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>
346 lines
11 KiB
Rust
346 lines
11 KiB
Rust
use crate::{
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AnyElement, AnyEntity, AnyWeakEntity, App, Bounds, ContentMask, Context, Element, ElementId,
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Entity, EntityId, GlobalElementId, IntoElement, LayoutId, PaintIndex, Pixels,
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PrepaintStateIndex, Render, Style, StyleRefinement, TextStyle, WeakEntity,
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};
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use crate::{Empty, Window};
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use anyhow::Result;
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use collections::FxHashSet;
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use refineable::Refineable;
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use std::mem;
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use std::{any::TypeId, fmt, ops::Range};
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struct AnyViewState {
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prepaint_range: Range<PrepaintStateIndex>,
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paint_range: Range<PaintIndex>,
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cache_key: ViewCacheKey,
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accessed_entities: FxHashSet<EntityId>,
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}
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#[derive(Default)]
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struct ViewCacheKey {
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bounds: Bounds<Pixels>,
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content_mask: ContentMask<Pixels>,
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text_style: TextStyle,
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}
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impl<V: Render> Element for Entity<V> {
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type RequestLayoutState = AnyElement;
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type PrepaintState = ();
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fn id(&self) -> Option<ElementId> {
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Some(ElementId::View(self.entity_id()))
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}
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fn request_layout(
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&mut self,
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_id: Option<&GlobalElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, Self::RequestLayoutState) {
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let mut element = self.update(cx, |view, cx| view.render(window, cx).into_any_element());
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let layout_id = element.request_layout(window, cx);
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(layout_id, element)
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}
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fn prepaint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_: Bounds<Pixels>,
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element: &mut Self::RequestLayoutState,
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window: &mut Window,
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cx: &mut App,
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) {
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window.set_view_id(self.entity_id());
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element.prepaint(window, cx);
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}
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fn paint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_: Bounds<Pixels>,
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element: &mut Self::RequestLayoutState,
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_: &mut Self::PrepaintState,
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window: &mut Window,
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cx: &mut App,
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) {
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element.paint(window, cx);
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}
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}
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/// A dynamically-typed handle to a view, which can be downcast to a [View] for a specific type.
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#[derive(Clone, Debug)]
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pub struct AnyView {
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model: AnyEntity,
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render: fn(&AnyView, &mut Window, &mut App) -> AnyElement,
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cached_style: Option<StyleRefinement>,
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}
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impl<V: Render> From<Entity<V>> for AnyView {
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fn from(value: Entity<V>) -> Self {
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AnyView {
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model: value.into_any(),
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render: any_view::render::<V>,
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cached_style: None,
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}
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}
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}
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impl AnyView {
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/// Indicate that this view should be cached when using it as an element.
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/// When using this method, the view's previous layout and paint will be recycled from the previous frame if [ViewContext::notify] has not been called since it was rendered.
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/// The one exception is when [WindowContext::refresh] is called, in which case caching is ignored.
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pub fn cached(mut self, style: StyleRefinement) -> Self {
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self.cached_style = Some(style);
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self
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}
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/// Convert this to a weak handle.
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pub fn downgrade(&self) -> AnyWeakView {
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AnyWeakView {
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model: self.model.downgrade(),
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render: self.render,
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}
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}
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/// Convert this to a [View] of a specific type.
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/// If this handle does not contain a view of the specified type, returns itself in an `Err` variant.
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pub fn downcast<T: 'static>(self) -> Result<Entity<T>, Self> {
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match self.model.downcast() {
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Ok(model) => Ok(model),
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Err(model) => Err(Self {
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model,
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render: self.render,
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cached_style: self.cached_style,
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}),
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}
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}
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/// Gets the [TypeId] of the underlying view.
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pub fn entity_type(&self) -> TypeId {
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self.model.entity_type
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}
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/// Gets the entity id of this handle.
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pub fn entity_id(&self) -> EntityId {
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self.model.entity_id()
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}
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}
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impl PartialEq for AnyView {
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fn eq(&self, other: &Self) -> bool {
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self.model == other.model
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}
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}
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impl Eq for AnyView {}
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impl Element for AnyView {
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type RequestLayoutState = Option<AnyElement>;
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type PrepaintState = Option<AnyElement>;
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fn id(&self) -> Option<ElementId> {
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Some(ElementId::View(self.entity_id()))
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}
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fn request_layout(
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&mut self,
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_id: Option<&GlobalElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, Self::RequestLayoutState) {
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if let Some(style) = self.cached_style.as_ref() {
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let mut root_style = Style::default();
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root_style.refine(style);
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let layout_id = window.request_layout(root_style, None, cx);
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(layout_id, None)
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} else {
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let mut element = (self.render)(self, window, cx);
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let layout_id = element.request_layout(window, cx);
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(layout_id, Some(element))
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}
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}
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fn prepaint(
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&mut self,
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global_id: Option<&GlobalElementId>,
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bounds: Bounds<Pixels>,
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element: &mut Self::RequestLayoutState,
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window: &mut Window,
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cx: &mut App,
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) -> Option<AnyElement> {
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window.set_view_id(self.entity_id());
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if self.cached_style.is_some() {
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window.with_element_state::<AnyViewState, _>(
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global_id.unwrap(),
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|element_state, window| {
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let content_mask = window.content_mask();
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let text_style = window.text_style();
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if let Some(mut element_state) = element_state {
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if element_state.cache_key.bounds == bounds
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&& element_state.cache_key.content_mask == content_mask
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&& element_state.cache_key.text_style == text_style
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&& !window.dirty_views.contains(&self.entity_id())
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&& !window.refreshing
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{
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let prepaint_start = window.prepaint_index();
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window.reuse_prepaint(element_state.prepaint_range.clone());
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cx.entities
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.extend_accessed(&element_state.accessed_entities);
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let prepaint_end = window.prepaint_index();
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element_state.prepaint_range = prepaint_start..prepaint_end;
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return (None, element_state);
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}
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}
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let refreshing = mem::replace(&mut window.refreshing, true);
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let prepaint_start = window.prepaint_index();
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let (mut element, accessed_entities) = cx.detect_accessed_entities(|cx| {
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let mut element = (self.render)(self, window, cx);
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element.layout_as_root(bounds.size.into(), window, cx);
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element.prepaint_at(bounds.origin, window, cx);
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element
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});
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let prepaint_end = window.prepaint_index();
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window.refreshing = refreshing;
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(
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Some(element),
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AnyViewState {
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accessed_entities,
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prepaint_range: prepaint_start..prepaint_end,
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paint_range: PaintIndex::default()..PaintIndex::default(),
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cache_key: ViewCacheKey {
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bounds,
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content_mask,
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text_style,
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},
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},
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)
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},
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)
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} else {
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let mut element = element.take().unwrap();
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element.prepaint(window, cx);
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Some(element)
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}
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}
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fn paint(
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&mut self,
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global_id: Option<&GlobalElementId>,
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_bounds: Bounds<Pixels>,
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_: &mut Self::RequestLayoutState,
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element: &mut Self::PrepaintState,
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window: &mut Window,
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cx: &mut App,
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) {
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if self.cached_style.is_some() {
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window.with_element_state::<AnyViewState, _>(
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global_id.unwrap(),
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|element_state, window| {
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let mut element_state = element_state.unwrap();
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let paint_start = window.paint_index();
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if let Some(element) = element {
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let refreshing = mem::replace(&mut window.refreshing, true);
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element.paint(window, cx);
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window.refreshing = refreshing;
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} else {
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window.reuse_paint(element_state.paint_range.clone());
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}
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let paint_end = window.paint_index();
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element_state.paint_range = paint_start..paint_end;
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((), element_state)
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},
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)
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} else {
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element.as_mut().unwrap().paint(window, cx);
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}
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}
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}
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impl<V: 'static + Render> IntoElement for Entity<V> {
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type Element = Entity<V>;
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fn into_element(self) -> Self::Element {
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self
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}
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}
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impl IntoElement for AnyView {
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type Element = Self;
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fn into_element(self) -> Self::Element {
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self
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}
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}
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/// A weak, dynamically-typed view handle that does not prevent the view from being released.
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pub struct AnyWeakView {
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model: AnyWeakEntity,
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render: fn(&AnyView, &mut Window, &mut App) -> AnyElement,
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}
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impl AnyWeakView {
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/// Convert to a strongly-typed handle if the referenced view has not yet been released.
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pub fn upgrade(&self) -> Option<AnyView> {
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let model = self.model.upgrade()?;
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Some(AnyView {
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model,
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render: self.render,
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cached_style: None,
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})
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}
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}
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impl<V: 'static + Render> From<WeakEntity<V>> for AnyWeakView {
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fn from(view: WeakEntity<V>) -> Self {
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AnyWeakView {
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model: view.into(),
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render: any_view::render::<V>,
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}
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}
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}
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impl PartialEq for AnyWeakView {
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fn eq(&self, other: &Self) -> bool {
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self.model == other.model
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}
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}
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impl std::fmt::Debug for AnyWeakView {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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f.debug_struct("AnyWeakView")
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.field("entity_id", &self.model.entity_id)
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.finish_non_exhaustive()
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}
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}
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mod any_view {
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use crate::{AnyElement, AnyView, App, IntoElement, Render, Window};
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pub(crate) fn render<V: 'static + Render>(
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view: &AnyView,
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window: &mut Window,
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cx: &mut App,
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) -> AnyElement {
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let view = view.clone().downcast::<V>().unwrap();
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view.update(cx, |view, cx| view.render(window, cx).into_any_element())
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}
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}
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/// A view that renders nothing
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pub struct EmptyView;
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impl Render for EmptyView {
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fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
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Empty
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}
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}
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