Files
oak-gpui/crates/ui/src/components/button/split_button.rs
T
ab59982bf7 Add initial element inspector for Zed development (#31315)
Open inspector with `dev: toggle inspector` from command palette or
`cmd-alt-i` on mac or `ctrl-alt-i` on linux.

https://github.com/user-attachments/assets/54c43034-d40b-414e-ba9b-190bed2e6d2f

* Picking of elements via the mouse, with scroll wheel to inspect
occluded elements.

* Temporary manipulation of the selected element.

* Layout info and JSON-based style manipulation for `Div`.

* Navigation to code that constructed the element.

Big thanks to @as-cii and @maxdeviant for sorting out how to implement
the core of an inspector.

Release Notes:

- N/A

---------

Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Marshall Bowers <git@maxdeviant.com>
Co-authored-by: Federico Dionisi <code@fdionisi.me>
2025-05-23 23:08:59 +00:00

52 lines
1.6 KiB
Rust

use gpui::{
AnyElement, App, BoxShadow, IntoElement, ParentElement, RenderOnce, Styled, Window, div, hsla,
point, px,
};
use theme::ActiveTheme;
use crate::{ElevationIndex, h_flex};
use super::ButtonLike;
/// /// A button with two parts: a primary action on the left and a secondary action on the right.
///
/// The left side is a [`ButtonLike`] with the main action, while the right side can contain
/// any element (typically a dropdown trigger or similar).
///
/// The two sections are visually separated by a divider, but presented as a unified control.
#[derive(IntoElement)]
pub struct SplitButton {
pub left: ButtonLike,
pub right: AnyElement,
}
impl SplitButton {
pub fn new(left: ButtonLike, right: AnyElement) -> Self {
Self { left, right }
}
}
impl RenderOnce for SplitButton {
fn render(self, _window: &mut Window, cx: &mut App) -> impl IntoElement {
h_flex()
.rounded_sm()
.border_1()
.border_color(cx.theme().colors().text_muted.alpha(0.12))
.child(div().flex_grow().child(self.left))
.child(
div()
.h_full()
.w_px()
.bg(cx.theme().colors().text_muted.alpha(0.16)),
)
.child(self.right)
.bg(ElevationIndex::Surface.on_elevation_bg(cx))
.shadow(vec![BoxShadow {
color: hsla(0.0, 0.0, 0.0, 0.16),
offset: point(px(0.), px(1.)),
blur_radius: px(0.),
spread_radius: px(0.),
}])
}
}