Files
oak-gpui/crates/gpui/src/elements/animation.rs
T
Finn Evers a96015b3c5 activity_indicator: Show extension installation and updates (#37374)
This PR fixes an issue where extension operations would never show in
the activity indicator despite this being implemented for ages. This
happened because we were always returning `None` whenever the app has a
global auto updater, which is always the case, so the code path for
showing extension updates in the indicator could never be hit despite
existing prior. Also slightly improves the messages shown for ongoing
extension operations, as these were previously context unaware.

While I was at this, I also quickly took a stab at cleaning up some
remotely related stuff, namely:
- The `AnimationExt` trait is now by default only implemented for
anything that also implements `IntoElement`. This prevents
`with_animation` from showing up for e.g. `u32` within the suggestions
(finally).
- Commonly used animations are now implemented in the
`CommonAnimationExt` trait within the `ui` crate so the needed code does
not always need to be copied and element IDs for the animations are
truly unique.

Relevant change here regarding the original issue is the change from the
`return match` to just a `match` within the activitiy indicator, which
solved the issue at hand.

If we find this to be too noisy at some point, we can easily revisit,
but I think this holds important enough information to be shown in the
activity indicator, especially whilst developing extensions.

Release Notes:

- Extension installation and updates will now be shown in the activity
indicator.
2025-09-02 16:51:13 +02:00

264 lines
7.7 KiB
Rust

use std::{
rc::Rc,
time::{Duration, Instant},
};
use crate::{
AnyElement, App, Element, ElementId, GlobalElementId, InspectorElementId, IntoElement, Window,
};
pub use easing::*;
use smallvec::SmallVec;
/// An animation that can be applied to an element.
#[derive(Clone)]
pub struct Animation {
/// The amount of time for which this animation should run
pub duration: Duration,
/// Whether to repeat this animation when it finishes
pub oneshot: bool,
/// A function that takes a delta between 0 and 1 and returns a new delta
/// between 0 and 1 based on the given easing function.
pub easing: Rc<dyn Fn(f32) -> f32>,
}
impl Animation {
/// Create a new animation with the given duration.
/// By default the animation will only run once and will use a linear easing function.
pub fn new(duration: Duration) -> Self {
Self {
duration,
oneshot: true,
easing: Rc::new(linear),
}
}
/// Set the animation to loop when it finishes.
pub fn repeat(mut self) -> Self {
self.oneshot = false;
self
}
/// Set the easing function to use for this animation.
/// The easing function will take a time delta between 0 and 1 and return a new delta
/// between 0 and 1
pub fn with_easing(mut self, easing: impl Fn(f32) -> f32 + 'static) -> Self {
self.easing = Rc::new(easing);
self
}
}
/// An extension trait for adding the animation wrapper to both Elements and Components
pub trait AnimationExt {
/// Render this component or element with an animation
fn with_animation(
self,
id: impl Into<ElementId>,
animation: Animation,
animator: impl Fn(Self, f32) -> Self + 'static,
) -> AnimationElement<Self>
where
Self: Sized,
{
AnimationElement {
id: id.into(),
element: Some(self),
animator: Box::new(move |this, _, value| animator(this, value)),
animations: smallvec::smallvec![animation],
}
}
/// Render this component or element with a chain of animations
fn with_animations(
self,
id: impl Into<ElementId>,
animations: Vec<Animation>,
animator: impl Fn(Self, usize, f32) -> Self + 'static,
) -> AnimationElement<Self>
where
Self: Sized,
{
AnimationElement {
id: id.into(),
element: Some(self),
animator: Box::new(animator),
animations: animations.into(),
}
}
}
impl<E: IntoElement + 'static> AnimationExt for E {}
/// A GPUI element that applies an animation to another element
pub struct AnimationElement<E> {
id: ElementId,
element: Option<E>,
animations: SmallVec<[Animation; 1]>,
animator: Box<dyn Fn(E, usize, f32) -> E + 'static>,
}
impl<E> AnimationElement<E> {
/// Returns a new [`AnimationElement<E>`] after applying the given function
/// to the element being animated.
pub fn map_element(mut self, f: impl FnOnce(E) -> E) -> AnimationElement<E> {
self.element = self.element.map(f);
self
}
}
impl<E: IntoElement + 'static> IntoElement for AnimationElement<E> {
type Element = AnimationElement<E>;
fn into_element(self) -> Self::Element {
self
}
}
struct AnimationState {
start: Instant,
animation_ix: usize,
}
impl<E: IntoElement + 'static> Element for AnimationElement<E> {
type RequestLayoutState = AnyElement;
type PrepaintState = ();
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (crate::LayoutId, Self::RequestLayoutState) {
window.with_element_state(global_id.unwrap(), |state, window| {
let mut state = state.unwrap_or_else(|| AnimationState {
start: Instant::now(),
animation_ix: 0,
});
let animation_ix = state.animation_ix;
let mut delta = state.start.elapsed().as_secs_f32()
/ self.animations[animation_ix].duration.as_secs_f32();
let mut done = false;
if delta > 1.0 {
if self.animations[animation_ix].oneshot {
if animation_ix >= self.animations.len() - 1 {
done = true;
} else {
state.start = Instant::now();
state.animation_ix += 1;
}
delta = 1.0;
} else {
delta %= 1.0;
}
}
let delta = (self.animations[animation_ix].easing)(delta);
debug_assert!(
(0.0..=1.0).contains(&delta),
"delta should always be between 0 and 1"
);
let element = self.element.take().expect("should only be called once");
let mut element = (self.animator)(element, animation_ix, delta).into_any_element();
if !done {
window.request_animation_frame();
}
((element.request_layout(window, cx), element), state)
})
}
fn prepaint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_bounds: crate::Bounds<crate::Pixels>,
element: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) -> Self::PrepaintState {
element.prepaint(window, cx);
}
fn paint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_bounds: crate::Bounds<crate::Pixels>,
element: &mut Self::RequestLayoutState,
_: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App,
) {
element.paint(window, cx);
}
}
mod easing {
use std::f32::consts::PI;
/// The linear easing function, or delta itself
pub fn linear(delta: f32) -> f32 {
delta
}
/// The quadratic easing function, delta * delta
pub fn quadratic(delta: f32) -> f32 {
delta * delta
}
/// The quadratic ease-in-out function, which starts and ends slowly but speeds up in the middle
pub fn ease_in_out(delta: f32) -> f32 {
if delta < 0.5 {
2.0 * delta * delta
} else {
let x = -2.0 * delta + 2.0;
1.0 - x * x / 2.0
}
}
/// The Quint ease-out function, which starts quickly and decelerates to a stop
pub fn ease_out_quint() -> impl Fn(f32) -> f32 {
move |delta| 1.0 - (1.0 - delta).powi(5)
}
/// Apply the given easing function, first in the forward direction and then in the reverse direction
pub fn bounce(easing: impl Fn(f32) -> f32) -> impl Fn(f32) -> f32 {
move |delta| {
if delta < 0.5 {
easing(delta * 2.0)
} else {
easing((1.0 - delta) * 2.0)
}
}
}
/// A custom easing function for pulsating alpha that slows down as it approaches 0.1
pub fn pulsating_between(min: f32, max: f32) -> impl Fn(f32) -> f32 {
let range = max - min;
move |delta| {
// Use a combination of sine and cubic functions for a more natural breathing rhythm
let t = (delta * 2.0 * PI).sin();
let breath = (t * t * t + t) / 2.0;
// Map the breath to our desired alpha range
let normalized_alpha = (breath + 1.0) / 2.0;
min + (normalized_alpha * range)
}
}
}