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Provide element bounds to the input handler's `bounds_for_rect` method. Co-authored-by: Marshall <marshall@zed.dev>
326 lines
9.3 KiB
Rust
326 lines
9.3 KiB
Rust
use crate::{
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BorrowWindow, Bounds, ElementId, FocusHandle, InputHandlerView, LayoutId, Pixels, ViewContext,
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WindowInputHandler,
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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, mem};
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pub trait Element<V: 'static> {
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type ElementState: 'static;
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fn id(&self) -> Option<ElementId>;
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/// Called to initialize this element for the current frame. If this
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/// element had state in a previous frame, it will be passed in for the 3rd argument.
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fn initialize(
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&mut self,
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view_state: &mut V,
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element_state: Option<Self::ElementState>,
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cx: &mut ViewContext<V>,
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) -> Self::ElementState;
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fn layout(
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&mut self,
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view_state: &mut V,
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element_state: &mut Self::ElementState,
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cx: &mut ViewContext<V>,
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) -> LayoutId;
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fn paint(
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&mut self,
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bounds: Bounds<Pixels>,
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view_state: &mut V,
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element_state: &mut Self::ElementState,
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cx: &mut ViewContext<V>,
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);
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fn handle_text_input<'a>(
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&self,
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_view_state: &'a mut V,
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_cx: &mut ViewContext<V>,
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) -> Option<(Box<dyn InputHandlerView>, &'a FocusHandle)> {
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None
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}
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}
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#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
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pub struct GlobalElementId(SmallVec<[ElementId; 32]>);
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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 Component<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.render());
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self
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}
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fn children(mut self, iter: impl IntoIterator<Item = impl Component<V>>) -> Self
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where
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Self: Sized,
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{
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self.children_mut()
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.extend(iter.into_iter().map(|item| item.render()));
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self
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}
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}
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trait ElementObject<V> {
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fn initialize(&mut self, view_state: &mut V, cx: &mut ViewContext<V>);
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fn layout(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) -> LayoutId;
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fn paint(&mut self, view_state: &mut V, cx: &mut ViewContext<V>);
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}
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struct RenderedElement<V: 'static, E: Element<V>> {
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element: E,
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phase: ElementRenderPhase<E::ElementState>,
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}
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#[derive(Default)]
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enum ElementRenderPhase<V> {
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#[default]
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Start,
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Initialized {
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frame_state: Option<V>,
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},
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LayoutRequested {
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layout_id: LayoutId,
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frame_state: Option<V>,
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},
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Painted,
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}
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/// Internal struct that wraps an element to store Layout and ElementState after the element is rendered.
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/// It's allocated as a trait object to erase the element type and wrapped in AnyElement<E::State> for
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/// improved usability.
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impl<V, E: Element<V>> RenderedElement<V, E> {
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fn new(element: E) -> Self {
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RenderedElement {
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element,
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phase: ElementRenderPhase::Start,
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}
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}
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}
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impl<V, E> ElementObject<V> for RenderedElement<V, E>
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where
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E: Element<V>,
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E::ElementState: 'static,
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{
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fn initialize(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) {
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let frame_state = if let Some(id) = self.element.id() {
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cx.with_element_state(id, |element_state, cx| {
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let element_state = self.element.initialize(view_state, element_state, cx);
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((), element_state)
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});
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None
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} else {
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let frame_state = self.element.initialize(view_state, None, cx);
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Some(frame_state)
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};
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self.phase = ElementRenderPhase::Initialized { frame_state };
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}
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fn layout(&mut self, state: &mut V, cx: &mut ViewContext<V>) -> LayoutId {
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let layout_id;
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let mut frame_state;
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match mem::take(&mut self.phase) {
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ElementRenderPhase::Initialized {
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frame_state: initial_frame_state,
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} => {
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frame_state = initial_frame_state;
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if let Some(id) = self.element.id() {
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layout_id = cx.with_element_state(id, |element_state, cx| {
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let mut element_state = element_state.unwrap();
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let layout_id = self.element.layout(state, &mut element_state, cx);
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(layout_id, element_state)
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});
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} else {
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layout_id = self
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.element
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.layout(state, frame_state.as_mut().unwrap(), cx);
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}
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}
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ElementRenderPhase::Start => panic!("must call initialize before layout"),
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ElementRenderPhase::LayoutRequested { .. } | ElementRenderPhase::Painted => {
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panic!("element rendered twice")
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}
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};
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self.phase = ElementRenderPhase::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, view_state: &mut V, cx: &mut ViewContext<V>) {
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self.phase = match mem::take(&mut self.phase) {
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ElementRenderPhase::LayoutRequested {
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layout_id,
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mut frame_state,
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} => {
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let bounds = cx.layout_bounds(layout_id);
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if let Some((input_handler, focus_handle)) =
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self.element.handle_text_input(view_state, cx)
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{
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if focus_handle.is_focused(cx) {
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cx.window.requested_input_handler = Some(Box::new(WindowInputHandler {
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cx: cx.app.this.clone(),
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window: cx.window_handle(),
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input_handler,
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element_bounds: bounds,
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}));
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}
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}
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if let Some(id) = self.element.id() {
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cx.with_element_state(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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.paint(bounds, view_state, &mut element_state, cx);
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((), element_state)
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});
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} else {
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self.element
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.paint(bounds, view_state, frame_state.as_mut().unwrap(), cx);
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}
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ElementRenderPhase::Painted
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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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}
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pub struct AnyElement<V>(Box<dyn ElementObject<V>>);
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impl<V> AnyElement<V> {
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pub fn new<E>(element: E) -> Self
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where
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V: 'static,
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E: 'static + Element<V>,
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E::ElementState: Any,
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{
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AnyElement(Box::new(RenderedElement::new(element)))
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}
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pub fn initialize(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) {
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self.0.initialize(view_state, cx);
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}
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pub fn layout(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) -> LayoutId {
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self.0.layout(view_state, cx)
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}
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pub fn paint(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) {
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self.0.paint(view_state, cx)
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}
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}
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pub trait Component<V> {
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fn render(self) -> AnyElement<V>;
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fn map<U>(self, f: impl FnOnce(Self) -> U) -> U
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where
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Self: Sized,
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U: Component<V>,
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{
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f(self)
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}
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fn when(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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self.map(|this| if condition { then(this) } else { this })
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}
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fn when_some<T>(self, option: Option<T>, then: impl FnOnce(Self, T) -> Self) -> Self
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where
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Self: Sized,
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{
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self.map(|this| {
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if let Some(value) = option {
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then(this, value)
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} else {
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this
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}
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})
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}
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}
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impl<V> Component<V> for AnyElement<V> {
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fn render(self) -> AnyElement<V> {
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self
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}
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}
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impl<V, E, F> Element<V> for Option<F>
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where
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V: 'static,
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E: 'static + Component<V>,
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F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
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{
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type ElementState = AnyElement<V>;
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fn id(&self) -> Option<ElementId> {
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None
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}
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fn initialize(
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&mut self,
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view_state: &mut V,
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_rendered_element: Option<Self::ElementState>,
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cx: &mut ViewContext<V>,
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) -> Self::ElementState {
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let render = self.take().unwrap();
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let mut rendered_element = (render)(view_state, cx).render();
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rendered_element.initialize(view_state, cx);
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rendered_element
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}
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fn layout(
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&mut self,
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view_state: &mut V,
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rendered_element: &mut Self::ElementState,
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cx: &mut ViewContext<V>,
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) -> LayoutId {
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rendered_element.layout(view_state, cx)
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}
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fn paint(
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&mut self,
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_bounds: Bounds<Pixels>,
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view_state: &mut V,
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rendered_element: &mut Self::ElementState,
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cx: &mut ViewContext<V>,
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) {
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rendered_element.paint(view_state, cx)
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}
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}
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impl<V, E, F> Component<V> for Option<F>
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where
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V: 'static,
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E: 'static + Component<V>,
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F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
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{
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fn render(self) -> AnyElement<V> {
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AnyElement::new(self)
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}
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}
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impl<V, E, F> Component<V> for F
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where
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V: 'static,
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E: 'static + Component<V>,
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F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
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{
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fn render(self) -> AnyElement<V> {
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AnyElement::new(Some(self))
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}
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}
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