//! Elements are the workhorses of GPUI. They are responsible for laying out and painting all of //! the contents of a window. Elements form a tree and are laid out according to the web layout //! standards as implemented by [taffy](https://github.com/DioxusLabs/taffy). Most of the time, //! you won't need to interact with this module or these APIs directly. Elements provide their //! own APIs and GPUI, or other element implementation, uses the APIs in this module to convert //! that element tree into the pixels you see on the screen. //! //! # Element Basics //! //! Elements are constructed by calling [`Render::render()`] on the root view of the window, which //! which recursively constructs the element tree from the current state of the application,. //! These elements are then laid out by Taffy, and painted to the screen according to their own //! implementation of [`Element::paint()`]. Before the start of the next frame, the entire element //! tree and any callbacks they have registered with GPUI are dropped and the process repeats. //! //! But some state is too simple and voluminous to store in every view that needs it, e.g. //! whether a hover has been started or not. For this, GPUI provides the [`Element::State`], associated type. //! //! # Implementing your own elements //! //! Elements are intended to be the low level, imperative API to GPUI. They are responsible for upholding, //! or breaking, GPUI's features as they deem necessary. As an example, most GPUI elements are expected //! to stay in the bounds that their parent element gives them. But with [`WindowContext::break_content_mask`], //! you can ignore this restriction and paint anywhere inside of the window's bounds. This is useful for overlays //! and popups and anything else that shows up 'on top' of other elements. //! With great power, comes great responsibility. //! //! However, most of the time, you won't need to implement your own elements. GPUI provides a number of //! elements that should cover most common use cases out of the box and it's recommended that you use those //! to construct `components`, using the [`RenderOnce`] trait and the `#[derive(IntoElement)]` macro. Only implement //! elements when you need to take manual control of the layout and painting process, such as when using //! your own custom layout algorithm or rendering a code editor. use crate::{ util::FluentBuilder, ArenaBox, AvailableSpace, Bounds, DispatchNodeId, ElementContext, ElementId, LayoutId, Pixels, Point, Size, ViewContext, WindowContext, ELEMENT_ARENA, }; use derive_more::{Deref, DerefMut}; pub(crate) use smallvec::SmallVec; use std::{any::Any, fmt::Debug, mem, 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. /// You can create custom elements by implementing this trait, see the module-level documentation /// for more details. pub trait Element: 'static + IntoElement { /// The type of state returned from [`Element::before_layout`]. A mutable reference to this state is subsequently /// provided to [`Element::after_layout`] and [`Element::paint`]. type BeforeLayout: 'static; /// The type of state returned from [`Element::after_layout`]. A mutable reference to this state is subsequently /// provided to [`Element::paint`]. type AfterLayout: 'static; /// Before an element can be painted, we need to know where it's going to be and how big it is. /// Use this method to request a layout from Taffy and initialize the element's state. fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout); /// After laying out an element, we need to commit its bounds to the current frame for hitbox /// purposes. The state argument is the same state that was returned from [`Element::before_layout()`]. fn after_layout( &mut self, bounds: Bounds, before_layout: &mut Self::BeforeLayout, cx: &mut ElementContext, ) -> Self::AfterLayout; /// Once layout has been completed, this method will be called to paint the element to the screen. /// The state argument is the same state that was returned from [`Element::before_layout()`]. fn paint( &mut self, bounds: Bounds, before_layout: &mut Self::BeforeLayout, after_layout: &mut Self::AfterLayout, cx: &mut ElementContext, ); /// Convert this element into a dynamically-typed [`AnyElement`]. fn into_any(self) -> AnyElement { AnyElement::new(self) } } /// Implemented by any type that can be converted into an element. pub trait IntoElement: Sized { /// The specific type of element into which the implementing type is converted. /// Useful for converting other types into elements automatically, like Strings type Element: Element; /// Convert self into a type that implements [`Element`]. fn into_element(self) -> Self::Element; /// Convert self into a dynamically-typed [`AnyElement`]. fn into_any_element(self) -> AnyElement { self.into_element().into_any() } } impl FluentBuilder for T {} /// An object that can be drawn to the screen. This is the trait that distinguishes `Views` from /// models. Views are drawn to the screen and care about the current window's state, models are not and do not. pub trait Render: 'static + Sized { /// Render this view into an element tree. fn render(&mut self, cx: &mut ViewContext) -> impl IntoElement; } impl Render for Empty { fn render(&mut self, _cx: &mut ViewContext) -> impl IntoElement { Empty } } /// You can derive [`IntoElement`] on any type that implements this trait. /// It is used to construct reusable `components` out of plain data. Think of /// components as a recipe for a certain pattern of elements. RenderOnce allows /// you to invoke this pattern, without breaking the fluent builder pattern of /// the element APIs. pub trait RenderOnce: 'static { /// Render this component into an element tree. Note that this method /// takes ownership of self, as compared to [`Render::render()`] method /// which takes a mutable reference. fn render(self, cx: &mut WindowContext) -> impl IntoElement; } /// This is a helper trait to provide a uniform interface for constructing elements that /// can accept any number of any kind of child elements pub trait ParentElement { /// Extend this element's children with the given child elements. fn extend(&mut self, elements: impl Iterator); /// Add a single child element to this element. fn child(mut self, child: impl IntoElement) -> Self where Self: Sized, { self.extend(std::iter::once(child.into_element().into_any())); self } /// Add multiple child elements to this element. fn children(mut self, children: impl IntoIterator) -> Self where Self: Sized, { self.extend(children.into_iter().map(|child| child.into_any_element())); self } } /// An element for rendering components. An implementation detail of the [`IntoElement`] derive macro /// for [`RenderOnce`] #[doc(hidden)] pub struct Component(Option); impl Component { /// Create a new component from the given RenderOnce type. pub fn new(component: C) -> Self { Component(Some(component)) } } impl Element for Component { type BeforeLayout = AnyElement; type AfterLayout = (); fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) { let mut element = self .0 .take() .unwrap() .render(cx.deref_mut()) .into_any_element(); let layout_id = element.before_layout(cx); (layout_id, element) } fn after_layout( &mut self, _: Bounds, element: &mut AnyElement, cx: &mut ElementContext, ) { element.after_layout(cx); } fn paint( &mut self, _: Bounds, element: &mut Self::BeforeLayout, _: &mut Self::AfterLayout, cx: &mut ElementContext, ) { element.paint(cx) } } impl IntoElement for Component { type Element = Self; fn into_element(self) -> Self::Element { self } } /// A globally unique identifier for an element, used to track state across frames. #[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)] pub(crate) struct GlobalElementId(SmallVec<[ElementId; 32]>); trait ElementObject { fn inner_element(&mut self) -> &mut dyn Any; fn before_layout(&mut self, cx: &mut ElementContext) -> LayoutId; fn after_layout(&mut self, cx: &mut ElementContext); fn paint(&mut self, cx: &mut ElementContext); fn measure( &mut self, available_space: Size, cx: &mut ElementContext, ) -> Size; } /// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window. pub struct Drawable { /// The drawn element. pub element: E, phase: ElementDrawPhase, } #[derive(Default)] enum ElementDrawPhase { #[default] Start, BeforeLayout { layout_id: LayoutId, before_layout: BeforeLayout, }, LayoutComputed { layout_id: LayoutId, available_space: Size, before_layout: BeforeLayout, }, AfterLayout { node_id: DispatchNodeId, bounds: Bounds, before_layout: BeforeLayout, after_layout: AfterLayout, }, Painted, } /// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window. impl Drawable { fn new(element: E) -> Self { Drawable { element, phase: ElementDrawPhase::Start, } } fn before_layout(&mut self, cx: &mut ElementContext) -> LayoutId { match mem::take(&mut self.phase) { ElementDrawPhase::Start => { let (layout_id, before_layout) = self.element.before_layout(cx); self.phase = ElementDrawPhase::BeforeLayout { layout_id, before_layout, }; layout_id } _ => panic!("must call before_layout only once"), } } fn after_layout(&mut self, cx: &mut ElementContext) { match mem::take(&mut self.phase) { ElementDrawPhase::BeforeLayout { layout_id, mut before_layout, } | ElementDrawPhase::LayoutComputed { layout_id, mut before_layout, .. } => { let bounds = cx.layout_bounds(layout_id); let node_id = cx.window.next_frame.dispatch_tree.push_node(); let after_layout = self.element.after_layout(bounds, &mut before_layout, cx); self.phase = ElementDrawPhase::AfterLayout { node_id, bounds, before_layout, after_layout, }; cx.window.next_frame.dispatch_tree.pop_node(); } _ => panic!("must call before_layout before after_layout"), } } fn paint(&mut self, cx: &mut ElementContext) -> E::BeforeLayout { match mem::take(&mut self.phase) { ElementDrawPhase::AfterLayout { node_id, bounds, mut before_layout, mut after_layout, .. } => { cx.window.next_frame.dispatch_tree.set_active_node(node_id); self.element .paint(bounds, &mut before_layout, &mut after_layout, cx); self.phase = ElementDrawPhase::Painted; before_layout } _ => panic!("must call after_layout before paint"), } } fn measure( &mut self, available_space: Size, cx: &mut ElementContext, ) -> Size { if matches!(&self.phase, ElementDrawPhase::Start) { self.before_layout(cx); } let layout_id = match mem::take(&mut self.phase) { ElementDrawPhase::BeforeLayout { layout_id, before_layout, } => { cx.compute_layout(layout_id, available_space); self.phase = ElementDrawPhase::LayoutComputed { layout_id, available_space, before_layout, }; layout_id } ElementDrawPhase::LayoutComputed { layout_id, available_space: prev_available_space, before_layout, } => { if available_space != prev_available_space { cx.compute_layout(layout_id, available_space); } self.phase = ElementDrawPhase::LayoutComputed { layout_id, available_space, before_layout, }; layout_id } _ => panic!("cannot measure after painting"), }; cx.layout_bounds(layout_id).size } } impl ElementObject for Drawable where E: Element, E::BeforeLayout: 'static, { fn inner_element(&mut self) -> &mut dyn Any { &mut self.element } fn before_layout(&mut self, cx: &mut ElementContext) -> LayoutId { Drawable::before_layout(self, cx) } fn after_layout(&mut self, cx: &mut ElementContext) { Drawable::after_layout(self, cx); } fn paint(&mut self, cx: &mut ElementContext) { Drawable::paint(self, cx); } fn measure( &mut self, available_space: Size, cx: &mut ElementContext, ) -> Size { Drawable::measure(self, available_space, cx) } } /// A dynamically typed element that can be used to store any element type. pub struct AnyElement(ArenaBox); impl AnyElement { pub(crate) fn new(element: E) -> Self where E: 'static + Element, E::BeforeLayout: Any, { let element = ELEMENT_ARENA .with_borrow_mut(|arena| arena.alloc(|| Drawable::new(element))) .map(|element| element as &mut dyn ElementObject); AnyElement(element) } /// Attempt to downcast a reference to the boxed element to a specific type. pub fn downcast_mut(&mut self) -> Option<&mut T> { self.0.inner_element().downcast_mut::() } /// Request the layout ID of the element stored in this `AnyElement`. /// Used for laying out child elements in a parent element. pub fn before_layout(&mut self, cx: &mut ElementContext) -> LayoutId { self.0.before_layout(cx) } /// Commits the element bounds of this [AnyElement] for hitbox purposes. pub fn after_layout(&mut self, cx: &mut ElementContext) { self.0.after_layout(cx) } /// Paints the element stored in this `AnyElement`. pub fn paint(&mut self, cx: &mut ElementContext) { self.0.paint(cx) } /// Initializes this element and performs layout within the given available space to determine its size. pub fn measure( &mut self, available_space: Size, cx: &mut ElementContext, ) -> Size { self.0.measure(available_space, cx) } /// Initializes this element, performs layout if needed and commits its bounds for hitbox purposes. pub fn layout( &mut self, absolute_offset: Point, available_space: Size, cx: &mut ElementContext, ) -> Size { let size = self.measure(available_space, cx); cx.with_absolute_element_offset(absolute_offset, |cx| self.after_layout(cx)); size } } impl Element for AnyElement { type BeforeLayout = (); type AfterLayout = (); fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) { let layout_id = self.before_layout(cx); (layout_id, ()) } fn after_layout( &mut self, _: Bounds, _: &mut Self::BeforeLayout, cx: &mut ElementContext, ) { self.after_layout(cx) } fn paint( &mut self, _: Bounds, _: &mut Self::BeforeLayout, _: &mut Self::AfterLayout, cx: &mut ElementContext, ) { self.paint(cx) } } impl IntoElement for AnyElement { type Element = Self; fn into_element(self) -> Self::Element { self } fn into_any_element(self) -> AnyElement { self } } /// The empty element, which renders nothing. pub struct Empty; impl IntoElement for Empty { type Element = Self; fn into_element(self) -> Self::Element { self } } impl Element for Empty { type BeforeLayout = (); type AfterLayout = (); fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) { (cx.request_layout(&crate::Style::default(), None), ()) } fn after_layout( &mut self, _bounds: Bounds, _state: &mut Self::BeforeLayout, _cx: &mut ElementContext, ) { } fn paint( &mut self, _bounds: Bounds, _before_layout: &mut Self::BeforeLayout, _after_layout: &mut Self::AfterLayout, _cx: &mut ElementContext, ) { } }