This is the core change: https://github.com/zed-industries/zed/pull/26758/files#diff-044302c0d57147af17e68a0009fee3e8dcdfb4f32c27a915e70cfa80e987f765R1052 TODO: - [x] Use AsyncFn instead of Fn() -> Future in GPUI spawn methods - [x] Implement it in the whole app - [x] Implement it in the debugger - [x] Glance at the RPC crate, and see if those box future methods can be switched over. Answer: It can't directly, as you can't make an AsyncFn* into a trait object. There's ways around that, but they're all more complex than just keeping the code as is. - [ ] Fix platform specific code Release Notes: - N/A
107 lines
3.0 KiB
Rust
107 lines
3.0 KiB
Rust
use crate::EditorSettings;
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use gpui::Context;
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use settings::Settings;
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use settings::SettingsStore;
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use smol::Timer;
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use std::time::Duration;
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pub struct BlinkManager {
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blink_interval: Duration,
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blink_epoch: usize,
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blinking_paused: bool,
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visible: bool,
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enabled: bool,
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}
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impl BlinkManager {
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pub fn new(blink_interval: Duration, cx: &mut Context<Self>) -> Self {
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// Make sure we blink the cursors if the setting is re-enabled
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cx.observe_global::<SettingsStore>(move |this, cx| {
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this.blink_cursors(this.blink_epoch, cx)
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})
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.detach();
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Self {
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blink_interval,
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blink_epoch: 0,
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blinking_paused: false,
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visible: true,
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enabled: false,
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}
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}
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fn next_blink_epoch(&mut self) -> usize {
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self.blink_epoch += 1;
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self.blink_epoch
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}
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pub fn pause_blinking(&mut self, cx: &mut Context<Self>) {
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self.show_cursor(cx);
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let epoch = self.next_blink_epoch();
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let interval = self.blink_interval;
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cx.spawn(async move |this, cx| {
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Timer::after(interval).await;
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this.update(cx, |this, cx| this.resume_cursor_blinking(epoch, cx))
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})
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.detach();
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}
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fn resume_cursor_blinking(&mut self, epoch: usize, cx: &mut Context<Self>) {
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if epoch == self.blink_epoch {
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self.blinking_paused = false;
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self.blink_cursors(epoch, cx);
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}
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}
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fn blink_cursors(&mut self, epoch: usize, cx: &mut Context<Self>) {
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if EditorSettings::get_global(cx).cursor_blink {
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if epoch == self.blink_epoch && self.enabled && !self.blinking_paused {
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self.visible = !self.visible;
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cx.notify();
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let epoch = self.next_blink_epoch();
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let interval = self.blink_interval;
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cx.spawn(async move |this, cx| {
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Timer::after(interval).await;
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if let Some(this) = this.upgrade() {
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this.update(cx, |this, cx| this.blink_cursors(epoch, cx))
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.ok();
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}
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})
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.detach();
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}
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} else {
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self.show_cursor(cx);
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}
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}
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pub fn show_cursor(&mut self, cx: &mut Context<'_, BlinkManager>) {
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if !self.visible {
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self.visible = true;
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cx.notify();
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}
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}
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pub fn enable(&mut self, cx: &mut Context<Self>) {
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if self.enabled {
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return;
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}
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self.enabled = true;
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// Set cursors as invisible and start blinking: this causes cursors
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// to be visible during the next render.
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self.visible = false;
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self.blink_cursors(self.blink_epoch, cx);
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}
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pub fn disable(&mut self, _cx: &mut Context<Self>) {
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self.visible = false;
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self.enabled = false;
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}
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pub fn visible(&self) -> bool {
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self.visible
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}
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}
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