zed/crates/gpui2/src/element.rs

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Rust
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2023-08-30 21:00:11 +00:00
pub use crate::layout_context::LayoutContext;
pub use crate::paint_context::PaintContext;
use anyhow::Result;
use gpui::geometry::vector::Vector2F;
pub use gpui::{Layout, LayoutId};
use smallvec::SmallVec;
pub trait Element<V: 'static>: 'static {
type PaintState;
fn layout(
&mut self,
view: &mut V,
cx: &mut LayoutContext<V>,
) -> Result<(LayoutId, Self::PaintState)>
where
Self: Sized;
fn paint(
&mut self,
view: &mut V,
layout: &Layout,
state: &mut Self::PaintState,
cx: &mut PaintContext<V>,
) where
Self: Sized;
fn into_any(self) -> AnyElement<V>
where
Self: 'static + Sized,
{
AnyElement(Box::new(StatefulElement {
element: self,
phase: ElementPhase::Init,
}))
}
}
/// Used to make ElementState<V, E> into a trait object, so we can wrap it in AnyElement<V>.
trait AnyStatefulElement<V> {
fn layout(&mut self, view: &mut V, cx: &mut LayoutContext<V>) -> Result<LayoutId>;
fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut PaintContext<V>);
}
/// A wrapper around an element that stores its layout state.
struct StatefulElement<V: 'static, E: Element<V>> {
element: E,
phase: ElementPhase<V, E>,
}
enum ElementPhase<V: 'static, E: Element<V>> {
Init,
PostLayout {
layout_id: LayoutId,
paint_state: E::PaintState,
},
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#[allow(dead_code)]
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PostPaint {
layout: Layout,
paint_state: E::PaintState,
},
Error(String),
}
impl<V: 'static, E: Element<V>> Default for ElementPhase<V, E> {
fn default() -> Self {
Self::Init
}
}
/// We blanket-implement the object-safe ElementStateObject interface to make ElementStates into trait objects
impl<V, E: Element<V>> AnyStatefulElement<V> for StatefulElement<V, E> {
fn layout(&mut self, view: &mut V, cx: &mut LayoutContext<V>) -> Result<LayoutId> {
let result;
self.phase = match self.element.layout(view, cx) {
Ok((layout_id, paint_state)) => {
result = Ok(layout_id);
ElementPhase::PostLayout {
layout_id,
paint_state,
}
}
Err(error) => {
let message = error.to_string();
result = Err(error);
ElementPhase::Error(message)
}
};
result
}
fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut PaintContext<V>) {
self.phase = match std::mem::take(&mut self.phase) {
ElementPhase::PostLayout {
layout_id,
mut paint_state,
} => match cx.computed_layout(layout_id) {
Ok(mut layout) => {
layout.bounds = layout.bounds + parent_origin;
self.element.paint(view, &layout, &mut paint_state, cx);
ElementPhase::PostPaint {
layout,
paint_state,
}
}
Err(error) => ElementPhase::Error(error.to_string()),
},
phase @ ElementPhase::Error(_) => phase,
_ => panic!("invalid element phase to call paint"),
};
}
}
/// A dynamic element.
pub struct AnyElement<V>(Box<dyn AnyStatefulElement<V>>);
impl<V> AnyElement<V> {
pub fn layout(&mut self, view: &mut V, cx: &mut LayoutContext<V>) -> Result<LayoutId> {
self.0.layout(view, cx)
}
pub fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut PaintContext<V>) {
self.0.paint(view, parent_origin, cx)
}
}
pub trait ParentElement<V: 'static> {
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]>;
fn child(mut self, child: impl IntoElement<V>) -> Self
where
Self: Sized,
{
self.children_mut().push(child.into_element().into_any());
self
}
fn children<I, E>(mut self, children: I) -> Self
where
I: IntoIterator<Item = E>,
E: IntoElement<V>,
Self: Sized,
{
self.children_mut().extend(
children
.into_iter()
.map(|child| child.into_element().into_any()),
);
self
}
}
pub trait IntoElement<V: 'static> {
type Element: Element<V>;
fn into_element(self) -> Self::Element;
}