Files
oak-gpui/crates/gpui2/src/elements/overlay.rs
T

233 lines
7.3 KiB
Rust

use smallvec::SmallVec;
use taffy::style::{Display, Position};
use crate::{
point, AnyElement, BorrowWindow, Bounds, Component, Element, LayoutId, ParentComponent, Pixels,
Point, Size, Style,
};
pub struct OverlayState {
child_layout_ids: SmallVec<[LayoutId; 4]>,
}
pub struct Overlay<V> {
children: SmallVec<[AnyElement<V>; 2]>,
anchor_corner: AnchorCorner,
fit_mode: OverlayFitMode,
// todo!();
anchor_position: Option<Point<Pixels>>,
// position_mode: OverlayPositionMode,
}
/// overlay gives you a floating element that will avoid overflowing the window bounds.
/// Its children should have no margin to avoid measurement issues.
pub fn overlay<V: 'static>() -> Overlay<V> {
Overlay {
children: SmallVec::new(),
anchor_corner: AnchorCorner::TopLeft,
fit_mode: OverlayFitMode::SwitchAnchor,
anchor_position: None,
}
}
impl<V> Overlay<V> {
/// Sets which corner of the overlay should be anchored to the current position.
pub fn anchor(mut self, anchor: AnchorCorner) -> Self {
self.anchor_corner = anchor;
self
}
/// Sets the position in window co-ordinates
/// (otherwise the location the overlay is rendered is used)
pub fn position(mut self, anchor: Point<Pixels>) -> Self {
self.anchor_position = Some(anchor);
self
}
/// Snap to window edge instead of switching anchor corner when an overflow would occur.
pub fn snap_to_window(mut self) -> Self {
self.fit_mode = OverlayFitMode::SnapToWindow;
self
}
}
impl<V: 'static> ParentComponent<V> for Overlay<V> {
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
&mut self.children
}
}
impl<V: 'static> Component<V> for Overlay<V> {
fn render(self) -> AnyElement<V> {
AnyElement::new(self)
}
}
impl<V: 'static> Element<V> for Overlay<V> {
type ElementState = OverlayState;
fn element_id(&self) -> Option<crate::ElementId> {
None
}
fn layout(
&mut self,
view_state: &mut V,
_: Option<Self::ElementState>,
cx: &mut crate::ViewContext<V>,
) -> (crate::LayoutId, Self::ElementState) {
let child_layout_ids = self
.children
.iter_mut()
.map(|child| child.layout(view_state, cx))
.collect::<SmallVec<_>>();
let mut overlay_style = Style::default();
overlay_style.position = Position::Absolute;
overlay_style.display = Display::Flex;
let layout_id = cx.request_layout(&overlay_style, child_layout_ids.iter().copied());
(layout_id, OverlayState { child_layout_ids })
}
fn paint(
&mut self,
bounds: crate::Bounds<crate::Pixels>,
view_state: &mut V,
element_state: &mut Self::ElementState,
cx: &mut crate::ViewContext<V>,
) {
if element_state.child_layout_ids.is_empty() {
return;
}
let mut child_min = point(Pixels::MAX, Pixels::MAX);
let mut child_max = Point::default();
for child_layout_id in &element_state.child_layout_ids {
let child_bounds = cx.layout_bounds(*child_layout_id);
child_min = child_min.min(&child_bounds.origin);
child_max = child_max.max(&child_bounds.lower_right());
}
let size: Size<Pixels> = (child_max - child_min).into();
let origin = self.anchor_position.unwrap_or(bounds.origin);
let mut desired = self.anchor_corner.get_bounds(origin, size);
let limits = Bounds {
origin: Point::zero(),
size: cx.viewport_size(),
};
match self.fit_mode {
OverlayFitMode::SnapToWindow => {
// Snap the horizontal edges of the overlay to the horizontal edges of the window if
// its horizontal bounds overflow
if desired.right() > limits.right() {
desired.origin.x -= desired.right() - limits.right();
} else if desired.left() < limits.left() {
desired.origin.x = limits.origin.x;
}
// Snap the vertical edges of the overlay to the vertical edges of the window if
// its vertical bounds overflow.
if desired.bottom() > limits.bottom() {
desired.origin.y -= desired.bottom() - limits.bottom();
} else if desired.top() < limits.top() {
desired.origin.y = limits.origin.y;
}
}
OverlayFitMode::SwitchAnchor => {
let mut anchor_corner = self.anchor_corner;
if desired.left() < limits.left() || desired.right() > limits.right() {
anchor_corner = anchor_corner.switch_axis(Axis::Horizontal);
}
if bounds.top() < limits.top() || bounds.bottom() > limits.bottom() {
anchor_corner = anchor_corner.switch_axis(Axis::Vertical);
}
// Update bounds if needed
if anchor_corner != self.anchor_corner {
desired = anchor_corner.get_bounds(origin, size)
}
}
OverlayFitMode::None => {}
}
cx.with_element_offset(desired.origin - bounds.origin, |cx| {
for child in &mut self.children {
child.paint(view_state, cx);
}
})
}
}
enum Axis {
Horizontal,
Vertical,
}
#[derive(Copy, Clone)]
pub enum OverlayFitMode {
SnapToWindow,
SwitchAnchor,
None,
}
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum AnchorCorner {
TopLeft,
TopRight,
BottomLeft,
BottomRight,
}
impl AnchorCorner {
fn get_bounds(&self, origin: Point<Pixels>, size: Size<Pixels>) -> Bounds<Pixels> {
let origin = match self {
Self::TopLeft => origin,
Self::TopRight => Point {
x: origin.x - size.width,
y: origin.y,
},
Self::BottomLeft => Point {
x: origin.x,
y: origin.y - size.height,
},
Self::BottomRight => Point {
x: origin.x - size.width,
y: origin.y - size.height,
},
};
Bounds { origin, size }
}
pub fn corner(&self, bounds: Bounds<Pixels>) -> Point<Pixels> {
match self {
Self::TopLeft => bounds.origin,
Self::TopRight => bounds.upper_right(),
Self::BottomLeft => bounds.lower_left(),
Self::BottomRight => bounds.lower_right(),
}
}
fn switch_axis(self, axis: Axis) -> Self {
match axis {
Axis::Vertical => match self {
AnchorCorner::TopLeft => AnchorCorner::BottomLeft,
AnchorCorner::TopRight => AnchorCorner::BottomRight,
AnchorCorner::BottomLeft => AnchorCorner::TopLeft,
AnchorCorner::BottomRight => AnchorCorner::TopRight,
},
Axis::Horizontal => match self {
AnchorCorner::TopLeft => AnchorCorner::TopRight,
AnchorCorner::TopRight => AnchorCorner::TopLeft,
AnchorCorner::BottomLeft => AnchorCorner::BottomRight,
AnchorCorner::BottomRight => AnchorCorner::BottomLeft,
},
}
}
}