This is a follow-up PR to https://github.com/zed-industries/zed/pull/39609, and attempts to address hidden status bar items still contributing to the layout and creating extra spacing.  - 203cbd634bfb1489b8afa4952d9594615a956b77 Adds a `.none()` method to the `gpui::Styled` helper trait, so that status items can set their display type to none inside their `render` method. - 249f06e3de63b0ab32814f20e7105d8e2b642f02 Applies `.none()` to all the status items. - ~~499f564906c88336608c81615b11ebc9ab43d832~~ At first I was adding an `is_visible` method to the `StatusBarView` trait, which would be used to skip status bar items which would just render an empty div anyway, but I felt duplicating the conditions for hiding the buttons between the status items `is_visible` and `render` methods could be an attraction for bugs, so I tried to find another approach. This commit contains those changes, reverted immediately (if the `is_visible` approach is preferred I can bring it back!) - f37cb75f0519ceea1f3e1cc4f97087a5cb34b0fd (bonus!) Adds a condition to the vim mode indicator to avoid a leading space when there are no pending keys. Release Notes: - N/A
92 lines
3.0 KiB
Rust
92 lines
3.0 KiB
Rust
use editor::Editor;
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use gpui::{
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Context, Entity, IntoElement, ParentElement, Render, Styled, Subscription, WeakEntity, Window,
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div,
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};
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use language::LanguageName;
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use settings::Settings as _;
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use ui::{Button, ButtonCommon, Clickable, FluentBuilder, LabelSize, Tooltip};
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use workspace::{StatusBarSettings, StatusItemView, Workspace, item::ItemHandle};
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use crate::{LanguageSelector, Toggle};
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pub struct ActiveBufferLanguage {
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active_language: Option<Option<LanguageName>>,
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workspace: WeakEntity<Workspace>,
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_observe_active_editor: Option<Subscription>,
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}
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impl ActiveBufferLanguage {
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pub fn new(workspace: &Workspace) -> Self {
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Self {
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active_language: None,
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workspace: workspace.weak_handle(),
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_observe_active_editor: None,
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}
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}
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fn update_language(&mut self, editor: Entity<Editor>, _: &mut Window, cx: &mut Context<Self>) {
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self.active_language = Some(None);
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let editor = editor.read(cx);
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if let Some((_, buffer, _)) = editor.active_excerpt(cx)
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&& let Some(language) = buffer.read(cx).language()
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{
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self.active_language = Some(Some(language.name()));
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}
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cx.notify();
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}
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}
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impl Render for ActiveBufferLanguage {
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fn render(&mut self, _: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
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if !StatusBarSettings::get_global(cx).active_language_button {
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return div().hidden();
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}
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div().when_some(self.active_language.as_ref(), |el, active_language| {
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let active_language_text = if let Some(active_language_text) = active_language {
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active_language_text.to_string()
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} else {
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"Unknown".to_string()
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};
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el.child(
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Button::new("change-language", active_language_text)
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.label_size(LabelSize::Small)
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.on_click(cx.listener(|this, _, window, cx| {
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if let Some(workspace) = this.workspace.upgrade() {
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workspace.update(cx, |workspace, cx| {
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LanguageSelector::toggle(workspace, window, cx)
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});
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}
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}))
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.tooltip(|window, cx| {
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Tooltip::for_action("Select Language", &Toggle, window, 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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impl StatusItemView for ActiveBufferLanguage {
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fn set_active_pane_item(
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&mut self,
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active_pane_item: Option<&dyn ItemHandle>,
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window: &mut Window,
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cx: &mut Context<Self>,
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) {
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if let Some(editor) = active_pane_item.and_then(|item| item.downcast::<Editor>()) {
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self._observe_active_editor =
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Some(cx.observe_in(&editor, window, Self::update_language));
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self.update_language(editor, window, cx);
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} else {
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self.active_language = None;
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self._observe_active_editor = None;
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}
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cx.notify();
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}
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}
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