zed/crates/gpui2/src/element.rs
Marshall Bowers f26ca0866c
Mainline GPUI2 UI work (#3062)
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Nate <nate@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
2023-09-28 19:36:21 -04:00

232 lines
6.9 KiB
Rust

pub use crate::ViewContext;
use anyhow::Result;
use gpui::geometry::vector::Vector2F;
pub use gpui::{Layout, LayoutId};
use smallvec::SmallVec;
pub trait Element<V: 'static>: 'static + IntoElement<V> {
type PaintState;
fn layout(
&mut self,
view: &mut V,
cx: &mut ViewContext<V>,
) -> Result<(LayoutId, Self::PaintState)>
where
Self: Sized;
fn paint(
&mut self,
view: &mut V,
parent_origin: Vector2F,
layout: &Layout,
state: &mut Self::PaintState,
cx: &mut ViewContext<V>,
) where
Self: Sized;
fn into_any(self) -> AnyElement<V>
where
Self: 'static + Sized,
{
AnyElement(Box::new(StatefulElement {
element: self,
phase: ElementPhase::Init,
}))
}
/// Applies a given function `then` to the current element if `condition` is true.
/// This function is used to conditionally modify the element based on a given condition.
/// If `condition` is false, it just returns the current element as it is.
///
/// # Parameters
/// - `self`: The current element
/// - `condition`: The boolean condition based on which `then` is applied to the element.
/// - `then`: A function that takes in the current element and returns a possibly modified element.
///
/// # Return
/// It returns the potentially modified element.
fn when(mut self, condition: bool, then: impl FnOnce(Self) -> Self) -> Self
where
Self: Sized,
{
if condition {
self = then(self);
}
self
}
}
/// 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 ViewContext<V>) -> Result<LayoutId>;
fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut ViewContext<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,
},
#[allow(dead_code)]
PostPaint {
layout: Layout,
paint_state: E::PaintState,
},
Error(String),
}
impl<V: 'static, E: Element<V>> std::fmt::Debug for ElementPhase<V, E> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
ElementPhase::Init => write!(f, "Init"),
ElementPhase::PostLayout { layout_id, .. } => {
write!(f, "PostLayout with layout id: {:?}", layout_id)
}
ElementPhase::PostPaint { layout, .. } => {
write!(f, "PostPaint with layout: {:?}", layout)
}
ElementPhase::Error(err) => write!(f, "Error: {}", err),
}
}
}
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 ViewContext<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 ViewContext<V>) {
self.phase = match std::mem::take(&mut self.phase) {
ElementPhase::PostLayout {
layout_id,
mut paint_state,
} => match cx.computed_layout(layout_id) {
Ok(layout) => {
self.element
.paint(view, parent_origin, &layout, &mut paint_state, cx);
ElementPhase::PostPaint {
layout,
paint_state,
}
}
Err(error) => ElementPhase::Error(error.to_string()),
},
ElementPhase::PostPaint {
layout,
mut paint_state,
} => {
self.element
.paint(view, parent_origin, &layout, &mut paint_state, cx);
ElementPhase::PostPaint {
layout,
paint_state,
}
}
phase @ ElementPhase::Error(_) => phase,
phase @ _ => {
panic!("invalid element phase to call paint: {:?}", phase);
}
};
}
}
/// 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 ViewContext<V>) -> Result<LayoutId> {
self.0.layout(view, cx)
}
pub fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut ViewContext<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
}
// HACK: This is a temporary hack to get children working for the purposes
// of building UI on top of the current version of gpui2.
//
// We'll (hopefully) be moving away from this in the future.
fn children_any<I>(mut self, children: I) -> Self
where
I: IntoIterator<Item = AnyElement<V>>,
Self: Sized,
{
self.children_mut().extend(children.into_iter());
self
}
// HACK: This is a temporary hack to get children working for the purposes
// of building UI on top of the current version of gpui2.
//
// We'll (hopefully) be moving away from this in the future.
fn child_any(mut self, children: AnyElement<V>) -> Self
where
Self: Sized,
{
self.children_mut().push(children);
self
}
}
pub trait IntoElement<V: 'static> {
type Element: Element<V>;
fn into_element(self) -> Self::Element;
}