Similar to https://github.com/zed-industries/zed/pull/18690 & https://github.com/zed-industries/zed/pull/18695, this PR enables required docs for `ui` and does some cleanup. Changes: - Enables the `deny(missing_docs)` crate-wide. - Adds `allow(missing_docs)` on many modules until folks pick them up to document them - Documents some modules (all in `ui/src/styles`) - Crate root-level organization: Traits move to `traits`, other misc organization - Cleaned out a bunch of unused code. Note: I'd like to remove `utils/format_distance` but the assistant panel uses it. To move it over to use the `time_format` crate we may need to update it to use `time` instead of `chrono`. Needs more investigation. Release Notes: - N/A
61 lines
1.6 KiB
Rust
61 lines
1.6 KiB
Rust
#![allow(missing_docs)]
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use crate::prelude::*;
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use gpui::{AnyElement, StyleRefinement};
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use smallvec::SmallVec;
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/// A facepile is a collection of faces stacked horizontally–
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/// always with the leftmost face on top and descending in z-index
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///
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/// Facepiles are used to display a group of people or things,
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/// such as a list of participants in a collaboration session.
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#[derive(IntoElement)]
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pub struct Facepile {
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base: Div,
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faces: SmallVec<[AnyElement; 2]>,
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}
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impl Facepile {
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pub fn empty() -> Self {
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Self::new(SmallVec::new())
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}
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pub fn new(faces: SmallVec<[AnyElement; 2]>) -> Self {
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Self { base: div(), faces }
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}
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}
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impl ParentElement for Facepile {
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fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
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self.faces.extend(elements);
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}
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}
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// Style methods.
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impl Facepile {
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fn style(&mut self) -> &mut StyleRefinement {
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self.base.style()
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}
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gpui::padding_style_methods!({
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visibility: pub
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});
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}
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impl RenderOnce for Facepile {
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fn render(self, _cx: &mut WindowContext) -> impl IntoElement {
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// Lay the faces out in reverse so they overlap in the desired order (left to right, front to back)
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self.base
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.flex()
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.flex_row_reverse()
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.items_center()
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.justify_start()
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.children(
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self.faces
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.into_iter()
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.enumerate()
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.rev()
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.map(|(ix, player)| div().when(ix > 0, |div| div.ml_neg_1()).child(player)),
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)
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}
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}
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