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https://github.com/zed-industries/zed.git
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549 lines
18 KiB
Rust
549 lines
18 KiB
Rust
//! Elements are the workhorses of GPUI. They are responsible for laying out and painting all of
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//! the contents of a window. Elements form a tree and are laid out according to the web layout
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//! standards as implemented by [taffy](https://github.com/DioxusLabs/taffy). Most of the time,
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//! you won't need to interact with this module or these APIs directly. Elements provide their
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//! own APIs and GPUI, or other element implementation, uses the APIs in this module to convert
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//! that element tree into the pixels you see on the screen.
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//!
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//! # Element Basics
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//!
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//! Elements are constructed by calling [`Render::render()`] on the root view of the window, which
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//! which recursively constructs the element tree from the current state of the application,.
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//! These elements are then laid out by Taffy, and painted to the screen according to their own
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//! implementation of [`Element::paint()`]. Before the start of the next frame, the entire element
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//! tree and any callbacks they have registered with GPUI are dropped and the process repeats.
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//!
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//! But some state is too simple and voluminous to store in every view that needs it, e.g.
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//! whether a hover has been started or not. For this, GPUI provides the [`Element::State`], associated type.
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//! If an element returns an [`ElementId`] from [`IntoElement::element_id()`], and that element id
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//! appears in the same place relative to other views and ElementIds in the frame, then the previous
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//! frame's state will be passed to the element's layout and paint methods.
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//!
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//! # Implementing your own elements
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//!
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//! Elements are intended to be the low level, imperative API to GPUI. They are responsible for upholding,
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//! or breaking, GPUI's features as they deem necessary. As an example, most GPUI elements are expected
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//! to stay in the bounds that their parent element gives them. But with [`WindowContext::break_content_mask`],
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//! you can ignore this restriction and paint anywhere inside of the window's bounds. This is useful for overlays
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//! and popups and anything else that shows up 'on top' of other elements.
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//! With great power, comes great responsibility.
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//!
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//! However, most of the time, you won't need to implement your own elements. GPUI provides a number of
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//! elements that should cover most common use cases out of the box and it's recommended that you use those
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//! to construct `components`, using the [`RenderOnce`] trait and the `#[derive(IntoElement)]` macro. Only implement
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//! elements when you need to take manual control of the layout and painting process, such as when using
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//! your own custom layout algorithm or rendering a code editor.
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use crate::{
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util::FluentBuilder, ArenaBox, AvailableSpace, Bounds, ElementContext, ElementId, LayoutId,
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Pixels, Point, Size, ViewContext, WindowContext, ELEMENT_ARENA,
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};
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use derive_more::{Deref, DerefMut};
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pub(crate) use smallvec::SmallVec;
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use std::{any::Any, fmt::Debug, ops::DerefMut};
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/// Implemented by types that participate in laying out and painting the contents of a window.
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/// Elements form a tree and are laid out according to web-based layout rules, as implemented by Taffy.
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/// You can create custom elements by implementing this trait, see the module-level documentation
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/// for more details.
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pub trait Element: 'static + IntoElement {
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/// The type of state to store for this element between frames. See the module-level documentation
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/// for details.
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type State: 'static;
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/// Before an element can be painted, we need to know where it's going to be and how big it is.
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/// Use this method to request a layout from Taffy and initialize the element's state.
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fn request_layout(
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&mut self,
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state: Option<Self::State>,
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cx: &mut ElementContext,
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) -> (LayoutId, Self::State);
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/// Once layout has been completed, this method will be called to paint the element to the screen.
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/// The state argument is the same state that was returned from [`Element::request_layout()`].
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fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut ElementContext);
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/// Convert this element into a dynamically-typed [`AnyElement`].
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fn into_any(self) -> AnyElement {
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AnyElement::new(self)
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}
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}
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/// Implemented by any type that can be converted into an element.
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pub trait IntoElement: Sized {
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/// The specific type of element into which the implementing type is converted.
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/// Useful for converting other types into elements automatically, like Strings
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type Element: Element;
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/// The [`ElementId`] of self once converted into an [`Element`].
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/// If present, the resulting element's state will be carried across frames.
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fn element_id(&self) -> Option<ElementId>;
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/// Convert self into a type that implements [`Element`].
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fn into_element(self) -> Self::Element;
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/// Convert self into a dynamically-typed [`AnyElement`].
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fn into_any_element(self) -> AnyElement {
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self.into_element().into_any()
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}
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/// Convert into an element, then draw in the current window at the given origin.
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/// The available space argument is provided to the layout engine to determine the size of the
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// root element. Once the element is drawn, its associated element state is yielded to the
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// given callback.
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fn draw_and_update_state<T, R>(
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self,
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origin: Point<Pixels>,
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available_space: Size<T>,
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cx: &mut ElementContext,
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f: impl FnOnce(&mut <Self::Element as Element>::State, &mut ElementContext) -> R,
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) -> R
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where
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T: Clone + Default + Debug + Into<AvailableSpace>,
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{
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let element = self.into_element();
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let element_id = element.element_id();
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let element = DrawableElement {
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element: Some(element),
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phase: ElementDrawPhase::Start,
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};
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let frame_state =
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DrawableElement::draw(element, origin, available_space.map(Into::into), cx);
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if let Some(mut frame_state) = frame_state {
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f(&mut frame_state, cx)
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} else {
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cx.with_element_state(element_id.unwrap(), |element_state, cx| {
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let mut element_state = element_state.unwrap();
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let result = f(&mut element_state, cx);
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(result, element_state)
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})
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}
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}
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}
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impl<T: IntoElement> FluentBuilder for T {}
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/// An object that can be drawn to the screen. This is the trait that distinguishes `Views` from
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/// models. Views are drawn to the screen and care about the current window's state, models are not and do not.
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pub trait Render: 'static + Sized {
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/// Render this view into an element tree.
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fn render(&mut self, cx: &mut ViewContext<Self>) -> impl IntoElement;
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}
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impl Render for () {
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fn render(&mut self, _cx: &mut ViewContext<Self>) -> impl IntoElement {}
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}
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/// You can derive [`IntoElement`] on any type that implements this trait.
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/// It is used to construct reusable `components` out of plain data. Think of
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/// components as a recipe for a certain pattern of elements. RenderOnce allows
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/// you to invoke this pattern, without breaking the fluent builder pattern of
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/// the element APIs.
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pub trait RenderOnce: 'static {
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/// Render this component into an element tree. Note that this method
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/// takes ownership of self, as compared to [`Render::render()`] method
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/// which takes a mutable reference.
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fn render(self, cx: &mut WindowContext) -> impl IntoElement;
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}
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/// This is a helper trait to provide a uniform interface for constructing elements that
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/// can accept any number of any kind of child elements
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pub trait ParentElement {
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/// Extend this element's children with the given child elements.
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fn extend(&mut self, elements: impl Iterator<Item = AnyElement>);
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/// Add a single child element to this element.
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fn child(mut self, child: impl IntoElement) -> Self
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where
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Self: Sized,
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{
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self.extend(std::iter::once(child.into_element().into_any()));
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self
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}
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/// Add multiple child elements to this element.
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fn children(mut self, children: impl IntoIterator<Item = impl IntoElement>) -> Self
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where
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Self: Sized,
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{
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self.extend(children.into_iter().map(|child| child.into_any_element()));
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self
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}
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}
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/// An element for rendering components. An implementation detail of the [`IntoElement`] derive macro
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/// for [`RenderOnce`]
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#[doc(hidden)]
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pub struct Component<C: RenderOnce>(Option<C>);
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impl<C: RenderOnce> Component<C> {
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/// Create a new component from the given RenderOnce type.
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pub fn new(component: C) -> Self {
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Component(Some(component))
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}
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}
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impl<C: RenderOnce> Element for Component<C> {
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type State = AnyElement;
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fn request_layout(
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&mut self,
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_: Option<Self::State>,
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cx: &mut ElementContext,
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) -> (LayoutId, Self::State) {
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let mut element = self
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.0
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.take()
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.unwrap()
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.render(cx.deref_mut())
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.into_any_element();
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let layout_id = element.request_layout(cx);
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(layout_id, element)
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}
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fn paint(&mut self, _: Bounds<Pixels>, element: &mut Self::State, cx: &mut ElementContext) {
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element.paint(cx)
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}
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}
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impl<C: RenderOnce> IntoElement for Component<C> {
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type Element = Self;
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fn element_id(&self) -> Option<ElementId> {
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None
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}
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fn into_element(self) -> Self::Element {
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self
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}
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}
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/// A globally unique identifier for an element, used to track state across frames.
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#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
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pub(crate) struct GlobalElementId(SmallVec<[ElementId; 32]>);
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trait ElementObject {
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fn element_id(&self) -> Option<ElementId>;
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fn request_layout(&mut self, cx: &mut ElementContext) -> LayoutId;
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fn paint(&mut self, cx: &mut ElementContext);
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fn measure(
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&mut self,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) -> Size<Pixels>;
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fn draw(
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&mut self,
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origin: Point<Pixels>,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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);
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}
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/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
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pub(crate) struct DrawableElement<E: Element> {
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element: Option<E>,
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phase: ElementDrawPhase<E::State>,
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}
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#[derive(Default)]
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enum ElementDrawPhase<S> {
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#[default]
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Start,
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LayoutRequested {
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layout_id: LayoutId,
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frame_state: Option<S>,
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},
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LayoutComputed {
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layout_id: LayoutId,
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available_space: Size<AvailableSpace>,
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frame_state: Option<S>,
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},
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}
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/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
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impl<E: Element> DrawableElement<E> {
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fn new(element: E) -> Self {
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DrawableElement {
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element: Some(element),
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phase: ElementDrawPhase::Start,
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}
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}
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fn element_id(&self) -> Option<ElementId> {
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self.element.as_ref()?.element_id()
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}
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fn request_layout(&mut self, cx: &mut ElementContext) -> LayoutId {
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let (layout_id, frame_state) = if let Some(id) = self.element.as_ref().unwrap().element_id()
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{
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let layout_id = cx.with_element_state(id, |element_state, cx| {
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self.element
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.as_mut()
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.unwrap()
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.request_layout(element_state, cx)
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});
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(layout_id, None)
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} else {
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let (layout_id, frame_state) = self.element.as_mut().unwrap().request_layout(None, cx);
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(layout_id, Some(frame_state))
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};
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self.phase = ElementDrawPhase::LayoutRequested {
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layout_id,
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frame_state,
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};
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layout_id
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}
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fn paint(mut self, cx: &mut ElementContext) -> Option<E::State> {
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match self.phase {
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ElementDrawPhase::LayoutRequested {
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layout_id,
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frame_state,
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}
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| ElementDrawPhase::LayoutComputed {
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layout_id,
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frame_state,
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..
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} => {
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let bounds = cx.layout_bounds(layout_id);
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if let Some(mut frame_state) = frame_state {
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self.element
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.take()
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.unwrap()
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.paint(bounds, &mut frame_state, cx);
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Some(frame_state)
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} else {
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let element_id = self
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.element
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.as_ref()
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.unwrap()
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.element_id()
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.expect("if we don't have frame state, we should have element state");
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cx.with_element_state(element_id, |element_state, cx| {
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let mut element_state = element_state.unwrap();
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self.element
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.take()
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.unwrap()
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.paint(bounds, &mut element_state, cx);
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((), element_state)
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});
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None
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}
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}
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_ => panic!("must call layout before paint"),
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}
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}
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fn measure(
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&mut self,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) -> Size<Pixels> {
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if matches!(&self.phase, ElementDrawPhase::Start) {
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self.request_layout(cx);
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}
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let layout_id = match &mut self.phase {
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ElementDrawPhase::LayoutRequested {
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layout_id,
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frame_state,
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} => {
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cx.compute_layout(*layout_id, available_space);
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let layout_id = *layout_id;
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self.phase = ElementDrawPhase::LayoutComputed {
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layout_id,
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available_space,
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frame_state: frame_state.take(),
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};
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layout_id
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}
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ElementDrawPhase::LayoutComputed {
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layout_id,
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available_space: prev_available_space,
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..
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} => {
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if available_space != *prev_available_space {
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cx.compute_layout(*layout_id, available_space);
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*prev_available_space = available_space;
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}
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*layout_id
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}
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_ => panic!("cannot measure after painting"),
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};
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cx.layout_bounds(layout_id).size
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}
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fn draw(
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mut self,
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origin: Point<Pixels>,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) -> Option<E::State> {
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self.measure(available_space, cx);
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cx.with_absolute_element_offset(origin, |cx| self.paint(cx))
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}
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}
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impl<E> ElementObject for Option<DrawableElement<E>>
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where
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E: Element,
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E::State: 'static,
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{
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fn element_id(&self) -> Option<ElementId> {
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self.as_ref().unwrap().element_id()
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}
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fn request_layout(&mut self, cx: &mut ElementContext) -> LayoutId {
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DrawableElement::request_layout(self.as_mut().unwrap(), cx)
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}
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fn paint(&mut self, cx: &mut ElementContext) {
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DrawableElement::paint(self.take().unwrap(), cx);
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}
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fn measure(
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&mut self,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) -> Size<Pixels> {
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DrawableElement::measure(self.as_mut().unwrap(), available_space, cx)
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}
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fn draw(
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&mut self,
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origin: Point<Pixels>,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) {
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DrawableElement::draw(self.take().unwrap(), origin, available_space, cx);
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}
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}
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/// A dynamically typed element that can be used to store any element type.
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pub struct AnyElement(ArenaBox<dyn ElementObject>);
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impl AnyElement {
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pub(crate) fn new<E>(element: E) -> Self
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where
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E: 'static + Element,
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E::State: Any,
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{
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let element = ELEMENT_ARENA
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.with_borrow_mut(|arena| arena.alloc(|| Some(DrawableElement::new(element))))
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.map(|element| element as &mut dyn ElementObject);
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AnyElement(element)
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}
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|
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/// Request the layout ID of the element stored in this `AnyElement`.
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/// Used for laying out child elements in a parent element.
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pub fn request_layout(&mut self, cx: &mut ElementContext) -> LayoutId {
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self.0.request_layout(cx)
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}
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/// Paints the element stored in this `AnyElement`.
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pub fn paint(&mut self, cx: &mut ElementContext) {
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self.0.paint(cx)
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}
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/// Initializes this element and performs layout within the given available space to determine its size.
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pub fn measure(
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&mut self,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) -> Size<Pixels> {
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self.0.measure(available_space, cx)
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}
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|
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/// Initializes this element and performs layout in the available space, then paints it at the given origin.
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pub fn draw(
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&mut self,
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origin: Point<Pixels>,
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available_space: Size<AvailableSpace>,
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cx: &mut ElementContext,
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) {
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self.0.draw(origin, available_space, cx)
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}
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|
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/// Returns the element ID of the element stored in this `AnyElement`, if any.
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pub fn inner_id(&self) -> Option<ElementId> {
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self.0.element_id()
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}
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}
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|
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impl Element for AnyElement {
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type State = ();
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|
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fn request_layout(
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&mut self,
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_: Option<Self::State>,
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|
cx: &mut ElementContext,
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) -> (LayoutId, Self::State) {
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let layout_id = self.request_layout(cx);
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(layout_id, ())
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}
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|
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fn paint(&mut self, _: Bounds<Pixels>, _: &mut Self::State, cx: &mut ElementContext) {
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self.paint(cx)
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}
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}
|
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|
|
impl IntoElement for AnyElement {
|
|
type Element = Self;
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|
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fn element_id(&self) -> Option<ElementId> {
|
|
None
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|
}
|
|
|
|
fn into_element(self) -> Self::Element {
|
|
self
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|
}
|
|
|
|
fn into_any_element(self) -> AnyElement {
|
|
self
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|
}
|
|
}
|
|
|
|
/// 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 ElementContext,
|
|
) -> (LayoutId, Self::State) {
|
|
(cx.request_layout(&crate::Style::default(), None), ())
|
|
}
|
|
|
|
fn paint(
|
|
&mut self,
|
|
_bounds: Bounds<Pixels>,
|
|
_state: &mut Self::State,
|
|
_cx: &mut ElementContext,
|
|
) {
|
|
}
|
|
}
|