Files
oak-gpui/crates/gpui/src/window/element_cx.rs
T

940 lines
33 KiB
Rust

use std::{
any::{Any, TypeId},
borrow::{Borrow, BorrowMut, Cow},
mem,
rc::Rc,
sync::Arc,
};
use anyhow::Result;
use derive_more::{Deref, DerefMut};
use media::core_video::CVImageBuffer;
use util::post_inc;
use crate::{
prelude::*, size, AppContext, AvailableSpace, Bounds, BoxShadow, ContentMask, Corners,
DevicePixels, DispatchPhase, ElementId, ElementStateBox, EntityId, FocusHandle, FontId,
GlyphId, Hsla, ImageData, InputHandler, IsZero, KeyContext, KeyEvent, LayoutId,
MonochromeSprite, MouseEvent, PaintQuad, Path, Pixels, PlatformInputHandler, Point,
PolychromeSprite, Quad, RenderGlyphParams, RenderImageParams, RenderSvgParams, Shadow,
SharedString, Size, Style, Surface, Underline, UnderlineStyle, Window, WindowContext,
SUBPIXEL_VARIANTS,
};
use super::RequestedInputHandler;
/// This context is used for assisting in the implementation of the element trait
#[derive(Deref, DerefMut)]
pub struct ElementContext<'a> {
pub(crate) cx: WindowContext<'a>,
}
impl<'a> WindowContext<'a> {
pub(crate) fn with_element_context<R>(
&mut self,
f: impl FnOnce(&mut ElementContext) -> R,
) -> R {
f(&mut ElementContext {
cx: WindowContext::new(self.app, self.window),
})
}
}
impl<'a> Borrow<AppContext> for ElementContext<'a> {
fn borrow(&self) -> &AppContext {
self.cx.app
}
}
impl<'a> BorrowMut<AppContext> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut AppContext {
self.cx.borrow_mut()
}
}
impl<'a> Borrow<WindowContext<'a>> for ElementContext<'a> {
fn borrow(&self) -> &WindowContext<'a> {
&self.cx
}
}
impl<'a> BorrowMut<WindowContext<'a>> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut WindowContext<'a> {
&mut self.cx
}
}
impl<'a> Borrow<Window> for ElementContext<'a> {
fn borrow(&self) -> &Window {
self.cx.window
}
}
impl<'a> BorrowMut<Window> for ElementContext<'a> {
fn borrow_mut(&mut self) -> &mut Window {
self.cx.borrow_mut()
}
}
impl<'a> Context for ElementContext<'a> {
type Result<T> = <WindowContext<'a> as Context>::Result<T>;
fn new_model<T: 'static>(
&mut self,
build_model: impl FnOnce(&mut crate::ModelContext<'_, T>) -> T,
) -> Self::Result<crate::Model<T>> {
self.cx.new_model(build_model)
}
fn update_model<T, R>(
&mut self,
handle: &crate::Model<T>,
update: impl FnOnce(&mut T, &mut crate::ModelContext<'_, T>) -> R,
) -> Self::Result<R>
where
T: 'static,
{
self.cx.update_model(handle, update)
}
fn read_model<T, R>(
&self,
handle: &crate::Model<T>,
read: impl FnOnce(&T, &AppContext) -> R,
) -> Self::Result<R>
where
T: 'static,
{
self.cx.read_model(handle, read)
}
fn update_window<T, F>(&mut self, window: crate::AnyWindowHandle, f: F) -> Result<T>
where
F: FnOnce(crate::AnyView, &mut WindowContext<'_>) -> T,
{
self.cx.update_window(window, f)
}
fn read_window<T, R>(
&self,
window: &crate::WindowHandle<T>,
read: impl FnOnce(crate::View<T>, &AppContext) -> R,
) -> Result<R>
where
T: 'static,
{
self.cx.read_window(window, read)
}
}
impl<'a> VisualContext for ElementContext<'a> {
fn new_view<V>(
&mut self,
build_view: impl FnOnce(&mut crate::ViewContext<'_, V>) -> V,
) -> Self::Result<crate::View<V>>
where
V: 'static + Render,
{
self.cx.new_view(build_view)
}
fn update_view<V: 'static, R>(
&mut self,
view: &crate::View<V>,
update: impl FnOnce(&mut V, &mut crate::ViewContext<'_, V>) -> R,
) -> Self::Result<R> {
self.cx.update_view(view, update)
}
fn replace_root_view<V>(
&mut self,
build_view: impl FnOnce(&mut crate::ViewContext<'_, V>) -> V,
) -> Self::Result<crate::View<V>>
where
V: 'static + Render,
{
self.cx.replace_root_view(build_view)
}
fn focus_view<V>(&mut self, view: &crate::View<V>) -> Self::Result<()>
where
V: crate::FocusableView,
{
self.cx.focus_view(view)
}
fn dismiss_view<V>(&mut self, view: &crate::View<V>) -> Self::Result<()>
where
V: crate::ManagedView,
{
self.cx.dismiss_view(view)
}
}
impl<'a> ElementContext<'a> {
/// Pushes the given element id onto the global stack and invokes the given closure
/// with a `GlobalElementId`, which disambiguates the given id in the context of its ancestor
/// ids. Because elements are discarded and recreated on each frame, the `GlobalElementId` is
/// used to associate state with identified elements across separate frames.
pub(crate) fn with_element_id<R>(
&mut self,
id: Option<impl Into<ElementId>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if let Some(id) = id.map(Into::into) {
let window = self.window_mut();
window.element_id_stack.push(id);
let result = f(self);
let window: &mut Window = self.borrow_mut();
window.element_id_stack.pop();
result
} else {
f(self)
}
}
/// Invoke the given function with the given content mask after intersecting it
/// with the current mask.
pub(crate) fn with_content_mask<R>(
&mut self,
mask: Option<ContentMask<Pixels>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if let Some(mask) = mask {
let mask = mask.intersect(&self.content_mask());
self.window_mut().next_frame.content_mask_stack.push(mask);
let result = f(self);
self.window_mut().next_frame.content_mask_stack.pop();
result
} else {
f(self)
}
}
/// Invoke the given function with the content mask reset to that
/// of the window.
pub(crate) fn break_content_mask<R>(&mut self, f: impl FnOnce(&mut Self) -> R) -> R {
let mask = ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.window().viewport_size,
},
};
let new_stacking_order_id =
post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
let new_root_z_index = post_inc(&mut self.window_mut().next_frame.next_root_z_index);
let old_stacking_order = mem::take(&mut self.window_mut().next_frame.z_index_stack);
self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
self.window_mut()
.next_frame
.z_index_stack
.push(new_root_z_index);
self.window_mut().next_frame.content_mask_stack.push(mask);
let result = f(self);
self.window_mut().next_frame.content_mask_stack.pop();
self.window_mut().next_frame.z_index_stack = old_stacking_order;
result
}
/// Called during painting to invoke the given closure in a new stacking context. The given
/// z-index is interpreted relative to the previous call to `stack`.
pub(crate) fn with_z_index<R>(&mut self, z_index: u8, f: impl FnOnce(&mut Self) -> R) -> R {
let new_stacking_order_id =
post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
let old_stacking_order_id = mem::replace(
&mut self.window_mut().next_frame.z_index_stack.id,
new_stacking_order_id,
);
self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
self.window_mut().next_frame.z_index_stack.push(z_index);
let result = f(self);
self.window_mut().next_frame.z_index_stack.id = old_stacking_order_id;
self.window_mut().next_frame.z_index_stack.pop();
result
}
/// Updates the global element offset relative to the current offset. This is used to implement
/// scrolling.
pub(crate) fn with_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
if offset.is_zero() {
return f(self);
};
let abs_offset = self.element_offset() + offset;
self.with_absolute_element_offset(abs_offset, f)
}
/// Updates the global element offset based on the given offset. This is used to implement
/// drag handles and other manual painting of elements.
pub(crate) fn with_absolute_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.window_mut()
.next_frame
.element_offset_stack
.push(offset);
let result = f(self);
self.window_mut().next_frame.element_offset_stack.pop();
result
}
/// Obtain the current element offset.
pub(crate) fn element_offset(&self) -> Point<Pixels> {
self.window()
.next_frame
.element_offset_stack
.last()
.copied()
.unwrap_or_default()
}
/// Obtain the current content mask.
pub(crate) fn content_mask(&self) -> ContentMask<Pixels> {
self.window()
.next_frame
.content_mask_stack
.last()
.cloned()
.unwrap_or_else(|| ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.window().viewport_size,
},
})
}
/// The size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
pub(crate) fn rem_size(&self) -> Pixels {
self.window().rem_size
}
/// Updates or initializes state for an element with the given id that lives across multiple
/// frames. If an element with this ID existed in the rendered frame, its state will be passed
/// to the given closure. The state returned by the closure will be stored so it can be referenced
/// when drawing the next frame.
pub(crate) fn with_element_state<S, R>(
&mut self,
id: ElementId,
f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
) -> R
where
S: 'static,
{
self.with_element_id(Some(id), |cx| {
let global_id = cx.window().element_id_stack.clone();
if let Some(any) = cx
.window_mut()
.next_frame
.element_states
.remove(&global_id)
.or_else(|| {
cx.window_mut()
.rendered_frame
.element_states
.remove(&global_id)
})
{
let ElementStateBox {
inner,
parent_view_id,
#[cfg(debug_assertions)]
type_name
} = any;
// Using the extra inner option to avoid needing to reallocate a new box.
let mut state_box = inner
.downcast::<Option<S>>()
.map_err(|_| {
#[cfg(debug_assertions)]
{
anyhow::anyhow!(
"invalid element state type for id, requested_type {:?}, actual type: {:?}",
std::any::type_name::<S>(),
type_name
)
}
#[cfg(not(debug_assertions))]
{
anyhow::anyhow!(
"invalid element state type for id, requested_type {:?}",
std::any::type_name::<S>(),
)
}
})
.unwrap();
// Actual: Option<AnyElement> <- View
// Requested: () <- AnyElement
let state = state_box
.take()
.expect("element state is already on the stack");
let (result, state) = f(Some(state), cx);
state_box.replace(state);
cx.window_mut()
.next_frame
.element_states
.insert(global_id, ElementStateBox {
inner: state_box,
parent_view_id,
#[cfg(debug_assertions)]
type_name
});
result
} else {
let (result, state) = f(None, cx);
let parent_view_id = cx.parent_view_id();
cx.window_mut()
.next_frame
.element_states
.insert(global_id,
ElementStateBox {
inner: Box::new(Some(state)),
parent_view_id,
#[cfg(debug_assertions)]
type_name: std::any::type_name::<S>()
}
);
result
}
})
}
/// Paint one or more drop shadows into the scene for the next frame at the current z-index.
pub fn paint_shadows(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
shadows: &[BoxShadow],
) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
for shadow in shadows {
let mut shadow_bounds = bounds;
shadow_bounds.origin += shadow.offset;
shadow_bounds.dilate(shadow.spread_radius);
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Shadow {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: shadow_bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
corner_radii: corner_radii.scale(scale_factor),
color: shadow.color,
blur_radius: shadow.blur_radius.scale(scale_factor),
},
);
}
}
/// Paint one or more quads into the scene for the next frame at the current stacking context.
/// Quads are colored rectangular regions with an optional background, border, and corner radius.
/// see [`fill`], [`outline`], and [`quad`] to construct this type.
pub fn paint_quad(&mut self, quad: PaintQuad) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Quad {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: quad.bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
background: quad.background,
border_color: quad.border_color,
corner_radii: quad.corner_radii.scale(scale_factor),
border_widths: quad.border_widths.scale(scale_factor),
},
);
}
/// Paint the given `Path` into the scene for the next frame at the current z-index.
pub fn paint_path(&mut self, mut path: Path<Pixels>, color: impl Into<Hsla>) {
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
path.content_mask = content_mask;
path.color = color.into();
path.view_id = view_id.into();
let window = &mut *self.window;
window
.next_frame
.scene
.insert(&window.next_frame.z_index_stack, path.scale(scale_factor));
}
/// Paint an underline into the scene for the next frame at the current z-index.
pub fn paint_underline(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &UnderlineStyle,
) {
let scale_factor = self.scale_factor();
let height = if style.wavy {
style.thickness * 3.
} else {
style.thickness
};
let bounds = Bounds {
origin,
size: size(width, height),
};
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Underline {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
thickness: style.thickness.scale(scale_factor),
color: style.color.unwrap_or_default(),
wavy: style.wavy,
},
);
}
/// Paint a monochrome (non-emoji) glyph into the scene for the next frame at the current z-index.
/// The y component of the origin is the baseline of the glyph.
pub fn paint_glyph(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
color: Hsla,
) -> Result<()> {
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let subpixel_variant = Point {
x: (glyph_origin.x.0.fract() * SUBPIXEL_VARIANTS as f32).floor() as u8,
y: (glyph_origin.y.0.fract() * SUBPIXEL_VARIANTS as f32).floor() as u8,
};
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
subpixel_variant,
scale_factor,
is_emoji: false,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok((size, Cow::Owned(bytes)))
})?;
let bounds = Bounds {
origin: glyph_origin.map(|px| px.floor()) + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
color,
tile,
},
);
}
Ok(())
}
/// Paint an emoji glyph into the scene for the next frame at the current z-index.
/// The y component of the origin is the baseline of the glyph.
pub fn paint_emoji(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
) -> Result<()> {
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
// We don't render emojis with subpixel variants.
subpixel_variant: Default::default(),
scale_factor,
is_emoji: true,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok((size, Cow::Owned(bytes)))
})?;
let bounds = Bounds {
origin: glyph_origin.map(|px| px.floor()) + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
corner_radii: Default::default(),
content_mask,
tile,
grayscale: false,
},
);
}
Ok(())
}
/// Paint a monochrome SVG into the scene for the next frame at the current stacking context.
pub fn paint_svg(
&mut self,
bounds: Bounds<Pixels>,
path: SharedString,
color: Hsla,
) -> Result<()> {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
// Render the SVG at twice the size to get a higher quality result.
let params = RenderSvgParams {
path,
size: bounds
.size
.map(|pixels| DevicePixels::from((pixels.0 * 2.).ceil() as i32)),
};
let tile =
self.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
let bytes = self.svg_renderer.render(&params)?;
Ok((params.size, Cow::Owned(bytes)))
})?;
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
color,
tile,
},
);
Ok(())
}
/// Paint an image into the scene for the next frame at the current z-index.
pub fn paint_image(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
data: Arc<ImageData>,
grayscale: bool,
) -> Result<()> {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
let params = RenderImageParams { image_id: data.id };
let tile = self
.window
.sprite_atlas
.get_or_insert_with(&params.clone().into(), &mut || {
Ok((data.size(), Cow::Borrowed(data.as_bytes())))
})?;
let content_mask = self.content_mask().scale(scale_factor);
let corner_radii = corner_radii.scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
corner_radii,
tile,
grayscale,
},
);
Ok(())
}
/// Paint a surface into the scene for the next frame at the current z-index.
pub fn paint_surface(&mut self, bounds: Bounds<Pixels>, image_buffer: CVImageBuffer) {
let scale_factor = self.scale_factor();
let bounds = bounds.scale(scale_factor);
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Surface {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
content_mask,
image_buffer,
},
);
}
#[must_use]
/// Add a node to the layout tree for the current frame. Takes the `Style` of the element for which
/// layout is being requested, along with the layout ids of any children. This method is called during
/// calls to the `Element::layout` trait method and enables any element to participate in layout.
pub fn request_layout(
&mut self,
style: &Style,
children: impl IntoIterator<Item = LayoutId>,
) -> LayoutId {
self.app.layout_id_buffer.clear();
self.app.layout_id_buffer.extend(children);
let rem_size = self.rem_size();
self.cx
.window
.layout_engine
.as_mut()
.unwrap()
.request_layout(style, rem_size, &self.cx.app.layout_id_buffer)
}
/// Add a node to the layout tree for the current frame. Instead of taking a `Style` and children,
/// this variant takes a function that is invoked during layout so you can use arbitrary logic to
/// determine the element's size. One place this is used internally is when measuring text.
///
/// The given closure is invoked at layout time with the known dimensions and available space and
/// returns a `Size`.
pub fn request_measured_layout<
F: FnMut(Size<Option<Pixels>>, Size<AvailableSpace>, &mut WindowContext) -> Size<Pixels>
+ 'static,
>(
&mut self,
style: Style,
measure: F,
) -> LayoutId {
let rem_size = self.rem_size();
self.window
.layout_engine
.as_mut()
.unwrap()
.request_measured_layout(style, rem_size, measure)
}
/// Compute the layout for the given id within the given available space.
/// This method is called for its side effect, typically by the framework prior to painting.
/// After calling it, you can request the bounds of the given layout node id or any descendant.
pub fn compute_layout(&mut self, layout_id: LayoutId, available_space: Size<AvailableSpace>) {
let mut layout_engine = self.window.layout_engine.take().unwrap();
layout_engine.compute_layout(layout_id, available_space, self);
self.window.layout_engine = Some(layout_engine);
}
/// Obtain the bounds computed for the given LayoutId relative to the window. This method should not
/// be invoked until the paint phase begins, and will usually be invoked by GPUI itself automatically
/// in order to pass your element its `Bounds` automatically.
pub fn layout_bounds(&mut self, layout_id: LayoutId) -> Bounds<Pixels> {
let mut bounds = self
.window
.layout_engine
.as_mut()
.unwrap()
.layout_bounds(layout_id)
.map(Into::into);
bounds.origin += self.element_offset();
bounds
}
pub(crate) fn layout_style(&self, layout_id: LayoutId) -> Option<&Style> {
self.window
.layout_engine
.as_ref()
.unwrap()
.requested_style(layout_id)
}
/// Called during painting to track which z-index is on top at each pixel position
pub fn add_opaque_layer(&mut self, bounds: Bounds<Pixels>) {
let stacking_order = self.window.next_frame.z_index_stack.clone();
let view_id = self.parent_view_id();
let depth_map = &mut self.window.next_frame.depth_map;
match depth_map.binary_search_by(|(level, _, _)| stacking_order.cmp(level)) {
Ok(i) | Err(i) => depth_map.insert(i, (stacking_order, view_id, bounds)),
}
}
/// Invoke the given function with the given focus handle present on the key dispatch stack.
/// If you want an element to participate in key dispatch, use this method to push its key context and focus handle into the stack during paint.
pub fn with_key_dispatch<R>(
&mut self,
context: Option<KeyContext>,
focus_handle: Option<FocusHandle>,
f: impl FnOnce(Option<FocusHandle>, &mut Self) -> R,
) -> R {
let window = &mut self.window;
let focus_id = focus_handle.as_ref().map(|handle| handle.id);
window
.next_frame
.dispatch_tree
.push_node(context.clone(), focus_id, None);
let result = f(focus_handle, self);
self.window.next_frame.dispatch_tree.pop_node();
result
}
/// Invoke the given function with the given view id present on the view stack.
/// This is a fairly low-level method used to layout views.
pub fn with_view_id<R>(&mut self, view_id: EntityId, f: impl FnOnce(&mut Self) -> R) -> R {
let text_system = self.text_system().clone();
text_system.with_view(view_id, || {
if self.window.next_frame.view_stack.last() == Some(&view_id) {
return f(self);
} else {
self.window.next_frame.view_stack.push(view_id);
let result = f(self);
self.window.next_frame.view_stack.pop();
result
}
})
}
/// Invoke the given function with the given view id present on the view stack.
/// This is a fairly low-level method used to paint views.
pub fn paint_view<R>(&mut self, view_id: EntityId, f: impl FnOnce(&mut Self) -> R) -> R {
let text_system = self.text_system().clone();
text_system.with_view(view_id, || {
if self.window.next_frame.view_stack.last() == Some(&view_id) {
return f(self);
} else {
self.window.next_frame.view_stack.push(view_id);
self.window
.next_frame
.dispatch_tree
.push_node(None, None, Some(view_id));
let result = f(self);
self.window.next_frame.dispatch_tree.pop_node();
self.window.next_frame.view_stack.pop();
result
}
})
}
/// Sets an input handler, such as [`ElementInputHandler`][element_input_handler], which interfaces with the
/// platform to receive textual input with proper integration with concerns such
/// as IME interactions. This handler will be active for the upcoming frame until the following frame is
/// rendered.
///
/// [element_input_handler]: crate::ElementInputHandler
pub fn handle_input(&mut self, focus_handle: &FocusHandle, input_handler: impl InputHandler) {
if focus_handle.is_focused(self) {
let view_id = self.parent_view_id();
self.window.next_frame.requested_input_handler = Some(RequestedInputHandler {
view_id,
handler: Some(PlatformInputHandler::new(
self.to_async(),
Box::new(input_handler),
)),
})
}
}
/// Register a mouse event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
pub fn on_mouse_event<Event: MouseEvent>(
&mut self,
mut handler: impl FnMut(&Event, DispatchPhase, &mut ElementContext) + 'static,
) {
let view_id = self.parent_view_id();
let order = self.window.next_frame.z_index_stack.clone();
self.window
.next_frame
.mouse_listeners
.entry(TypeId::of::<Event>())
.or_default()
.push((
order,
view_id,
Box::new(
move |event: &dyn Any, phase: DispatchPhase, cx: &mut ElementContext<'_>| {
handler(event.downcast_ref().unwrap(), phase, cx)
},
),
))
}
/// Register a key event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using event handlers on elements unless you have
/// a specific need to register a global listener.
pub fn on_key_event<Event: KeyEvent>(
&mut self,
listener: impl Fn(&Event, DispatchPhase, &mut ElementContext) + 'static,
) {
self.window.next_frame.dispatch_tree.on_key_event(Rc::new(
move |event: &dyn Any, phase, cx: &mut ElementContext<'_>| {
if let Some(event) = event.downcast_ref::<Event>() {
listener(event, phase, cx)
}
},
));
}
}