -> Subscription
where
E: Entity<T>,
T: 'static,
{
let (subscription, activate) = self.release_listeners.insert(
handle.entity_id(),
Box::new(move |entity, cx| {
let entity = entity.downcast_mut().expect("invalid entity type");
on_release(entity, cx)
}),
);
activate();
subscription
}
/// Register a callback to be invoked when a keystroke is received by the application
2024-01-17 22:58:58 +00:00
/// in any window. Note that this fires after all other action and event mechanisms have resolved
/// and that this API will not be invoked if the event's propagation is stopped.
pub fn observe_keystrokes(
&mut self,
f: impl FnMut(&KeystrokeEvent, &mut WindowContext) + 'static,
) -> Subscription {
fn inner(
keystroke_observers: &mut SubscriberSet<(), KeystrokeObserver>,
handler: KeystrokeObserver,
) -> Subscription {
let (subscription, activate) = keystroke_observers.insert((), handler);
activate();
subscription
}
inner(&mut self.keystroke_observers, Box::new(f))
}
/// Register key bindings.
pub fn bind_keys(&mut self, bindings: impl IntoIterator<Item = KeyBinding>) {
self.keymap.borrow_mut().add_bindings(bindings);
self.pending_effects.push_back(Effect::Refresh);
}
/// Clear all key bindings in the app.
pub fn clear_key_bindings(&mut self) {
self.keymap.borrow_mut().clear();
self.pending_effects.push_back(Effect::Refresh);
}
/// Register a global listener for actions invoked via the keyboard.
pub fn on_action<A: Action>(&mut self, listener: impl Fn(&A, &mut Self) + 'static) {
self.global_action_listeners
.entry(TypeId::of::<A>())
.or_default()
.push(Rc::new(move |action, phase, cx| {
if phase == DispatchPhase::Bubble {
let action = action.downcast_ref().unwrap();
listener(action, cx)
}
}));
}
/// Event handlers propagate events by default. Call this method to stop dispatching to
/// event handlers with a lower z-index (mouse) or higher in the tree (keyboard). This is
/// the opposite of [`Self::propagate`]. It's also possible to cancel a call to [`Self::propagate`] by
/// calling this method before effects are flushed.
pub fn stop_propagation(&mut self) {
self.propagate_event = false;
}
/// Action handlers stop propagation by default during the bubble phase of action dispatch
/// dispatching to action handlers higher in the element tree. This is the opposite of
/// [`Self::stop_propagation`]. It's also possible to cancel a call to [`Self::stop_propagation`] by calling
/// this method before effects are flushed.
pub fn propagate(&mut self) {
self.propagate_event = true;
}
/// Build an action from some arbitrary data, typically a keymap entry.
pub fn build_action(
&self,
name: &str,
data: Option<serde_json::Value>,
) -> Result<Box<dyn Action>> {
self.actions.build_action(name, data)
}
/// Get a list of all action names that have been registered.
/// in the application. Note that registration only allows for
/// actions to be built dynamically, and is unrelated to binding
/// actions in the element tree.
pub fn all_action_names(&self) -> &[SharedString] {
self.actions.all_action_names()
2023-08-07 00:57:02 +00:00
}
/// Register a callback to be invoked when the application is about to quit.
/// It is not possible to cancel the quit event at this point.
pub fn on_app_quit<Fut>(
&mut self,
mut on_quit: impl FnMut(&mut AppContext) -> Fut + 'static,
) -> Subscription
where
Fut: 'static + Future<Output = ()>,
{
let (subscription, activate) = self.quit_observers.insert(
(),
Box::new(move |cx| {
let future = on_quit(cx);
future.boxed_local()
}),
);
activate();
subscription
2023-04-12 03:56:37 +00:00
}
pub(crate) fn clear_pending_keystrokes(&mut self) {
for window in self.windows() {
window
.update(self, |_, cx| {
cx.window
.rendered_frame
.dispatch_tree
.clear_pending_keystrokes();
cx.window
.next_frame
.dispatch_tree
.clear_pending_keystrokes();
})
.ok();
2023-04-21 21:03:57 +00:00
}
}
/// Checks if the given action is bound in the current context, as defined by the app's current focus,
/// the bindings in the element tree, and any global action listeners.
pub fn is_action_available(&mut self, action: &dyn Action) -> bool {
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
let mut action_available = false;
if let Some(window) = self.active_window() {
if let Ok(window_action_available) =
window.update(self, |_, cx| cx.is_action_available(action))
{
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
action_available = window_action_available;
}
}
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
action_available
|| self
.global_action_listeners
.contains_key(&action.as_any().type_id())
}
/// Sets the menu bar for this application. This will replace any existing menu bar.
pub fn set_menus(&mut self, menus: Vec<Menu>) {
self.platform.set_menus(menus, &self.keymap.borrow());
}
/// Adds given path to list of recent paths for the application.
/// The list is usually shown on the application icon's context menu in the dock,
/// and allows to open the recent files via that context menu.
pub fn add_recent_documents(&mut self, paths: &[PathBuf]) {
self.platform.add_recent_documents(paths);
}
/// Clears the list of recent paths from the application.
pub fn clear_recent_documents(&mut self) {
self.platform.clear_recent_documents();
}
/// Dispatch an action to the currently active window or global action handler
/// See [action::Action] for more information on how actions work
pub fn dispatch_action(&mut self, action: &dyn Action) {
if let Some(active_window) = self.active_window() {
active_window
.update(self, |_, cx| cx.dispatch_action(action.boxed_clone()))
.log_err();
} else {
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
self.dispatch_global_action(action);
}
}
pub(crate) fn dispatch_global_action(&mut self, action: &dyn Action) {
self.propagate_event = true;
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
if let Some(mut global_listeners) = self
.global_action_listeners
.remove(&action.as_any().type_id())
{
for listener in &global_listeners {
listener(action.as_any(), DispatchPhase::Capture, self);
if !self.propagate_event {
break;
}
}
global_listeners.extend(
self.global_action_listeners
.remove(&action.as_any().type_id())
.unwrap_or_default(),
);
self.global_action_listeners
.insert(action.as_any().type_id(), global_listeners);
}
if self.propagate_event {
if let Some(mut global_listeners) = self
.global_action_listeners
.remove(&action.as_any().type_id())
{
Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
for listener in global_listeners.iter().rev() {
listener(action.as_any(), DispatchPhase::Bubble, self);
if !self.propagate_event {
break;
}
}
global_listeners.extend(
self.global_action_listeners
.remove(&action.as_any().type_id())
.unwrap_or_default(),
);
2021-03-10 04:00:51 +00:00
self.global_action_listeners
.insert(action.as_any().type_id(), global_listeners);
2021-03-10 04:00:51 +00:00
}
}
}
/// Is there currently something being dragged?
pub fn has_active_drag(&self) -> bool {
self.active_drag.is_some()
}
/// Set the prompt renderer for GPUI. This will replace the default or platform specific
/// prompts with this custom implementation.
pub fn set_prompt_builder(
&mut self,
renderer: impl Fn(
PromptLevel,
&str,
Option<&str>,
&[&str],
PromptHandle,
&mut WindowContext,
) -> RenderablePromptHandle
+ 'static,
) {
self.prompt_builder = Some(PromptBuilder::Custom(Box::new(renderer)))
}
}
impl Context for AppContext {
type Result<T> = T;
/// Build an entity that is owned by the application. The given function will be invoked with
/// a `ModelContext` and must return an object representing the entity. A `Model` handle will be returned,
/// which can be used to access the entity in a context.
fn new_model<T: 'static>(
&mut self,
build_model: impl FnOnce(&mut ModelContext<'_, T>) -> T,
) -> Model<T> {
self.update(|cx| {
let slot = cx.entities.reserve();
let entity = build_model(&mut ModelContext::new(cx, slot.downgrade()));
cx.entities.insert(slot, entity)
})
}
/// Updates the entity referenced by the given model. The function is passed a mutable reference to the
/// entity along with a `ModelContext` for the entity.
fn update_model<T: 'static, R>(
&mut self,
model: &Model<T>,
update: impl FnOnce(&mut T, &mut ModelContext<'_, T>) -> R,
) -> R {
self.update(|cx| {
let mut entity = cx.entities.lease(model);
let result = update(&mut entity, &mut ModelContext::new(cx, model.downgrade()));
cx.entities.end_lease(entity);
result
})
}
fn update_window<T, F>(&mut self, handle: AnyWindowHandle, update: F) -> Result<T>
2021-03-10 04:00:51 +00:00
where
F: FnOnce(AnyView, &mut WindowContext<'_>) -> T,
2021-03-10 04:00:51 +00:00
{
self.update(|cx| {
let mut window = cx
.windows
.get_mut(handle.id)
.ok_or_else(|| anyhow!("window not found"))?
.take()
.ok_or_else(|| anyhow!("window not found"))?;
let root_view = window.root_view.clone().unwrap();
let result = update(root_view, &mut WindowContext::new(cx, &mut window));
if window.removed {
cx.window_handles.remove(&handle.id);
cx.windows.remove(handle.id);
} else {
cx.windows
.get_mut(handle.id)
.ok_or_else(|| anyhow!("window not found"))?
.replace(window);
}
Ok(result)
})
2021-03-10 04:00:51 +00:00
}
fn read_model<T, R>(
&self,
handle: &Model<T>,
read: impl FnOnce(&T, &AppContext) -> R,
) -> Self::Result<R>
where
T: 'static,
{
let entity = self.entities.read(handle);
read(entity, self)
}
fn read_window<T, R>(
&self,
window: &WindowHandle<T>,
read: impl FnOnce(View<T>, &AppContext) -> R,
) -> Result<R>
where
T: 'static,
{
let window = self
.windows
.get(window.id)
.ok_or_else(|| anyhow!("window not found"))?
.as_ref()
.unwrap();
let root_view = window.root_view.clone().unwrap();
let view = root_view
.downcast::<T>()
.map_err(|_| anyhow!("root view's type has changed"))?;
Ok(read(view, self))
}
}
/// These effects are processed at the end of each application update cycle.
pub(crate) enum Effect {
Notify {
emitter: EntityId,
2022-04-14 16:22:32 +00:00
},
Emit {
emitter: EntityId,
event_type: TypeId,
event: Box<dyn Any>,
},
Refresh,
NotifyGlobalObservers {
global_type: TypeId,
},
Defer {
callback: Box<dyn FnOnce(&mut AppContext) + 'static>,
},
2021-03-10 04:00:51 +00:00
}
/// Wraps a global variable value during `update_global` while the value has been moved to the stack.
pub(crate) struct GlobalLease<G: Global> {
global: Box<dyn Any>,
global_type: PhantomData<G>,
}
impl<G: Global> GlobalLease<G> {
fn new(global: Box<dyn Any>) -> Self {
GlobalLease {
global,
global_type: PhantomData,
}
}
2021-03-10 04:00:51 +00:00
}
impl<G: Global> Deref for GlobalLease<G> {
type Target = G;
2021-03-10 04:00:51 +00:00
fn deref(&self) -> &Self::Target {
self.global.downcast_ref().unwrap()
2021-03-10 04:00:51 +00:00
}
}
impl<G: Global> DerefMut for GlobalLease<G> {
fn deref_mut(&mut self) -> &mut Self::Target {
self.global.downcast_mut().unwrap()
}
}
/// Contains state associated with an active drag operation, started by dragging an element
/// within the window or by dragging into the app from the underlying platform.
pub struct AnyDrag {
/// The view used to render this drag
pub view: AnyView,
/// The value of the dragged item, to be dropped
pub value: Box<dyn Any>,
/// This is used to render the dragged item in the same place
/// on the original element that the drag was initiated
pub cursor_offset: Point<Pixels>,
2021-03-10 04:00:51 +00:00
}
/// Contains state associated with a tooltip. You'll only need this struct if you're implementing
/// tooltip behavior on a custom element. Otherwise, use [Div::tooltip].
#[derive(Clone)]
pub struct AnyTooltip {
/// The view used to display the tooltip
pub view: AnyView,
/// The offset from the cursor to use, relative to the parent view
pub cursor_offset: Point<Pixels>,
2021-03-10 04:00:51 +00:00
}
/// A keystroke event, and potentially the associated action
#[derive(Debug)]
pub struct KeystrokeEvent {
/// The keystroke that occurred
pub keystroke: Keystroke,
/// The action that was resolved for the keystroke, if any
pub action: Option<Box<dyn Action>>,
2021-03-10 04:00:51 +00:00
}