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Finish documenting the action, asset, color, and element modules in GPUI
Remove SmallVec from the public API of GPUI
This commit is contained in:
parent
3b84291343
commit
a44aae9e91
@ -37,8 +37,8 @@ impl RenderOnce for FacePile {
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}
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impl ParentElement for FacePile {
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
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&mut self.faces
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fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
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self.faces.extend(elements);
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}
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}
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@ -26,8 +26,8 @@ impl CollabNotification {
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}
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impl ParentElement for CollabNotification {
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
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&mut self.children
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fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
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self.children.extend(elements)
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}
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}
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@ -40,14 +40,25 @@ use std::any::{Any, TypeId};
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/// register_action!(Paste);
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/// ```
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pub trait Action: 'static {
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/// Clone the action into a new box
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fn boxed_clone(&self) -> Box<dyn Action>;
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/// Cast the action to the any type
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fn as_any(&self) -> &dyn Any;
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/// Do a partial equality check on this action and the other
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fn partial_eq(&self, action: &dyn Action) -> bool;
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/// Get the name of this action, for displaying in UI
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fn name(&self) -> &str;
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/// Get the name of this action for debugging
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fn debug_name() -> &'static str
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where
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Self: Sized;
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/// Build this action from a JSON value. This is used to construct actions from the keymap.
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/// A value of `{}` will be passed for actions that don't have any parameters.
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fn build(value: serde_json::Value) -> Result<Box<dyn Action>>
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where
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Self: Sized;
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@ -62,6 +73,7 @@ impl std::fmt::Debug for dyn Action {
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}
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impl dyn Action {
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/// Get the type id of this action
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pub fn type_id(&self) -> TypeId {
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self.as_any().type_id()
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}
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@ -170,6 +182,7 @@ impl ActionRegistry {
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macro_rules! actions {
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($namespace:path, [ $($name:ident),* $(,)? ]) => {
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$(
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/// The `$name` action see [`gpui::actions!`]
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#[derive(::std::cmp::PartialEq, ::std::clone::Clone, ::std::default::Default, ::std::fmt::Debug, gpui::private::serde_derive::Deserialize)]
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#[serde(crate = "gpui::private::serde")]
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pub struct $name;
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@ -1,5 +1,3 @@
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#![deny(missing_docs)]
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mod async_context;
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mod entity_map;
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mod model_context;
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@ -1,5 +1,3 @@
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#![deny(missing_docs)]
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use crate::{
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Action, AnyElement, AnyView, AnyWindowHandle, AppCell, AppContext, AsyncAppContext,
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AvailableSpace, BackgroundExecutor, Bounds, ClipboardItem, Context, Entity, EventEmitter,
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@ -8,8 +8,12 @@ use std::{
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sync::atomic::{AtomicUsize, Ordering::SeqCst},
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};
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/// A source of assets for this app to use.
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pub trait AssetSource: 'static + Send + Sync {
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/// Load the given asset from the source path.
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fn load(&self, path: &str) -> Result<Cow<[u8]>>;
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/// List the assets at the given path.
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fn list(&self, path: &str) -> Result<Vec<SharedString>>;
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}
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@ -26,15 +30,19 @@ impl AssetSource for () {
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}
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}
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/// A unique identifier for the image cache
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Ord, PartialOrd, Hash)]
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pub struct ImageId(usize);
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/// A cached and processed image.
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pub struct ImageData {
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/// The ID associated with this image
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pub id: ImageId,
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data: ImageBuffer<Bgra<u8>, Vec<u8>>,
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}
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impl ImageData {
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/// Create a new image from the given data.
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pub fn new(data: ImageBuffer<Bgra<u8>, Vec<u8>>) -> Self {
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static NEXT_ID: AtomicUsize = AtomicUsize::new(0);
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@ -44,10 +52,12 @@ impl ImageData {
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}
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}
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/// Convert this image into a byte slice.
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pub fn as_bytes(&self) -> &[u8] {
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&self.data
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}
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/// Get the size of this image, in pixels
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pub fn size(&self) -> Size<DevicePixels> {
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let (width, height) = self.data.dimensions();
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size(width.into(), height.into())
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@ -2,6 +2,7 @@ use anyhow::bail;
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use serde::de::{self, Deserialize, Deserializer, Visitor};
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use std::fmt;
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/// Convert an RGB hex color code number to a color type
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pub fn rgb<C: From<Rgba>>(hex: u32) -> C {
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let r = ((hex >> 16) & 0xFF) as f32 / 255.0;
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let g = ((hex >> 8) & 0xFF) as f32 / 255.0;
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@ -9,6 +10,7 @@ pub fn rgb<C: From<Rgba>>(hex: u32) -> C {
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Rgba { r, g, b, a: 1.0 }.into()
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}
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/// Convert an RGBA hex color code number to [`Rgba`]
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pub fn rgba(hex: u32) -> Rgba {
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let r = ((hex >> 24) & 0xFF) as f32 / 255.0;
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let g = ((hex >> 16) & 0xFF) as f32 / 255.0;
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@ -17,11 +19,16 @@ pub fn rgba(hex: u32) -> Rgba {
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Rgba { r, g, b, a }
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}
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/// An RGBA color
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#[derive(PartialEq, Clone, Copy, Default)]
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pub struct Rgba {
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/// The red component of the color, in the range 0.0 to 1.0
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pub r: f32,
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/// The green component of the color, in the range 0.0 to 1.0
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pub g: f32,
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/// The blue component of the color, in the range 0.0 to 1.0
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pub b: f32,
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/// The alpha component of the color, in the range 0.0 to 1.0
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pub a: f32,
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}
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@ -32,6 +39,8 @@ impl fmt::Debug for Rgba {
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}
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impl Rgba {
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/// Create a new [`Rgba`] color by blending this and another color together
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/// TODO: find the source for this algorithm
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pub fn blend(&self, other: Rgba) -> Self {
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if other.a >= 1.0 {
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other
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@ -165,12 +174,20 @@ impl TryFrom<&'_ str> for Rgba {
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}
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}
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/// An HSLA color
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#[derive(Default, Copy, Clone, Debug)]
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#[repr(C)]
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pub struct Hsla {
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/// Hue, in a range from 0 to 1
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pub h: f32,
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/// Saturation, in a range from 0 to 1
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pub s: f32,
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/// Lightness, in a range from 0 to 1
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pub l: f32,
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/// Alpha, in a range from 0 to 1
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pub a: f32,
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}
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@ -203,38 +220,9 @@ impl Ord for Hsla {
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}
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}
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impl Hsla {
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pub fn to_rgb(self) -> Rgba {
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self.into()
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}
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pub fn red() -> Self {
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red()
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}
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pub fn green() -> Self {
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green()
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}
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pub fn blue() -> Self {
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blue()
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}
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pub fn black() -> Self {
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black()
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}
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pub fn white() -> Self {
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white()
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}
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pub fn transparent_black() -> Self {
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transparent_black()
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}
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}
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impl Eq for Hsla {}
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/// Construct an [`Hsla`] object from plain values
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pub fn hsla(h: f32, s: f32, l: f32, a: f32) -> Hsla {
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Hsla {
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h: h.clamp(0., 1.),
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@ -244,6 +232,7 @@ pub fn hsla(h: f32, s: f32, l: f32, a: f32) -> Hsla {
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}
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}
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/// Pure black in [`Hsla`]
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pub fn black() -> Hsla {
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Hsla {
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h: 0.,
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@ -253,6 +242,7 @@ pub fn black() -> Hsla {
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}
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}
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/// Transparent black in [`Hsla`]
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pub fn transparent_black() -> Hsla {
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Hsla {
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h: 0.,
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@ -262,6 +252,7 @@ pub fn transparent_black() -> Hsla {
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}
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}
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/// Pure white in [`Hsla`]
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pub fn white() -> Hsla {
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Hsla {
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h: 0.,
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@ -271,6 +262,7 @@ pub fn white() -> Hsla {
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}
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}
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/// The color red in [`Hsla`]
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pub fn red() -> Hsla {
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Hsla {
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h: 0.,
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@ -280,6 +272,7 @@ pub fn red() -> Hsla {
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}
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}
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/// The color blue in [`Hsla`]
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pub fn blue() -> Hsla {
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Hsla {
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h: 0.6,
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@ -289,6 +282,7 @@ pub fn blue() -> Hsla {
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}
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}
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/// The color green in [`Hsla`]
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pub fn green() -> Hsla {
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Hsla {
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h: 0.33,
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@ -298,6 +292,7 @@ pub fn green() -> Hsla {
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}
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}
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/// The color yellow in [`Hsla`]
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pub fn yellow() -> Hsla {
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Hsla {
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h: 0.16,
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@ -308,6 +303,41 @@ pub fn yellow() -> Hsla {
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}
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impl Hsla {
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/// Converts this HSLA color to an RGBA color.
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pub fn to_rgb(self) -> Rgba {
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self.into()
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}
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/// The color red
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pub fn red() -> Self {
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red()
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}
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/// The color green
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pub fn green() -> Self {
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green()
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}
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/// The color blue
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pub fn blue() -> Self {
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blue()
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}
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/// The color black
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pub fn black() -> Self {
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black()
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}
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/// The color white
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pub fn white() -> Self {
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white()
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}
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/// The color transparent black
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pub fn transparent_black() -> Self {
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transparent_black()
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}
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/// Returns true if the HSLA color is fully transparent, false otherwise.
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pub fn is_transparent(&self) -> bool {
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self.a == 0.0
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@ -339,6 +369,7 @@ impl Hsla {
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}
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}
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/// Returns a new HSLA color with the same hue, and lightness, but with no saturation.
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pub fn grayscale(&self) -> Self {
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Hsla {
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h: self.h,
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@ -1,3 +1,39 @@
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//! 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`], 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 nescessary. 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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//! components 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, BorrowWindow, Bounds, ElementId, LayoutId,
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Pixels, Point, Size, ViewContext, WindowContext, ELEMENT_ARENA,
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@ -7,20 +43,27 @@ pub(crate) use smallvec::SmallVec;
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use std::{any::Any, fmt::Debug};
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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.
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/// Rather than calling methods on implementers of this trait directly, you'll usually call `into_any` to convert them into an AnyElement, which manages state internally.
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/// You can create custom elements by implementing this trait.
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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 WindowContext,
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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 WindowContext);
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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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@ -29,6 +72,7 @@ pub trait Element: 'static + IntoElement {
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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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@ -81,7 +125,10 @@ pub trait IntoElement: Sized {
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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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@ -92,35 +139,49 @@ impl Render for () {
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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 allow views to be expressed in terms of abstract data.
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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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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]>;
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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.children_mut().push(child.into_element().into_any());
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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.children_mut()
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.extend(children.into_iter().map(|child| child.into_any_element()));
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||||
self.extend(children.into_iter().map(|child| child.into_any_element()));
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
/// An element for rendering components. An implementation detail of the [`IntoElement`] derive macro
|
||||
/// for [`RenderOnce`]
|
||||
#[doc(hidden)]
|
||||
pub struct Component<C: RenderOnce>(Option<C>);
|
||||
|
||||
impl<C: RenderOnce> Component<C> {
|
||||
/// Create a new component from the given RenderOnce type.
|
||||
pub fn new(component: C) -> Self {
|
||||
Component(Some(component))
|
||||
}
|
||||
@ -156,8 +217,9 @@ impl<C: RenderOnce> IntoElement for Component<C> {
|
||||
}
|
||||
}
|
||||
|
||||
/// A globally unique identifier for an element, used to track state across frames.
|
||||
#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
|
||||
pub struct GlobalElementId(SmallVec<[ElementId; 32]>);
|
||||
pub(crate) struct GlobalElementId(SmallVec<[ElementId; 32]>);
|
||||
|
||||
trait ElementObject {
|
||||
fn element_id(&self) -> Option<ElementId>;
|
||||
@ -180,7 +242,8 @@ trait ElementObject {
|
||||
);
|
||||
}
|
||||
|
||||
pub struct DrawableElement<E: Element> {
|
||||
/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
|
||||
pub(crate) struct DrawableElement<E: Element> {
|
||||
element: Option<E>,
|
||||
phase: ElementDrawPhase<E::State>,
|
||||
}
|
||||
@ -363,10 +426,11 @@ where
|
||||
}
|
||||
}
|
||||
|
||||
/// A dynamically typed element that can be used to store any element type.
|
||||
pub struct AnyElement(ArenaBox<dyn ElementObject>);
|
||||
|
||||
impl AnyElement {
|
||||
pub fn new<E>(element: E) -> Self
|
||||
pub(crate) fn new<E>(element: E) -> Self
|
||||
where
|
||||
E: 'static + Element,
|
||||
E::State: Any,
|
||||
@ -377,10 +441,13 @@ impl AnyElement {
|
||||
AnyElement(element)
|
||||
}
|
||||
|
||||
/// Request the layout ID of the element stored in this `AnyElement`.
|
||||
/// Used for laying out child elements in a parent element.
|
||||
pub fn request_layout(&mut self, cx: &mut WindowContext) -> LayoutId {
|
||||
self.0.request_layout(cx)
|
||||
}
|
||||
|
||||
/// Paints the element stored in this `AnyElement`.
|
||||
pub fn paint(&mut self, cx: &mut WindowContext) {
|
||||
self.0.paint(cx)
|
||||
}
|
||||
@ -404,6 +471,7 @@ impl AnyElement {
|
||||
self.0.draw(origin, available_space, cx)
|
||||
}
|
||||
|
||||
/// Returns the element ID of the element stored in this `AnyElement`, if any.
|
||||
pub fn inner_id(&self) -> Option<ElementId> {
|
||||
self.0.element_id()
|
||||
}
|
||||
|
@ -771,8 +771,8 @@ impl InteractiveElement for Div {
|
||||
}
|
||||
|
||||
impl ParentElement for Div {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
@ -1824,8 +1824,8 @@ impl<E> ParentElement for Focusable<E>
|
||||
where
|
||||
E: ParentElement,
|
||||
{
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
self.element.children_mut()
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.element.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
@ -1898,8 +1898,8 @@ impl<E> ParentElement for Stateful<E>
|
||||
where
|
||||
E: ParentElement,
|
||||
{
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
self.element.children_mut()
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.element.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -60,8 +60,8 @@ impl Overlay {
|
||||
}
|
||||
|
||||
impl ParentElement for Overlay {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,3 +1,5 @@
|
||||
#![deny(missing_docs)]
|
||||
|
||||
#[macro_use]
|
||||
mod action;
|
||||
mod app;
|
||||
|
@ -1,5 +1,3 @@
|
||||
#![deny(missing_docs)]
|
||||
|
||||
mod app_menu;
|
||||
mod keystroke;
|
||||
#[cfg(target_os = "macos")]
|
||||
|
@ -1,5 +1,3 @@
|
||||
#![deny(missing_docs)]
|
||||
|
||||
use crate::{
|
||||
seal::Sealed, AnyElement, AnyModel, AnyWeakModel, AppContext, AvailableSpace, BorrowWindow,
|
||||
Bounds, ContentMask, Element, ElementId, Entity, EntityId, Flatten, FocusHandle, FocusableView,
|
||||
|
@ -1,5 +1,3 @@
|
||||
#![deny(missing_docs)]
|
||||
|
||||
use crate::{
|
||||
px, size, transparent_black, Action, AnyDrag, AnyTooltip, AnyView, AppContext, Arena,
|
||||
AsyncWindowContext, AvailableSpace, Bounds, BoxShadow, Context, Corners, CursorStyle,
|
||||
|
@ -67,8 +67,8 @@ impl StoryContainer {
|
||||
}
|
||||
|
||||
impl ParentElement for StoryContainer {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
@ -372,7 +372,7 @@ impl RenderOnce for StorySection {
|
||||
}
|
||||
|
||||
impl ParentElement for StorySection {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
@ -407,8 +407,8 @@ impl VisibleOnHover for ButtonLike {
|
||||
}
|
||||
|
||||
impl ParentElement for ButtonLike {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -78,8 +78,8 @@ impl LabelCommon for LabelLike {
|
||||
}
|
||||
|
||||
impl ParentElement for LabelLike {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -40,8 +40,8 @@ impl List {
|
||||
}
|
||||
|
||||
impl ParentElement for List {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -141,8 +141,8 @@ impl Selectable for ListItem {
|
||||
}
|
||||
|
||||
impl ParentElement for ListItem {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -74,7 +74,7 @@ impl Popover {
|
||||
}
|
||||
|
||||
impl ParentElement for Popover {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
@ -92,8 +92,8 @@ impl Selectable for Tab {
|
||||
}
|
||||
|
||||
impl ParentElement for Tab {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -83,8 +83,8 @@ impl TabBar {
|
||||
}
|
||||
|
||||
impl ParentElement for TabBar {
|
||||
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -904,8 +904,8 @@ mod element {
|
||||
}
|
||||
|
||||
impl ParentElement for PaneAxisElement {
|
||||
fn children_mut(&mut self) -> &mut smallvec::SmallVec<[AnyElement; 2]> {
|
||||
&mut self.children
|
||||
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
|
||||
self.children.extend(elements)
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user