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).  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>
298 lines
11 KiB
Rust
298 lines
11 KiB
Rust
//! A scrollable list of elements with uniform height, optimized for large lists.
|
|
//! Rather than use the full taffy layout system, uniform_list simply measures
|
|
//! the first element and then lays out all remaining elements in a line based on that
|
|
//! measurement. This is much faster than the full layout system, but only works for
|
|
//! elements with uniform height.
|
|
|
|
use crate::{
|
|
point, px, size, AnyElement, AvailableSpace, Bounds, ContentMask, Element, ElementContext,
|
|
ElementId, Hitbox, InteractiveElement, Interactivity, IntoElement, LayoutId, Pixels, Render,
|
|
ScrollHandle, Size, StyleRefinement, Styled, View, ViewContext, WindowContext,
|
|
};
|
|
use smallvec::SmallVec;
|
|
use std::{cell::RefCell, cmp, ops::Range, rc::Rc};
|
|
use taffy::style::Overflow;
|
|
|
|
/// uniform_list provides lazy rendering for a set of items that are of uniform height.
|
|
/// When rendered into a container with overflow-y: hidden and a fixed (or max) height,
|
|
/// uniform_list will only render the visible subset of items.
|
|
#[track_caller]
|
|
pub fn uniform_list<I, R, V>(
|
|
view: View<V>,
|
|
id: I,
|
|
item_count: usize,
|
|
f: impl 'static + Fn(&mut V, Range<usize>, &mut ViewContext<V>) -> Vec<R>,
|
|
) -> UniformList
|
|
where
|
|
I: Into<ElementId>,
|
|
R: IntoElement,
|
|
V: Render,
|
|
{
|
|
let id = id.into();
|
|
let mut base_style = StyleRefinement::default();
|
|
base_style.overflow.y = Some(Overflow::Scroll);
|
|
|
|
let render_range = move |range, cx: &mut WindowContext| {
|
|
view.update(cx, |this, cx| {
|
|
f(this, range, cx)
|
|
.into_iter()
|
|
.map(|component| component.into_any_element())
|
|
.collect()
|
|
})
|
|
};
|
|
|
|
UniformList {
|
|
item_count,
|
|
item_to_measure_index: 0,
|
|
render_items: Box::new(render_range),
|
|
interactivity: Interactivity {
|
|
element_id: Some(id),
|
|
base_style: Box::new(base_style),
|
|
occlude_mouse: true,
|
|
|
|
#[cfg(debug_assertions)]
|
|
location: Some(*core::panic::Location::caller()),
|
|
|
|
..Default::default()
|
|
},
|
|
scroll_handle: None,
|
|
}
|
|
}
|
|
|
|
/// A list element for efficiently laying out and displaying a list of uniform-height elements.
|
|
pub struct UniformList {
|
|
item_count: usize,
|
|
item_to_measure_index: usize,
|
|
render_items:
|
|
Box<dyn for<'a> Fn(Range<usize>, &'a mut WindowContext) -> SmallVec<[AnyElement; 64]>>,
|
|
interactivity: Interactivity,
|
|
scroll_handle: Option<UniformListScrollHandle>,
|
|
}
|
|
|
|
/// Frame state used by the [UniformList].
|
|
pub struct UniformListFrameState {
|
|
item_size: Size<Pixels>,
|
|
items: SmallVec<[AnyElement; 32]>,
|
|
}
|
|
|
|
/// A handle for controlling the scroll position of a uniform list.
|
|
/// This should be stored in your view and passed to the uniform_list on each frame.
|
|
#[derive(Clone, Default)]
|
|
pub struct UniformListScrollHandle {
|
|
base_handle: ScrollHandle,
|
|
deferred_scroll_to_item: Rc<RefCell<Option<usize>>>,
|
|
}
|
|
|
|
impl UniformListScrollHandle {
|
|
/// Create a new scroll handle to bind to a uniform list.
|
|
pub fn new() -> Self {
|
|
Self {
|
|
base_handle: ScrollHandle::new(),
|
|
deferred_scroll_to_item: Rc::new(RefCell::new(None)),
|
|
}
|
|
}
|
|
|
|
/// Scroll the list to the given item index.
|
|
pub fn scroll_to_item(&mut self, ix: usize) {
|
|
self.deferred_scroll_to_item.replace(Some(ix));
|
|
}
|
|
}
|
|
|
|
impl Styled for UniformList {
|
|
fn style(&mut self) -> &mut StyleRefinement {
|
|
&mut self.interactivity.base_style
|
|
}
|
|
}
|
|
|
|
impl Element for UniformList {
|
|
type BeforeLayout = UniformListFrameState;
|
|
type AfterLayout = Option<Hitbox>;
|
|
|
|
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
|
|
let max_items = self.item_count;
|
|
let item_size = self.measure_item(None, cx);
|
|
let layout_id = self.interactivity.before_layout(cx, |style, cx| {
|
|
cx.request_measured_layout(style, move |known_dimensions, available_space, _cx| {
|
|
let desired_height = item_size.height * max_items;
|
|
let width = known_dimensions
|
|
.width
|
|
.unwrap_or(match available_space.width {
|
|
AvailableSpace::Definite(x) => x,
|
|
AvailableSpace::MinContent | AvailableSpace::MaxContent => item_size.width,
|
|
});
|
|
|
|
let height = match available_space.height {
|
|
AvailableSpace::Definite(height) => desired_height.min(height),
|
|
AvailableSpace::MinContent | AvailableSpace::MaxContent => desired_height,
|
|
};
|
|
size(width, height)
|
|
})
|
|
});
|
|
|
|
(
|
|
layout_id,
|
|
UniformListFrameState {
|
|
item_size,
|
|
items: SmallVec::new(),
|
|
},
|
|
)
|
|
}
|
|
|
|
fn after_layout(
|
|
&mut self,
|
|
bounds: Bounds<Pixels>,
|
|
before_layout: &mut Self::BeforeLayout,
|
|
cx: &mut ElementContext,
|
|
) -> Option<Hitbox> {
|
|
let style = self.interactivity.compute_style(None, cx);
|
|
let border = style.border_widths.to_pixels(cx.rem_size());
|
|
let padding = style.padding.to_pixels(bounds.size.into(), cx.rem_size());
|
|
|
|
let padded_bounds = Bounds::from_corners(
|
|
bounds.origin + point(border.left + padding.left, border.top + padding.top),
|
|
bounds.lower_right()
|
|
- point(border.right + padding.right, border.bottom + padding.bottom),
|
|
);
|
|
|
|
let content_size = Size {
|
|
width: padded_bounds.size.width,
|
|
height: before_layout.item_size.height * self.item_count + padding.top + padding.bottom,
|
|
};
|
|
|
|
let shared_scroll_offset = self.interactivity.scroll_offset.clone().unwrap();
|
|
|
|
let item_height = self.measure_item(Some(padded_bounds.size.width), cx).height;
|
|
let shared_scroll_to_item = self
|
|
.scroll_handle
|
|
.as_mut()
|
|
.and_then(|handle| handle.deferred_scroll_to_item.take());
|
|
|
|
self.interactivity.after_layout(
|
|
bounds,
|
|
content_size,
|
|
cx,
|
|
|style, mut scroll_offset, hitbox, cx| {
|
|
let border = style.border_widths.to_pixels(cx.rem_size());
|
|
let padding = style.padding.to_pixels(bounds.size.into(), cx.rem_size());
|
|
|
|
let padded_bounds = Bounds::from_corners(
|
|
bounds.origin + point(border.left + padding.left, border.top),
|
|
bounds.lower_right() - point(border.right + padding.right, border.bottom),
|
|
);
|
|
|
|
if self.item_count > 0 {
|
|
let content_height =
|
|
item_height * self.item_count + padding.top + padding.bottom;
|
|
let min_scroll_offset = padded_bounds.size.height - content_height;
|
|
let is_scrolled = scroll_offset.y != px(0.);
|
|
|
|
if is_scrolled && scroll_offset.y < min_scroll_offset {
|
|
shared_scroll_offset.borrow_mut().y = min_scroll_offset;
|
|
scroll_offset.y = min_scroll_offset;
|
|
}
|
|
|
|
if let Some(ix) = shared_scroll_to_item {
|
|
let list_height = padded_bounds.size.height;
|
|
let mut updated_scroll_offset = shared_scroll_offset.borrow_mut();
|
|
let item_top = item_height * ix + padding.top;
|
|
let item_bottom = item_top + item_height;
|
|
let scroll_top = -updated_scroll_offset.y;
|
|
if item_top < scroll_top + padding.top {
|
|
updated_scroll_offset.y = -(item_top) + padding.top;
|
|
} else if item_bottom > scroll_top + list_height - padding.bottom {
|
|
updated_scroll_offset.y = -(item_bottom - list_height) - padding.bottom;
|
|
}
|
|
scroll_offset = *updated_scroll_offset;
|
|
}
|
|
|
|
let first_visible_element_ix =
|
|
(-(scroll_offset.y + padding.top) / item_height).floor() as usize;
|
|
let last_visible_element_ix = ((-scroll_offset.y + padded_bounds.size.height)
|
|
/ item_height)
|
|
.ceil() as usize;
|
|
let visible_range = first_visible_element_ix
|
|
..cmp::min(last_visible_element_ix, self.item_count);
|
|
|
|
let mut items = (self.render_items)(visible_range.clone(), cx);
|
|
let content_mask = ContentMask { bounds };
|
|
cx.with_content_mask(Some(content_mask), |cx| {
|
|
for (mut item, ix) in items.into_iter().zip(visible_range) {
|
|
let item_origin = padded_bounds.origin
|
|
+ point(px(0.), item_height * ix + scroll_offset.y + padding.top);
|
|
let available_space = size(
|
|
AvailableSpace::Definite(padded_bounds.size.width),
|
|
AvailableSpace::Definite(item_height),
|
|
);
|
|
item.layout(item_origin, available_space, cx);
|
|
before_layout.items.push(item);
|
|
}
|
|
});
|
|
}
|
|
|
|
hitbox
|
|
},
|
|
)
|
|
}
|
|
|
|
fn paint(
|
|
&mut self,
|
|
bounds: Bounds<crate::Pixels>,
|
|
before_layout: &mut Self::BeforeLayout,
|
|
hitbox: &mut Option<Hitbox>,
|
|
cx: &mut ElementContext,
|
|
) {
|
|
self.interactivity
|
|
.paint(bounds, hitbox.as_ref(), cx, |_, cx| {
|
|
for item in &mut before_layout.items {
|
|
item.paint(cx);
|
|
}
|
|
})
|
|
}
|
|
}
|
|
|
|
impl IntoElement for UniformList {
|
|
type Element = Self;
|
|
|
|
fn into_element(self) -> Self::Element {
|
|
self
|
|
}
|
|
}
|
|
|
|
impl UniformList {
|
|
/// Selects a specific list item for measurement.
|
|
pub fn with_width_from_item(mut self, item_index: Option<usize>) -> Self {
|
|
self.item_to_measure_index = item_index.unwrap_or(0);
|
|
self
|
|
}
|
|
|
|
fn measure_item(&self, list_width: Option<Pixels>, cx: &mut ElementContext) -> Size<Pixels> {
|
|
if self.item_count == 0 {
|
|
return Size::default();
|
|
}
|
|
|
|
let item_ix = cmp::min(self.item_to_measure_index, self.item_count - 1);
|
|
let mut items = (self.render_items)(item_ix..item_ix + 1, cx);
|
|
let mut item_to_measure = items.pop().unwrap();
|
|
let available_space = size(
|
|
list_width.map_or(AvailableSpace::MinContent, |width| {
|
|
AvailableSpace::Definite(width)
|
|
}),
|
|
AvailableSpace::MinContent,
|
|
);
|
|
item_to_measure.measure(available_space, cx)
|
|
}
|
|
|
|
/// Track and render scroll state of this list with reference to the given scroll handle.
|
|
pub fn track_scroll(mut self, handle: UniformListScrollHandle) -> Self {
|
|
self.interactivity.tracked_scroll_handle = Some(handle.base_handle.clone());
|
|
self.scroll_handle = Some(handle);
|
|
self
|
|
}
|
|
}
|
|
|
|
impl InteractiveElement for UniformList {
|
|
fn interactivity(&mut self) -> &mut crate::Interactivity {
|
|
&mut self.interactivity
|
|
}
|
|
}
|