zed/crates/gpui/src/element.rs
Marshall Bowers 74dadd68d2
Clean up references in doc comments (#3983)
This PR cleans up a number of references in doc comments so that
`rustdoc` will link and display them correctly.

Release Notes:

- N/A
2024-01-09 14:48:48 -05:00

502 lines
14 KiB
Rust

use crate::{
ArenaBox, AvailableSpace, BorrowWindow, Bounds, ElementId, LayoutId, Pixels, Point, Size,
ViewContext, WindowContext, ELEMENT_ARENA,
};
use derive_more::{Deref, DerefMut};
pub(crate) use smallvec::SmallVec;
use std::{any::Any, fmt::Debug};
/// Implemented by types that participate in laying out and painting the contents of a window.
/// Elements form a tree and are laid out according to web-based layout rules.
/// Rather than calling methods on implementers of this trait directly, you'll usually call `into_any` to convert them into an AnyElement, which manages state internally.
/// You can create custom elements by implementing this trait.
pub trait Element: 'static + IntoElement {
type State: 'static;
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State);
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext);
fn into_any(self) -> AnyElement {
AnyElement::new(self)
}
}
/// Implemented by any type that can be converted into an element.
pub trait IntoElement: Sized {
/// The specific type of element into which the implementing type is converted.
type Element: Element;
/// The [`ElementId`] of self once converted into an [`Element`].
/// If present, the resulting element's state will be carried across frames.
fn element_id(&self) -> Option<ElementId>;
/// Convert self into a type that implements [`Element`].
fn into_element(self) -> Self::Element;
/// Convert self into a dynamically-typed [`AnyElement`].
fn into_any_element(self) -> AnyElement {
self.into_element().into_any()
}
/// Convert into an element, then draw in the current window at the given origin.
/// The available space argument is provided to the layout engine to determine the size of the
// root element. Once the element is drawn, its associated element state is yielded to the
// given callback.
fn draw_and_update_state<T, R>(
self,
origin: Point<Pixels>,
available_space: Size<T>,
cx: &mut WindowContext,
f: impl FnOnce(&mut <Self::Element as Element>::State, &mut WindowContext) -> R,
) -> R
where
T: Clone + Default + Debug + Into<AvailableSpace>,
{
let element = self.into_element();
let element_id = element.element_id();
let element = DrawableElement {
element: Some(element),
phase: ElementDrawPhase::Start,
};
let frame_state =
DrawableElement::draw(element, origin, available_space.map(Into::into), cx);
if let Some(mut frame_state) = frame_state {
f(&mut frame_state, cx)
} else {
cx.with_element_state(element_id.unwrap(), |element_state, cx| {
let mut element_state = element_state.unwrap();
let result = f(&mut element_state, cx);
(result, element_state)
})
}
}
/// Convert self to another type by calling the given closure. Useful in rendering code.
fn map<U>(self, f: impl FnOnce(Self) -> U) -> U
where
Self: Sized,
U: IntoElement,
{
f(self)
}
/// Conditionally chain onto self with the given closure. Useful in rendering code.
fn when(self, condition: bool, then: impl FnOnce(Self) -> Self) -> Self
where
Self: Sized,
{
self.map(|this| if condition { then(this) } else { this })
}
/// Conditionally chain onto self with the given closure if the given option is Some.
/// The contents of the option are provided to the closure.
fn when_some<T>(self, option: Option<T>, then: impl FnOnce(Self, T) -> Self) -> Self
where
Self: Sized,
{
self.map(|this| {
if let Some(value) = option {
then(this, value)
} else {
this
}
})
}
}
pub trait Render: 'static + Sized {
fn render(&mut self, cx: &mut ViewContext<Self>) -> impl IntoElement;
}
/// You can derive [`IntoElement`] on any type that implements this trait.
/// It is used to allow views to be expressed in terms of abstract data.
pub trait RenderOnce: 'static {
fn render(self, cx: &mut WindowContext) -> impl IntoElement;
}
pub trait ParentElement {
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]>;
fn child(mut self, child: impl IntoElement) -> Self
where
Self: Sized,
{
self.children_mut().push(child.into_element().into_any());
self
}
fn children(mut self, children: impl IntoIterator<Item = impl IntoElement>) -> Self
where
Self: Sized,
{
self.children_mut()
.extend(children.into_iter().map(|child| child.into_any_element()));
self
}
}
pub struct Component<C: RenderOnce>(Option<C>);
impl<C: RenderOnce> Component<C> {
pub fn new(component: C) -> Self {
Component(Some(component))
}
}
impl<C: RenderOnce> Element for Component<C> {
type State = AnyElement;
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State) {
let mut element = self.0.take().unwrap().render(cx).into_any_element();
let layout_id = element.request_layout(cx);
(layout_id, element)
}
fn paint(&mut self, _: Bounds<Pixels>, element: &mut Self::State, cx: &mut WindowContext) {
element.paint(cx)
}
}
impl<C: RenderOnce> IntoElement for Component<C> {
type Element = Self;
fn element_id(&self) -> Option<ElementId> {
None
}
fn into_element(self) -> Self::Element {
self
}
}
#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
pub struct GlobalElementId(SmallVec<[ElementId; 32]>);
trait ElementObject {
fn element_id(&self) -> Option<ElementId>;
fn request_layout(&mut self, cx: &mut WindowContext) -> LayoutId;
fn paint(&mut self, cx: &mut WindowContext);
fn measure(
&mut self,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) -> Size<Pixels>;
fn draw(
&mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
);
}
pub struct DrawableElement<E: Element> {
element: Option<E>,
phase: ElementDrawPhase<E::State>,
}
#[derive(Default)]
enum ElementDrawPhase<S> {
#[default]
Start,
LayoutRequested {
layout_id: LayoutId,
frame_state: Option<S>,
},
LayoutComputed {
layout_id: LayoutId,
available_space: Size<AvailableSpace>,
frame_state: Option<S>,
},
}
/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
impl<E: Element> DrawableElement<E> {
fn new(element: E) -> Self {
DrawableElement {
element: Some(element),
phase: ElementDrawPhase::Start,
}
}
fn element_id(&self) -> Option<ElementId> {
self.element.as_ref()?.element_id()
}
fn request_layout(&mut self, cx: &mut WindowContext) -> LayoutId {
let (layout_id, frame_state) = if let Some(id) = self.element.as_ref().unwrap().element_id()
{
let layout_id = cx.with_element_state(id, |element_state, cx| {
self.element
.as_mut()
.unwrap()
.request_layout(element_state, cx)
});
(layout_id, None)
} else {
let (layout_id, frame_state) = self.element.as_mut().unwrap().request_layout(None, cx);
(layout_id, Some(frame_state))
};
self.phase = ElementDrawPhase::LayoutRequested {
layout_id,
frame_state,
};
layout_id
}
fn paint(mut self, cx: &mut WindowContext) -> Option<E::State> {
match self.phase {
ElementDrawPhase::LayoutRequested {
layout_id,
frame_state,
}
| ElementDrawPhase::LayoutComputed {
layout_id,
frame_state,
..
} => {
let bounds = cx.layout_bounds(layout_id);
if let Some(mut frame_state) = frame_state {
self.element
.take()
.unwrap()
.paint(bounds, &mut frame_state, cx);
Some(frame_state)
} else {
let element_id = self
.element
.as_ref()
.unwrap()
.element_id()
.expect("if we don't have frame state, we should have element state");
cx.with_element_state(element_id, |element_state, cx| {
let mut element_state = element_state.unwrap();
self.element
.take()
.unwrap()
.paint(bounds, &mut element_state, cx);
((), element_state)
});
None
}
}
_ => panic!("must call layout before paint"),
}
}
fn measure(
&mut self,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) -> Size<Pixels> {
if matches!(&self.phase, ElementDrawPhase::Start) {
self.request_layout(cx);
}
let layout_id = match &mut self.phase {
ElementDrawPhase::LayoutRequested {
layout_id,
frame_state,
} => {
cx.compute_layout(*layout_id, available_space);
let layout_id = *layout_id;
self.phase = ElementDrawPhase::LayoutComputed {
layout_id,
available_space,
frame_state: frame_state.take(),
};
layout_id
}
ElementDrawPhase::LayoutComputed {
layout_id,
available_space: prev_available_space,
..
} => {
if available_space != *prev_available_space {
cx.compute_layout(*layout_id, available_space);
*prev_available_space = available_space;
}
*layout_id
}
_ => panic!("cannot measure after painting"),
};
cx.layout_bounds(layout_id).size
}
fn draw(
mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) -> Option<E::State> {
self.measure(available_space, cx);
cx.with_absolute_element_offset(origin, |cx| self.paint(cx))
}
}
impl<E> ElementObject for Option<DrawableElement<E>>
where
E: Element,
E::State: 'static,
{
fn element_id(&self) -> Option<ElementId> {
self.as_ref().unwrap().element_id()
}
fn request_layout(&mut self, cx: &mut WindowContext) -> LayoutId {
DrawableElement::request_layout(self.as_mut().unwrap(), cx)
}
fn paint(&mut self, cx: &mut WindowContext) {
DrawableElement::paint(self.take().unwrap(), cx);
}
fn measure(
&mut self,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) -> Size<Pixels> {
DrawableElement::measure(self.as_mut().unwrap(), available_space, cx)
}
fn draw(
&mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) {
DrawableElement::draw(self.take().unwrap(), origin, available_space, cx);
}
}
pub struct AnyElement(ArenaBox<dyn ElementObject>);
impl AnyElement {
pub fn new<E>(element: E) -> Self
where
E: 'static + Element,
E::State: Any,
{
let element = ELEMENT_ARENA
.with_borrow_mut(|arena| arena.alloc(|| Some(DrawableElement::new(element))))
.map(|element| element as &mut dyn ElementObject);
AnyElement(element)
}
pub fn request_layout(&mut self, cx: &mut WindowContext) -> LayoutId {
self.0.request_layout(cx)
}
pub fn paint(&mut self, cx: &mut WindowContext) {
self.0.paint(cx)
}
/// Initializes this element and performs layout within the given available space to determine its size.
pub fn measure(
&mut self,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) -> Size<Pixels> {
self.0.measure(available_space, cx)
}
/// Initializes this element and performs layout in the available space, then paints it at the given origin.
pub fn draw(
&mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) {
self.0.draw(origin, available_space, cx)
}
pub fn inner_id(&self) -> Option<ElementId> {
self.0.element_id()
}
}
impl Element for AnyElement {
type State = ();
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State) {
let layout_id = self.request_layout(cx);
(layout_id, ())
}
fn paint(&mut self, _: Bounds<Pixels>, _: &mut Self::State, cx: &mut WindowContext) {
self.paint(cx)
}
}
impl IntoElement for AnyElement {
type Element = Self;
fn element_id(&self) -> Option<ElementId> {
None
}
fn into_element(self) -> Self::Element {
self
}
fn into_any_element(self) -> AnyElement {
self
}
}
/// The empty element, which renders nothing.
pub type Empty = ();
impl IntoElement for () {
type Element = Self;
fn element_id(&self) -> Option<ElementId> {
None
}
fn into_element(self) -> Self::Element {
self
}
}
impl Element for () {
type State = ();
fn request_layout(
&mut self,
_state: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State) {
(cx.request_layout(&crate::Style::default(), None), ())
}
fn paint(
&mut self,
_bounds: Bounds<Pixels>,
_state: &mut Self::State,
_cx: &mut WindowContext,
) {
}
}