Files
oak-gpui/crates/ui/src/components/facepile.rs
T
Marshall Bowers 3cdd465226 gpui: Make style macros more composable (#14007)
This PR begins the process of breaking up the `style_helpers!` macro
into smaller macros that can be used to generate methods for a related
subset of styles.

The style method macros also now accept an optional `visibility`
parameter to control the visibility of the generated methods. This
allows for adding these methods to a struct instead of a just a trait.

For example, to expose just the padding styles on a `Facepile` we can do
this:

```rs
impl Facepile {
    fn style(&mut self) -> &mut StyleRefinement {
        self.base.style()
    }

    gpui::padding_style_methods!({
        visibility: pub
    });
}
```

Release Notes:

- N/A
2024-07-09 13:52:52 -04:00

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use crate::prelude::*;
use gpui::{AnyElement, StyleRefinement};
use smallvec::SmallVec;
/// A facepile is a collection of faces stacked horizontally
/// always with the leftmost face on top and descending in z-index
///
/// Facepiles are used to display a group of people or things,
/// such as a list of participants in a collaboration session.
#[derive(IntoElement)]
pub struct Facepile {
base: Div,
faces: SmallVec<[AnyElement; 2]>,
}
impl Facepile {
pub fn empty() -> Self {
Self::new(SmallVec::new())
}
pub fn new(faces: SmallVec<[AnyElement; 2]>) -> Self {
Self { base: div(), faces }
}
}
impl ParentElement for Facepile {
fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
self.faces.extend(elements);
}
}
// Style methods.
impl Facepile {
fn style(&mut self) -> &mut StyleRefinement {
self.base.style()
}
gpui::padding_style_methods!({
visibility: pub
});
}
impl RenderOnce for Facepile {
fn render(self, _cx: &mut WindowContext) -> impl IntoElement {
// Lay the faces out in reverse so they overlap in the desired order (left to right, front to back)
self.base
.flex()
.flex_row_reverse()
.items_center()
.justify_start()
.children(
self.faces
.into_iter()
.enumerate()
.rev()
.map(|(ix, player)| div().when(ix > 0, |div| div.ml_neg_1()).child(player)),
)
}
}