Add docs for window.rs, but still incomplete

This commit is contained in:
Nathan Sobo 2023-10-27 22:29:59 +02:00
parent ad7c49e4bb
commit f88ca2e7da

View file

@ -30,16 +30,22 @@ use std::{
};
use util::ResultExt;
/// A global stacking order, which is created by stacking successive z-index values.
/// Each z-index will always be interpreted in the context of its parent z-index.
#[derive(Deref, DerefMut, Ord, PartialOrd, Eq, PartialEq, Clone, Default)]
pub struct StackingOrder(pub(crate) SmallVec<[u32; 16]>);
pub(crate) struct StackingOrder(pub(crate) SmallVec<[u32; 16]>);
/// Represents the two different phases when dispatching events.
#[derive(Default, Copy, Clone, Debug, Eq, PartialEq)]
pub enum DispatchPhase {
/// After the capture phase comes the bubble phase, in which event handlers are
/// invoked front to back. This is the phase you'll usually want to use for event handlers.
/// After the capture phase comes the bubble phase, in which mouse event listeners are
/// invoked front to back and keyboard event listeners are invoked from the focused element
/// to the root of the element tree. This is the phase you'll most commonly want to use when
/// registering event listeners.
#[default]
Bubble,
/// During the initial capture phase, event handlers are invoked back to front. This phase
/// During the initial capture phase, mouse event listeners are invoked back to front, and keyboard
/// listeners are invoked from the root of the tree downward toward the focused element. This phase
/// is used for special purposes such as clearing the "pressed" state for click events. If
/// you stop event propagation during this phase, you need to know what you're doing. Handlers
/// outside of the immediate region may rely on detecting non-local events during this phase.
@ -61,6 +67,7 @@ type AnyFocusListener = Box<dyn Fn(&FocusEvent, &mut WindowContext) + Send + 'st
slotmap::new_key_type! { pub struct FocusId; }
/// A handle which can be used to track and manipulate the focused element in a window.
pub struct FocusHandle {
pub(crate) id: FocusId,
handles: Arc<RwLock<SlotMap<FocusId, AtomicUsize>>>,
@ -92,20 +99,26 @@ impl FocusHandle {
}
}
/// Obtains whether the element associated with this handle is currently focused.
pub fn is_focused(&self, cx: &WindowContext) -> bool {
cx.window.focus == Some(self.id)
}
/// Obtains whether the element associated with this handle contains the focused
/// element or is itself focused.
pub fn contains_focused(&self, cx: &WindowContext) -> bool {
cx.focused()
.map_or(false, |focused| self.contains(&focused, cx))
}
/// Obtains whether the element associated with this handle is contained within the
/// focused element or is itself focused.
pub fn within_focused(&self, cx: &WindowContext) -> bool {
let focused = cx.focused();
focused.map_or(false, |focused| focused.contains(self, cx))
}
/// Obtains whether this handle contains the given handle in the most recently rendered frame.
pub(crate) fn contains(&self, other: &Self, cx: &WindowContext) -> bool {
let mut ancestor = Some(other.id);
while let Some(ancestor_id) = ancestor {
@ -143,6 +156,7 @@ impl Drop for FocusHandle {
}
}
// Holds the state for a specific window.
pub struct Window {
handle: AnyWindowHandle,
platform_window: MainThreadOnly<Box<dyn PlatformWindow>>,
@ -253,6 +267,9 @@ impl Window {
}
}
/// When constructing the element tree, we maintain a stack of key dispatch frames until we
/// find the focused element. We interleave key listeners with dispatch contexts so we can use the
/// contexts when matching key events against the keymap.
enum KeyDispatchStackFrame {
Listener {
event_type: TypeId,
@ -261,6 +278,9 @@ enum KeyDispatchStackFrame {
Context(DispatchContext),
}
/// Indicates which region of the window is visible. Content falling outside of this mask will not be
/// rendered. Currently, only rectangular content masks are supported, but we give the mask its own type
/// to leave room to support more complex shapes in the future.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
#[repr(C)]
pub struct ContentMask<P: Clone + Default + Debug> {
@ -268,18 +288,23 @@ pub struct ContentMask<P: Clone + Default + Debug> {
}
impl ContentMask<Pixels> {
/// Scale the content mask's pixel units by the given scaling factor.
pub fn scale(&self, factor: f32) -> ContentMask<ScaledPixels> {
ContentMask {
bounds: self.bounds.scale(factor),
}
}
/// Intersect the content mask with the given content mask.
pub fn intersect(&self, other: &Self) -> Self {
let bounds = self.bounds.intersect(&other.bounds);
ContentMask { bounds }
}
}
/// Provides access to application state in the context of a single window. Derefs
/// to an `AppContext`, so you can also pass a `WindowContext` to any method that takes
/// an `AppContext` and call any `AppContext` methods.
pub struct WindowContext<'a, 'w> {
pub(crate) app: Reference<'a, AppContext>,
pub(crate) window: Reference<'w, Window>,
@ -300,24 +325,30 @@ impl<'a, 'w> WindowContext<'a, 'w> {
}
}
/// Obtain a handle to the window that belongs to this context.
pub fn window_handle(&self) -> AnyWindowHandle {
self.window.handle
}
/// Mark the window as dirty, scheduling it to be redrawn on the next frame.
pub fn notify(&mut self) {
self.window.dirty = true;
}
/// Obtain a new `FocusHandle`, which allows you to track and manipulate the keyboard focus
/// for elements rendered within this window.
pub fn focus_handle(&mut self) -> FocusHandle {
FocusHandle::new(&self.window.focus_handles)
}
/// Obtain the currently focused `FocusHandle`. If no elements are focused, returns `None`.
pub fn focused(&self) -> Option<FocusHandle> {
self.window
.focus
.and_then(|id| FocusHandle::for_id(id, &self.window.focus_handles))
}
/// Move focus to the element associated with the given `FocusHandle`.
pub fn focus(&mut self, handle: &FocusHandle) {
if self.window.last_blur.is_none() {
self.window.last_blur = Some(self.window.focus);
@ -332,6 +363,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
self.notify();
}
/// Remove focus from all elements within this context's window.
pub fn blur(&mut self) {
if self.window.last_blur.is_none() {
self.window.last_blur = Some(self.window.focus);
@ -346,6 +378,9 @@ impl<'a, 'w> WindowContext<'a, 'w> {
self.notify();
}
/// Schedule the given closure to be run on the main thread. It will be invoked with
/// a `MainThread<WindowContext>`, which provides access to platform-specific functionality
/// of the window.
pub fn run_on_main<R>(
&mut self,
f: impl FnOnce(&mut MainThread<WindowContext<'_, '_>>) -> R + Send + 'static,
@ -363,10 +398,13 @@ impl<'a, 'w> WindowContext<'a, 'w> {
}
}
/// Create an `AsyncWindowContext`, which has a static lifetime and can be held across
/// await points in async code.
pub fn to_async(&self) -> AsyncWindowContext {
AsyncWindowContext::new(self.app.to_async(), self.window.handle)
}
/// Schedule the given closure to be run directly after the current frame is rendered.
pub fn on_next_frame(&mut self, f: impl FnOnce(&mut WindowContext) + Send + 'static) {
let f = Box::new(f);
let display_id = self.window.display_id;
@ -410,6 +448,9 @@ impl<'a, 'w> WindowContext<'a, 'w> {
.detach();
}
/// Spawn the future returned by the given closure on the application thread pool.
/// The closure is provided a handle to the current window and an `AsyncWindowContext` for
/// use within your future.
pub fn spawn<Fut, R>(
&mut self,
f: impl FnOnce(AnyWindowHandle, AsyncWindowContext) -> Fut + Send + 'static,
@ -426,6 +467,8 @@ impl<'a, 'w> WindowContext<'a, 'w> {
})
}
/// Update the global of the given type. The given closure is given simultaneous mutable
/// access both to the global and the context.
pub fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: 'static,
@ -436,6 +479,9 @@ impl<'a, 'w> WindowContext<'a, 'w> {
result
}
/// Add a node to the layout tree for the current frame. Takes the `Style` of the element for which
/// layout is being requested, along with the layout ids of any children. This method is called during
/// calls to the `Element::layout` trait method and enables any element to participate in layout.
pub fn request_layout(
&mut self,
style: &Style,
@ -450,6 +496,12 @@ impl<'a, 'w> WindowContext<'a, 'w> {
.request_layout(style, rem_size, &self.app.layout_id_buffer)
}
/// Add a node to the layout tree for the current frame. Instead of taking a `Style` and children,
/// this variant takes a function that is invoked during layout so you can use arbitrary logic to
/// determine the element's size. One place this is used internally is when measuring text.
///
/// The given closure is invoked at layout time with the known dimensions and available space and
/// returns a `Size`.
pub fn request_measured_layout<
F: Fn(Size<Option<Pixels>>, Size<AvailableSpace>) -> Size<Pixels> + Send + Sync + 'static,
>(
@ -463,6 +515,9 @@ impl<'a, 'w> WindowContext<'a, 'w> {
.request_measured_layout(style, rem_size, measure)
}
/// Obtain the bounds computed for the given LayoutId relative to the window. This method should not
/// be invoked until the paint phase begins, and will usually be invoked by GPUI itself automatically
/// in order to pass your element its `Bounds` automatically.
pub fn layout_bounds(&mut self, layout_id: LayoutId) -> Bounds<Pixels> {
let mut bounds = self
.window
@ -473,14 +528,20 @@ impl<'a, 'w> WindowContext<'a, 'w> {
bounds
}
/// The scale factor of the display associated with the window. For example, it could
/// return 2.0 for a "retina" display, indicating that each logical pixel should actually
/// be rendered as two pixels on screen.
pub fn scale_factor(&self) -> f32 {
self.window.scale_factor
}
/// The size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
pub fn rem_size(&self) -> Pixels {
self.window.rem_size
}
/// The line height associated with the current text style.
pub fn line_height(&self) -> Pixels {
let rem_size = self.rem_size();
let text_style = self.text_style();
@ -489,14 +550,23 @@ impl<'a, 'w> WindowContext<'a, 'w> {
.to_pixels(text_style.font_size.into(), rem_size)
}
/// Call to prevent the default action of an event. Currently only used to prevent
/// parent elements from becoming focused on mouse down.
pub fn prevent_default(&mut self) {
self.window.default_prevented = true;
}
/// Obtain whether default has been prevented for the event currently being dispatched.
pub fn default_prevented(&self) -> bool {
self.window.default_prevented
}
/// Register a mouse event listener on the window for the current frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using event handlers on elements unless you have
/// a specific need to register a global listener.
pub fn on_mouse_event<Event: 'static>(
&mut self,
handler: impl Fn(&Event, DispatchPhase, &mut WindowContext) + Send + 'static,
@ -514,17 +584,21 @@ impl<'a, 'w> WindowContext<'a, 'w> {
))
}
/// The position of the mouse relative to the window.
pub fn mouse_position(&self) -> Point<Pixels> {
self.window.mouse_position
}
pub fn stack<R>(&mut self, order: u32, f: impl FnOnce(&mut Self) -> R) -> R {
self.window.z_index_stack.push(order);
/// Called during painting to invoke the given closure in a new stacking context. The given
/// z-index is interpreted relative to the previous call to `stack`.
pub fn stack<R>(&mut self, z_index: u32, f: impl FnOnce(&mut Self) -> R) -> R {
self.window.z_index_stack.push(z_index);
let result = f(self);
self.window.z_index_stack.pop();
result
}
/// Paint one or more drop shadows into the scene for the current frame at the current z-index.
pub fn paint_shadows(
&mut self,
bounds: Bounds<Pixels>,
@ -552,6 +626,8 @@ impl<'a, 'w> WindowContext<'a, 'w> {
}
}
/// Paint one or more quads into the scene for the current frame at the current stacking context.
/// Quads are colored rectangular regions with an optional background, border, and corner radius.
pub fn paint_quad(
&mut self,
bounds: Bounds<Pixels>,
@ -578,6 +654,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
);
}
/// Paint the given `Path` into the scene for the current frame at the current z-index.
pub fn paint_path(&mut self, mut path: Path<Pixels>, color: impl Into<Hsla>) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
@ -589,6 +666,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
.insert(&window.z_index_stack, path.scale(scale_factor));
}
/// Paint an underline into the scene for the current frame at the current z-index.
pub fn paint_underline(
&mut self,
origin: Point<Pixels>,
@ -621,6 +699,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
Ok(())
}
/// Paint a monochrome (non-emoji) glyph into the scene for the current frame at the current z-index.
pub fn paint_glyph(
&mut self,
origin: Point<Pixels>,
@ -673,6 +752,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
Ok(())
}
/// Paint an emoji glyph into the scene for the current frame at the current z-index.
pub fn paint_emoji(
&mut self,
origin: Point<Pixels>,
@ -723,6 +803,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
Ok(())
}
/// Paint a monochrome SVG into the scene for the current frame at the current stacking context.
pub fn paint_svg(
&mut self,
bounds: Bounds<Pixels>,
@ -763,6 +844,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
Ok(())
}
/// Paint an image into the scene for the current frame at the current z-index.
pub fn paint_image(
&mut self,
bounds: Bounds<Pixels>,
@ -798,6 +880,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
Ok(())
}
/// Draw pixels to the display for this window based on the contents of its scene.
pub(crate) fn draw(&mut self) {
let root_view = self.window.root_view.take().unwrap();
@ -870,12 +953,17 @@ impl<'a, 'w> WindowContext<'a, 'w> {
window.freeze_key_dispatch_stack = false;
}
/// Dispatch a mouse or keyboard event on the window.
fn dispatch_event(&mut self, event: InputEvent) -> bool {
let event = match event {
// Track the mouse position with our own state, since accessing the platform
// API for the mouse position can only occur on the main thread.
InputEvent::MouseMove(mouse_move) => {
self.window.mouse_position = mouse_move.position;
InputEvent::MouseMove(mouse_move)
}
// Translate dragging and dropping of external files from the operating system
// to internal drag and drop events.
InputEvent::FileDrop(file_drop) => match file_drop {
FileDropEvent::Entered { position, files } => {
self.window.mouse_position = position;
@ -1036,6 +1124,7 @@ impl<'a, 'w> WindowContext<'a, 'w> {
true
}
/// Attempt to map a keystroke to an action based on the keymap.
pub fn match_keystroke(
&mut self,
element_id: &GlobalElementId,
@ -1058,6 +1147,8 @@ impl<'a, 'w> WindowContext<'a, 'w> {
key_match
}
/// Register the given handler to be invoked whenever the global of the given type
/// is updated.
pub fn observe_global<G: 'static>(
&mut self,
f: impl Fn(&mut WindowContext<'_, '_>) + Send + 'static,
@ -1182,6 +1273,10 @@ impl Context for WindowContext<'_, '_> {
impl VisualContext for WindowContext<'_, '_> {
type ViewContext<'a, 'w, V> = ViewContext<'a, 'w, V>;
/// Builds a new view in the current window. The first argument is a function that builds
/// an entity representing the view's state. It is invoked with a `ViewContext` that provides
/// entity-specific access to the window and application state during construction. The second
/// argument is a render function that returns a component based on the view's state.
fn build_view<E, V>(
&mut self,
build_view_state: impl FnOnce(&mut Self::ViewContext<'_, '_, V>) -> V,
@ -1199,6 +1294,7 @@ impl VisualContext for WindowContext<'_, '_> {
view
}
/// Update the given view. Prefer calling `View::update` instead, which calls this method.
fn update_view<T: 'static, R>(
&mut self,
view: &View<T>,
@ -1251,6 +1347,10 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
self.borrow_mut()
}
/// Pushes the given element id onto the global stack and invokes the given closure
/// with a `GlobalElementId`, which disambiguates the given id in the context of its ancestor
/// ids. Because elements are discarded and recreated on each frame, the `GlobalElementId` is
/// used to associate state with identified elements across separate frames.
fn with_element_id<R>(
&mut self,
id: impl Into<ElementId>,
@ -1277,6 +1377,8 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
result
}
/// Invoke the given function with the given content mask after intersecting it
/// with the current mask.
fn with_content_mask<R>(
&mut self,
mask: ContentMask<Pixels>,
@ -1289,6 +1391,8 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
result
}
/// Update the global element offset based on the given offset. This is used to implement
/// scrolling and position drag handles.
fn with_element_offset<R>(
&mut self,
offset: Option<Point<Pixels>>,
@ -1305,6 +1409,7 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
result
}
/// Obtain the current element offset.
fn element_offset(&self) -> Point<Pixels> {
self.window()
.element_offset_stack
@ -1313,6 +1418,10 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
.unwrap_or_default()
}
/// Update or intialize state for an element with the given id that lives across multiple
/// frames. If an element with this id existed in the previous frame, its state will be passed
/// to the given closure. The state returned by the closure will be stored so it can be referenced
/// when drawing the next frame.
fn with_element_state<S, R>(
&mut self,
id: ElementId,
@ -1349,6 +1458,8 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
})
}
/// Like `with_element_state`, but for situations where the element_id is optional. If the
/// id is `None`, no state will be retrieved or stored.
fn with_optional_element_state<S, R>(
&mut self,
element_id: Option<ElementId>,
@ -1364,6 +1475,7 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
}
}
/// Obtain the current content mask.
fn content_mask(&self) -> ContentMask<Pixels> {
self.window()
.content_mask_stack
@ -1377,6 +1489,8 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
})
}
/// The size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
fn rem_size(&self) -> Pixels {
self.window().rem_size
}