Drop scroll events if there's been a reset

co-authored-by: Nathan <nathan@zed.dev>
co-authored-by: Conrad <conrad@zed.dev>
This commit is contained in:
Mikayla 2024-01-17 13:00:29 -08:00
parent 80852c3e18
commit 6db18e8972
No known key found for this signature in database
4 changed files with 112 additions and 114 deletions

View File

@ -643,7 +643,8 @@ impl<'a> VisualTestContext {
/// Simulate an event from the platform, e.g. a SrollWheelEvent
/// Make sure you've called [VisualTestContext::draw] first!
pub fn simulate_event<E: InputEvent>(&mut self, event: E) {
self.update(|cx| cx.dispatch_event(event.to_platform_input()));
self.test_window(self.window)
.simulate_input(event.to_platform_input());
self.background_executor.run_until_parked();
}

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@ -28,9 +28,9 @@ struct StateInner {
render_item: Box<dyn FnMut(usize, &mut WindowContext) -> AnyElement>,
items: SumTree<ListItem>,
logical_scroll_top: Option<ListOffset>,
pending_scroll_delta: Pixels,
alignment: ListAlignment,
overdraw: Pixels,
reset: bool,
#[allow(clippy::type_complexity)]
scroll_handler: Option<Box<dyn FnMut(&ListScrollEvent, &mut WindowContext)>>,
}
@ -93,12 +93,17 @@ impl ListState {
alignment: orientation,
overdraw,
scroll_handler: None,
pending_scroll_delta: px(0.),
reset: false,
})))
}
/// Reset this instantiation of the list state.
///
/// Note that this will cause scroll events to be dropped until the next paint.
pub fn reset(&self, element_count: usize) {
let state = &mut *self.0.borrow_mut();
state.reset = true;
state.logical_scroll_top = None;
state.items = SumTree::new();
state
@ -154,11 +159,13 @@ impl ListState {
scroll_top.item_ix = item_count;
scroll_top.offset_in_item = px(0.);
}
state.logical_scroll_top = Some(scroll_top);
}
pub fn scroll_to_reveal_item(&self, ix: usize) {
let state = &mut *self.0.borrow_mut();
let mut scroll_top = state.logical_scroll_top();
let height = state
.last_layout_bounds
@ -189,9 +196,9 @@ impl ListState {
/// Get the bounds for the given item in window coordinates.
pub fn bounds_for_item(&self, ix: usize) -> Option<Bounds<Pixels>> {
let state = &*self.0.borrow();
let bounds = state.last_layout_bounds.unwrap_or_default();
let scroll_top = state.logical_scroll_top();
if ix < scroll_top.item_ix {
return None;
}
@ -232,7 +239,11 @@ impl StateInner {
delta: Point<Pixels>,
cx: &mut WindowContext,
) {
// self.pending_scroll_delta += delta.y;
// Drop scroll events after a reset, since we can't calculate
// the new logical scroll top without the item heights
if self.reset {
return;
}
let scroll_max = (self.items.summary().height - height).max(px(0.));
let new_scroll_top = (self.scroll_top(scroll_top) - delta.y)
@ -329,6 +340,8 @@ impl Element for List {
) {
let state = &mut *self.state.0.borrow_mut();
state.reset = false;
// If the width of the list has changed, invalidate all cached item heights
if state.last_layout_bounds.map_or(true, |last_bounds| {
last_bounds.size.width != bounds.size.width
@ -352,117 +365,104 @@ impl Element for List {
let mut cursor = old_items.cursor::<Count>();
loop {
// Render items after the scroll top, including those in the trailing overdraw
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
for (ix, item) in cursor.by_ref().enumerate() {
let visible_height = rendered_height - scroll_top.offset_in_item;
if visible_height >= bounds.size.height + state.overdraw {
break;
}
// Use the previously cached height if available
let mut height = if let ListItem::Rendered { height } = item {
Some(*height)
} else {
None
};
// If we're within the visible area or the height wasn't cached, render and measure the item's element
if visible_height < bounds.size.height || height.is_none() {
let mut element = (state.render_item)(scroll_top.item_ix + ix, cx);
let element_size = element.measure(available_item_space, cx);
height = Some(element_size.height);
if visible_height < bounds.size.height {
item_elements.push_back(element);
}
}
let height = height.unwrap();
rendered_height += height;
measured_items.push_back(ListItem::Rendered { height });
// Render items after the scroll top, including those in the trailing overdraw
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
for (ix, item) in cursor.by_ref().enumerate() {
let visible_height = rendered_height - scroll_top.offset_in_item;
if visible_height >= bounds.size.height + state.overdraw {
break;
}
// Prepare to start walking upward from the item at the scroll top.
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
// Use the previously cached height if available
let mut height = if let ListItem::Rendered { height } = item {
Some(*height)
} else {
None
};
// If the rendered items do not fill the visible region, then adjust
// the scroll top upward.
if rendered_height - scroll_top.offset_in_item < bounds.size.height {
while rendered_height < bounds.size.height {
cursor.prev(&());
if cursor.item().is_some() {
let mut element = (state.render_item)(cursor.start().0, cx);
let element_size = element.measure(available_item_space, cx);
rendered_height += element_size.height;
measured_items.push_front(ListItem::Rendered {
height: element_size.height,
});
item_elements.push_front(element)
} else {
break;
}
}
scroll_top = ListOffset {
item_ix: cursor.start().0,
offset_in_item: rendered_height - bounds.size.height,
};
match state.alignment {
ListAlignment::Top => {
scroll_top.offset_in_item = scroll_top.offset_in_item.max(px(0.));
state.logical_scroll_top = Some(scroll_top);
}
ListAlignment::Bottom => {
scroll_top = ListOffset {
item_ix: cursor.start().0,
offset_in_item: rendered_height - bounds.size.height,
};
state.logical_scroll_top = None;
}
};
}
// Measure items in the leading overdraw
let mut leading_overdraw = scroll_top.offset_in_item;
while leading_overdraw < state.overdraw {
cursor.prev(&());
if let Some(item) = cursor.item() {
let height = if let ListItem::Rendered { height } = item {
*height
} else {
let mut element = (state.render_item)(cursor.start().0, cx);
element.measure(available_item_space, cx).height
};
leading_overdraw += height;
measured_items.push_front(ListItem::Rendered { height });
} else {
break;
// If we're within the visible area or the height wasn't cached, render and measure the item's element
if visible_height < bounds.size.height || height.is_none() {
let mut element = (state.render_item)(scroll_top.item_ix + ix, cx);
let element_size = element.measure(available_item_space, cx);
height = Some(element_size.height);
if visible_height < bounds.size.height {
item_elements.push_back(element);
}
}
let measured_range = cursor.start().0..(cursor.start().0 + measured_items.len());
let mut cursor = old_items.cursor::<Count>();
let mut new_items = cursor.slice(&Count(measured_range.start), Bias::Right, &());
new_items.extend(measured_items, &());
cursor.seek(&Count(measured_range.end), Bias::Right, &());
new_items.append(cursor.suffix(&()), &());
state.items = new_items;
state.last_layout_bounds = Some(bounds);
// if !state.pending_scroll_delta.is_zero() {
// // Do scroll manipulation
// state.pending_scroll_delta = px(0.);
// } else {
break;
// }
let height = height.unwrap();
rendered_height += height;
measured_items.push_back(ListItem::Rendered { height });
}
// Prepare to start walking upward from the item at the scroll top.
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
// If the rendered items do not fill the visible region, then adjust
// the scroll top upward.
if rendered_height - scroll_top.offset_in_item < bounds.size.height {
while rendered_height < bounds.size.height {
cursor.prev(&());
if cursor.item().is_some() {
let mut element = (state.render_item)(cursor.start().0, cx);
let element_size = element.measure(available_item_space, cx);
rendered_height += element_size.height;
measured_items.push_front(ListItem::Rendered {
height: element_size.height,
});
item_elements.push_front(element)
} else {
break;
}
}
scroll_top = ListOffset {
item_ix: cursor.start().0,
offset_in_item: rendered_height - bounds.size.height,
};
match state.alignment {
ListAlignment::Top => {
scroll_top.offset_in_item = scroll_top.offset_in_item.max(px(0.));
state.logical_scroll_top = Some(scroll_top);
}
ListAlignment::Bottom => {
scroll_top = ListOffset {
item_ix: cursor.start().0,
offset_in_item: rendered_height - bounds.size.height,
};
state.logical_scroll_top = None;
}
};
}
// Measure items in the leading overdraw
let mut leading_overdraw = scroll_top.offset_in_item;
while leading_overdraw < state.overdraw {
cursor.prev(&());
if let Some(item) = cursor.item() {
let height = if let ListItem::Rendered { height } = item {
*height
} else {
let mut element = (state.render_item)(cursor.start().0, cx);
element.measure(available_item_space, cx).height
};
leading_overdraw += height;
measured_items.push_front(ListItem::Rendered { height });
} else {
break;
}
}
let measured_range = cursor.start().0..(cursor.start().0 + measured_items.len());
let mut cursor = old_items.cursor::<Count>();
let mut new_items = cursor.slice(&Count(measured_range.start), Bias::Right, &());
new_items.extend(measured_items, &());
cursor.seek(&Count(measured_range.end), Bias::Right, &());
new_items.append(cursor.suffix(&()), &());
// Paint the visible items
cx.with_content_mask(Some(ContentMask { bounds }), |cx| {
let mut item_origin = bounds.origin;
@ -474,12 +474,13 @@ impl Element for List {
}
});
state.items = new_items;
state.last_layout_bounds = Some(bounds);
let list_state = self.state.clone();
let height = bounds.size.height;
dbg!("scroll is being bound");
cx.on_mouse_event(move |event: &ScrollWheelEvent, phase, cx| {
dbg!("scroll dispatched!");
if phase == DispatchPhase::Bubble
&& bounds.contains(&event.position)
&& cx.was_top_layer(&event.position, cx.stacking_order())
@ -624,7 +625,5 @@ mod test {
// Scroll position should stay at the top of the list
assert_eq!(state.logical_scroll_top().item_ix, 0);
assert_eq!(state.logical_scroll_top().offset_in_item, px(0.));
panic!("We should not get here yet!")
}
}

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@ -209,7 +209,6 @@ mod tests {
);
assert!(!matcher.has_pending_keystrokes());
eprintln!("PROBLEM AREA");
// If a is prefixed, C will not be dispatched because there
// was a pending binding for it
assert_eq!(

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@ -1717,7 +1717,6 @@ impl<'a> WindowContext<'a> {
.mouse_listeners
.remove(&event.type_id())
{
dbg!(handlers.len());
// Because handlers may add other handlers, we sort every time.
handlers.sort_by(|(a, _, _), (b, _, _)| a.cmp(b));