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https://github.com/zed-industries/zed.git
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Fix hover state when element is occluded
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parent
ccfc4fc0b9
commit
17b5f9294c
2 changed files with 54 additions and 12 deletions
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@ -755,6 +755,14 @@ impl Interactivity {
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) {
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let style = self.compute_style(Some(bounds), element_state, cx);
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if style
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.background
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.as_ref()
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.is_some_and(|fill| fill.color().is_some_and(|color| !color.is_transparent()))
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{
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cx.with_z_index(style.z_index.unwrap_or(0), |cx| cx.add_opaque_layer(bounds))
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}
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if let Some(mouse_cursor) = style.mouse_cursor {
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let hovered = bounds.contains_point(&cx.mouse_position());
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if hovered {
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@ -1098,19 +1106,21 @@ impl Interactivity {
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}
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}
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}
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// if self.hover_style.is_some() {
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if bounds.contains_point(&mouse_position) {
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// eprintln!("div hovered {bounds:?} {mouse_position:?}");
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style.refine(&self.hover_style);
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} else {
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// eprintln!("div NOT hovered {bounds:?} {mouse_position:?}");
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if self.hover_style.is_some() {
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if bounds
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.intersect(&cx.content_mask().bounds)
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.contains_point(&mouse_position)
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&& cx.was_top_layer(&mouse_position, cx.stacking_order())
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{
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style.refine(&self.hover_style);
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}
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}
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// }
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if let Some(drag) = cx.active_drag.take() {
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for (state_type, group_drag_style) in &self.group_drag_over_styles {
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if let Some(group_bounds) = GroupBounds::get(&group_drag_style.group, cx) {
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if *state_type == drag.view.entity_type()
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// todo!() needs to handle cx.content_mask() and cx.is_top()
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&& group_bounds.contains_point(&mouse_position)
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{
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style.refine(&group_drag_style.style);
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@ -1120,7 +1130,10 @@ impl Interactivity {
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for (state_type, drag_over_style) in &self.drag_over_styles {
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if *state_type == drag.view.entity_type()
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&& bounds.contains_point(&mouse_position)
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&& bounds
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.intersect(&cx.content_mask().bounds)
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.contains_point(&mouse_position)
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&& cx.was_top_layer(&mouse_position, cx.stacking_order())
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{
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style.refine(drag_over_style);
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}
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@ -12,7 +12,7 @@ use crate::{
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VisualContext, WeakView, WindowBounds, WindowOptions, SUBPIXEL_VARIANTS,
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};
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use anyhow::{anyhow, Context as _, Result};
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use collections::HashMap;
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use collections::{BTreeMap, HashMap};
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use derive_more::{Deref, DerefMut};
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use futures::{
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channel::{mpsc, oneshot},
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@ -39,8 +39,8 @@ use util::ResultExt;
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/// A global stacking order, which is created by stacking successive z-index values.
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/// Each z-index will always be interpreted in the context of its parent z-index.
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#[derive(Deref, DerefMut, Ord, PartialOrd, Eq, PartialEq, Clone, Default)]
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pub(crate) struct StackingOrder(pub(crate) SmallVec<[u32; 16]>);
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#[derive(Deref, DerefMut, Ord, PartialOrd, Eq, PartialEq, Clone, Default, Debug)]
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pub struct StackingOrder(pub(crate) SmallVec<[u32; 16]>);
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/// Represents the two different phases when dispatching events.
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#[derive(Default, Copy, Clone, Debug, Eq, PartialEq)]
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@ -243,7 +243,8 @@ pub(crate) struct Frame {
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pub(crate) dispatch_tree: DispatchTree,
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pub(crate) focus_listeners: Vec<AnyFocusListener>,
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pub(crate) scene_builder: SceneBuilder,
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z_index_stack: StackingOrder,
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pub(crate) depth_map: BTreeMap<StackingOrder, Bounds<Pixels>>,
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pub(crate) z_index_stack: StackingOrder,
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content_mask_stack: Vec<ContentMask<Pixels>>,
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element_offset_stack: Vec<Point<Pixels>>,
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}
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@ -257,6 +258,7 @@ impl Frame {
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focus_listeners: Vec::new(),
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scene_builder: SceneBuilder::default(),
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z_index_stack: StackingOrder::default(),
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depth_map: Default::default(),
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content_mask_stack: Vec::new(),
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element_offset_stack: Vec::new(),
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}
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@ -806,6 +808,32 @@ impl<'a> WindowContext<'a> {
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result
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}
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/// Called during painting to track which z-index is on top at each pixel position
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pub fn add_opaque_layer(&mut self, bounds: Bounds<Pixels>) {
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let stacking_order = self.window.current_frame.z_index_stack.clone();
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self.window
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.current_frame
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.depth_map
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.insert(stacking_order, bounds);
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}
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/// Returns true if the top-most opaque layer painted over this point was part of the
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/// same layer as the given stacking order.
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pub fn was_top_layer(&self, point: &Point<Pixels>, level: &StackingOrder) -> bool {
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for (stack, bounds) in self.window.previous_frame.depth_map.iter() {
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if bounds.contains_point(point) {
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return level.starts_with(stack) || stack.starts_with(level);
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}
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}
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false
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}
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/// Called during painting to get the current stacking order.
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pub fn stacking_order(&self) -> &StackingOrder {
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&self.window.current_frame.z_index_stack
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}
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/// Paint one or more drop shadows into the scene for the current frame at the current z-index.
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pub fn paint_shadows(
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&mut self,
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@ -1153,6 +1181,7 @@ impl<'a> WindowContext<'a> {
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frame.mouse_listeners.values_mut().for_each(Vec::clear);
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frame.focus_listeners.clear();
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frame.dispatch_tree.clear();
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frame.depth_map.clear();
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}
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/// Dispatch a mouse or keyboard event on the window.
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