Files
oak-gpui/crates/gpui2/src/element.rs
T

504 lines
14 KiB
Rust

use crate::{
AvailableSpace, BorrowWindow, Bounds, ElementId, LayoutId, Pixels, Point, Size, ViewContext,
};
use derive_more::{Deref, DerefMut};
pub(crate) use smallvec::SmallVec;
use std::{any::Any, fmt::Debug};
pub trait Element<V: 'static>: 'static + Sized {
type State: 'static;
fn element_id(&self) -> Option<ElementId>;
fn layout(
&mut self,
view_state: &mut V,
element_state: Option<Self::State>,
cx: &mut ViewContext<V>,
) -> (LayoutId, Self::State);
fn paint(
self,
bounds: Bounds<Pixels>,
view_state: &mut V,
element_state: &mut Self::State,
cx: &mut ViewContext<V>,
);
fn into_any(self) -> AnyElement<V> {
AnyElement::new(self)
}
fn draw<T, R>(
self,
origin: Point<Pixels>,
available_space: Size<T>,
view_state: &mut V,
cx: &mut ViewContext<V>,
f: impl FnOnce(&mut Self::State, &mut ViewContext<V>) -> R,
) -> R
where
T: Clone + Default + Debug + Into<AvailableSpace>,
{
let element_id = self.element_id();
let element = DrawableElement {
element: Some(self),
phase: ElementDrawPhase::Start,
};
let frame_state = element.draw(origin, available_space.map(Into::into), view_state, cx);
if let Some(mut frame_state) = frame_state {
f(&mut frame_state, cx)
} else {
cx.with_element_state(element_id.unwrap(), |element_state, cx| {
let mut element_state = element_state.unwrap();
let result = f(&mut element_state, cx);
(result, element_state)
})
}
}
}
#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
pub struct GlobalElementId(SmallVec<[ElementId; 32]>);
pub trait ParentComponent<V: 'static> {
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]>;
fn child(mut self, child: impl Element<V>) -> Self
where
Self: Sized,
{
self.children_mut().push(child.into_any());
self
}
fn children(mut self, children: impl IntoIterator<Item = impl Element<V>>) -> Self
where
Self: Sized,
{
self.children_mut()
.extend(children.into_iter().map(Element::into_any));
self
}
}
trait ElementObject<V> {
fn element_id(&self) -> Option<ElementId>;
fn layout(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) -> LayoutId;
fn paint(&mut self, view_state: &mut V, cx: &mut ViewContext<V>);
fn measure(
&mut self,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) -> Size<Pixels>;
fn draw(
&mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
);
}
pub struct DrawableElement<V: 'static, E: Element<V>> {
element: Option<E>,
phase: ElementDrawPhase<E::State>,
}
#[derive(Default)]
enum ElementDrawPhase<V> {
#[default]
Start,
LayoutRequested {
layout_id: LayoutId,
frame_state: Option<V>,
},
LayoutComputed {
layout_id: LayoutId,
available_space: Size<AvailableSpace>,
frame_state: Option<V>,
},
}
/// Internal struct that wraps an element to store Layout and ElementState after the element is rendered.
/// It's allocated as a trait object to erase the element type and wrapped in AnyElement<E::State> for
/// improved usability.
impl<V, E: Element<V>> DrawableElement<V, E> {
fn new(element: E) -> Self {
DrawableElement {
element: Some(element),
phase: ElementDrawPhase::Start,
}
}
fn element_id(&self) -> Option<ElementId> {
self.element.as_ref()?.element_id()
}
fn layout(&mut self, state: &mut V, cx: &mut ViewContext<V>) -> LayoutId {
let (layout_id, frame_state) = if let Some(id) = self.element.as_ref().unwrap().element_id()
{
let layout_id = cx.with_element_state(id, |element_state, cx| {
self.element
.as_mut()
.unwrap()
.layout(state, element_state, cx)
});
(layout_id, None)
} else {
let (layout_id, frame_state) = self.element.as_mut().unwrap().layout(state, None, cx);
(layout_id, Some(frame_state))
};
self.phase = ElementDrawPhase::LayoutRequested {
layout_id,
frame_state,
};
layout_id
}
fn paint(mut self, view_state: &mut V, cx: &mut ViewContext<V>) -> Option<E::State> {
match self.phase {
ElementDrawPhase::LayoutRequested {
layout_id,
frame_state,
}
| ElementDrawPhase::LayoutComputed {
layout_id,
frame_state,
..
} => {
let bounds = cx.layout_bounds(layout_id);
if let Some(mut frame_state) = frame_state {
self.element
.take()
.unwrap()
.paint(bounds, view_state, &mut frame_state, cx);
Some(frame_state)
} else {
let element_id = self
.element
.as_ref()
.unwrap()
.element_id()
.expect("if we don't have frame state, we should have element state");
cx.with_element_state(element_id, |element_state, cx| {
let mut element_state = element_state.unwrap();
self.element.take().unwrap().paint(
bounds,
view_state,
&mut element_state,
cx,
);
((), element_state)
});
None
}
}
_ => panic!("must call layout before paint"),
}
}
fn measure(
&mut self,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) -> Size<Pixels> {
if matches!(&self.phase, ElementDrawPhase::Start) {
self.layout(view_state, cx);
}
let layout_id = match &mut self.phase {
ElementDrawPhase::LayoutRequested {
layout_id,
frame_state,
} => {
cx.compute_layout(*layout_id, available_space);
let layout_id = *layout_id;
self.phase = ElementDrawPhase::LayoutComputed {
layout_id,
available_space,
frame_state: frame_state.take(),
};
layout_id
}
ElementDrawPhase::LayoutComputed {
layout_id,
available_space: prev_available_space,
..
} => {
if available_space != *prev_available_space {
cx.compute_layout(*layout_id, available_space);
*prev_available_space = available_space;
}
*layout_id
}
_ => panic!("cannot measure after painting"),
};
cx.layout_bounds(layout_id).size
}
fn draw(
mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) -> Option<E::State> {
self.measure(available_space, view_state, cx);
cx.with_absolute_element_offset(origin, |cx| self.paint(view_state, cx))
}
}
impl<V, E> ElementObject<V> for Option<DrawableElement<V, E>>
where
E: Element<V>,
E::State: 'static,
{
fn element_id(&self) -> Option<ElementId> {
self.as_ref().unwrap().element_id()
}
fn layout(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) -> LayoutId {
DrawableElement::layout(self.as_mut().unwrap(), view_state, cx)
}
fn paint(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) {
DrawableElement::paint(self.take().unwrap(), view_state, cx);
}
fn measure(
&mut self,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) -> Size<Pixels> {
DrawableElement::measure(self.as_mut().unwrap(), available_space, view_state, cx)
}
fn draw(
&mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) {
DrawableElement::draw(
self.take().unwrap(),
origin,
available_space,
view_state,
cx,
);
}
}
pub struct AnyElement<V>(Box<dyn ElementObject<V>>);
impl<V> AnyElement<V> {
pub fn new<E>(element: E) -> Self
where
V: 'static,
E: 'static + Element<V>,
E::State: Any,
{
AnyElement(Box::new(Some(DrawableElement::new(element))) as Box<dyn ElementObject<V>>)
}
pub fn element_id(&self) -> Option<ElementId> {
self.0.element_id()
}
pub fn layout(&mut self, view_state: &mut V, cx: &mut ViewContext<V>) -> LayoutId {
self.0.layout(view_state, cx)
}
pub fn paint(mut self, view_state: &mut V, cx: &mut ViewContext<V>) {
self.0.paint(view_state, cx)
}
/// Initializes this element and performs layout within the given available space to determine its size.
pub fn measure(
&mut self,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) -> Size<Pixels> {
self.0.measure(available_space, view_state, cx)
}
/// Initializes this element and performs layout in the available space, then paints it at the given origin.
pub fn draw(
mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
view_state: &mut V,
cx: &mut ViewContext<V>,
) {
self.0.draw(origin, available_space, view_state, cx)
}
}
impl<V: 'static> Element<V> for AnyElement<V> {
type State = ();
fn element_id(&self) -> Option<ElementId> {
AnyElement::element_id(self)
}
fn layout(
&mut self,
view_state: &mut V,
_: Option<Self::State>,
cx: &mut ViewContext<V>,
) -> (LayoutId, Self::State) {
let layout_id = self.layout(view_state, cx);
(layout_id, ())
}
fn paint(
self,
_bounds: Bounds<Pixels>,
view_state: &mut V,
_: &mut Self::State,
cx: &mut ViewContext<V>,
) {
self.paint(view_state, cx);
}
}
pub trait Component<V> {
fn render(self) -> AnyElement<V>;
fn map<U>(self, f: impl FnOnce(Self) -> U) -> U
where
Self: Sized,
U: Component<V>,
{
f(self)
}
fn when(self, condition: bool, then: impl FnOnce(Self) -> Self) -> Self
where
Self: Sized,
{
self.map(|this| if condition { then(this) } else { this })
}
fn when_some<T>(self, option: Option<T>, then: impl FnOnce(Self, T) -> Self) -> Self
where
Self: Sized,
{
self.map(|this| {
if let Some(value) = option {
then(this, value)
} else {
this
}
})
}
}
impl<V> Component<V> for AnyElement<V> {
fn render(self) -> AnyElement<V> {
self
}
}
impl<V, E, F> Element<V> for Option<F>
where
V: 'static,
E: 'static + Component<V>,
F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
{
type State = Option<AnyElement<V>>;
fn element_id(&self) -> Option<ElementId> {
None
}
fn layout(
&mut self,
view_state: &mut V,
_: Option<Self::State>,
cx: &mut ViewContext<V>,
) -> (LayoutId, Self::State) {
let render = self.take().unwrap();
let mut rendered_element = (render)(view_state, cx).render();
let layout_id = rendered_element.layout(view_state, cx);
(layout_id, Some(rendered_element))
}
fn paint(
self,
_bounds: Bounds<Pixels>,
view_state: &mut V,
rendered_element: &mut Self::State,
cx: &mut ViewContext<V>,
) {
rendered_element.take().unwrap().paint(view_state, cx);
}
}
impl<V, E, F> Component<V> for Option<F>
where
V: 'static,
E: 'static + Component<V>,
F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
{
fn render(self) -> AnyElement<V> {
AnyElement::new(self)
}
}
impl<V, E, F> Component<V> for F
where
V: 'static,
E: 'static + Component<V>,
F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
{
fn render(self) -> AnyElement<V> {
AnyElement::new(Some(self))
}
}
// impl<V, E, F> Element<V> for F
// where
// V: 'static,
// E: 'static + Component<V>,
// F: FnOnce(&mut V, &mut ViewContext<'_, V>) -> E + 'static,
// {
// type State = Option<AnyElement<V>>;
// fn element_id(&self) -> Option<ElementId> {
// None
// }
// fn layout(
// &mut self,
// view_state: &mut V,
// element_state: Option<Self::State>,
// cx: &mut ViewContext<V>,
// ) -> (LayoutId, Self::State) {
// self(view_state)
// }
// fn paint(
// self,
// bounds: Bounds<Pixels>,
// view_state: &mut V,
// element_state: &mut Self::State,
// cx: &mut ViewContext<V>,
// ) {
// todo!()
// }
// }