Files
oak-gpui/crates/gpui3/src/elements/div.rs
T
Antonio ScandurraandNathan Sobo e4e9da7673 Checkpoint
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2023-09-22 12:44:37 -06:00

294 lines
9.0 KiB
Rust

use crate::{
AnyElement, Bounds, Element, Layout, LayoutId, Overflow, ParentElement, Pixels, Point,
Refineable, RefinementCascade, Result, Style, StyleHelpers, Styled, ViewContext,
};
use parking_lot::Mutex;
use smallvec::SmallVec;
use std::sync::Arc;
use util::ResultExt;
pub struct Div<S: 'static> {
styles: RefinementCascade<Style>,
// handlers: InteractionHandlers<V>,
children: SmallVec<[AnyElement<S>; 2]>,
scroll_state: Option<ScrollState>,
}
pub fn div<S>() -> Div<S> {
Div {
styles: Default::default(),
// handlers: Default::default(),
children: Default::default(),
scroll_state: None,
}
}
impl<S: 'static> Element for Div<S> {
type State = S;
type FrameState = Vec<LayoutId>;
fn layout(
&mut self,
view: &mut S,
cx: &mut ViewContext<S>,
) -> Result<(LayoutId, Self::FrameState)> {
let style = self.computed_style();
let pop_text_style = style
.text_style(cx)
.map(|style| cx.push_text_style(style))
.is_some();
let children = self
.children
.iter_mut()
.map(|child| child.layout(view, cx))
.collect::<Result<Vec<LayoutId>>>()?;
if pop_text_style {
cx.pop_text_style();
}
Ok((cx.request_layout(style.into(), children.clone())?, children))
}
fn paint(
&mut self,
layout: Layout,
state: &mut S,
child_layouts: &mut Self::FrameState,
cx: &mut ViewContext<S>,
) -> Result<()> {
let Layout { order, bounds } = layout;
let style = self.computed_style();
let pop_text_style = style
.text_style(cx)
.map(|style| cx.push_text_style(style))
.is_some();
style.paint_background(bounds, cx);
// self.interaction_handlers().paint(order, bounds, cx);
// // TODO: Support only one dimension being hidden
// let mut pop_layer = false;
// if style.overflow.y != Overflow::Visible || style.overflow.x != Overflow::Visible {
// cx.scene().push_layer(Some(bounds));
// pop_layer = true;
// }
let scroll_offset = self.scroll_offset(&style.overflow);
for child in &mut self.children {
child.paint(state, Some(scroll_offset), cx)?;
}
// if pop_layer {
// cx.scene().pop_layer();
// }
style.paint_foreground(bounds, cx);
if pop_text_style {
cx.pop_text_style();
}
self.handle_scroll(order, bounds, style.overflow.clone(), child_layouts, cx);
// if cx.is_inspector_enabled() {
// self.paint_inspector(parent_origin, layout, cx);
// }
//
Ok(())
}
}
impl<V: 'static> Div<V> {
pub fn overflow_hidden(mut self) -> Self {
self.declared_style().overflow.x = Some(Overflow::Hidden);
self.declared_style().overflow.y = Some(Overflow::Hidden);
self
}
pub fn overflow_hidden_x(mut self) -> Self {
self.declared_style().overflow.x = Some(Overflow::Hidden);
self
}
pub fn overflow_hidden_y(mut self) -> Self {
self.declared_style().overflow.y = Some(Overflow::Hidden);
self
}
pub fn overflow_scroll(mut self, scroll_state: ScrollState) -> Self {
self.scroll_state = Some(scroll_state);
self.declared_style().overflow.x = Some(Overflow::Scroll);
self.declared_style().overflow.y = Some(Overflow::Scroll);
self
}
pub fn overflow_x_scroll(mut self, scroll_state: ScrollState) -> Self {
self.scroll_state = Some(scroll_state);
self.declared_style().overflow.x = Some(Overflow::Scroll);
self
}
pub fn overflow_y_scroll(mut self, scroll_state: ScrollState) -> Self {
self.scroll_state = Some(scroll_state);
self.declared_style().overflow.y = Some(Overflow::Scroll);
self
}
fn scroll_offset(&self, overflow: &Point<Overflow>) -> Point<Pixels> {
let mut offset = Point::default();
if overflow.y == Overflow::Scroll {
offset.y = self.scroll_state.as_ref().unwrap().y();
}
if overflow.x == Overflow::Scroll {
offset.x = self.scroll_state.as_ref().unwrap().x();
}
offset
}
fn handle_scroll(
&mut self,
order: u32,
bounds: Bounds<Pixels>,
overflow: Point<Overflow>,
child_layout_ids: &[LayoutId],
cx: &mut ViewContext<V>,
) {
if overflow.y == Overflow::Scroll || overflow.x == Overflow::Scroll {
let mut scroll_max = Point::default();
for child_layout_id in child_layout_ids {
if let Some(child_layout) = cx.layout(*child_layout_id).log_err() {
scroll_max = scroll_max.max(&child_layout.bounds.lower_right());
}
}
scroll_max -= bounds.size;
// let scroll_state = self.scroll_state.as_ref().unwrap().clone();
// cx.on_event(order, move |_, event: &ScrollWheelEvent, cx| {
// if bounds.contains_point(event.position) {
// let scroll_delta = match event.delta {
// ScrollDelta::Pixels(delta) => delta,
// ScrollDelta::Lines(delta) => cx.text_style().font_size * delta,
// };
// if overflow.x == Overflow::Scroll {
// scroll_state.set_x(
// (scroll_state.x() - scroll_delta.x())
// .max(px(0.))
// .min(scroll_max.x),
// );
// }
// if overflow.y == Overflow::Scroll {
// scroll_state.set_y(
// (scroll_state.y() - scroll_delta.y())
// .max(px(0.))
// .min(scroll_max.y),
// );
// }
// cx.repaint();
// } else {
// cx.bubble_event();
// }
// })
}
}
fn paint_inspector(
&self,
parent_origin: Point<Pixels>,
layout: &Layout,
cx: &mut ViewContext<V>,
) {
let style = self.styles.merged();
let bounds = layout.bounds;
let hovered = bounds.contains_point(cx.mouse_position());
if hovered {
let rem_size = cx.rem_size();
// cx.scene().push_quad(scene::Quad {
// bounds,
// background: Some(hsla(0., 0., 1., 0.05).into()),
// border: gpui::Border {
// color: hsla(0., 0., 1., 0.2).into(),
// top: 1.,
// right: 1.,
// bottom: 1.,
// left: 1.,
// },
// corner_radii: CornerRadii::default()
// .refined(&style.corner_radii)
// .to_gpui(bounds.size(), rem_size),
// })
}
// let pressed = Cell::new(hovered && cx.is_mouse_down(MouseButton::Left));
// cx.on_event(layout.order, move |_, event: &MouseButtonEvent, _| {
// if bounds.contains_point(event.position) {
// if event.is_down {
// pressed.set(true);
// } else if pressed.get() {
// pressed.set(false);
// eprintln!("clicked div {:?} {:#?}", bounds, style);
// }
// }
// });
// let hovered = Cell::new(hovered);
// cx.on_event(layout.order, move |_, event: &MouseMovedEvent, cx| {
// cx.bubble_event();
// let hovered_now = bounds.contains_point(event.position);
// if hovered.get() != hovered_now {
// hovered.set(hovered_now);
// cx.repaint();
// }
// });
}
}
impl<V> Styled for Div<V> {
type Style = Style;
fn style_cascade(&mut self) -> &mut RefinementCascade<Self::Style> {
&mut self.styles
}
fn declared_style(&mut self) -> &mut <Self::Style as Refineable>::Refinement {
self.styles.base()
}
}
impl<V> StyleHelpers for Div<V> {}
// impl<V> Interactive<V> for Div<V> {
// fn interaction_handlers(&mut self) -> &mut InteractionHandlers<V> {
// &mut self.handlers
// }
// }
impl<V: 'static> ParentElement<V> for Div<V> {
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
&mut self.children
}
}
#[derive(Default, Clone)]
pub struct ScrollState(Arc<Mutex<Point<Pixels>>>);
impl ScrollState {
pub fn x(&self) -> Pixels {
self.0.lock().x
}
pub fn set_x(&self, value: Pixels) {
self.0.lock().x = value;
}
pub fn y(&self) -> Pixels {
self.0.lock().y
}
pub fn set_y(&self, value: Pixels) {
self.0.lock().y = value;
}
}