Refactor out element context from GPUI

This commit is contained in:
Mikayla 2024-01-21 19:43:35 -08:00
parent 2f9958621b
commit df4566fd1e
No known key found for this signature in database
16 changed files with 1129 additions and 1036 deletions

View File

@ -640,8 +640,11 @@ impl<'a> VisualTestContext {
.as_ref()
.expect("Can't draw to this window without a root view")
.entity_id();
cx.with_view_id(entity_id, |cx| {
f(cx).draw(origin, space, cx);
cx.with_element_context(|cx| {
cx.with_view_id(entity_id, |cx| {
f(cx).draw(origin, space, cx);
})
});
cx.refresh();

View File

@ -35,56 +35,12 @@
//! your own custom layout algorithm or rendering a code editor.
use crate::{
util::FluentBuilder, AppContext, ArenaBox, AvailableSpace, BorrowWindow, Bounds, ContentMask,
ElementId, ElementStateBox, EntityId, IsZero, LayoutId, Pixels, Point, Size, ViewContext,
Window, WindowContext, ELEMENT_ARENA,
util::FluentBuilder, ArenaBox, AvailableSpace, Bounds, ElementContext, ElementId, LayoutId,
Pixels, Point, Size, ViewContext, WindowContext, ELEMENT_ARENA,
};
use derive_more::{Deref, DerefMut};
pub(crate) use smallvec::SmallVec;
use std::{
any::Any,
borrow::{Borrow, BorrowMut},
fmt::Debug,
mem,
ops::DerefMut,
};
use util::post_inc;
/// This context is used for assisting in the implementation of the element trait
#[derive(Deref, DerefMut)]
pub struct ElementContext<'a> {
pub(crate) cx: WindowContext<'a>,
}
impl<'a> WindowContext<'a> {
pub(crate) fn into_element_cx(self) -> ElementContext<'a> {
ElementContext { cx: self }
}
}
impl<'a> Borrow<AppContext> for ElementContext<'a> {
fn borrow(&self) -> &AppContext {
self.cx.borrow()
}
}
impl<'a> BorrowMut<AppContext> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut AppContext {
self.cx.borrow_mut()
}
}
impl<'a> Borrow<Window> for ElementContext<'a> {
fn borrow(&self) -> &Window {
self.cx.borrow()
}
}
impl<'a> BorrowMut<Window> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut Window {
self.cx.borrow_mut()
}
}
use std::{any::Any, fmt::Debug, ops::DerefMut};
/// Implemented by types that participate in laying out and painting the contents of a window.
/// Elements form a tree and are laid out according to web-based layout rules, as implemented by Taffy.
@ -593,250 +549,3 @@ impl Element for () {
) {
}
}
impl<'a> ElementContext<'a> {
/// Pushes the given element id onto the global stack and invokes the given closure
/// with a `GlobalElementId`, which disambiguates the given id in the context of its ancestor
/// ids. Because elements are discarded and recreated on each frame, the `GlobalElementId` is
/// used to associate state with identified elements across separate frames.
fn with_element_id<R>(
&mut self,
id: Option<impl Into<ElementId>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if let Some(id) = id.map(Into::into) {
let window = self.window_mut();
window.element_id_stack.push(id);
let result = f(self);
let window: &mut Window = self.borrow_mut();
window.element_id_stack.pop();
result
} else {
f(self)
}
}
/// Invoke the given function with the given content mask after intersecting it
/// with the current mask.
fn with_content_mask<R>(
&mut self,
mask: Option<ContentMask<Pixels>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if let Some(mask) = mask {
let mask = mask.intersect(&self.content_mask());
self.window_mut().next_frame.content_mask_stack.push(mask);
let result = f(self);
self.window_mut().next_frame.content_mask_stack.pop();
result
} else {
f(self)
}
}
/// Invoke the given function with the content mask reset to that
/// of the window.
fn break_content_mask<R>(&mut self, f: impl FnOnce(&mut Self) -> R) -> R {
let mask = ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.window().viewport_size,
},
};
let new_stacking_order_id =
post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
let new_root_z_index = post_inc(&mut self.window_mut().next_frame.next_root_z_index);
let old_stacking_order = mem::take(&mut self.window_mut().next_frame.z_index_stack);
self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
self.window_mut()
.next_frame
.z_index_stack
.push(new_root_z_index);
self.window_mut().next_frame.content_mask_stack.push(mask);
let result = f(self);
self.window_mut().next_frame.content_mask_stack.pop();
self.window_mut().next_frame.z_index_stack = old_stacking_order;
result
}
/// Called during painting to invoke the given closure in a new stacking context. The given
/// z-index is interpreted relative to the previous call to `stack`.
fn with_z_index<R>(&mut self, z_index: u8, f: impl FnOnce(&mut Self) -> R) -> R {
let new_stacking_order_id =
post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
let old_stacking_order_id = mem::replace(
&mut self.window_mut().next_frame.z_index_stack.id,
new_stacking_order_id,
);
self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
self.window_mut().next_frame.z_index_stack.push(z_index);
let result = f(self);
self.window_mut().next_frame.z_index_stack.id = old_stacking_order_id;
self.window_mut().next_frame.z_index_stack.pop();
result
}
/// Updates the global element offset relative to the current offset. This is used to implement
/// scrolling.
fn with_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if offset.is_zero() {
return f(self);
};
let abs_offset = self.element_offset() + offset;
self.with_absolute_element_offset(abs_offset, f)
}
/// Updates the global element offset based on the given offset. This is used to implement
/// drag handles and other manual painting of elements.
fn with_absolute_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.window_mut()
.next_frame
.element_offset_stack
.push(offset);
let result = f(self);
self.window_mut().next_frame.element_offset_stack.pop();
result
}
/// Obtain the current element offset.
fn element_offset(&self) -> Point<Pixels> {
self.window()
.next_frame
.element_offset_stack
.last()
.copied()
.unwrap_or_default()
}
/// Obtain the current content mask.
fn content_mask(&self) -> ContentMask<Pixels> {
self.window()
.next_frame
.content_mask_stack
.last()
.cloned()
.unwrap_or_else(|| ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.window().viewport_size,
},
})
}
/// The size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
fn rem_size(&self) -> Pixels {
self.window().rem_size
}
fn parent_view_id(&self) -> EntityId {
*self
.window
.next_frame
.view_stack
.last()
.expect("a view should always be on the stack while drawing")
}
/// Updates or initializes state for an element with the given id that lives across multiple
/// frames. If an element with this ID existed in the rendered frame, its state will be passed
/// to the given closure. The state returned by the closure will be stored so it can be referenced
/// when drawing the next frame.
pub(crate) fn with_element_state<S, R>(
&mut self,
id: ElementId,
f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
) -> R
where
S: 'static,
{
self.with_element_id(Some(id), |cx| {
let global_id = cx.window().element_id_stack.clone();
if let Some(any) = cx
.window_mut()
.next_frame
.element_states
.remove(&global_id)
.or_else(|| {
cx.window_mut()
.rendered_frame
.element_states
.remove(&global_id)
})
{
let ElementStateBox {
inner,
parent_view_id,
#[cfg(debug_assertions)]
type_name
} = any;
// Using the extra inner option to avoid needing to reallocate a new box.
let mut state_box = inner
.downcast::<Option<S>>()
.map_err(|_| {
#[cfg(debug_assertions)]
{
anyhow::anyhow!(
"invalid element state type for id, requested_type {:?}, actual type: {:?}",
std::any::type_name::<S>(),
type_name
)
}
#[cfg(not(debug_assertions))]
{
anyhow::anyhow!(
"invalid element state type for id, requested_type {:?}",
std::any::type_name::<S>(),
)
}
})
.unwrap();
// Actual: Option<AnyElement> <- View
// Requested: () <- AnyElement
let state = state_box
.take()
.expect("element state is already on the stack");
let (result, state) = f(Some(state), cx);
state_box.replace(state);
cx.window_mut()
.next_frame
.element_states
.insert(global_id, ElementStateBox {
inner: state_box,
parent_view_id,
#[cfg(debug_assertions)]
type_name
});
result
} else {
let (result, state) = f(None, cx);
let parent_view_id = cx.parent_view_id();
cx.window_mut()
.next_frame
.element_states
.insert(global_id,
ElementStateBox {
inner: Box::new(Some(state)),
parent_view_id,
#[cfg(debug_assertions)]
type_name: std::any::type_name::<S>()
}
);
result
}
})
}
}

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@ -1,10 +1,10 @@
use refineable::Refineable as _;
use crate::{Bounds, Element, IntoElement, Pixels, Style, StyleRefinement, Styled, WindowContext};
use crate::{Bounds, Element, ElementContext, IntoElement, Pixels, Style, StyleRefinement, Styled};
/// Construct a canvas element with the given paint callback.
/// Useful for adding short term custom drawing to a view.
pub fn canvas(callback: impl 'static + FnOnce(&Bounds<Pixels>, &mut WindowContext)) -> Canvas {
pub fn canvas(callback: impl 'static + FnOnce(&Bounds<Pixels>, &mut ElementContext)) -> Canvas {
Canvas {
paint_callback: Some(Box::new(callback)),
style: StyleRefinement::default(),
@ -14,7 +14,7 @@ pub fn canvas(callback: impl 'static + FnOnce(&Bounds<Pixels>, &mut WindowContex
/// A canvas element, meant for accessing the low level paint API without defining a whole
/// custom element
pub struct Canvas {
paint_callback: Option<Box<dyn FnOnce(&Bounds<Pixels>, &mut WindowContext)>>,
paint_callback: Option<Box<dyn FnOnce(&Bounds<Pixels>, &mut ElementContext)>>,
style: StyleRefinement,
}
@ -36,7 +36,7 @@ impl Element for Canvas {
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (crate::LayoutId, Self::State) {
let mut style = Style::default();
style.refine(&self.style);
@ -44,7 +44,7 @@ impl Element for Canvas {
(layout_id, style)
}
fn paint(&mut self, bounds: Bounds<Pixels>, style: &mut Style, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, style: &mut Style, cx: &mut ElementContext) {
style.paint(bounds, cx, |cx| {
(self.paint_callback.take().unwrap())(&bounds, cx)
});

View File

@ -24,10 +24,11 @@
use crate::{
point, px, Action, AnyDrag, AnyElement, AnyTooltip, AnyView, AppContext, BorrowAppContext,
Bounds, ClickEvent, DispatchPhase, Element, ElementId, FocusHandle, IntoElement, IsZero,
KeyContext, KeyDownEvent, KeyUpEvent, LayoutId, MouseButton, MouseDownEvent, MouseMoveEvent,
MouseUpEvent, ParentElement, Pixels, Point, Render, ScrollWheelEvent, SharedString, Size,
StackingOrder, Style, StyleRefinement, Styled, Task, View, Visibility, WindowContext,
Bounds, ClickEvent, DispatchPhase, Element, ElementContext, ElementId, FocusHandle,
IntoElement, IsZero, KeyContext, KeyDownEvent, KeyUpEvent, LayoutId, MouseButton,
MouseDownEvent, MouseMoveEvent, MouseUpEvent, ParentElement, Pixels, Point, Render,
ScrollWheelEvent, SharedString, Size, StackingOrder, Style, StyleRefinement, Styled, Task,
View, Visibility, WindowContext,
};
use collections::HashMap;
@ -1052,7 +1053,7 @@ impl Element for Div {
fn request_layout(
&mut self,
element_state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
let mut child_layout_ids = SmallVec::new();
let (layout_id, interactive_state) = self.interactivity.layout(
@ -1082,7 +1083,7 @@ impl Element for Div {
&mut self,
bounds: Bounds<Pixels>,
element_state: &mut Self::State,
cx: &mut WindowContext,
cx: &mut ElementContext,
) {
let mut child_min = point(Pixels::MAX, Pixels::MAX);
let mut child_max = Point::default();
@ -1233,8 +1234,8 @@ impl Interactivity {
pub fn layout(
&mut self,
element_state: Option<InteractiveElementState>,
cx: &mut WindowContext,
f: impl FnOnce(Style, &mut WindowContext) -> LayoutId,
cx: &mut ElementContext,
f: impl FnOnce(Style, &mut ElementContext) -> LayoutId,
) -> (LayoutId, InteractiveElementState) {
let mut element_state = element_state.unwrap_or_default();
@ -1281,8 +1282,8 @@ impl Interactivity {
bounds: Bounds<Pixels>,
content_size: Size<Pixels>,
element_state: &mut InteractiveElementState,
cx: &mut WindowContext,
f: impl FnOnce(&Style, Point<Pixels>, &mut WindowContext),
cx: &mut ElementContext,
f: impl FnOnce(&Style, Point<Pixels>, &mut ElementContext),
) {
let style = self.compute_style(Some(bounds), element_state, cx);
let z_index = style.z_index.unwrap_or(0);
@ -1295,7 +1296,7 @@ impl Interactivity {
.insert(debug_selector.clone(), bounds);
}
let paint_hover_group_handler = |cx: &mut WindowContext| {
let paint_hover_group_handler = |cx: &mut ElementContext| {
let hover_group_bounds = self
.group_hover_style
.as_ref()
@ -1319,7 +1320,7 @@ impl Interactivity {
}
cx.with_z_index(z_index, |cx| {
style.paint(bounds, cx, |cx| {
style.paint(bounds, cx, |cx: &mut ElementContext| {
cx.with_text_style(style.text_style().cloned(), |cx| {
cx.with_content_mask(style.overflow_mask(bounds, cx.rem_size()), |cx| {
#[cfg(debug_assertions)]
@ -1333,7 +1334,7 @@ impl Interactivity {
let element_id = format!("{:?}", self.element_id.as_ref().unwrap());
let str_len = element_id.len();
let render_debug_text = |cx: &mut WindowContext| {
let render_debug_text = |cx: &mut ElementContext| {
if let Some(text) = cx
.text_system()
.shape_text(
@ -1902,7 +1903,7 @@ impl Interactivity {
&self,
bounds: Option<Bounds<Pixels>>,
element_state: &mut InteractiveElementState,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> Style {
let mut style = Style::default();
style.refine(&self.base_style);
@ -2103,12 +2104,12 @@ where
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
self.element.request_layout(state, cx)
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut ElementContext) {
self.element.paint(bounds, state, cx)
}
}
@ -2178,12 +2179,12 @@ where
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
self.element.request_layout(state, cx)
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut ElementContext) {
self.element.paint(bounds, state, cx)
}
}

View File

@ -1,9 +1,9 @@
use std::sync::Arc;
use crate::{
point, size, Bounds, DevicePixels, Element, ImageData, InteractiveElement,
point, size, Bounds, DevicePixels, Element, ElementContext, ImageData, InteractiveElement,
InteractiveElementState, Interactivity, IntoElement, LayoutId, Pixels, SharedUrl, Size,
StyleRefinement, Styled, WindowContext,
StyleRefinement, Styled,
};
use futures::FutureExt;
use media::core_video::CVImageBuffer;
@ -81,7 +81,7 @@ impl Element for Img {
fn request_layout(
&mut self,
element_state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
self.interactivity
.layout(element_state, cx, |style, cx| cx.request_layout(&style, []))
@ -91,7 +91,7 @@ impl Element for Img {
&mut self,
bounds: Bounds<Pixels>,
element_state: &mut Self::State,
cx: &mut WindowContext,
cx: &mut ElementContext,
) {
let source = self.source.clone();
self.interactivity.paint(

View File

@ -359,7 +359,7 @@ impl Element for List {
fn request_layout(
&mut self,
_state: Option<Self::State>,
cx: &mut crate::WindowContext,
cx: &mut crate::ElementContext,
) -> (crate::LayoutId, Self::State) {
let mut style = Style::default();
style.refine(&self.style);
@ -373,7 +373,7 @@ impl Element for List {
&mut self,
bounds: Bounds<crate::Pixels>,
_state: &mut Self::State,
cx: &mut crate::WindowContext,
cx: &mut crate::ElementContext,
) {
let state = &mut *self.state.0.borrow_mut();

View File

@ -2,8 +2,8 @@ use smallvec::SmallVec;
use taffy::style::{Display, Position};
use crate::{
point, AnyElement, BorrowWindow, Bounds, Element, IntoElement, LayoutId, ParentElement, Pixels,
Point, Size, Style, WindowContext,
point, AnyElement, Bounds, Element, ElementContext, IntoElement, LayoutId, ParentElement,
Pixels, Point, Size, Style,
};
/// The state that the overlay element uses to track its children.
@ -74,7 +74,7 @@ impl Element for Overlay {
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (crate::LayoutId, Self::State) {
let child_layout_ids = self
.children
@ -97,7 +97,7 @@ impl Element for Overlay {
&mut self,
bounds: crate::Bounds<crate::Pixels>,
element_state: &mut Self::State,
cx: &mut WindowContext,
cx: &mut ElementContext,
) {
if element_state.child_layout_ids.is_empty() {
return;

View File

@ -1,6 +1,6 @@
use crate::{
Bounds, Element, ElementId, InteractiveElement, InteractiveElementState, Interactivity,
IntoElement, LayoutId, Pixels, SharedString, StyleRefinement, Styled, WindowContext,
Bounds, Element, ElementContext, ElementId, InteractiveElement, InteractiveElementState,
Interactivity, IntoElement, LayoutId, Pixels, SharedString, StyleRefinement, Styled,
};
use util::ResultExt;
@ -32,7 +32,7 @@ impl Element for Svg {
fn request_layout(
&mut self,
element_state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
self.interactivity.layout(element_state, cx, |style, cx| {
cx.request_layout(&style, None)
@ -43,7 +43,7 @@ impl Element for Svg {
&mut self,
bounds: Bounds<Pixels>,
element_state: &mut Self::State,
cx: &mut WindowContext,
cx: &mut ElementContext,
) where
Self: Sized,
{

View File

@ -1,7 +1,8 @@
use crate::{
ActiveTooltip, AnyTooltip, AnyView, Bounds, DispatchPhase, Element, ElementId, HighlightStyle,
IntoElement, LayoutId, MouseDownEvent, MouseMoveEvent, MouseUpEvent, Pixels, Point,
SharedString, Size, TextRun, TextStyle, WhiteSpace, WindowContext, WrappedLine, TOOLTIP_DELAY,
ActiveTooltip, AnyTooltip, AnyView, Bounds, DispatchPhase, Element, ElementContext, ElementId,
HighlightStyle, IntoElement, LayoutId, MouseDownEvent, MouseMoveEvent, MouseUpEvent, Pixels,
Point, SharedString, Size, TextRun, TextStyle, WhiteSpace, WindowContext, WrappedLine,
TOOLTIP_DELAY,
};
use anyhow::anyhow;
use parking_lot::{Mutex, MutexGuard};
@ -21,14 +22,14 @@ impl Element for &'static str {
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
let mut state = TextState::default();
let layout_id = state.layout(SharedString::from(*self), None, cx);
(layout_id, state)
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut TextState, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut TextState, cx: &mut ElementContext) {
state.paint(bounds, self, cx)
}
}
@ -51,14 +52,14 @@ impl Element for SharedString {
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
let mut state = TextState::default();
let layout_id = state.layout(self.clone(), None, cx);
(layout_id, state)
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut TextState, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut TextState, cx: &mut ElementContext) {
let text_str: &str = self.as_ref();
state.paint(bounds, text_str, cx)
}
@ -130,14 +131,14 @@ impl Element for StyledText {
fn request_layout(
&mut self,
_: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
let mut state = TextState::default();
let layout_id = state.layout(self.text.clone(), self.runs.take(), cx);
(layout_id, state)
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut ElementContext) {
state.paint(bounds, &self.text, cx)
}
}
@ -174,7 +175,7 @@ impl TextState {
&mut self,
text: SharedString,
runs: Option<Vec<TextRun>>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> LayoutId {
let text_style = cx.text_style();
let font_size = text_style.font_size.to_pixels(cx.rem_size());
@ -249,7 +250,7 @@ impl TextState {
layout_id
}
fn paint(&mut self, bounds: Bounds<Pixels>, text: &str, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, text: &str, cx: &mut ElementContext) {
let element_state = self.lock();
let element_state = element_state
.as_ref()
@ -377,7 +378,7 @@ impl Element for InteractiveText {
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
if let Some(InteractiveTextState {
mouse_down_index,
@ -406,7 +407,7 @@ impl Element for InteractiveText {
}
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut ElementContext) {
if let Some(click_listener) = self.click_listener.take() {
let mouse_position = cx.mouse_position();
if let Some(ix) = state.text_state.index_for_position(bounds, mouse_position) {

View File

@ -5,9 +5,9 @@
//! elements with uniform height.
use crate::{
point, px, size, AnyElement, AvailableSpace, Bounds, ContentMask, Element, ElementId,
InteractiveElement, InteractiveElementState, Interactivity, IntoElement, LayoutId, Pixels,
Render, Size, StyleRefinement, Styled, View, ViewContext, WindowContext,
point, px, size, AnyElement, AvailableSpace, Bounds, ContentMask, Element, ElementContext,
ElementId, InteractiveElement, InteractiveElementState, Interactivity, IntoElement, LayoutId,
Pixels, Render, Size, StyleRefinement, Styled, View, ViewContext, WindowContext,
};
use smallvec::SmallVec;
use std::{cell::RefCell, cmp, ops::Range, rc::Rc};
@ -110,7 +110,7 @@ impl Element for UniformList {
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
let max_items = self.item_count;
let item_size = state
@ -158,7 +158,7 @@ impl Element for UniformList {
&mut self,
bounds: Bounds<crate::Pixels>,
element_state: &mut Self::State,
cx: &mut WindowContext,
cx: &mut ElementContext,
) {
let style =
self.interactivity
@ -280,7 +280,7 @@ impl UniformList {
self
}
fn measure_item(&self, list_width: Option<Pixels>, cx: &mut WindowContext) -> Size<Pixels> {
fn measure_item(&self, list_width: Option<Pixels>, cx: &mut ElementContext) -> Size<Pixels> {
if self.item_count == 0 {
return Size::default();
}

View File

@ -1,6 +1,6 @@
use crate::{
Action, ActionRegistry, DispatchPhase, EntityId, FocusId, KeyBinding, KeyContext, KeyMatch,
Keymap, Keystroke, KeystrokeMatcher, WindowContext,
Action, ActionRegistry, DispatchPhase, ElementContext, EntityId, FocusId, KeyBinding,
KeyContext, KeyMatch, Keymap, Keystroke, KeystrokeMatcher, WindowContext,
};
use collections::FxHashMap;
use parking_lot::Mutex;
@ -36,7 +36,7 @@ pub(crate) struct DispatchNode {
parent: Option<DispatchNodeId>,
}
type KeyListener = Rc<dyn Fn(&dyn Any, DispatchPhase, &mut WindowContext)>;
type KeyListener = Rc<dyn Fn(&dyn Any, DispatchPhase, &mut ElementContext)>;
#[derive(Clone)]
pub(crate) struct DispatchActionListener {

View File

@ -1,10 +1,10 @@
use std::{iter, mem, ops::Range};
use crate::{
black, phi, point, quad, rems, AbsoluteLength, BorrowAppContext, BorrowWindow, Bounds,
ContentMask, Corners, CornersRefinement, CursorStyle, DefiniteLength, Edges, EdgesRefinement,
Font, FontFeatures, FontStyle, FontWeight, Hsla, Length, Pixels, Point, PointRefinement, Rgba,
SharedString, Size, SizeRefinement, Styled, TextRun, WindowContext,
black, phi, point, quad, rems, AbsoluteLength, BorrowAppContext, Bounds, ContentMask, Corners,
CornersRefinement, CursorStyle, DefiniteLength, Edges, EdgesRefinement, ElementContext, Font,
FontFeatures, FontStyle, FontWeight, Hsla, Length, Pixels, Point, PointRefinement, Rgba,
SharedString, Size, SizeRefinement, Styled, TextRun,
};
use collections::HashSet;
use refineable::{Cascade, Refineable};
@ -320,49 +320,12 @@ impl Style {
}
}
/// Apply overflow to content mask
pub fn apply_overflow<C, F, R>(&self, bounds: Bounds<Pixels>, cx: &mut C, f: F) -> R
where
C: BorrowWindow,
F: FnOnce(&mut C) -> R,
{
let current_mask = cx.content_mask();
let min = current_mask.bounds.origin;
let max = current_mask.bounds.lower_right();
let mask_bounds = match (
self.overflow.x == Overflow::Visible,
self.overflow.y == Overflow::Visible,
) {
// x and y both visible
(true, true) => return f(cx),
// x visible, y hidden
(true, false) => Bounds::from_corners(
point(min.x, bounds.origin.y),
point(max.x, bounds.lower_right().y),
),
// x hidden, y visible
(false, true) => Bounds::from_corners(
point(bounds.origin.x, min.y),
point(bounds.lower_right().x, max.y),
),
// both hidden
(false, false) => bounds,
};
let mask = ContentMask {
bounds: mask_bounds,
};
cx.with_content_mask(Some(mask), f)
}
/// Paints the background of an element styled with this style.
pub fn paint(
&self,
bounds: Bounds<Pixels>,
cx: &mut WindowContext,
continuation: impl FnOnce(&mut WindowContext),
cx: &mut ElementContext,
continuation: impl FnOnce(&mut ElementContext),
) {
#[cfg(debug_assertions)]
if self.debug_below {

View File

@ -1,6 +1,6 @@
use crate::{
black, fill, point, px, size, Bounds, Hsla, LineLayout, Pixels, Point, Result, SharedString,
UnderlineStyle, WindowContext, WrapBoundary, WrappedLineLayout,
black, fill, point, px, size, Bounds, ElementContext, Hsla, LineLayout, Pixels, Point, Result,
SharedString, UnderlineStyle, WrapBoundary, WrappedLineLayout,
};
use derive_more::{Deref, DerefMut};
use smallvec::SmallVec;
@ -33,7 +33,7 @@ impl ShapedLine {
&self,
origin: Point<Pixels>,
line_height: Pixels,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> Result<()> {
paint_line(
origin,
@ -66,7 +66,7 @@ impl WrappedLine {
&self,
origin: Point<Pixels>,
line_height: Pixels,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> Result<()> {
paint_line(
origin,
@ -87,7 +87,7 @@ fn paint_line(
line_height: Pixels,
decoration_runs: &[DecorationRun],
wrap_boundaries: &[WrapBoundary],
cx: &mut WindowContext<'_>,
cx: &mut ElementContext<'_>,
) -> Result<()> {
let padding_top = (line_height - layout.ascent - layout.descent) / 2.;
let baseline_offset = point(px(0.), padding_top + layout.ascent);

View File

@ -1,8 +1,8 @@
use crate::{
seal::Sealed, AnyElement, AnyModel, AnyWeakModel, AppContext, AvailableSpace, BorrowWindow,
Bounds, ContentMask, Element, ElementId, Entity, EntityId, Flatten, FocusHandle, FocusableView,
IntoElement, LayoutId, Model, Pixels, Point, Render, Size, StackingOrder, Style, TextStyle,
ViewContext, VisualContext, WeakModel, WindowContext,
seal::Sealed, AnyElement, AnyModel, AnyWeakModel, AppContext, AvailableSpace, Bounds,
ContentMask, Element, ElementContext, ElementId, Entity, EntityId, Flatten, FocusHandle,
FocusableView, IntoElement, LayoutId, Model, Pixels, Point, Render, Size, StackingOrder, Style,
TextStyle, ViewContext, VisualContext, WeakModel,
};
use anyhow::{Context, Result};
use std::{
@ -94,7 +94,7 @@ impl<V: Render> Element for View<V> {
fn request_layout(
&mut self,
_state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
cx.with_view_id(self.entity_id(), |cx| {
let mut element = self.update(cx, |view, cx| view.render(cx).into_any_element());
@ -103,7 +103,7 @@ impl<V: Render> Element for View<V> {
})
}
fn paint(&mut self, _: Bounds<Pixels>, element: &mut Self::State, cx: &mut WindowContext) {
fn paint(&mut self, _: Bounds<Pixels>, element: &mut Self::State, cx: &mut ElementContext) {
cx.paint_view(self.entity_id(), |cx| element.take().unwrap().paint(cx));
}
}
@ -202,7 +202,7 @@ impl<V> Eq for WeakView<V> {}
#[derive(Clone, Debug)]
pub struct AnyView {
model: AnyModel,
request_layout: fn(&AnyView, &mut WindowContext) -> (LayoutId, AnyElement),
request_layout: fn(&AnyView, &mut ElementContext) -> (LayoutId, AnyElement),
cache: bool,
}
@ -250,7 +250,7 @@ impl AnyView {
&self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) {
cx.paint_view(self.entity_id(), |cx| {
cx.with_absolute_element_offset(origin, |cx| {
@ -278,7 +278,7 @@ impl Element for AnyView {
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, Self::State) {
cx.with_view_id(self.entity_id(), |cx| {
if self.cache {
@ -299,7 +299,7 @@ impl Element for AnyView {
})
}
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext) {
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut ElementContext) {
cx.paint_view(self.entity_id(), |cx| {
if !self.cache {
state.element.take().unwrap().paint(cx);
@ -363,7 +363,7 @@ impl IntoElement for AnyView {
/// A weak, dynamically-typed view handle that does not prevent the view from being released.
pub struct AnyWeakView {
model: AnyWeakModel,
layout: fn(&AnyView, &mut WindowContext) -> (LayoutId, AnyElement),
layout: fn(&AnyView, &mut ElementContext) -> (LayoutId, AnyElement),
}
impl AnyWeakView {
@ -402,11 +402,11 @@ impl std::fmt::Debug for AnyWeakView {
}
mod any_view {
use crate::{AnyElement, AnyView, IntoElement, LayoutId, Render, WindowContext};
use crate::{AnyElement, AnyView, ElementContext, IntoElement, LayoutId, Render};
pub(crate) fn request_layout<V: 'static + Render>(
view: &AnyView,
cx: &mut WindowContext,
cx: &mut ElementContext,
) -> (LayoutId, AnyElement) {
let view = view.clone().downcast::<V>().unwrap();
let mut element = view.update(cx, |view, cx| view.render(cx).into_any_element());

View File

@ -1,16 +1,13 @@
use crate::{
px, size, transparent_black, Action, AnyDrag, AnyTooltip, AnyView, AppContext, Arena,
AsyncWindowContext, AvailableSpace, Bounds, BoxShadow, Context, Corners, CursorStyle,
DevicePixels, DispatchActionListener, DispatchNodeId, DispatchTree, DisplayId, Edges, Effect,
Entity, EntityId, EventEmitter, FileDropEvent, Flatten, FontId, GlobalElementId, GlyphId, Hsla,
ImageData, InputHandler, IsZero, KeyBinding, KeyContext, KeyDownEvent, KeyEvent,
KeystrokeEvent, LayoutId, Model, ModelContext, Modifiers, MonochromeSprite, MouseButton,
MouseEvent, MouseMoveEvent, MouseUpEvent, Path, Pixels, PlatformAtlas, PlatformDisplay,
PlatformInput, PlatformInputHandler, PlatformWindow, Point, PolychromeSprite, PromptLevel,
Quad, Render, RenderGlyphParams, RenderImageParams, RenderSvgParams, ScaledPixels, Scene,
Shadow, SharedString, Size, Style, SubscriberSet, Subscription, Surface, TaffyLayoutEngine,
Task, Underline, UnderlineStyle, View, VisualContext, WeakView, WindowBounds, WindowOptions,
SUBPIXEL_VARIANTS,
AsyncWindowContext, AvailableSpace, Bounds, Context, Corners, CursorStyle,
DispatchActionListener, DispatchNodeId, DispatchTree, DisplayId, Edges, Effect, Entity,
EntityId, EventEmitter, FileDropEvent, Flatten, GlobalElementId, Hsla, KeyBinding, KeyContext,
KeyDownEvent, KeystrokeEvent, Model, ModelContext, Modifiers, MouseButton, MouseMoveEvent,
MouseUpEvent, Pixels, PlatformAtlas, PlatformDisplay, PlatformInput, PlatformInputHandler,
PlatformWindow, Point, PromptLevel, Render, ScaledPixels, Scene, SharedString, Size,
SubscriberSet, Subscription, TaffyLayoutEngine, Task, View, VisualContext, WeakView,
WindowBounds, WindowOptions,
};
use anyhow::{anyhow, Context as _, Result};
use collections::{FxHashMap, FxHashSet};
@ -19,13 +16,12 @@ use futures::{
channel::{mpsc, oneshot},
StreamExt,
};
use media::core_video::CVImageBuffer;
use parking_lot::RwLock;
use slotmap::SlotMap;
use smallvec::SmallVec;
use std::{
any::{Any, TypeId},
borrow::{Borrow, BorrowMut, Cow},
borrow::{Borrow, BorrowMut},
cell::RefCell,
collections::hash_map::Entry,
fmt::{Debug, Display},
@ -41,6 +37,9 @@ use std::{
};
use util::ResultExt;
mod element_cx;
pub use element_cx::*;
const ACTIVE_DRAG_Z_INDEX: u8 = 1;
/// A global stacking order, which is created by stacking successive z-index values.
@ -98,7 +97,7 @@ impl DispatchPhase {
}
type AnyObserver = Box<dyn FnMut(&mut WindowContext) -> bool + 'static>;
type AnyMouseListener = Box<dyn FnMut(&dyn Any, DispatchPhase, &mut WindowContext) + 'static>;
type AnyMouseListener = Box<dyn FnMut(&dyn Any, DispatchPhase, &mut ElementContext) + 'static>;
type AnyWindowFocusListener = Box<dyn FnMut(&FocusEvent, &mut WindowContext) -> bool + 'static>;
struct FocusEvent {
@ -804,80 +803,6 @@ impl<'a> WindowContext<'a> {
result
}
#[must_use]
/// Add a node to the layout tree for the current frame. Takes the `Style` of the element for which
/// layout is being requested, along with the layout ids of any children. This method is called during
/// calls to the `Element::layout` trait method and enables any element to participate in layout.
pub fn request_layout(
&mut self,
style: &Style,
children: impl IntoIterator<Item = LayoutId>,
) -> LayoutId {
self.app.layout_id_buffer.clear();
self.app.layout_id_buffer.extend(children);
let rem_size = self.rem_size();
self.window.layout_engine.as_mut().unwrap().request_layout(
style,
rem_size,
&self.app.layout_id_buffer,
)
}
/// Add a node to the layout tree for the current frame. Instead of taking a `Style` and children,
/// this variant takes a function that is invoked during layout so you can use arbitrary logic to
/// determine the element's size. One place this is used internally is when measuring text.
///
/// The given closure is invoked at layout time with the known dimensions and available space and
/// returns a `Size`.
pub fn request_measured_layout<
F: FnMut(Size<Option<Pixels>>, Size<AvailableSpace>, &mut WindowContext) -> Size<Pixels>
+ 'static,
>(
&mut self,
style: Style,
measure: F,
) -> LayoutId {
let rem_size = self.rem_size();
self.window
.layout_engine
.as_mut()
.unwrap()
.request_measured_layout(style, rem_size, measure)
}
pub(crate) fn layout_style(&self, layout_id: LayoutId) -> Option<&Style> {
self.window
.layout_engine
.as_ref()
.unwrap()
.requested_style(layout_id)
}
/// Compute the layout for the given id within the given available space.
/// This method is called for its side effect, typically by the framework prior to painting.
/// After calling it, you can request the bounds of the given layout node id or any descendant.
pub fn compute_layout(&mut self, layout_id: LayoutId, available_space: Size<AvailableSpace>) {
let mut layout_engine = self.window.layout_engine.take().unwrap();
layout_engine.compute_layout(layout_id, available_space, self);
self.window.layout_engine = Some(layout_engine);
}
/// Obtain the bounds computed for the given LayoutId relative to the window. This method should not
/// be invoked until the paint phase begins, and will usually be invoked by GPUI itself automatically
/// in order to pass your element its `Bounds` automatically.
pub fn layout_bounds(&mut self, layout_id: LayoutId) -> Bounds<Pixels> {
let mut bounds = self
.window
.layout_engine
.as_mut()
.unwrap()
.layout_bounds(layout_id)
.map(Into::into);
bounds.origin += self.element_offset();
bounds
}
fn window_bounds_changed(&mut self) {
self.window.scale_factor = self.window.platform_window.scale_factor();
self.window.viewport_size = self.window.platform_window.content_size();
@ -973,67 +898,6 @@ impl<'a> WindowContext<'a> {
self.window.default_prevented
}
/// Register a mouse event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
pub fn on_mouse_event<Event: MouseEvent>(
&mut self,
mut handler: impl FnMut(&Event, DispatchPhase, &mut WindowContext) + 'static,
) {
let view_id = self.parent_view_id();
let order = self.window.next_frame.z_index_stack.clone();
self.window
.next_frame
.mouse_listeners
.entry(TypeId::of::<Event>())
.or_default()
.push((
order,
view_id,
Box::new(
move |event: &dyn Any, phase: DispatchPhase, cx: &mut WindowContext<'_>| {
handler(event.downcast_ref().unwrap(), phase, cx)
},
),
))
}
/// Register a key event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using event handlers on elements unless you have
/// a specific need to register a global listener.
pub fn on_key_event<Event: KeyEvent>(
&mut self,
listener: impl Fn(&Event, DispatchPhase, &mut WindowContext) + 'static,
) {
self.window.next_frame.dispatch_tree.on_key_event(Rc::new(
move |event: &dyn Any, phase, cx: &mut WindowContext<'_>| {
if let Some(event) = event.downcast_ref::<Event>() {
listener(event, phase, cx)
}
},
));
}
/// Register an action listener on the window for the next frame. The type of action
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using action handlers on elements unless you have
/// a specific need to register a global listener.
pub fn on_action(
&mut self,
action_type: TypeId,
listener: impl Fn(&dyn Any, DispatchPhase, &mut WindowContext) + 'static,
) {
self.window
.next_frame
.dispatch_tree
.on_action(action_type, Rc::new(listener));
}
/// Determine whether the given action is available along the dispatch path to the currently focused element.
pub fn is_action_available(&self, action: &dyn Action) -> bool {
let target = self
@ -1074,16 +938,6 @@ impl<'a> WindowContext<'a> {
self.window.next_frame.tooltip_request = Some(TooltipRequest { view_id, tooltip });
}
/// Called during painting to track which z-index is on top at each pixel position
pub fn add_opaque_layer(&mut self, bounds: Bounds<Pixels>) {
let stacking_order = self.window.next_frame.z_index_stack.clone();
let view_id = self.parent_view_id();
let depth_map = &mut self.window.next_frame.depth_map;
match depth_map.binary_search_by(|(level, _, _)| stacking_order.cmp(level)) {
Ok(i) | Err(i) => depth_map.insert(i, (stacking_order, view_id, bounds)),
}
}
/// Returns true if there is no opaque layer containing the given point
/// on top of the given level. Layers whose level is an extension of the
/// level are not considered to be on top of the level.
@ -1125,329 +979,6 @@ impl<'a> WindowContext<'a> {
&self.window.next_frame.z_index_stack
}
/// Paint one or more drop shadows into the scene for the next frame at the current z-index.
pub fn paint_shadows(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
shadows: &[BoxShadow],
) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
for shadow in shadows {
let mut shadow_bounds = bounds;
shadow_bounds.origin += shadow.offset;
shadow_bounds.dilate(shadow.spread_radius);
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Shadow {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: shadow_bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
corner_radii: corner_radii.scale(scale_factor),
color: shadow.color,
blur_radius: shadow.blur_radius.scale(scale_factor),
},
);
}
}
/// Paint one or more quads into the scene for the next frame at the current stacking context.
/// Quads are colored rectangular regions with an optional background, border, and corner radius.
/// see [`fill`], [`outline`], and [`quad`] to construct this type.
pub fn paint_quad(&mut self, quad: PaintQuad) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Quad {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: quad.bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
background: quad.background,
border_color: quad.border_color,
corner_radii: quad.corner_radii.scale(scale_factor),
border_widths: quad.border_widths.scale(scale_factor),
},
);
}
/// Paint the given `Path` into the scene for the next frame at the current z-index.
pub fn paint_path(&mut self, mut path: Path<Pixels>, color: impl Into<Hsla>) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
path.content_mask = content_mask;
path.color = color.into();
path.view_id = view_id.into();
let window = &mut *self.window;
window
.next_frame
.scene
.insert(&window.next_frame.z_index_stack, path.scale(scale_factor));
}
/// Paint an underline into the scene for the next frame at the current z-index.
pub fn paint_underline(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &UnderlineStyle,
) {
let scale_factor = self.scale_factor();
let height = if style.wavy {
style.thickness * 3.
} else {
style.thickness
};
let bounds = Bounds {
origin,
size: size(width, height),
};
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Underline {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
thickness: style.thickness.scale(scale_factor),
color: style.color.unwrap_or_default(),
wavy: style.wavy,
},
);
}
/// Paint a monochrome (non-emoji) glyph into the scene for the next frame at the current z-index.
/// The y component of the origin is the baseline of the glyph.
pub fn paint_glyph(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
color: Hsla,
) -> Result<()> {
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let subpixel_variant = Point {
x: (glyph_origin.x.0.fract() * SUBPIXEL_VARIANTS as f32).floor() as u8,
y: (glyph_origin.y.0.fract() * SUBPIXEL_VARIANTS as f32).floor() as u8,
};
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
subpixel_variant,
scale_factor,
is_emoji: false,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok((size, Cow::Owned(bytes)))
})?;
let bounds = Bounds {
origin: glyph_origin.map(|px| px.floor()) + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
color,
tile,
},
);
}
Ok(())
}
/// Paint an emoji glyph into the scene for the next frame at the current z-index.
/// The y component of the origin is the baseline of the glyph.
pub fn paint_emoji(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
) -> Result<()> {
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
// We don't render emojis with subpixel variants.
subpixel_variant: Default::default(),
scale_factor,
is_emoji: true,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok((size, Cow::Owned(bytes)))
})?;
let bounds = Bounds {
origin: glyph_origin.map(|px| px.floor()) + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
corner_radii: Default::default(),
content_mask,
tile,
grayscale: false,
},
);
}
Ok(())
}
/// Paint a monochrome SVG into the scene for the next frame at the current stacking context.
pub fn paint_svg(
&mut self,
bounds: Bounds<Pixels>,
path: SharedString,
color: Hsla,
) -> Result<()> {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
// Render the SVG at twice the size to get a higher quality result.
let params = RenderSvgParams {
path,
size: bounds
.size
.map(|pixels| DevicePixels::from((pixels.0 * 2.).ceil() as i32)),
};
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let bytes = self.svg_renderer.render(&params)?;
Ok((params.size, Cow::Owned(bytes)))
})?;
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
color,
tile,
},
);
Ok(())
}
/// Paint an image into the scene for the next frame at the current z-index.
pub fn paint_image(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
data: Arc<ImageData>,
grayscale: bool,
) -> Result<()> {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
let params = RenderImageParams { image_id: data.id };
let tile = self
.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
Ok((data.size(), Cow::Borrowed(data.as_bytes())))
})?;
let content_mask = self.content_mask().scale(scale_factor);
let corner_radii = corner_radii.scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
corner_radii,
tile,
grayscale,
},
);
Ok(())
}
/// Paint a surface into the scene for the next frame at the current z-index.
pub fn paint_surface(&mut self, bounds: Bounds<Pixels>, image_buffer: CVImageBuffer) {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Surface {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
image_buffer,
},
);
}
pub(crate) fn reuse_view(&mut self) {
let view_id = self.parent_view_id();
let grafted_view_ids = self
@ -1502,44 +1033,55 @@ impl<'a> WindowContext<'a> {
if let Some(requested_handler) = self.window.rendered_frame.requested_input_handler.as_mut()
{
requested_handler.handler = self.window.platform_window.take_input_handler();
let input_handler = self.window.platform_window.take_input_handler();
requested_handler.handler = input_handler;
}
let root_view = self.window.root_view.take().unwrap();
self.with_z_index(0, |cx| {
cx.with_key_dispatch(Some(KeyContext::default()), None, |_, cx| {
for (action_type, action_listeners) in &cx.app.global_action_listeners {
for action_listener in action_listeners.iter().cloned() {
cx.window.next_frame.dispatch_tree.on_action(
*action_type,
Rc::new(move |action: &dyn Any, phase, cx: &mut WindowContext<'_>| {
action_listener(action, phase, cx)
}),
)
self.with_element_context(|cx| {
cx.with_z_index(0, |cx| {
cx.with_key_dispatch(Some(KeyContext::default()), None, |_, cx| {
// We need to use cx.cx here so we can utilize borrow splitting
for (action_type, action_listeners) in &cx.cx.app.global_action_listeners {
for action_listener in action_listeners.iter().cloned() {
cx.cx.window.next_frame.dispatch_tree.on_action(
*action_type,
Rc::new(
move |action: &dyn Any, phase, cx: &mut WindowContext<'_>| {
action_listener(action, phase, cx)
},
),
)
}
}
}
let available_space = cx.window.viewport_size.map(Into::into);
root_view.draw(Point::default(), available_space, cx);
let available_space = cx.window.viewport_size.map(Into::into);
root_view.draw(Point::default(), available_space, cx);
})
})
});
if let Some(active_drag) = self.app.active_drag.take() {
self.with_z_index(ACTIVE_DRAG_Z_INDEX, |cx| {
let offset = cx.mouse_position() - active_drag.cursor_offset;
let available_space = size(AvailableSpace::MinContent, AvailableSpace::MinContent);
active_drag.view.draw(offset, available_space, cx);
self.with_element_context(|cx| {
cx.with_z_index(ACTIVE_DRAG_Z_INDEX, |cx| {
let offset = cx.mouse_position() - active_drag.cursor_offset;
let available_space =
size(AvailableSpace::MinContent, AvailableSpace::MinContent);
active_drag.view.draw(offset, available_space, cx);
})
});
self.active_drag = Some(active_drag);
} else if let Some(tooltip_request) = self.window.next_frame.tooltip_request.take() {
self.with_z_index(1, |cx| {
let available_space = size(AvailableSpace::MinContent, AvailableSpace::MinContent);
tooltip_request.tooltip.view.draw(
tooltip_request.tooltip.cursor_offset,
available_space,
cx,
);
self.with_element_context(|cx| {
cx.with_z_index(1, |cx| {
let available_space =
size(AvailableSpace::MinContent, AvailableSpace::MinContent);
tooltip_request.tooltip.view.draw(
tooltip_request.tooltip.cursor_offset,
available_space,
cx,
);
})
});
self.window.next_frame.tooltip_request = Some(tooltip_request);
}
@ -1730,7 +1272,9 @@ impl<'a> WindowContext<'a> {
// Capture phase, events bubble from back to front. Handlers for this phase are used for
// special purposes, such as detecting events outside of a given Bounds.
for (_, _, handler) in &mut handlers {
handler(event, DispatchPhase::Capture, self);
self.with_element_context(|cx| {
handler(event, DispatchPhase::Capture, cx);
});
if !self.app.propagate_event {
break;
}
@ -1739,7 +1283,9 @@ impl<'a> WindowContext<'a> {
// Bubble phase, where most normal handlers do their work.
if self.app.propagate_event {
for (_, _, handler) in handlers.iter_mut().rev() {
handler(event, DispatchPhase::Bubble, self);
self.with_element_context(|cx| {
handler(event, DispatchPhase::Bubble, cx);
});
if !self.app.propagate_event {
break;
}
@ -1830,7 +1376,9 @@ impl<'a> WindowContext<'a> {
let node = self.window.rendered_frame.dispatch_tree.node(*node_id);
for key_listener in node.key_listeners.clone() {
key_listener(event, DispatchPhase::Capture, self);
self.with_element_context(|cx| {
key_listener(event, DispatchPhase::Capture, cx);
});
if !self.propagate_event {
return;
}
@ -1842,7 +1390,9 @@ impl<'a> WindowContext<'a> {
// Handle low level key events
let node = self.window.rendered_frame.dispatch_tree.node(*node_id);
for key_listener in node.key_listeners.clone() {
key_listener(event, DispatchPhase::Bubble, self);
self.with_element_context(|cx| {
key_listener(event, DispatchPhase::Bubble, cx);
});
if !self.propagate_event {
return;
}
@ -1877,7 +1427,10 @@ impl<'a> WindowContext<'a> {
{
let any_action = action.as_any();
if action_type == any_action.type_id() {
listener(any_action, DispatchPhase::Capture, self);
self.with_element_context(|cx| {
listener(any_action, DispatchPhase::Capture, cx);
});
if !self.propagate_event {
return;
}
@ -1895,7 +1448,11 @@ impl<'a> WindowContext<'a> {
let any_action = action.as_any();
if action_type == any_action.type_id() {
self.propagate_event = false; // Actions stop propagation by default during the bubble phase
listener(any_action, DispatchPhase::Bubble, self);
self.with_element_context(|cx| {
listener(any_action, DispatchPhase::Bubble, cx);
});
if !self.propagate_event {
return;
}
@ -2019,84 +1576,6 @@ impl<'a> WindowContext<'a> {
}
}
/// Invoke the given function with the given focus handle present on the key dispatch stack.
/// If you want an element to participate in key dispatch, use this method to push its key context and focus handle into the stack during paint.
pub fn with_key_dispatch<R>(
&mut self,
context: Option<KeyContext>,
focus_handle: Option<FocusHandle>,
f: impl FnOnce(Option<FocusHandle>, &mut Self) -> R,
) -> R {
let window = &mut self.window;
let focus_id = focus_handle.as_ref().map(|handle| handle.id);
window
.next_frame
.dispatch_tree
.push_node(context.clone(), focus_id, None);
let result = f(focus_handle, self);
self.window.next_frame.dispatch_tree.pop_node();
result
}
/// Invoke the given function with the given view id present on the view stack.
/// This is a fairly low-level method used to layout views.
pub fn with_view_id<R>(&mut self, view_id: EntityId, f: impl FnOnce(&mut Self) -> R) -> R {
let text_system = self.text_system().clone();
text_system.with_view(view_id, || {
if self.window.next_frame.view_stack.last() == Some(&view_id) {
return f(self);
} else {
self.window.next_frame.view_stack.push(view_id);
let result = f(self);
self.window.next_frame.view_stack.pop();
result
}
})
}
/// Invoke the given function with the given view id present on the view stack.
/// This is a fairly low-level method used to paint views.
pub fn paint_view<R>(&mut self, view_id: EntityId, f: impl FnOnce(&mut Self) -> R) -> R {
let text_system = self.text_system().clone();
text_system.with_view(view_id, || {
if self.window.next_frame.view_stack.last() == Some(&view_id) {
return f(self);
} else {
self.window.next_frame.view_stack.push(view_id);
self.window
.next_frame
.dispatch_tree
.push_node(None, None, Some(view_id));
let result = f(self);
self.window.next_frame.dispatch_tree.pop_node();
self.window.next_frame.view_stack.pop();
result
}
})
}
/// Sets an input handler, such as [`ElementInputHandler`][element_input_handler], which interfaces with the
/// platform to receive textual input with proper integration with concerns such
/// as IME interactions. This handler will be active for the upcoming frame until the following frame is
/// rendered.
///
/// [element_input_handler]: crate::ElementInputHandler
pub fn handle_input(&mut self, focus_handle: &FocusHandle, input_handler: impl InputHandler) {
if focus_handle.is_focused(self) {
let view_id = self.parent_view_id();
self.window.next_frame.requested_input_handler = Some(RequestedInputHandler {
view_id,
handler: Some(PlatformInputHandler::new(
self.to_async(),
Box::new(input_handler),
)),
})
}
}
/// Register a callback that can interrupt the closing of the current window based the returned boolean.
/// If the callback returns false, the window won't be closed.
pub fn on_window_should_close(&mut self, f: impl Fn(&mut WindowContext) -> bool + 'static) {
@ -2115,6 +1594,32 @@ impl<'a> WindowContext<'a> {
.unwrap_or(true)
}))
}
pub(crate) fn parent_view_id(&self) -> EntityId {
*self
.window
.next_frame
.view_stack
.last()
.expect("a view should always be on the stack while drawing")
}
/// Register an action listener on the window for the next frame. The type of action
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using action handlers on elements unless you have
/// a specific need to register a global listener.
pub fn on_action(
&mut self,
action_type: TypeId,
listener: impl Fn(&dyn Any, DispatchPhase, &mut WindowContext) + 'static,
) {
self.window
.next_frame
.dispatch_tree
.on_action(action_type, Rc::new(listener));
}
}
impl Context for WindowContext<'_> {
@ -2739,34 +2244,6 @@ impl<'a, V: 'static> ViewContext<'a, V> {
subscription
}
/// Add a listener for any mouse event that occurs in the window.
/// This is a fairly low level method.
/// Typically, you'll want to use methods on UI elements, which perform bounds checking etc.
pub fn on_mouse_event<Event: MouseEvent>(
&mut self,
handler: impl Fn(&mut V, &Event, DispatchPhase, &mut ViewContext<V>) + 'static,
) {
let handle = self.view().clone();
self.window_cx.on_mouse_event(move |event, phase, cx| {
handle.update(cx, |view, cx| {
handler(view, event, phase, cx);
})
});
}
/// Register a callback to be invoked when the given Key Event is dispatched to the window.
pub fn on_key_event<Event: KeyEvent>(
&mut self,
handler: impl Fn(&mut V, &Event, DispatchPhase, &mut ViewContext<V>) + 'static,
) {
let handle = self.view().clone();
self.window_cx.on_key_event(move |event, phase, cx| {
handle.update(cx, |view, cx| {
handler(view, event, phase, cx);
})
});
}
/// Register a callback to be invoked when the given Action type is dispatched to the window.
pub fn on_action(
&mut self,

View File

@ -0,0 +1,939 @@
use std::{
any::{Any, TypeId},
borrow::{Borrow, BorrowMut, Cow},
mem,
rc::Rc,
sync::Arc,
};
use anyhow::Result;
use derive_more::{Deref, DerefMut};
use media::core_video::CVImageBuffer;
use util::post_inc;
use crate::{
prelude::*, size, AppContext, AvailableSpace, Bounds, BoxShadow, ContentMask, Corners,
DevicePixels, DispatchPhase, ElementId, ElementStateBox, EntityId, FocusHandle, FontId,
GlyphId, Hsla, ImageData, InputHandler, IsZero, KeyContext, KeyEvent, LayoutId,
MonochromeSprite, MouseEvent, PaintQuad, Path, Pixels, PlatformInputHandler, Point,
PolychromeSprite, Quad, RenderGlyphParams, RenderImageParams, RenderSvgParams, Shadow,
SharedString, Size, Style, Surface, Underline, UnderlineStyle, Window, WindowContext,
SUBPIXEL_VARIANTS,
};
use super::RequestedInputHandler;
/// This context is used for assisting in the implementation of the element trait
#[derive(Deref, DerefMut)]
pub struct ElementContext<'a> {
pub(crate) cx: WindowContext<'a>,
}
impl<'a> WindowContext<'a> {
pub(crate) fn with_element_context<R>(
&mut self,
f: impl FnOnce(&mut ElementContext) -> R,
) -> R {
f(&mut ElementContext {
cx: WindowContext::new(self.app, self.window),
})
}
}
impl<'a> Borrow<AppContext> for ElementContext<'a> {
fn borrow(&self) -> &AppContext {
self.cx.app
}
}
impl<'a> BorrowMut<AppContext> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut AppContext {
self.cx.borrow_mut()
}
}
impl<'a> Borrow<WindowContext<'a>> for ElementContext<'a> {
fn borrow(&self) -> &WindowContext<'a> {
&self.cx
}
}
impl<'a> BorrowMut<WindowContext<'a>> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut WindowContext<'a> {
&mut self.cx
}
}
impl<'a> Borrow<Window> for ElementContext<'a> {
fn borrow(&self) -> &Window {
self.cx.window
}
}
impl<'a> BorrowMut<Window> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut Window {
self.cx.borrow_mut()
}
}
impl<'a> Context for ElementContext<'a> {
type Result<T> = <WindowContext<'a> as Context>::Result<T>;
fn new_model<T: 'static>(
&mut self,
build_model: impl FnOnce(&mut crate::ModelContext<'_, T>) -> T,
) -> Self::Result<crate::Model<T>> {
self.cx.new_model(build_model)
}
fn update_model<T, R>(
&mut self,
handle: &crate::Model<T>,
update: impl FnOnce(&mut T, &mut crate::ModelContext<'_, T>) -> R,
) -> Self::Result<R>
where
T: 'static,
{
self.cx.update_model(handle, update)
}
fn read_model<T, R>(
&self,
handle: &crate::Model<T>,
read: impl FnOnce(&T, &AppContext) -> R,
) -> Self::Result<R>
where
T: 'static,
{
self.cx.read_model(handle, read)
}
fn update_window<T, F>(&mut self, window: crate::AnyWindowHandle, f: F) -> Result<T>
where
F: FnOnce(crate::AnyView, &mut WindowContext<'_>) -> T,
{
self.cx.update_window(window, f)
}
fn read_window<T, R>(
&self,
window: &crate::WindowHandle<T>,
read: impl FnOnce(crate::View<T>, &AppContext) -> R,
) -> Result<R>
where
T: 'static,
{
self.cx.read_window(window, read)
}
}
impl<'a> VisualContext for ElementContext<'a> {
fn new_view<V>(
&mut self,
build_view: impl FnOnce(&mut crate::ViewContext<'_, V>) -> V,
) -> Self::Result<crate::View<V>>
where
V: 'static + Render,
{
self.cx.new_view(build_view)
}
fn update_view<V: 'static, R>(
&mut self,
view: &crate::View<V>,
update: impl FnOnce(&mut V, &mut crate::ViewContext<'_, V>) -> R,
) -> Self::Result<R> {
self.cx.update_view(view, update)
}
fn replace_root_view<V>(
&mut self,
build_view: impl FnOnce(&mut crate::ViewContext<'_, V>) -> V,
) -> Self::Result<crate::View<V>>
where
V: 'static + Render,
{
self.cx.replace_root_view(build_view)
}
fn focus_view<V>(&mut self, view: &crate::View<V>) -> Self::Result<()>
where
V: crate::FocusableView,
{
self.cx.focus_view(view)
}
fn dismiss_view<V>(&mut self, view: &crate::View<V>) -> Self::Result<()>
where
V: crate::ManagedView,
{
self.cx.dismiss_view(view)
}
}
impl<'a> ElementContext<'a> {
/// Pushes the given element id onto the global stack and invokes the given closure
/// with a `GlobalElementId`, which disambiguates the given id in the context of its ancestor
/// ids. Because elements are discarded and recreated on each frame, the `GlobalElementId` is
/// used to associate state with identified elements across separate frames.
pub(crate) fn with_element_id<R>(
&mut self,
id: Option<impl Into<ElementId>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if let Some(id) = id.map(Into::into) {
let window = self.window_mut();
window.element_id_stack.push(id);
let result = f(self);
let window: &mut Window = self.borrow_mut();
window.element_id_stack.pop();
result
} else {
f(self)
}
}
/// Invoke the given function with the given content mask after intersecting it
/// with the current mask.
pub(crate) fn with_content_mask<R>(
&mut self,
mask: Option<ContentMask<Pixels>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if let Some(mask) = mask {
let mask = mask.intersect(&self.content_mask());
self.window_mut().next_frame.content_mask_stack.push(mask);
let result = f(self);
self.window_mut().next_frame.content_mask_stack.pop();
result
} else {
f(self)
}
}
/// Invoke the given function with the content mask reset to that
/// of the window.
pub(crate) fn break_content_mask<R>(&mut self, f: impl FnOnce(&mut Self) -> R) -> R {
let mask = ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.window().viewport_size,
},
};
let new_stacking_order_id =
post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
let new_root_z_index = post_inc(&mut self.window_mut().next_frame.next_root_z_index);
let old_stacking_order = mem::take(&mut self.window_mut().next_frame.z_index_stack);
self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
self.window_mut()
.next_frame
.z_index_stack
.push(new_root_z_index);
self.window_mut().next_frame.content_mask_stack.push(mask);
let result = f(self);
self.window_mut().next_frame.content_mask_stack.pop();
self.window_mut().next_frame.z_index_stack = old_stacking_order;
result
}
/// Called during painting to invoke the given closure in a new stacking context. The given
/// z-index is interpreted relative to the previous call to `stack`.
pub(crate) fn with_z_index<R>(&mut self, z_index: u8, f: impl FnOnce(&mut Self) -> R) -> R {
let new_stacking_order_id =
post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
let old_stacking_order_id = mem::replace(
&mut self.window_mut().next_frame.z_index_stack.id,
new_stacking_order_id,
);
self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
self.window_mut().next_frame.z_index_stack.push(z_index);
let result = f(self);
self.window_mut().next_frame.z_index_stack.id = old_stacking_order_id;
self.window_mut().next_frame.z_index_stack.pop();
result
}
/// Updates the global element offset relative to the current offset. This is used to implement
/// scrolling.
pub(crate) fn with_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if offset.is_zero() {
return f(self);
};
let abs_offset = self.element_offset() + offset;
self.with_absolute_element_offset(abs_offset, f)
}
/// Updates the global element offset based on the given offset. This is used to implement
/// drag handles and other manual painting of elements.
pub(crate) fn with_absolute_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.window_mut()
.next_frame
.element_offset_stack
.push(offset);
let result = f(self);
self.window_mut().next_frame.element_offset_stack.pop();
result
}
/// Obtain the current element offset.
pub(crate) fn element_offset(&self) -> Point<Pixels> {
self.window()
.next_frame
.element_offset_stack
.last()
.copied()
.unwrap_or_default()
}
/// Obtain the current content mask.
pub(crate) fn content_mask(&self) -> ContentMask<Pixels> {
self.window()
.next_frame
.content_mask_stack
.last()
.cloned()
.unwrap_or_else(|| ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.window().viewport_size,
},
})
}
/// The size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
pub(crate) fn rem_size(&self) -> Pixels {
self.window().rem_size
}
/// Updates or initializes state for an element with the given id that lives across multiple
/// frames. If an element with this ID existed in the rendered frame, its state will be passed
/// to the given closure. The state returned by the closure will be stored so it can be referenced
/// when drawing the next frame.
pub(crate) fn with_element_state<S, R>(
&mut self,
id: ElementId,
f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
) -> R
where
S: 'static,
{
self.with_element_id(Some(id), |cx| {
let global_id = cx.window().element_id_stack.clone();
if let Some(any) = cx
.window_mut()
.next_frame
.element_states
.remove(&global_id)
.or_else(|| {
cx.window_mut()
.rendered_frame
.element_states
.remove(&global_id)
})
{
let ElementStateBox {
inner,
parent_view_id,
#[cfg(debug_assertions)]
type_name
} = any;
// Using the extra inner option to avoid needing to reallocate a new box.
let mut state_box = inner
.downcast::<Option<S>>()
.map_err(|_| {
#[cfg(debug_assertions)]
{
anyhow::anyhow!(
"invalid element state type for id, requested_type {:?}, actual type: {:?}",
std::any::type_name::<S>(),
type_name
)
}
#[cfg(not(debug_assertions))]
{
anyhow::anyhow!(
"invalid element state type for id, requested_type {:?}",
std::any::type_name::<S>(),
)
}
})
.unwrap();
// Actual: Option<AnyElement> <- View
// Requested: () <- AnyElement
let state = state_box
.take()
.expect("element state is already on the stack");
let (result, state) = f(Some(state), cx);
state_box.replace(state);
cx.window_mut()
.next_frame
.element_states
.insert(global_id, ElementStateBox {
inner: state_box,
parent_view_id,
#[cfg(debug_assertions)]
type_name
});
result
} else {
let (result, state) = f(None, cx);
let parent_view_id = cx.parent_view_id();
cx.window_mut()
.next_frame
.element_states
.insert(global_id,
ElementStateBox {
inner: Box::new(Some(state)),
parent_view_id,
#[cfg(debug_assertions)]
type_name: std::any::type_name::<S>()
}
);
result
}
})
}
/// Paint one or more drop shadows into the scene for the next frame at the current z-index.
pub fn paint_shadows(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
shadows: &[BoxShadow],
) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
for shadow in shadows {
let mut shadow_bounds = bounds;
shadow_bounds.origin += shadow.offset;
shadow_bounds.dilate(shadow.spread_radius);
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Shadow {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: shadow_bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
corner_radii: corner_radii.scale(scale_factor),
color: shadow.color,
blur_radius: shadow.blur_radius.scale(scale_factor),
},
);
}
}
/// Paint one or more quads into the scene for the next frame at the current stacking context.
/// Quads are colored rectangular regions with an optional background, border, and corner radius.
/// see [`fill`], [`outline`], and [`quad`] to construct this type.
pub fn paint_quad(&mut self, quad: PaintQuad) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Quad {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: quad.bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
background: quad.background,
border_color: quad.border_color,
corner_radii: quad.corner_radii.scale(scale_factor),
border_widths: quad.border_widths.scale(scale_factor),
},
);
}
/// Paint the given `Path` into the scene for the next frame at the current z-index.
pub fn paint_path(&mut self, mut path: Path<Pixels>, color: impl Into<Hsla>) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
path.content_mask = content_mask;
path.color = color.into();
path.view_id = view_id.into();
let window = &mut *self.window;
window
.next_frame
.scene
.insert(&window.next_frame.z_index_stack, path.scale(scale_factor));
}
/// Paint an underline into the scene for the next frame at the current z-index.
pub fn paint_underline(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &UnderlineStyle,
) {
let scale_factor = self.scale_factor();
let height = if style.wavy {
style.thickness * 3.
} else {
style.thickness
};
let bounds = Bounds {
origin,
size: size(width, height),
};
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Underline {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
thickness: style.thickness.scale(scale_factor),
color: style.color.unwrap_or_default(),
wavy: style.wavy,
},
);
}
/// Paint a monochrome (non-emoji) glyph into the scene for the next frame at the current z-index.
/// The y component of the origin is the baseline of the glyph.
pub fn paint_glyph(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
color: Hsla,
) -> Result<()> {
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let subpixel_variant = Point {
x: (glyph_origin.x.0.fract() * SUBPIXEL_VARIANTS as f32).floor() as u8,
y: (glyph_origin.y.0.fract() * SUBPIXEL_VARIANTS as f32).floor() as u8,
};
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
subpixel_variant,
scale_factor,
is_emoji: false,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok((size, Cow::Owned(bytes)))
})?;
let bounds = Bounds {
origin: glyph_origin.map(|px| px.floor()) + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
color,
tile,
},
);
}
Ok(())
}
/// Paint an emoji glyph into the scene for the next frame at the current z-index.
/// The y component of the origin is the baseline of the glyph.
pub fn paint_emoji(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
) -> Result<()> {
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
// We don't render emojis with subpixel variants.
subpixel_variant: Default::default(),
scale_factor,
is_emoji: true,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok((size, Cow::Owned(bytes)))
})?;
let bounds = Bounds {
origin: glyph_origin.map(|px| px.floor()) + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
corner_radii: Default::default(),
content_mask,
tile,
grayscale: false,
},
);
}
Ok(())
}
/// Paint a monochrome SVG into the scene for the next frame at the current stacking context.
pub fn paint_svg(
&mut self,
bounds: Bounds<Pixels>,
path: SharedString,
color: Hsla,
) -> Result<()> {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
// Render the SVG at twice the size to get a higher quality result.
let params = RenderSvgParams {
path,
size: bounds
.size
.map(|pixels| DevicePixels::from((pixels.0 * 2.).ceil() as i32)),
};
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let bytes = self.svg_renderer.render(&params)?;
Ok((params.size, Cow::Owned(bytes)))
})?;
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
color,
tile,
},
);
Ok(())
}
/// Paint an image into the scene for the next frame at the current z-index.
pub fn paint_image(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
data: Arc<ImageData>,
grayscale: bool,
) -> Result<()> {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
let params = RenderImageParams { image_id: data.id };
let tile = self
.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
Ok((data.size(), Cow::Borrowed(data.as_bytes())))
})?;
let content_mask = self.content_mask().scale(scale_factor);
let corner_radii = corner_radii.scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
corner_radii,
tile,
grayscale,
},
);
Ok(())
}
/// Paint a surface into the scene for the next frame at the current z-index.
pub fn paint_surface(&mut self, bounds: Bounds<Pixels>, image_buffer: CVImageBuffer) {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Surface {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
image_buffer,
},
);
}
#[must_use]
/// Add a node to the layout tree for the current frame. Takes the `Style` of the element for which
/// layout is being requested, along with the layout ids of any children. This method is called during
/// calls to the `Element::layout` trait method and enables any element to participate in layout.
pub fn request_layout(
&mut self,
style: &Style,
children: impl IntoIterator<Item = LayoutId>,
) -> LayoutId {
self.app.layout_id_buffer.clear();
self.app.layout_id_buffer.extend(children);
let rem_size = self.rem_size();
self.cx
.window
.layout_engine
.as_mut()
.unwrap()
.request_layout(style, rem_size, &self.cx.app.layout_id_buffer)
}
/// Add a node to the layout tree for the current frame. Instead of taking a `Style` and children,
/// this variant takes a function that is invoked during layout so you can use arbitrary logic to
/// determine the element's size. One place this is used internally is when measuring text.
///
/// The given closure is invoked at layout time with the known dimensions and available space and
/// returns a `Size`.
pub fn request_measured_layout<
F: FnMut(Size<Option<Pixels>>, Size<AvailableSpace>, &mut WindowContext) -> Size<Pixels>
+ 'static,
>(
&mut self,
style: Style,
measure: F,
) -> LayoutId {
let rem_size = self.rem_size();
self.window
.layout_engine
.as_mut()
.unwrap()
.request_measured_layout(style, rem_size, measure)
}
/// Compute the layout for the given id within the given available space.
/// This method is called for its side effect, typically by the framework prior to painting.
/// After calling it, you can request the bounds of the given layout node id or any descendant.
pub fn compute_layout(&mut self, layout_id: LayoutId, available_space: Size<AvailableSpace>) {
let mut layout_engine = self.window.layout_engine.take().unwrap();
layout_engine.compute_layout(layout_id, available_space, self);
self.window.layout_engine = Some(layout_engine);
}
/// Obtain the bounds computed for the given LayoutId relative to the window. This method should not
/// be invoked until the paint phase begins, and will usually be invoked by GPUI itself automatically
/// in order to pass your element its `Bounds` automatically.
pub fn layout_bounds(&mut self, layout_id: LayoutId) -> Bounds<Pixels> {
let mut bounds = self
.window
.layout_engine
.as_mut()
.unwrap()
.layout_bounds(layout_id)
.map(Into::into);
bounds.origin += self.element_offset();
bounds
}
pub(crate) fn layout_style(&self, layout_id: LayoutId) -> Option<&Style> {
self.window
.layout_engine
.as_ref()
.unwrap()
.requested_style(layout_id)
}
/// Called during painting to track which z-index is on top at each pixel position
pub fn add_opaque_layer(&mut self, bounds: Bounds<Pixels>) {
let stacking_order = self.window.next_frame.z_index_stack.clone();
let view_id = self.parent_view_id();
let depth_map = &mut self.window.next_frame.depth_map;
match depth_map.binary_search_by(|(level, _, _)| stacking_order.cmp(level)) {
Ok(i) | Err(i) => depth_map.insert(i, (stacking_order, view_id, bounds)),
}
}
/// Invoke the given function with the given focus handle present on the key dispatch stack.
/// If you want an element to participate in key dispatch, use this method to push its key context and focus handle into the stack during paint.
pub fn with_key_dispatch<R>(
&mut self,
context: Option<KeyContext>,
focus_handle: Option<FocusHandle>,
f: impl FnOnce(Option<FocusHandle>, &mut Self) -> R,
) -> R {
let window = &mut self.window;
let focus_id = focus_handle.as_ref().map(|handle| handle.id);
window
.next_frame
.dispatch_tree
.push_node(context.clone(), focus_id, None);
let result = f(focus_handle, self);
self.window.next_frame.dispatch_tree.pop_node();
result
}
/// Invoke the given function with the given view id present on the view stack.
/// This is a fairly low-level method used to layout views.
pub fn with_view_id<R>(&mut self, view_id: EntityId, f: impl FnOnce(&mut Self) -> R) -> R {
let text_system = self.text_system().clone();
text_system.with_view(view_id, || {
if self.window.next_frame.view_stack.last() == Some(&view_id) {
return f(self);
} else {
self.window.next_frame.view_stack.push(view_id);
let result = f(self);
self.window.next_frame.view_stack.pop();
result
}
})
}
/// Invoke the given function with the given view id present on the view stack.
/// This is a fairly low-level method used to paint views.
pub fn paint_view<R>(&mut self, view_id: EntityId, f: impl FnOnce(&mut Self) -> R) -> R {
let text_system = self.text_system().clone();
text_system.with_view(view_id, || {
if self.window.next_frame.view_stack.last() == Some(&view_id) {
return f(self);
} else {
self.window.next_frame.view_stack.push(view_id);
self.window
.next_frame
.dispatch_tree
.push_node(None, None, Some(view_id));
let result = f(self);
self.window.next_frame.dispatch_tree.pop_node();
self.window.next_frame.view_stack.pop();
result
}
})
}
/// Sets an input handler, such as [`ElementInputHandler`][element_input_handler], which interfaces with the
/// platform to receive textual input with proper integration with concerns such
/// as IME interactions. This handler will be active for the upcoming frame until the following frame is
/// rendered.
///
/// [element_input_handler]: crate::ElementInputHandler
pub fn handle_input(&mut self, focus_handle: &FocusHandle, input_handler: impl InputHandler) {
if focus_handle.is_focused(self) {
let view_id = self.parent_view_id();
self.window.next_frame.requested_input_handler = Some(RequestedInputHandler {
view_id,
handler: Some(PlatformInputHandler::new(
self.to_async(),
Box::new(input_handler),
)),
})
}
}
/// Register a mouse event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
pub fn on_mouse_event<Event: MouseEvent>(
&mut self,
mut handler: impl FnMut(&Event, DispatchPhase, &mut ElementContext) + 'static,
) {
let view_id = self.parent_view_id();
let order = self.window.next_frame.z_index_stack.clone();
self.window
.next_frame
.mouse_listeners
.entry(TypeId::of::<Event>())
.or_default()
.push((
order,
view_id,
Box::new(
move |event: &dyn Any, phase: DispatchPhase, cx: &mut ElementContext<'_>| {
handler(event.downcast_ref().unwrap(), phase, cx)
},
),
))
}
/// Register a key event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using event handlers on elements unless you have
/// a specific need to register a global listener.
pub fn on_key_event<Event: KeyEvent>(
&mut self,
listener: impl Fn(&Event, DispatchPhase, &mut ElementContext) + 'static,
) {
self.window.next_frame.dispatch_tree.on_key_event(Rc::new(
move |event: &dyn Any, phase, cx: &mut ElementContext<'_>| {
if let Some(event) = event.downcast_ref::<Event>() {
listener(event, phase, cx)
}
},
));
}
}