mirror of
https://github.com/zed-industries/zed.git
synced 2024-11-08 07:35:01 +03:00
Paint basic children
Co-Authored-By: Derek Briggs <derek.briggs@me.com>
This commit is contained in:
parent
248f5dfd4b
commit
f5682a3cb5
@ -9,83 +9,118 @@ use gpui::{
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serde_json::Value,
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AnyElement, Element, LayoutContext, Quad, SceneBuilder, SizeConstraint, View, ViewContext,
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};
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use std::{any::Any, ops::Range, rc::Rc};
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use std::{any::Any, ops::Range};
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pub struct Atom<V: View> {
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style: Rc<AtomStyle>,
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// Core idea is that everything is a channel, and channels are heirarchical.
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//
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// Tree 🌲 of channels
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// - (Potentially v0.2) All channels associated with a conversation (Slack model)
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// - Audio
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// - You can share projects into the channel
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// - 1.
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//
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//
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// - 2 thoughts:
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// - Difference from where we are to the above:
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// - Channels = rooms + chat + persistence
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// - Chat = multiplayer assistant panel + server integrated persistence
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// - The tree structure, is good for navigating chats, AND it's good for distributing permissions.
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// #zed-public// /zed- <- Share a pointer (URL) for this
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//
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//
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pub struct Node<V: View> {
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style: NodeStyle,
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children: Vec<AnyElement<V>>,
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}
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impl<V: View> Atom<V> {
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pub fn new(style: impl Into<Rc<AtomStyle>>) -> Self {
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impl<V: View> Default for Node<V> {
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fn default() -> Self {
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Self {
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style: style.into(),
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children: Vec::new(),
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style: Default::default(),
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children: Default::default(),
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}
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}
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}
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fn inner_constraint(&self, mut constraint: SizeConstraint) -> SizeConstraint {
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// Constrain width
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constraint
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.max
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.set_x(constraint.max.x().min(self.style.width.max()));
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impl<V: View> Node<V> {
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pub fn new() -> Self {
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Self::default()
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}
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// Constrain height
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constraint
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.max
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.set_y(constraint.max.y().min(self.style.height.max()));
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pub fn child(mut self, child: impl Element<V>) -> Self {
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self.children.push(child.into_any());
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self
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}
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// Account for margin, border, and padding
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let inset = self.inset_size();
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SizeConstraint {
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min: (constraint.min - inset).max(Vector2F::zero()),
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max: (constraint.max - inset).max(Vector2F::zero()),
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pub fn children<I, E>(mut self, children: I) -> Self
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where
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I: IntoIterator<Item = E>,
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E: Element<V>,
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{
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self.children
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.extend(children.into_iter().map(|child| child.into_any()));
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self
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}
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pub fn width(mut self, width: impl Into<Length>) -> Self {
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self.style.width = width.into();
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self
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}
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pub fn height(mut self, height: impl Into<Length>) -> Self {
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self.style.height = height.into();
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self
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}
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pub fn fill(mut self, fill: impl Into<Fill>) -> Self {
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self.style.fill = fill.into();
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self
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}
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fn layout_2d_children(
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&mut self,
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axis: Axis2d,
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size: Vector2F,
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view: &mut V,
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cx: &mut LayoutContext<V>,
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) -> Vector2F {
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let mut total_flex: Option<f32> = None;
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let mut total_size = 0.0;
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let mut cross_axis_max: f32 = 0.0;
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// First pass: Layout non-flex children only
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for child in &mut self.children {
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let child_flex = child.metadata::<NodeStyle>().and_then(|style| match axis {
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Axis2d::X => style.width.flex(),
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Axis2d::Y => style.height.flex(),
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});
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if let Some(child_flex) = child_flex {
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*total_flex.get_or_insert(0.) += child_flex;
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} else {
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match axis {
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Axis2d::X => {
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let child_constraint =
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SizeConstraint::new(Vector2F::zero(), vec2f(f32::INFINITY, size.y()));
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let child_size = child.layout(child_constraint, view, cx);
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cross_axis_max = cross_axis_max.max(child_size.y());
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total_size += child_size.x();
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}
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Axis2d::Y => {
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let child_constraint =
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SizeConstraint::new(Vector2F::zero(), vec2f(size.x(), f32::INFINITY));
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let child_size = child.layout(child_constraint, view, cx);
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cross_axis_max = cross_axis_max.max(child_size.x());
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total_size += child_size.y();
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}
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}
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}
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}
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// fn layout_2d_children(
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// &mut self,
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// orientation: Axis2d,
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// constraint: SizeConstraint,
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// view: &mut V,
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// cx: &mut LayoutContext<V>,
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// ) -> Vector2F {
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// let mut total_flex: Option<f32> = None;
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// let mut total_size = 0.0;
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// let mut cross_axis_max: f32 = 0.0;
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// // First pass: Layout non-flex children only
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// for child in &mut self.children {
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// if let Some(child_flex) = child.metadata::<AtomStyle>().and_then(|style| style.flex) {
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// *total_flex.get_or_insert(0.) += child_flex;
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// } else {
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// let child_constraint = match orientation {
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// Axis2d::X => SizeConstraint::new(
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// vec2f(0.0, constraint.min.y()),
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// vec2f(INFINITY, constraint.max.y()),
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// ),
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// Axis2d::Y => SizeConstraint::new(
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// vec2f(constraint.min.x(), 0.0),
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// vec2f(constraint.max.x(), INFINITY),
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// ),
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// };
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// let child_size = child.layout(child_constraint, view, cx);
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// total_size += match orientation {
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// Axis3d::Horizontal => {
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// cross_axis_max = cross_axis_max.max(child_size.y());
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// child_size.x()
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// }
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// Axis3d::Vertical => {
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// cross_axis_max = cross_axis_max.max(child_size.x());
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// child_size.y()
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// }
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// };
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// }
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// }
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// let remaining_space = match orientation {
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// Axis3d::Vertical => constraint.max.y() - total_size,
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// Axis3d::Horizontal => constraint.max.x() - total_size,
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// let remaining_space = match axis {
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// Axis2d::X => constraint.max.x() - total_size,
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// Axis2d::Y => constraint.max.y() - total_size,
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// };
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// // Second pass: Layout flexible children
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@ -99,7 +134,7 @@ impl<V: View> Atom<V> {
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// {
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// let child_max = space_per_flex * child_flex;
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// let mut child_constraint = constraint;
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// match orientation {
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// match axis {
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// Axis3d::Vertical => {
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// child_constraint.min.set_y(0.0);
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// child_constraint.max.set_y(child_max);
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@ -112,7 +147,7 @@ impl<V: View> Atom<V> {
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// let child_size = child.layout(child_constraint, view, cx);
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// cross_axis_max = match orientation {
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// cross_axis_max = match axis {
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// Axis3d::Vertical => {
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// total_size += child_size.y();
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// cross_axis_max.max(child_size.x())
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@ -127,12 +162,64 @@ impl<V: View> Atom<V> {
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// }
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// }
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// let size = match orientation {
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// Axis3d::Vertical => vec2f(cross_axis_max, total_size),
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// Axis3d::Horizontal => vec2f(total_size, cross_axis_max),
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// };
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// size
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// }
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let size = match axis {
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Axis2d::X => vec2f(total_size, cross_axis_max),
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Axis2d::Y => vec2f(cross_axis_max, total_size),
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};
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size
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}
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fn paint_2d_children(
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&mut self,
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scene: &mut SceneBuilder,
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axis: Axis2d,
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bounds: RectF,
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visible_bounds: RectF,
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size_of_children: &mut Vector2F,
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view: &mut V,
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cx: &mut ViewContext<V>,
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) {
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let parent_size = bounds.size();
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let mut child_origin = bounds.origin();
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// Align all children together along the primary axis
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let mut align_horizontally = false;
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let mut align_vertically = false;
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match axis {
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Axis2d::X => align_horizontally = true,
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Axis2d::Y => align_vertically = true,
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}
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align_child(
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&mut child_origin,
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parent_size,
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*size_of_children,
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self.style.align.0,
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align_horizontally,
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align_vertically,
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);
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for child in &mut self.children {
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// Align each child along the cross axis
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align_horizontally = !align_horizontally;
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align_vertically = !align_vertically;
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align_child(
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&mut child_origin,
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parent_size,
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child.size(),
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self.style.align.0,
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align_horizontally,
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align_vertically,
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);
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child.paint(scene, child_origin, visible_bounds, view, cx);
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// Advance along the primary axis by the size of this child
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match axis {
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Axis2d::X => child_origin.set_x(child_origin.x() + child.size().x()),
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Axis2d::Y => child_origin.set_y(child_origin.x() + child.size().y()),
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}
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}
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}
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// fn layout_stacked_children(
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// &mut self,
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@ -190,7 +277,7 @@ impl<V: View> Atom<V> {
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}
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}
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impl<V: View> Element<V> for Atom<V> {
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impl<V: View> Element<V> for Node<V> {
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type LayoutState = Vector2F; // Content size
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type PaintState = ();
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@ -200,34 +287,39 @@ impl<V: View> Element<V> for Atom<V> {
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view: &mut V,
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cx: &mut LayoutContext<V>,
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) -> (Vector2F, Self::LayoutState) {
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let inner_constraint = self.inner_constraint(constraint);
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// let size_of_children = match self.style.axis {
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// // Axis3d::X => self.layout_2d_children(Axis2d::X, constraint, view, cx),
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// // Axis3d::Y => self.layout_2d_children(Axis2d::Y, constraint, view, cx),
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// // Axis3d::Z => self.layout_stacked_children(constraint, view, cx),
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// };
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let size_of_children = inner_constraint.max; // TODO!
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// Add back space for padding, border, and margin.
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let mut size = size_of_children + self.inset_size();
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let mut size = Vector2F::zero();
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let margin_size = self.margin_size();
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match self.style.width {
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Length::Fixed(width) => size.set_x(width + margin_size.x()),
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Length::Auto { flex, min, max } => {
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todo!()
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}
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}
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match self.style.height {
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Length::Fixed(height) => size.set_y(height + margin_size.y()),
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Length::Auto { flex, min, max } => todo!(),
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}
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// Impose horizontal constraints
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if constraint.min.x().is_finite() {
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size.set_x(size.x().max(constraint.min.x()));
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}
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if size.x() > constraint.max.x() {
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size.set_x(constraint.max.x());
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}
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size.set_x(size.x().min(constraint.max.x()));
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// Impose vertical constraints
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if constraint.min.y().is_finite() {
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size.set_y(size.y().max(constraint.min.y()));
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}
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if size.y() > constraint.max.y() {
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size.set_y(constraint.max.y());
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}
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size.set_x(size.y().min(constraint.max.y()));
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(size, size_of_children)
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let inner_size = size - margin_size - self.border_size() - self.padding_size();
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let size_of_children = match self.style.axis {
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Axis3d::X => self.layout_2d_children(Axis2d::X, inner_size, view, cx),
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Axis3d::Y => self.layout_2d_children(Axis2d::Y, inner_size, view, cx),
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Axis3d::Z => todo!(), // self.layout_stacked_children(inner_constraint, view, cx),
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};
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(dbg!(size), dbg!(size_of_children))
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}
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fn paint(
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@ -268,10 +360,7 @@ impl<V: View> Element<V> for Atom<V> {
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// }
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// Render the background and/or the border (if it not an overlay border).
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match self.style.fill {
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Fill::Color(fill_color) => {}
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}
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if let Fill::Color(fill_color) = self.style.fill {
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let Fill::Color(fill_color) = self.style.fill;
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let is_fill_visible = !fill_color.is_fully_transparent();
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if is_fill_visible || self.style.border.is_visible() {
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scene.push_quad(Quad {
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@ -289,7 +378,6 @@ impl<V: View> Element<V> for Atom<V> {
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corner_radius: self.style.corner_radius,
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});
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}
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}
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if !self.children.is_empty() {
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// Account for padding first.
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@ -298,10 +386,29 @@ impl<V: View> Element<V> for Atom<V> {
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content_bounds.origin() + vec2f(padding.left, padding.top),
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content_bounds.lower_right() - vec2f(padding.right, padding.top),
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);
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let parent_size = padded_bounds.size();
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// Now paint the children accourding to the orientation.
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let child_aligment = self.style.align;
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match self.style.axis {
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Axis3d::X => self.paint_2d_children(
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scene,
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Axis2d::X,
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padded_bounds,
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visible_bounds,
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size_of_children,
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view,
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cx,
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),
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Axis3d::Y => self.paint_2d_children(
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scene,
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Axis2d::Y,
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padded_bounds,
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visible_bounds,
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size_of_children,
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view,
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cx,
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),
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Axis3d::Z => todo!(),
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}
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// match self.style.orientation {
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// Orientation::Axial(axis) => {
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// let mut child_origin = padded_bounds.origin();
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@ -365,23 +472,6 @@ impl<V: View> Element<V> for Atom<V> {
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// }
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// }
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// }
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// Orientation::Stacked => {
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// for child in &mut self.children {
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// let mut child_origin = padded_bounds.origin();
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// align_child(
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// &mut child_origin,
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// parent_size,
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// child.size(),
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// child_aligment,
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// true,
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// true,
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// );
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// scene.paint_layer(None, |scene| {
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// child.paint(scene, child_origin, visible_bounds, view, cx);
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// });
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// }
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// }
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// }
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}
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}
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@ -450,10 +540,10 @@ struct Interactive<Style> {
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}
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#[derive(Clone, Default)]
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pub struct AtomStyle {
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pub struct NodeStyle {
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axis: Axis3d,
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wrap: bool,
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align: Vector2F,
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align: Align,
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overflow_x: Overflow,
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overflow_y: Overflow,
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gap_x: Gap,
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@ -472,27 +562,11 @@ pub struct AtomStyle {
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opacity: f32,
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fill: Fill,
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border: Border,
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corner_radius: f32,
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corner_radius: f32, // corner radius matches swift!
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shadows: Vec<Shadow>,
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}
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impl AtomStyle {
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pub fn width(mut self, width: impl Into<Length>) -> Self {
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self.width = width.into();
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self
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}
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pub fn height(mut self, height: impl Into<Length>) -> Self {
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self.height = height.into();
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self
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}
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pub fn fill(mut self, fill: impl Into<Fill>) -> Self {
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self.fill = fill.into();
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self
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}
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}
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// Sides?
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#[derive(Clone, Default)]
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struct Edges<T> {
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top: T,
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@ -510,7 +584,7 @@ struct CornerRadii {
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}
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#[derive(Clone)]
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enum Fill {
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pub enum Fill {
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Color(Color),
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}
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@ -545,7 +619,7 @@ impl Border {
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}
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#[derive(Clone, Copy)]
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enum Length {
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pub enum Length {
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Fixed(f32),
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Auto { flex: f32, min: f32, max: f32 },
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}
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@ -573,6 +647,22 @@ impl Length {
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Length::Auto { max, .. } => *max,
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||||
}
|
||||
}
|
||||
|
||||
pub fn flex(&self) -> Option<f32> {
|
||||
match self {
|
||||
Length::Fixed(_) => None,
|
||||
Length::Auto { flex, .. } => Some(*flex),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
struct Align(Vector2F);
|
||||
|
||||
impl Default for Align {
|
||||
fn default() -> Self {
|
||||
Self(vec2f(-1., -1.))
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Default)]
|
||||
|
@ -1,5 +1,5 @@
|
||||
use elements::{Atom, AtomStyle};
|
||||
use gpui::{color::Color, AnyElement, Element, Entity, View};
|
||||
use elements::{Node, NodeStyle};
|
||||
use gpui::{color::Color, AnyElement, Element, Entity, View, ViewContext};
|
||||
use log::LevelFilter;
|
||||
use simplelog::SimpleLogger;
|
||||
|
||||
@ -25,13 +25,26 @@ impl View for PlaygroundView {
|
||||
"PlaygroundView"
|
||||
}
|
||||
|
||||
fn render(&mut self, _: &mut gpui::ViewContext<Self>) -> AnyElement<PlaygroundView> {
|
||||
Atom::new(
|
||||
AtomStyle::default()
|
||||
fn render(&mut self, cx: &mut gpui::ViewContext<Self>) -> AnyElement<PlaygroundView> {
|
||||
// Node::with_style(NodeStyle)
|
||||
// Node::new().width(100.0).fill(Color::red())
|
||||
//
|
||||
Node::new()
|
||||
.width(100.)
|
||||
.height(100.)
|
||||
.fill(Color::red()),
|
||||
)
|
||||
.fill(Color::red())
|
||||
.children([
|
||||
Node::new().width(20.).height(20.).fill(Color::green()),
|
||||
Node::new().width(20.).height(20.).fill(Color::blue()),
|
||||
])
|
||||
.into_any()
|
||||
|
||||
// Node::with_style(
|
||||
// NodeStyle::default()
|
||||
// .width(100.)
|
||||
// .height(100.)
|
||||
// .fill(Color::red()),
|
||||
// )
|
||||
// .into_any()
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user