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https://github.com/zed-industries/zed.git
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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:
parent
80852c3e18
commit
6db18e8972
@ -643,7 +643,8 @@ impl<'a> VisualTestContext {
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/// Simulate an event from the platform, e.g. a SrollWheelEvent
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/// Make sure you've called [VisualTestContext::draw] first!
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pub fn simulate_event<E: InputEvent>(&mut self, event: E) {
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self.update(|cx| cx.dispatch_event(event.to_platform_input()));
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self.test_window(self.window)
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.simulate_input(event.to_platform_input());
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self.background_executor.run_until_parked();
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}
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@ -28,9 +28,9 @@ struct StateInner {
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render_item: Box<dyn FnMut(usize, &mut WindowContext) -> AnyElement>,
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items: SumTree<ListItem>,
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logical_scroll_top: Option<ListOffset>,
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pending_scroll_delta: Pixels,
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alignment: ListAlignment,
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overdraw: Pixels,
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reset: bool,
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#[allow(clippy::type_complexity)]
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scroll_handler: Option<Box<dyn FnMut(&ListScrollEvent, &mut WindowContext)>>,
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}
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@ -93,12 +93,17 @@ impl ListState {
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alignment: orientation,
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overdraw,
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scroll_handler: None,
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pending_scroll_delta: px(0.),
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reset: false,
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})))
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}
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/// Reset this instantiation of the list state.
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///
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/// Note that this will cause scroll events to be dropped until the next paint.
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pub fn reset(&self, element_count: usize) {
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let state = &mut *self.0.borrow_mut();
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state.reset = true;
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state.logical_scroll_top = None;
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state.items = SumTree::new();
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state
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@ -154,11 +159,13 @@ impl ListState {
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scroll_top.item_ix = item_count;
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scroll_top.offset_in_item = px(0.);
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}
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state.logical_scroll_top = Some(scroll_top);
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}
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pub fn scroll_to_reveal_item(&self, ix: usize) {
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let state = &mut *self.0.borrow_mut();
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let mut scroll_top = state.logical_scroll_top();
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let height = state
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.last_layout_bounds
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@ -189,9 +196,9 @@ impl ListState {
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/// Get the bounds for the given item in window coordinates.
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pub fn bounds_for_item(&self, ix: usize) -> Option<Bounds<Pixels>> {
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let state = &*self.0.borrow();
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let bounds = state.last_layout_bounds.unwrap_or_default();
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let scroll_top = state.logical_scroll_top();
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if ix < scroll_top.item_ix {
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return None;
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}
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@ -232,7 +239,11 @@ impl StateInner {
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delta: Point<Pixels>,
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cx: &mut WindowContext,
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) {
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// self.pending_scroll_delta += delta.y;
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// Drop scroll events after a reset, since we can't calculate
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// the new logical scroll top without the item heights
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if self.reset {
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return;
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}
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let scroll_max = (self.items.summary().height - height).max(px(0.));
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let new_scroll_top = (self.scroll_top(scroll_top) - delta.y)
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@ -329,6 +340,8 @@ impl Element for List {
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) {
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let state = &mut *self.state.0.borrow_mut();
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state.reset = false;
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// If the width of the list has changed, invalidate all cached item heights
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if state.last_layout_bounds.map_or(true, |last_bounds| {
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last_bounds.size.width != bounds.size.width
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@ -352,117 +365,104 @@ impl Element for List {
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let mut cursor = old_items.cursor::<Count>();
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loop {
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// Render items after the scroll top, including those in the trailing overdraw
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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for (ix, item) in cursor.by_ref().enumerate() {
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let visible_height = rendered_height - scroll_top.offset_in_item;
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if visible_height >= bounds.size.height + state.overdraw {
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break;
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}
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// Use the previously cached height if available
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let mut height = if let ListItem::Rendered { height } = item {
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Some(*height)
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} else {
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None
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};
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// If we're within the visible area or the height wasn't cached, render and measure the item's element
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if visible_height < bounds.size.height || height.is_none() {
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let mut element = (state.render_item)(scroll_top.item_ix + ix, cx);
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let element_size = element.measure(available_item_space, cx);
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height = Some(element_size.height);
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if visible_height < bounds.size.height {
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item_elements.push_back(element);
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}
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}
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let height = height.unwrap();
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rendered_height += height;
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measured_items.push_back(ListItem::Rendered { height });
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// Render items after the scroll top, including those in the trailing overdraw
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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for (ix, item) in cursor.by_ref().enumerate() {
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let visible_height = rendered_height - scroll_top.offset_in_item;
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if visible_height >= bounds.size.height + state.overdraw {
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break;
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}
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// Prepare to start walking upward from the item at the scroll top.
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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// Use the previously cached height if available
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let mut height = if let ListItem::Rendered { height } = item {
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Some(*height)
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} else {
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None
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};
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// If the rendered items do not fill the visible region, then adjust
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// the scroll top upward.
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if rendered_height - scroll_top.offset_in_item < bounds.size.height {
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while rendered_height < bounds.size.height {
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cursor.prev(&());
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if cursor.item().is_some() {
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let mut element = (state.render_item)(cursor.start().0, cx);
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let element_size = element.measure(available_item_space, cx);
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rendered_height += element_size.height;
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measured_items.push_front(ListItem::Rendered {
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height: element_size.height,
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});
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item_elements.push_front(element)
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} else {
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break;
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}
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}
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scroll_top = ListOffset {
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item_ix: cursor.start().0,
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offset_in_item: rendered_height - bounds.size.height,
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};
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match state.alignment {
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ListAlignment::Top => {
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scroll_top.offset_in_item = scroll_top.offset_in_item.max(px(0.));
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state.logical_scroll_top = Some(scroll_top);
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}
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ListAlignment::Bottom => {
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scroll_top = ListOffset {
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item_ix: cursor.start().0,
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offset_in_item: rendered_height - bounds.size.height,
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};
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state.logical_scroll_top = None;
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}
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};
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}
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// Measure items in the leading overdraw
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let mut leading_overdraw = scroll_top.offset_in_item;
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while leading_overdraw < state.overdraw {
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cursor.prev(&());
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if let Some(item) = cursor.item() {
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let height = if let ListItem::Rendered { height } = item {
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*height
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} else {
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let mut element = (state.render_item)(cursor.start().0, cx);
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element.measure(available_item_space, cx).height
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};
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leading_overdraw += height;
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measured_items.push_front(ListItem::Rendered { height });
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} else {
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break;
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// If we're within the visible area or the height wasn't cached, render and measure the item's element
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if visible_height < bounds.size.height || height.is_none() {
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let mut element = (state.render_item)(scroll_top.item_ix + ix, cx);
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let element_size = element.measure(available_item_space, cx);
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height = Some(element_size.height);
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if visible_height < bounds.size.height {
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item_elements.push_back(element);
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}
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}
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let measured_range = cursor.start().0..(cursor.start().0 + measured_items.len());
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let mut cursor = old_items.cursor::<Count>();
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let mut new_items = cursor.slice(&Count(measured_range.start), Bias::Right, &());
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new_items.extend(measured_items, &());
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cursor.seek(&Count(measured_range.end), Bias::Right, &());
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new_items.append(cursor.suffix(&()), &());
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state.items = new_items;
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state.last_layout_bounds = Some(bounds);
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// if !state.pending_scroll_delta.is_zero() {
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// // Do scroll manipulation
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// state.pending_scroll_delta = px(0.);
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// } else {
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break;
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// }
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let height = height.unwrap();
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rendered_height += height;
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measured_items.push_back(ListItem::Rendered { height });
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}
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// Prepare to start walking upward from the item at the scroll top.
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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// If the rendered items do not fill the visible region, then adjust
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// the scroll top upward.
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if rendered_height - scroll_top.offset_in_item < bounds.size.height {
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while rendered_height < bounds.size.height {
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cursor.prev(&());
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if cursor.item().is_some() {
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let mut element = (state.render_item)(cursor.start().0, cx);
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let element_size = element.measure(available_item_space, cx);
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rendered_height += element_size.height;
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measured_items.push_front(ListItem::Rendered {
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height: element_size.height,
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});
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item_elements.push_front(element)
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} else {
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break;
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}
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}
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scroll_top = ListOffset {
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item_ix: cursor.start().0,
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offset_in_item: rendered_height - bounds.size.height,
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};
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match state.alignment {
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ListAlignment::Top => {
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scroll_top.offset_in_item = scroll_top.offset_in_item.max(px(0.));
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state.logical_scroll_top = Some(scroll_top);
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}
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ListAlignment::Bottom => {
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scroll_top = ListOffset {
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item_ix: cursor.start().0,
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offset_in_item: rendered_height - bounds.size.height,
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};
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state.logical_scroll_top = None;
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}
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};
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}
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// Measure items in the leading overdraw
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let mut leading_overdraw = scroll_top.offset_in_item;
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while leading_overdraw < state.overdraw {
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cursor.prev(&());
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if let Some(item) = cursor.item() {
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let height = if let ListItem::Rendered { height } = item {
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*height
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} else {
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let mut element = (state.render_item)(cursor.start().0, cx);
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element.measure(available_item_space, cx).height
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};
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leading_overdraw += height;
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measured_items.push_front(ListItem::Rendered { height });
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} else {
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break;
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}
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}
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let measured_range = cursor.start().0..(cursor.start().0 + measured_items.len());
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let mut cursor = old_items.cursor::<Count>();
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let mut new_items = cursor.slice(&Count(measured_range.start), Bias::Right, &());
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new_items.extend(measured_items, &());
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cursor.seek(&Count(measured_range.end), Bias::Right, &());
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new_items.append(cursor.suffix(&()), &());
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// Paint the visible items
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cx.with_content_mask(Some(ContentMask { bounds }), |cx| {
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let mut item_origin = bounds.origin;
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@ -474,12 +474,13 @@ impl Element for List {
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}
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});
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state.items = new_items;
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state.last_layout_bounds = Some(bounds);
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let list_state = self.state.clone();
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let height = bounds.size.height;
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dbg!("scroll is being bound");
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cx.on_mouse_event(move |event: &ScrollWheelEvent, phase, cx| {
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dbg!("scroll dispatched!");
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if phase == DispatchPhase::Bubble
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&& bounds.contains(&event.position)
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&& cx.was_top_layer(&event.position, cx.stacking_order())
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@ -624,7 +625,5 @@ mod test {
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// Scroll position should stay at the top of the list
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assert_eq!(state.logical_scroll_top().item_ix, 0);
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assert_eq!(state.logical_scroll_top().offset_in_item, px(0.));
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panic!("We should not get here yet!")
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}
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}
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@ -209,7 +209,6 @@ mod tests {
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);
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assert!(!matcher.has_pending_keystrokes());
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eprintln!("PROBLEM AREA");
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// If a is prefixed, C will not be dispatched because there
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// was a pending binding for it
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assert_eq!(
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@ -1717,7 +1717,6 @@ impl<'a> WindowContext<'a> {
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.mouse_listeners
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.remove(&event.type_id())
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{
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dbg!(handlers.len());
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// Because handlers may add other handlers, we sort every time.
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handlers.sort_by(|(a, _, _), (b, _, _)| a.cmp(b));
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