There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
286 lines
10 KiB
Rust
286 lines
10 KiB
Rust
use gpui::{impl_actions, Entity, OwnedMenu, OwnedMenuItem};
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use schemars::JsonSchema;
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use serde::Deserialize;
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use smallvec::SmallVec;
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use ui::{prelude::*, ContextMenu, PopoverMenu, PopoverMenuHandle, Tooltip};
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impl_actions!(
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app_menu,
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[OpenApplicationMenu, NavigateApplicationMenuInDirection]
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);
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#[derive(Clone, Deserialize, JsonSchema, PartialEq, Default)]
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pub struct OpenApplicationMenu(String);
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#[derive(Clone, Deserialize, JsonSchema, PartialEq, Default)]
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pub struct NavigateApplicationMenuInDirection(String);
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#[derive(Clone)]
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struct MenuEntry {
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menu: OwnedMenu,
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handle: PopoverMenuHandle<ContextMenu>,
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}
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pub struct ApplicationMenu {
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entries: SmallVec<[MenuEntry; 8]>,
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pending_menu_open: Option<String>,
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}
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impl ApplicationMenu {
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pub fn new(_: &mut Window, cx: &mut Context<Self>) -> Self {
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let menus = cx.get_menus().unwrap_or_default();
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Self {
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entries: menus
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.into_iter()
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.map(|menu| MenuEntry {
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menu,
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handle: PopoverMenuHandle::default(),
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})
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.collect(),
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pending_menu_open: None,
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}
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}
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fn sanitize_menu_items(items: Vec<OwnedMenuItem>) -> Vec<OwnedMenuItem> {
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let mut cleaned = Vec::new();
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let mut last_was_separator = false;
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for item in items {
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match item {
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OwnedMenuItem::Separator => {
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if !last_was_separator {
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cleaned.push(item);
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last_was_separator = true;
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}
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}
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OwnedMenuItem::Submenu(submenu) => {
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// Skip empty submenus
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if !submenu.items.is_empty() {
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cleaned.push(OwnedMenuItem::Submenu(submenu));
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last_was_separator = false;
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}
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}
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item => {
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cleaned.push(item);
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last_was_separator = false;
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}
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}
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}
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// Remove trailing separator
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if let Some(OwnedMenuItem::Separator) = cleaned.last() {
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cleaned.pop();
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}
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cleaned
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}
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fn build_menu_from_items(
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entry: MenuEntry,
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window: &mut Window,
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cx: &mut App,
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) -> Entity<ContextMenu> {
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ContextMenu::build(window, cx, |menu, window, cx| {
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// Grab current focus handle so menu can shown items in context with the focused element
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let menu = menu.when_some(window.focused(cx), |menu, focused| menu.context(focused));
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let sanitized_items = Self::sanitize_menu_items(entry.menu.items);
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sanitized_items
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.into_iter()
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.fold(menu, |menu, item| match item {
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OwnedMenuItem::Separator => menu.separator(),
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OwnedMenuItem::Action { name, action, .. } => menu.action(name, action),
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OwnedMenuItem::Submenu(submenu) => {
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submenu
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.items
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.into_iter()
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.fold(menu, |menu, item| match item {
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OwnedMenuItem::Separator => menu.separator(),
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OwnedMenuItem::Action { name, action, .. } => {
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menu.action(name, action)
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}
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OwnedMenuItem::Submenu(_) => menu,
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})
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}
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})
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})
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}
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fn render_application_menu(&self, entry: &MenuEntry) -> impl IntoElement {
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let handle = entry.handle.clone();
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let menu_name = entry.menu.name.clone();
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let entry = entry.clone();
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// Application menu must have same ids as first menu item in standard menu
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div()
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.id(SharedString::from(format!("{}-menu-item", menu_name)))
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.occlude()
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.child(
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PopoverMenu::new(SharedString::from(format!("{}-menu-popover", menu_name)))
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.menu(move |window, cx| {
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Self::build_menu_from_items(entry.clone(), window, cx).into()
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})
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.trigger(
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IconButton::new(
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SharedString::from(format!("{}-menu-trigger", menu_name)),
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ui::IconName::Menu,
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)
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.style(ButtonStyle::Subtle)
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.icon_size(IconSize::Small)
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.when(!handle.is_deployed(), |this| {
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this.tooltip(Tooltip::text("Open Application Menu"))
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}),
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)
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.with_handle(handle),
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)
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}
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fn render_standard_menu(&self, entry: &MenuEntry) -> impl IntoElement {
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let current_handle = entry.handle.clone();
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let menu_name = entry.menu.name.clone();
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let entry = entry.clone();
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let all_handles: Vec<_> = self
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.entries
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.iter()
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.map(|entry| entry.handle.clone())
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.collect();
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div()
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.id(SharedString::from(format!("{}-menu-item", menu_name)))
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.occlude()
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.child(
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PopoverMenu::new(SharedString::from(format!("{}-menu-popover", menu_name)))
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.menu(move |window, cx| {
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Self::build_menu_from_items(entry.clone(), window, cx).into()
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})
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.trigger(
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Button::new(
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SharedString::from(format!("{}-menu-trigger", menu_name)),
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menu_name.clone(),
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)
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.style(ButtonStyle::Subtle)
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.label_size(LabelSize::Small),
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)
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.with_handle(current_handle.clone()),
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)
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.on_hover(move |hover_enter, window, cx| {
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if *hover_enter && !current_handle.is_deployed() {
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all_handles.iter().for_each(|h| h.hide(cx));
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// We need to defer this so that this menu handle can take focus from the previous menu
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let handle = current_handle.clone();
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window.defer(cx, move |window, cx| handle.show(window, cx));
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}
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})
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}
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#[cfg(not(target_os = "macos"))]
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pub fn open_menu(
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&mut self,
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action: &OpenApplicationMenu,
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_window: &mut Window,
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_cx: &mut Context<Self>,
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) {
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self.pending_menu_open = Some(action.0.clone());
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}
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#[cfg(not(target_os = "macos"))]
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pub fn navigate_menus_in_direction(
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&mut self,
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action: &NavigateApplicationMenuInDirection,
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window: &mut Window,
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cx: &mut Context<Self>,
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) {
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let current_index = self
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.entries
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.iter()
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.position(|entry| entry.handle.is_deployed());
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let Some(current_index) = current_index else {
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return;
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};
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let next_index = match action.0.as_str() {
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"Left" => {
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if current_index == 0 {
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self.entries.len() - 1
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} else {
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current_index - 1
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}
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}
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"Right" => {
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if current_index == self.entries.len() - 1 {
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0
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} else {
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current_index + 1
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}
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}
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_ => return,
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};
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self.entries[current_index].handle.hide(cx);
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// We need to defer this so that this menu handle can take focus from the previous menu
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let next_handle = self.entries[next_index].handle.clone();
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cx.defer_in(window, move |_, window, cx| next_handle.show(window, cx));
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}
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pub fn all_menus_shown(&self) -> bool {
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self.entries.iter().any(|entry| entry.handle.is_deployed())
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|| self.pending_menu_open.is_some()
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}
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}
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impl Render for ApplicationMenu {
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fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
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let all_menus_shown = self.all_menus_shown();
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if let Some(pending_menu_open) = self.pending_menu_open.take() {
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if let Some(entry) = self
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.entries
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.iter()
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.find(|entry| entry.menu.name == pending_menu_open && !entry.handle.is_deployed())
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{
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let handle_to_show = entry.handle.clone();
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let handles_to_hide: Vec<_> = self
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.entries
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.iter()
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.filter(|e| e.menu.name != pending_menu_open && e.handle.is_deployed())
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.map(|e| e.handle.clone())
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.collect();
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if handles_to_hide.is_empty() {
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// We need to wait for the next frame to show all menus first,
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// before we can handle show/hide operations
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window.on_next_frame(move |window, cx| {
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handles_to_hide.iter().for_each(|handle| handle.hide(cx));
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window.defer(cx, move |window, cx| handle_to_show.show(window, cx));
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});
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} else {
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// Since menus are already shown, we can directly handle show/hide operations
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handles_to_hide.iter().for_each(|handle| handle.hide(cx));
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cx.defer_in(window, move |_, window, cx| handle_to_show.show(window, cx));
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}
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}
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}
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div()
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.key_context("ApplicationMenu")
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.flex()
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.flex_row()
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.gap_x_1()
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.when(!all_menus_shown && !self.entries.is_empty(), |this| {
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this.child(self.render_application_menu(&self.entries[0]))
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})
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.when(all_menus_shown, |this| {
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this.children(
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self.entries
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.iter()
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.map(|entry| self.render_standard_menu(entry)),
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)
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})
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}
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}
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