Files
oak-gpui/crates/gpui/src/elements/text.rs
T
4700d33728 Fix flickering (#9012)
See https://zed.dev/channel/gpui-536

Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207


### Problem

After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.

However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.

### Solution

This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.

We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.

With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.

### Performance

Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).


![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e)

Release Notes:

- Fixed a bug that was causing popovers to flicker.

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 10:45:57 +01:00

587 lines
20 KiB
Rust

use crate::{
ActiveTooltip, AnyTooltip, AnyView, Bounds, DispatchPhase, Element, ElementContext, ElementId,
HighlightStyle, Hitbox, IntoElement, LayoutId, MouseDownEvent, MouseMoveEvent, MouseUpEvent,
Pixels, Point, SharedString, Size, TextRun, TextStyle, WhiteSpace, WindowContext, WrappedLine,
TOOLTIP_DELAY,
};
use anyhow::anyhow;
use parking_lot::{Mutex, MutexGuard};
use smallvec::SmallVec;
use std::{
cell::{Cell, RefCell},
mem,
ops::Range,
rc::Rc,
sync::Arc,
};
use util::ResultExt;
impl Element for &'static str {
type BeforeLayout = TextState;
type AfterLayout = ();
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
let mut state = TextState::default();
let layout_id = state.layout(SharedString::from(*self), None, cx);
(layout_id, state)
}
fn after_layout(
&mut self,
_bounds: Bounds<Pixels>,
_text_state: &mut Self::BeforeLayout,
_cx: &mut ElementContext,
) {
}
fn paint(
&mut self,
bounds: Bounds<Pixels>,
text_state: &mut TextState,
_: &mut (),
cx: &mut ElementContext,
) {
text_state.paint(bounds, self, cx)
}
}
impl IntoElement for &'static str {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl IntoElement for String {
type Element = SharedString;
fn into_element(self) -> Self::Element {
self.into()
}
}
impl Element for SharedString {
type BeforeLayout = TextState;
type AfterLayout = ();
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
let mut state = TextState::default();
let layout_id = state.layout(self.clone(), None, cx);
(layout_id, state)
}
fn after_layout(
&mut self,
_bounds: Bounds<Pixels>,
_text_state: &mut Self::BeforeLayout,
_cx: &mut ElementContext,
) {
}
fn paint(
&mut self,
bounds: Bounds<Pixels>,
text_state: &mut Self::BeforeLayout,
_: &mut Self::AfterLayout,
cx: &mut ElementContext,
) {
let text_str: &str = self.as_ref();
text_state.paint(bounds, text_str, cx)
}
}
impl IntoElement for SharedString {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
/// Renders text with runs of different styles.
///
/// Callers are responsible for setting the correct style for each run.
/// For text with a uniform style, you can usually avoid calling this constructor
/// and just pass text directly.
pub struct StyledText {
text: SharedString,
runs: Option<Vec<TextRun>>,
}
impl StyledText {
/// Construct a new styled text element from the given string.
pub fn new(text: impl Into<SharedString>) -> Self {
StyledText {
text: text.into(),
runs: None,
}
}
/// Set the styling attributes for the given text, as well as
/// as any ranges of text that have had their style customized.
pub fn with_highlights(
mut self,
default_style: &TextStyle,
highlights: impl IntoIterator<Item = (Range<usize>, HighlightStyle)>,
) -> Self {
let mut runs = Vec::new();
let mut ix = 0;
for (range, highlight) in highlights {
if ix < range.start {
runs.push(default_style.clone().to_run(range.start - ix));
}
runs.push(
default_style
.clone()
.highlight(highlight)
.to_run(range.len()),
);
ix = range.end;
}
if ix < self.text.len() {
runs.push(default_style.to_run(self.text.len() - ix));
}
self.runs = Some(runs);
self
}
}
impl Element for StyledText {
type BeforeLayout = TextState;
type AfterLayout = ();
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
let mut state = TextState::default();
let layout_id = state.layout(self.text.clone(), self.runs.take(), cx);
(layout_id, state)
}
fn after_layout(
&mut self,
_bounds: Bounds<Pixels>,
_state: &mut Self::BeforeLayout,
_cx: &mut ElementContext,
) {
}
fn paint(
&mut self,
bounds: Bounds<Pixels>,
text_state: &mut Self::BeforeLayout,
_: &mut Self::AfterLayout,
cx: &mut ElementContext,
) {
text_state.paint(bounds, &self.text, cx)
}
}
impl IntoElement for StyledText {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
#[doc(hidden)]
#[derive(Default, Clone)]
pub struct TextState(Arc<Mutex<Option<TextStateInner>>>);
struct TextStateInner {
lines: SmallVec<[WrappedLine; 1]>,
line_height: Pixels,
wrap_width: Option<Pixels>,
size: Option<Size<Pixels>>,
}
impl TextState {
fn lock(&self) -> MutexGuard<Option<TextStateInner>> {
self.0.lock()
}
fn layout(
&mut self,
text: SharedString,
runs: Option<Vec<TextRun>>,
cx: &mut ElementContext,
) -> LayoutId {
let text_style = cx.text_style();
let font_size = text_style.font_size.to_pixels(cx.rem_size());
let line_height = text_style
.line_height
.to_pixels(font_size.into(), cx.rem_size());
let runs = if let Some(runs) = runs {
runs
} else {
vec![text_style.to_run(text.len())]
};
let layout_id = cx.request_measured_layout(Default::default(), {
let element_state = self.clone();
move |known_dimensions, available_space, cx| {
let wrap_width = if text_style.white_space == WhiteSpace::Normal {
known_dimensions.width.or(match available_space.width {
crate::AvailableSpace::Definite(x) => Some(x),
_ => None,
})
} else {
None
};
if let Some(text_state) = element_state.0.lock().as_ref() {
if text_state.size.is_some()
&& (wrap_width.is_none() || wrap_width == text_state.wrap_width)
{
return text_state.size.unwrap();
}
}
let Some(lines) = cx
.text_system()
.shape_text(
text.clone(),
font_size,
&runs,
wrap_width, // Wrap if we know the width.
)
.log_err()
else {
element_state.lock().replace(TextStateInner {
lines: Default::default(),
line_height,
wrap_width,
size: Some(Size::default()),
});
return Size::default();
};
let mut size: Size<Pixels> = Size::default();
for line in &lines {
let line_size = line.size(line_height);
size.height += line_size.height;
size.width = size.width.max(line_size.width).ceil();
}
element_state.lock().replace(TextStateInner {
lines,
line_height,
wrap_width,
size: Some(size),
});
size
}
});
layout_id
}
fn paint(&mut self, bounds: Bounds<Pixels>, text: &str, cx: &mut ElementContext) {
let element_state = self.lock();
let element_state = element_state
.as_ref()
.ok_or_else(|| anyhow!("measurement has not been performed on {}", text))
.unwrap();
let line_height = element_state.line_height;
let mut line_origin = bounds.origin;
for line in &element_state.lines {
line.paint(line_origin, line_height, cx).log_err();
line_origin.y += line.size(line_height).height;
}
}
fn index_for_position(&self, bounds: Bounds<Pixels>, position: Point<Pixels>) -> Option<usize> {
if !bounds.contains(&position) {
return None;
}
let element_state = self.lock();
let element_state = element_state
.as_ref()
.expect("measurement has not been performed");
let line_height = element_state.line_height;
let mut line_origin = bounds.origin;
let mut line_start_ix = 0;
for line in &element_state.lines {
let line_bottom = line_origin.y + line.size(line_height).height;
if position.y > line_bottom {
line_origin.y = line_bottom;
line_start_ix += line.len() + 1;
} else {
let position_within_line = position - line_origin;
let index_within_line =
line.index_for_position(position_within_line, line_height)?;
return Some(line_start_ix + index_within_line);
}
}
None
}
}
/// A text element that can be interacted with.
pub struct InteractiveText {
element_id: ElementId,
text: StyledText,
click_listener:
Option<Box<dyn Fn(&[Range<usize>], InteractiveTextClickEvent, &mut WindowContext<'_>)>>,
hover_listener: Option<Box<dyn Fn(Option<usize>, MouseMoveEvent, &mut WindowContext<'_>)>>,
tooltip_builder: Option<Rc<dyn Fn(usize, &mut WindowContext<'_>) -> Option<AnyView>>>,
clickable_ranges: Vec<Range<usize>>,
}
struct InteractiveTextClickEvent {
mouse_down_index: usize,
mouse_up_index: usize,
}
#[doc(hidden)]
#[derive(Default)]
pub struct InteractiveTextState {
mouse_down_index: Rc<Cell<Option<usize>>>,
hovered_index: Rc<Cell<Option<usize>>>,
active_tooltip: Rc<RefCell<Option<ActiveTooltip>>>,
}
/// InteractiveTest is a wrapper around StyledText that adds mouse interactions.
impl InteractiveText {
/// Creates a new InteractiveText from the given text.
pub fn new(id: impl Into<ElementId>, text: StyledText) -> Self {
Self {
element_id: id.into(),
text,
click_listener: None,
hover_listener: None,
tooltip_builder: None,
clickable_ranges: Vec::new(),
}
}
/// on_click is called when the user clicks on one of the given ranges, passing the index of
/// the clicked range.
pub fn on_click(
mut self,
ranges: Vec<Range<usize>>,
listener: impl Fn(usize, &mut WindowContext<'_>) + 'static,
) -> Self {
self.click_listener = Some(Box::new(move |ranges, event, cx| {
for (range_ix, range) in ranges.iter().enumerate() {
if range.contains(&event.mouse_down_index) && range.contains(&event.mouse_up_index)
{
listener(range_ix, cx);
}
}
}));
self.clickable_ranges = ranges;
self
}
/// on_hover is called when the mouse moves over a character within the text, passing the
/// index of the hovered character, or None if the mouse leaves the text.
pub fn on_hover(
mut self,
listener: impl Fn(Option<usize>, MouseMoveEvent, &mut WindowContext<'_>) + 'static,
) -> Self {
self.hover_listener = Some(Box::new(listener));
self
}
/// tooltip lets you specify a tooltip for a given character index in the string.
pub fn tooltip(
mut self,
builder: impl Fn(usize, &mut WindowContext<'_>) -> Option<AnyView> + 'static,
) -> Self {
self.tooltip_builder = Some(Rc::new(builder));
self
}
}
impl Element for InteractiveText {
type BeforeLayout = TextState;
type AfterLayout = Hitbox;
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
self.text.before_layout(cx)
}
fn after_layout(
&mut self,
bounds: Bounds<Pixels>,
state: &mut Self::BeforeLayout,
cx: &mut ElementContext,
) -> Hitbox {
self.text.after_layout(bounds, state, cx);
cx.insert_hitbox(bounds, false)
}
fn paint(
&mut self,
bounds: Bounds<Pixels>,
text_state: &mut Self::BeforeLayout,
hitbox: &mut Hitbox,
cx: &mut ElementContext,
) {
cx.with_element_state::<InteractiveTextState, _>(
Some(self.element_id.clone()),
|interactive_state, cx| {
let mut interactive_state = interactive_state.unwrap().unwrap_or_default();
if let Some(click_listener) = self.click_listener.take() {
let mouse_position = cx.mouse_position();
if let Some(ix) = text_state.index_for_position(bounds, mouse_position) {
if self
.clickable_ranges
.iter()
.any(|range| range.contains(&ix))
{
cx.set_cursor_style(crate::CursorStyle::PointingHand, hitbox)
}
}
let text_state = text_state.clone();
let mouse_down = interactive_state.mouse_down_index.clone();
if let Some(mouse_down_index) = mouse_down.get() {
let hitbox = hitbox.clone();
let clickable_ranges = mem::take(&mut self.clickable_ranges);
cx.on_mouse_event(move |event: &MouseUpEvent, phase, cx| {
if phase == DispatchPhase::Bubble && hitbox.is_hovered(cx) {
if let Some(mouse_up_index) =
text_state.index_for_position(bounds, event.position)
{
click_listener(
&clickable_ranges,
InteractiveTextClickEvent {
mouse_down_index,
mouse_up_index,
},
cx,
)
}
mouse_down.take();
cx.refresh();
}
});
} else {
let hitbox = hitbox.clone();
cx.on_mouse_event(move |event: &MouseDownEvent, phase, cx| {
if phase == DispatchPhase::Bubble && hitbox.is_hovered(cx) {
if let Some(mouse_down_index) =
text_state.index_for_position(bounds, event.position)
{
mouse_down.set(Some(mouse_down_index));
cx.refresh();
}
}
});
}
}
cx.on_mouse_event({
let mut hover_listener = self.hover_listener.take();
let hitbox = hitbox.clone();
let text_state = text_state.clone();
let hovered_index = interactive_state.hovered_index.clone();
move |event: &MouseMoveEvent, phase, cx| {
if phase == DispatchPhase::Bubble && hitbox.is_hovered(cx) {
let current = hovered_index.get();
let updated = text_state.index_for_position(bounds, event.position);
if current != updated {
hovered_index.set(updated);
if let Some(hover_listener) = hover_listener.as_ref() {
hover_listener(updated, event.clone(), cx);
}
cx.refresh();
}
}
}
});
if let Some(tooltip_builder) = self.tooltip_builder.clone() {
let hitbox = hitbox.clone();
let active_tooltip = interactive_state.active_tooltip.clone();
let pending_mouse_down = interactive_state.mouse_down_index.clone();
let text_state = text_state.clone();
cx.on_mouse_event(move |event: &MouseMoveEvent, phase, cx| {
let position = text_state.index_for_position(bounds, event.position);
let is_hovered = position.is_some()
&& hitbox.is_hovered(cx)
&& pending_mouse_down.get().is_none();
if !is_hovered {
active_tooltip.take();
return;
}
let position = position.unwrap();
if phase != DispatchPhase::Bubble {
return;
}
if active_tooltip.borrow().is_none() {
let task = cx.spawn({
let active_tooltip = active_tooltip.clone();
let tooltip_builder = tooltip_builder.clone();
move |mut cx| async move {
cx.background_executor().timer(TOOLTIP_DELAY).await;
cx.update(|cx| {
let new_tooltip =
tooltip_builder(position, cx).map(|tooltip| {
ActiveTooltip {
tooltip: Some(AnyTooltip {
view: tooltip,
cursor_offset: cx.mouse_position(),
}),
_task: None,
}
});
*active_tooltip.borrow_mut() = new_tooltip;
cx.refresh();
})
.ok();
}
});
*active_tooltip.borrow_mut() = Some(ActiveTooltip {
tooltip: None,
_task: Some(task),
});
}
});
let active_tooltip = interactive_state.active_tooltip.clone();
cx.on_mouse_event(move |_: &MouseDownEvent, _, _| {
active_tooltip.take();
});
if let Some(tooltip) = interactive_state
.active_tooltip
.clone()
.borrow()
.as_ref()
.and_then(|at| at.tooltip.clone())
{
cx.set_tooltip(tooltip);
}
}
self.text.paint(bounds, text_state, &mut (), cx);
((), Some(interactive_state))
},
);
}
}
impl IntoElement for InteractiveText {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}