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https://github.com/zed-industries/zed.git
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213 lines
6 KiB
Rust
213 lines
6 KiB
Rust
use crate::{BorrowWindow, Bounds, ElementId, Identified, LayoutId, Pixels, Point, ViewContext};
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use derive_more::{Deref, DerefMut};
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pub(crate) use smallvec::SmallVec;
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pub trait Element: 'static + Send + Sync {
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type ViewState: 'static + Send + Sync;
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type ElementState: 'static + Send + Sync;
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fn element_id(&self) -> Option<ElementId> {
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None
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}
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fn layout(
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&mut self,
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state: &mut Self::ViewState,
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element_state: Option<Self::ElementState>,
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cx: &mut ViewContext<Self::ViewState>,
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) -> (LayoutId, Self::ElementState);
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fn paint(
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&mut self,
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bounds: Bounds<Pixels>,
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state: &mut Self::ViewState,
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element_state: &mut Self::ElementState,
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cx: &mut ViewContext<Self::ViewState>,
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);
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fn id(self, id: impl Into<ElementId>) -> Identified<Self>
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where
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Self: Sized,
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{
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Identified {
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element: self,
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id: id.into(),
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}
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}
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}
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pub trait StatefulElement: Element {
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fn element_id(&self) -> ElementId {
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Element::element_id(self).unwrap()
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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(crate) struct GlobalElementId(SmallVec<[ElementId; 8]>);
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pub trait ParentElement {
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type State;
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<Self::State>; 2]>;
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fn child(mut self, child: impl IntoAnyElement<Self::State>) -> 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_any());
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self
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}
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fn children(mut self, iter: impl IntoIterator<Item = impl IntoAnyElement<Self::State>>) -> 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.into_any()));
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self
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}
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}
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trait ElementObject<S>: 'static + Send + Sync {
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fn layout(&mut self, state: &mut S, cx: &mut ViewContext<S>) -> LayoutId;
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fn paint(&mut self, state: &mut S, offset: Option<Point<Pixels>>, cx: &mut ViewContext<S>);
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}
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struct RenderedElement<E: Element> {
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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<S> {
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#[default]
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Rendered,
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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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Painted {
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bounds: Bounds<Pixels>,
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frame_state: Option<S>,
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},
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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<E: Element> RenderedElement<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::Rendered,
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}
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}
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fn paint_with_element_state(
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&mut self,
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bounds: Bounds<Pixels>,
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view_state: &mut E::ViewState,
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frame_state: &mut Option<E::ElementState>,
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cx: &mut ViewContext<E::ViewState>,
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) {
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if let Some(id) = self.element.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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}
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}
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impl<E, S> ElementObject<E::ViewState> for RenderedElement<E>
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where
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E: Element<ElementState = S>,
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S: 'static + Send + Sync,
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{
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fn layout(&mut self, state: &mut E::ViewState, cx: &mut ViewContext<E::ViewState>) -> LayoutId {
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let (layout_id, frame_state) = if let Some(id) = self.element.element_id() {
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let layout_id = cx.with_element_state(id, |element_state, cx| {
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self.element.layout(state, 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.layout(state, None, cx);
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(layout_id, Some(frame_state))
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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(
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&mut self,
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view_state: &mut E::ViewState,
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offset: Option<Point<Pixels>>,
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cx: &mut ViewContext<E::ViewState>,
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) {
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self.phase = match std::mem::take(&mut self.phase) {
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ElementRenderPhase::Rendered => panic!("must call layout before paint"),
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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 mut bounds = cx.layout_bounds(layout_id);
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offset.map(|offset| bounds.origin += offset);
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self.paint_with_element_state(bounds, view_state, &mut frame_state, cx);
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ElementRenderPhase::Painted {
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bounds,
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frame_state,
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}
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}
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ElementRenderPhase::Painted {
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bounds,
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mut frame_state,
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} => {
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self.paint_with_element_state(bounds, view_state, &mut frame_state, cx);
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ElementRenderPhase::Painted {
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bounds,
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frame_state,
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}
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}
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};
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}
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}
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pub struct AnyElement<S>(Box<dyn ElementObject<S>>);
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impl<S: 'static + Send + Sync> AnyElement<S> {
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pub fn layout(&mut self, state: &mut S, cx: &mut ViewContext<S>) -> LayoutId {
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self.0.layout(state, cx)
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}
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pub fn paint(&mut self, state: &mut S, offset: Option<Point<Pixels>>, cx: &mut ViewContext<S>) {
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self.0.paint(state, offset, cx)
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}
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}
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pub trait IntoAnyElement<S> {
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fn into_any(self) -> AnyElement<S>;
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}
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impl<E: Element> IntoAnyElement<E::ViewState> for E {
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fn into_any(self) -> AnyElement<E::ViewState> {
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AnyElement(Box::new(RenderedElement::new(self)))
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}
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}
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impl<S> IntoAnyElement<S> for AnyElement<S> {
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fn into_any(self) -> AnyElement<S> {
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self
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}
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}
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