zed/crates/gpui3/src/element.rs

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6.4 KiB
Rust
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use std::sync::Arc;
use crate::{
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BorrowWindow, Bounds, Clickable, ElementGroup, ElementId, LayoutId, MouseDownEvent,
MouseUpEvent, Pixels, Point, SharedString, ViewContext,
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};
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use derive_more::{Deref, DerefMut};
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pub(crate) use smallvec::SmallVec;
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pub trait Element: 'static + Send + Sync {
type ViewState: 'static + Send + Sync;
type ElementState: 'static + Send + Sync;
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fn element_id(&self) -> Option<ElementId>;
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fn layout(
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&mut self,
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state: &mut Self::ViewState,
element_state: Option<Self::ElementState>,
cx: &mut ViewContext<Self::ViewState>,
) -> (LayoutId, Self::ElementState);
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fn paint(
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&mut self,
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bounds: Bounds<Pixels>,
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state: &mut Self::ViewState,
element_state: &mut Self::ElementState,
cx: &mut ViewContext<Self::ViewState>,
);
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fn group(self, name: impl Into<SharedString>) -> ElementGroup<Self>
where
Self: Sized,
{
ElementGroup::new(name.into(), self)
}
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}
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pub trait IdentifiedElement: Element {
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fn element_id(&self) -> ElementId {
Element::element_id(self).unwrap()
}
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fn on_click(
self,
listener: impl Fn(
&mut Self::ViewState,
(&MouseDownEvent, &MouseUpEvent),
&mut ViewContext<Self::ViewState>,
) + Send
+ Sync
+ 'static,
) -> Clickable<Self>
where
Self: Sized,
{
Clickable::new(self, Arc::from(listener))
}
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}
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#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
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pub(crate) struct GlobalElementId(SmallVec<[ElementId; 8]>);
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pub trait ParentElement {
type State;
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<Self::State>; 2]>;
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fn child(mut self, child: impl IntoAnyElement<Self::State>) -> Self
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where
Self: Sized,
{
self.children_mut().push(child.into_any());
self
}
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fn children(mut self, iter: impl IntoIterator<Item = impl IntoAnyElement<Self::State>>) -> Self
where
Self: Sized,
{
self.children_mut()
.extend(iter.into_iter().map(|item| item.into_any()));
self
}
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}
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trait ElementObject<S>: 'static + Send + Sync {
fn layout(&mut self, state: &mut S, cx: &mut ViewContext<S>) -> LayoutId;
fn paint(&mut self, state: &mut S, offset: Option<Point<Pixels>>, cx: &mut ViewContext<S>);
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}
struct RenderedElement<E: Element> {
element: E,
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phase: ElementRenderPhase<E::ElementState>,
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}
#[derive(Default)]
enum ElementRenderPhase<S> {
#[default]
Rendered,
LayoutRequested {
layout_id: LayoutId,
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frame_state: Option<S>,
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},
Painted {
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bounds: Bounds<Pixels>,
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frame_state: Option<S>,
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},
}
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/// Internal struct that wraps an element to store Layout and ElementState after the element is rendered.
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/// It's allocated as a trait object to erase the element type and wrapped in AnyElement<E::State> for
/// improved usability.
impl<E: Element> RenderedElement<E> {
fn new(element: E) -> Self {
RenderedElement {
element,
phase: ElementRenderPhase::Rendered,
}
}
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fn paint_with_element_state(
&mut self,
bounds: Bounds<Pixels>,
view_state: &mut E::ViewState,
frame_state: &mut Option<E::ElementState>,
cx: &mut ViewContext<E::ViewState>,
) {
if let Some(id) = self.element.element_id() {
cx.with_element_state(id, |element_state, cx| {
let mut element_state = element_state.unwrap();
self.element
.paint(bounds, view_state, &mut element_state, cx);
((), element_state)
});
} else {
self.element
.paint(bounds, view_state, frame_state.as_mut().unwrap(), cx);
}
}
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}
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impl<E, S> ElementObject<E::ViewState> for RenderedElement<E>
where
E: Element<ElementState = S>,
S: 'static + Send + Sync,
{
fn layout(&mut self, state: &mut E::ViewState, cx: &mut ViewContext<E::ViewState>) -> LayoutId {
let (layout_id, frame_state) = if let Some(id) = self.element.element_id() {
let layout_id = cx.with_element_state(id, |element_state, cx| {
self.element.layout(state, element_state, cx)
});
(layout_id, None)
} else {
let (layout_id, frame_state) = self.element.layout(state, None, cx);
(layout_id, Some(frame_state))
};
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self.phase = ElementRenderPhase::LayoutRequested {
layout_id,
frame_state,
};
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layout_id
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}
fn paint(
&mut self,
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view_state: &mut E::ViewState,
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offset: Option<Point<Pixels>>,
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cx: &mut ViewContext<E::ViewState>,
) {
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self.phase = match std::mem::take(&mut self.phase) {
ElementRenderPhase::Rendered => panic!("must call layout before paint"),
ElementRenderPhase::LayoutRequested {
layout_id,
mut frame_state,
} => {
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let mut bounds = cx.layout_bounds(layout_id);
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offset.map(|offset| bounds.origin += offset);
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self.paint_with_element_state(bounds, view_state, &mut frame_state, cx);
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ElementRenderPhase::Painted {
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bounds,
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frame_state,
}
}
ElementRenderPhase::Painted {
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bounds,
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mut frame_state,
} => {
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self.paint_with_element_state(bounds, view_state, &mut frame_state, cx);
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ElementRenderPhase::Painted {
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bounds,
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frame_state,
}
}
};
}
}
pub struct AnyElement<S>(Box<dyn ElementObject<S>>);
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impl<S: 'static + Send + Sync> AnyElement<S> {
pub fn layout(&mut self, state: &mut S, cx: &mut ViewContext<S>) -> LayoutId {
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self.0.layout(state, cx)
}
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pub fn paint(&mut self, state: &mut S, offset: Option<Point<Pixels>>, cx: &mut ViewContext<S>) {
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self.0.paint(state, offset, cx)
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}
}
pub trait IntoAnyElement<S> {
fn into_any(self) -> AnyElement<S>;
}
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impl<E: Element> IntoAnyElement<E::ViewState> for E {
fn into_any(self) -> AnyElement<E::ViewState> {
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AnyElement(Box::new(RenderedElement::new(self)))
}
}
impl<S> IntoAnyElement<S> for AnyElement<S> {
fn into_any(self) -> AnyElement<S> {
self
}
}