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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>
232 lines
6.9 KiB
Rust
232 lines
6.9 KiB
Rust
pub use crate::ViewContext;
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use anyhow::Result;
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use gpui::geometry::vector::Vector2F;
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pub use gpui::{Layout, LayoutId};
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use smallvec::SmallVec;
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pub trait Element<V: 'static>: 'static + IntoElement<V> {
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type PaintState;
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fn layout(
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&mut self,
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view: &mut V,
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cx: &mut ViewContext<V>,
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) -> Result<(LayoutId, Self::PaintState)>
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where
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Self: Sized;
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fn paint(
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&mut self,
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view: &mut V,
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parent_origin: Vector2F,
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layout: &Layout,
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state: &mut Self::PaintState,
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cx: &mut ViewContext<V>,
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) where
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Self: Sized;
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fn into_any(self) -> AnyElement<V>
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where
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Self: 'static + Sized,
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{
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AnyElement(Box::new(StatefulElement {
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element: self,
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phase: ElementPhase::Init,
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}))
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}
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/// Applies a given function `then` to the current element if `condition` is true.
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/// This function is used to conditionally modify the element based on a given condition.
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/// If `condition` is false, it just returns the current element as it is.
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///
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/// # Parameters
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/// - `self`: The current element
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/// - `condition`: The boolean condition based on which `then` is applied to the element.
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/// - `then`: A function that takes in the current element and returns a possibly modified element.
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///
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/// # Return
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/// It returns the potentially modified element.
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fn when(mut self, condition: bool, then: impl FnOnce(Self) -> Self) -> Self
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where
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Self: Sized,
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{
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if condition {
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self = then(self);
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}
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self
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}
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}
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/// Used to make ElementState<V, E> into a trait object, so we can wrap it in AnyElement<V>.
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trait AnyStatefulElement<V> {
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fn layout(&mut self, view: &mut V, cx: &mut ViewContext<V>) -> Result<LayoutId>;
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fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut ViewContext<V>);
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}
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/// A wrapper around an element that stores its layout state.
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struct StatefulElement<V: 'static, E: Element<V>> {
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element: E,
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phase: ElementPhase<V, E>,
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}
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enum ElementPhase<V: 'static, E: Element<V>> {
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Init,
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PostLayout {
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layout_id: LayoutId,
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paint_state: E::PaintState,
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},
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#[allow(dead_code)]
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PostPaint {
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layout: Layout,
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paint_state: E::PaintState,
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},
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Error(String),
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}
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impl<V: 'static, E: Element<V>> std::fmt::Debug for ElementPhase<V, E> {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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ElementPhase::Init => write!(f, "Init"),
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ElementPhase::PostLayout { layout_id, .. } => {
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write!(f, "PostLayout with layout id: {:?}", layout_id)
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}
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ElementPhase::PostPaint { layout, .. } => {
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write!(f, "PostPaint with layout: {:?}", layout)
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}
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ElementPhase::Error(err) => write!(f, "Error: {}", err),
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}
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}
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}
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impl<V: 'static, E: Element<V>> Default for ElementPhase<V, E> {
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fn default() -> Self {
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Self::Init
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}
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}
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/// We blanket-implement the object-safe ElementStateObject interface to make ElementStates into trait objects
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impl<V, E: Element<V>> AnyStatefulElement<V> for StatefulElement<V, E> {
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fn layout(&mut self, view: &mut V, cx: &mut ViewContext<V>) -> Result<LayoutId> {
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let result;
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self.phase = match self.element.layout(view, cx) {
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Ok((layout_id, paint_state)) => {
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result = Ok(layout_id);
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ElementPhase::PostLayout {
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layout_id,
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paint_state,
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}
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}
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Err(error) => {
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let message = error.to_string();
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result = Err(error);
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ElementPhase::Error(message)
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}
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};
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result
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}
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fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut ViewContext<V>) {
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self.phase = match std::mem::take(&mut self.phase) {
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ElementPhase::PostLayout {
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layout_id,
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mut paint_state,
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} => match cx.computed_layout(layout_id) {
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Ok(layout) => {
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self.element
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.paint(view, parent_origin, &layout, &mut paint_state, cx);
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ElementPhase::PostPaint {
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layout,
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paint_state,
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}
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}
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Err(error) => ElementPhase::Error(error.to_string()),
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},
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ElementPhase::PostPaint {
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layout,
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mut paint_state,
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} => {
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self.element
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.paint(view, parent_origin, &layout, &mut paint_state, cx);
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ElementPhase::PostPaint {
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layout,
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paint_state,
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}
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}
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phase @ ElementPhase::Error(_) => phase,
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phase @ _ => {
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panic!("invalid element phase to call paint: {:?}", phase);
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}
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};
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}
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}
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/// A dynamic element.
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pub struct AnyElement<V>(Box<dyn AnyStatefulElement<V>>);
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impl<V> AnyElement<V> {
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pub fn layout(&mut self, view: &mut V, cx: &mut ViewContext<V>) -> Result<LayoutId> {
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self.0.layout(view, cx)
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}
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pub fn paint(&mut self, view: &mut V, parent_origin: Vector2F, cx: &mut ViewContext<V>) {
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self.0.paint(view, parent_origin, cx)
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}
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}
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pub trait ParentElement<V: 'static> {
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]>;
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fn child(mut self, child: impl IntoElement<V>) -> Self
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where
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Self: Sized,
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{
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self.children_mut().push(child.into_element().into_any());
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self
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}
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fn children<I, E>(mut self, children: I) -> Self
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where
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I: IntoIterator<Item = E>,
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E: IntoElement<V>,
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Self: Sized,
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{
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self.children_mut().extend(
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children
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.into_iter()
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.map(|child| child.into_element().into_any()),
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);
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self
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}
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// HACK: This is a temporary hack to get children working for the purposes
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// of building UI on top of the current version of gpui2.
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//
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// We'll (hopefully) be moving away from this in the future.
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fn children_any<I>(mut self, children: I) -> Self
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where
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I: IntoIterator<Item = AnyElement<V>>,
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Self: Sized,
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{
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self.children_mut().extend(children.into_iter());
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self
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}
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// HACK: This is a temporary hack to get children working for the purposes
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// of building UI on top of the current version of gpui2.
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//
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// We'll (hopefully) be moving away from this in the future.
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fn child_any(mut self, children: AnyElement<V>) -> Self
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where
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Self: Sized,
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{
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self.children_mut().push(children);
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self
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}
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}
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pub trait IntoElement<V: 'static> {
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type Element: Element<V>;
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fn into_element(self) -> Self::Element;
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}
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