Refactor out element context from GPUI
This commit is contained in:
@@ -0,0 +1,939 @@
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use std::{
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any::{Any, TypeId},
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borrow::{Borrow, BorrowMut, Cow},
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mem,
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rc::Rc,
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sync::Arc,
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};
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use anyhow::Result;
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use derive_more::{Deref, DerefMut};
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use media::core_video::CVImageBuffer;
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use util::post_inc;
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use crate::{
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prelude::*, size, AppContext, AvailableSpace, Bounds, BoxShadow, ContentMask, Corners,
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DevicePixels, DispatchPhase, ElementId, ElementStateBox, EntityId, FocusHandle, FontId,
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GlyphId, Hsla, ImageData, InputHandler, IsZero, KeyContext, KeyEvent, LayoutId,
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MonochromeSprite, MouseEvent, PaintQuad, Path, Pixels, PlatformInputHandler, Point,
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PolychromeSprite, Quad, RenderGlyphParams, RenderImageParams, RenderSvgParams, Shadow,
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SharedString, Size, Style, Surface, Underline, UnderlineStyle, Window, WindowContext,
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SUBPIXEL_VARIANTS,
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};
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use super::RequestedInputHandler;
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/// This context is used for assisting in the implementation of the element trait
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#[derive(Deref, DerefMut)]
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pub struct ElementContext<'a> {
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pub(crate) cx: WindowContext<'a>,
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}
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impl<'a> WindowContext<'a> {
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pub(crate) fn with_element_context<R>(
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&mut self,
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f: impl FnOnce(&mut ElementContext) -> R,
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) -> R {
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f(&mut ElementContext {
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cx: WindowContext::new(self.app, self.window),
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})
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}
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}
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impl<'a> Borrow<AppContext> for ElementContext<'a> {
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fn borrow(&self) -> &AppContext {
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self.cx.app
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}
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}
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impl<'a> BorrowMut<AppContext> for ElementContext<'a> {
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fn borrow_mut(&mut self) -> &mut AppContext {
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self.cx.borrow_mut()
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}
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}
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impl<'a> Borrow<WindowContext<'a>> for ElementContext<'a> {
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fn borrow(&self) -> &WindowContext<'a> {
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&self.cx
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}
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}
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impl<'a> BorrowMut<WindowContext<'a>> for ElementContext<'a> {
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fn borrow_mut(&mut self) -> &mut WindowContext<'a> {
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&mut self.cx
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}
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}
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impl<'a> Borrow<Window> for ElementContext<'a> {
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fn borrow(&self) -> &Window {
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self.cx.window
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}
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}
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impl<'a> BorrowMut<Window> for ElementContext<'a> {
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fn borrow_mut(&mut self) -> &mut Window {
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self.cx.borrow_mut()
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}
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}
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impl<'a> Context for ElementContext<'a> {
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type Result<T> = <WindowContext<'a> as Context>::Result<T>;
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fn new_model<T: 'static>(
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&mut self,
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build_model: impl FnOnce(&mut crate::ModelContext<'_, T>) -> T,
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) -> Self::Result<crate::Model<T>> {
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self.cx.new_model(build_model)
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}
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fn update_model<T, R>(
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&mut self,
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handle: &crate::Model<T>,
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update: impl FnOnce(&mut T, &mut crate::ModelContext<'_, T>) -> R,
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) -> Self::Result<R>
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where
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T: 'static,
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{
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self.cx.update_model(handle, update)
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}
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fn read_model<T, R>(
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&self,
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handle: &crate::Model<T>,
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read: impl FnOnce(&T, &AppContext) -> R,
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) -> Self::Result<R>
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where
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T: 'static,
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{
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self.cx.read_model(handle, read)
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}
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fn update_window<T, F>(&mut self, window: crate::AnyWindowHandle, f: F) -> Result<T>
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where
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F: FnOnce(crate::AnyView, &mut WindowContext<'_>) -> T,
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{
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self.cx.update_window(window, f)
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}
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fn read_window<T, R>(
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&self,
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window: &crate::WindowHandle<T>,
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read: impl FnOnce(crate::View<T>, &AppContext) -> R,
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) -> Result<R>
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where
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T: 'static,
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{
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self.cx.read_window(window, read)
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}
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}
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impl<'a> VisualContext for ElementContext<'a> {
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fn new_view<V>(
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&mut self,
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build_view: impl FnOnce(&mut crate::ViewContext<'_, V>) -> V,
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) -> Self::Result<crate::View<V>>
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where
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V: 'static + Render,
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{
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self.cx.new_view(build_view)
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}
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fn update_view<V: 'static, R>(
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&mut self,
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view: &crate::View<V>,
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update: impl FnOnce(&mut V, &mut crate::ViewContext<'_, V>) -> R,
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) -> Self::Result<R> {
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self.cx.update_view(view, update)
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}
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fn replace_root_view<V>(
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&mut self,
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build_view: impl FnOnce(&mut crate::ViewContext<'_, V>) -> V,
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) -> Self::Result<crate::View<V>>
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where
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V: 'static + Render,
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{
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self.cx.replace_root_view(build_view)
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}
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fn focus_view<V>(&mut self, view: &crate::View<V>) -> Self::Result<()>
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where
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V: crate::FocusableView,
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{
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self.cx.focus_view(view)
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}
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fn dismiss_view<V>(&mut self, view: &crate::View<V>) -> Self::Result<()>
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where
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V: crate::ManagedView,
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{
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self.cx.dismiss_view(view)
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}
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}
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impl<'a> ElementContext<'a> {
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/// Pushes the given element id onto the global stack and invokes the given closure
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/// with a `GlobalElementId`, which disambiguates the given id in the context of its ancestor
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/// ids. Because elements are discarded and recreated on each frame, the `GlobalElementId` is
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/// used to associate state with identified elements across separate frames.
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pub(crate) fn with_element_id<R>(
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&mut self,
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id: Option<impl Into<ElementId>>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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if let Some(id) = id.map(Into::into) {
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let window = self.window_mut();
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window.element_id_stack.push(id);
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let result = f(self);
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let window: &mut Window = self.borrow_mut();
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window.element_id_stack.pop();
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result
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} else {
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f(self)
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}
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}
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/// Invoke the given function with the given content mask after intersecting it
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/// with the current mask.
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pub(crate) fn with_content_mask<R>(
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&mut self,
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mask: Option<ContentMask<Pixels>>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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if let Some(mask) = mask {
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let mask = mask.intersect(&self.content_mask());
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self.window_mut().next_frame.content_mask_stack.push(mask);
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let result = f(self);
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self.window_mut().next_frame.content_mask_stack.pop();
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result
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} else {
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f(self)
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}
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}
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/// Invoke the given function with the content mask reset to that
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/// of the window.
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pub(crate) fn break_content_mask<R>(&mut self, f: impl FnOnce(&mut Self) -> R) -> R {
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let mask = ContentMask {
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bounds: Bounds {
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origin: Point::default(),
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size: self.window().viewport_size,
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},
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};
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let new_stacking_order_id =
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post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
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let new_root_z_index = post_inc(&mut self.window_mut().next_frame.next_root_z_index);
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let old_stacking_order = mem::take(&mut self.window_mut().next_frame.z_index_stack);
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self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
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self.window_mut()
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.next_frame
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.z_index_stack
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.push(new_root_z_index);
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self.window_mut().next_frame.content_mask_stack.push(mask);
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let result = f(self);
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self.window_mut().next_frame.content_mask_stack.pop();
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self.window_mut().next_frame.z_index_stack = old_stacking_order;
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result
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}
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/// Called during painting to invoke the given closure in a new stacking context. The given
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/// z-index is interpreted relative to the previous call to `stack`.
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pub(crate) fn with_z_index<R>(&mut self, z_index: u8, f: impl FnOnce(&mut Self) -> R) -> R {
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let new_stacking_order_id =
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post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
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let old_stacking_order_id = mem::replace(
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&mut self.window_mut().next_frame.z_index_stack.id,
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new_stacking_order_id,
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);
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self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
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self.window_mut().next_frame.z_index_stack.push(z_index);
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let result = f(self);
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self.window_mut().next_frame.z_index_stack.id = old_stacking_order_id;
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self.window_mut().next_frame.z_index_stack.pop();
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result
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}
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/// Updates the global element offset relative to the current offset. This is used to implement
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/// scrolling.
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pub(crate) fn with_element_offset<R>(
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&mut self,
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offset: Point<Pixels>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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if offset.is_zero() {
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return f(self);
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};
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let abs_offset = self.element_offset() + offset;
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self.with_absolute_element_offset(abs_offset, f)
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}
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/// Updates the global element offset based on the given offset. This is used to implement
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/// drag handles and other manual painting of elements.
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pub(crate) fn with_absolute_element_offset<R>(
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&mut self,
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offset: Point<Pixels>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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self.window_mut()
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.next_frame
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.element_offset_stack
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.push(offset);
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let result = f(self);
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self.window_mut().next_frame.element_offset_stack.pop();
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result
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}
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/// Obtain the current element offset.
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pub(crate) fn element_offset(&self) -> Point<Pixels> {
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self.window()
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.next_frame
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.element_offset_stack
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.last()
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.copied()
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.unwrap_or_default()
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}
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/// Obtain the current content mask.
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pub(crate) fn content_mask(&self) -> ContentMask<Pixels> {
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self.window()
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.next_frame
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.content_mask_stack
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.last()
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.cloned()
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.unwrap_or_else(|| ContentMask {
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bounds: Bounds {
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origin: Point::default(),
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size: self.window().viewport_size,
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},
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})
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}
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/// The size of an em for the base font of the application. Adjusting this value allows the
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/// UI to scale, just like zooming a web page.
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pub(crate) fn rem_size(&self) -> Pixels {
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self.window().rem_size
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}
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/// Updates or initializes state for an element with the given id that lives across multiple
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/// frames. If an element with this ID existed in the rendered frame, its state will be passed
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/// to the given closure. The state returned by the closure will be stored so it can be referenced
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/// when drawing the next frame.
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pub(crate) fn with_element_state<S, R>(
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&mut self,
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id: ElementId,
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f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
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) -> R
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where
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S: 'static,
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{
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self.with_element_id(Some(id), |cx| {
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let global_id = cx.window().element_id_stack.clone();
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if let Some(any) = cx
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.window_mut()
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.next_frame
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.element_states
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.remove(&global_id)
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.or_else(|| {
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cx.window_mut()
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.rendered_frame
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.element_states
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.remove(&global_id)
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})
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{
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let ElementStateBox {
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inner,
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parent_view_id,
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#[cfg(debug_assertions)]
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type_name
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} = any;
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// Using the extra inner option to avoid needing to reallocate a new box.
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let mut state_box = inner
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.downcast::<Option<S>>()
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.map_err(|_| {
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#[cfg(debug_assertions)]
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{
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anyhow::anyhow!(
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"invalid element state type for id, requested_type {:?}, actual type: {:?}",
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std::any::type_name::<S>(),
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type_name
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)
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}
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#[cfg(not(debug_assertions))]
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{
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anyhow::anyhow!(
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"invalid element state type for id, requested_type {:?}",
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std::any::type_name::<S>(),
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)
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}
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})
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.unwrap();
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// Actual: Option<AnyElement> <- View
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// Requested: () <- AnyElement
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let state = state_box
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.take()
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.expect("element state is already on the stack");
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let (result, state) = f(Some(state), cx);
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state_box.replace(state);
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cx.window_mut()
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.next_frame
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.element_states
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.insert(global_id, ElementStateBox {
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inner: state_box,
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parent_view_id,
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#[cfg(debug_assertions)]
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type_name
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});
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result
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} else {
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let (result, state) = f(None, cx);
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let parent_view_id = cx.parent_view_id();
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cx.window_mut()
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.next_frame
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.element_states
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.insert(global_id,
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ElementStateBox {
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inner: Box::new(Some(state)),
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parent_view_id,
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#[cfg(debug_assertions)]
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type_name: std::any::type_name::<S>()
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}
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|
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);
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result
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}
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})
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}
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/// Paint one or more drop shadows into the scene for the next frame at the current z-index.
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pub fn paint_shadows(
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&mut self,
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bounds: Bounds<Pixels>,
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corner_radii: Corners<Pixels>,
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shadows: &[BoxShadow],
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) {
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let scale_factor = self.scale_factor();
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let content_mask = self.content_mask();
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let view_id = self.parent_view_id();
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let window = &mut *self.window;
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for shadow in shadows {
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let mut shadow_bounds = bounds;
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shadow_bounds.origin += shadow.offset;
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shadow_bounds.dilate(shadow.spread_radius);
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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Shadow {
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds: shadow_bounds.scale(scale_factor),
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content_mask: content_mask.scale(scale_factor),
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corner_radii: corner_radii.scale(scale_factor),
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color: shadow.color,
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blur_radius: shadow.blur_radius.scale(scale_factor),
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},
|
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);
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}
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}
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/// Paint one or more quads into the scene for the next frame at the current stacking context.
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/// Quads are colored rectangular regions with an optional background, border, and corner radius.
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/// see [`fill`], [`outline`], and [`quad`] to construct this type.
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pub fn paint_quad(&mut self, quad: PaintQuad) {
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let scale_factor = self.scale_factor();
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let content_mask = self.content_mask();
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let view_id = self.parent_view_id();
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let window = &mut *self.window;
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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Quad {
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds: quad.bounds.scale(scale_factor),
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content_mask: content_mask.scale(scale_factor),
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background: quad.background,
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border_color: quad.border_color,
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corner_radii: quad.corner_radii.scale(scale_factor),
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border_widths: quad.border_widths.scale(scale_factor),
|
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},
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);
|
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}
|
||||
|
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/// Paint the given `Path` into the scene for the next frame at the current z-index.
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||||
pub fn paint_path(&mut self, mut path: Path<Pixels>, color: impl Into<Hsla>) {
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let scale_factor = self.scale_factor();
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||||
let content_mask = self.content_mask();
|
||||
let view_id = self.parent_view_id();
|
||||
|
||||
path.content_mask = content_mask;
|
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path.color = color.into();
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||||
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(¶ms)?;
|
||||
if !raster_bounds.is_zero() {
|
||||
let tile =
|
||||
self.window
|
||||
.sprite_atlas
|
||||
.get_or_insert_with(¶ms.clone().into(), &mut || {
|
||||
let (size, bytes) = self.text_system().rasterize_glyph(¶ms)?;
|
||||
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(¶ms)?;
|
||||
if !raster_bounds.is_zero() {
|
||||
let tile =
|
||||
self.window
|
||||
.sprite_atlas
|
||||
.get_or_insert_with(¶ms.clone().into(), &mut || {
|
||||
let (size, bytes) = self.text_system().rasterize_glyph(¶ms)?;
|
||||
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(¶ms.clone().into(), &mut || {
|
||||
let bytes = self.svg_renderer.render(¶ms)?;
|
||||
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(¶ms.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)
|
||||
}
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user