There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
120 lines
4.0 KiB
Rust
120 lines
4.0 KiB
Rust
use crate::{prelude::*, Avatar};
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use gpui::{AnyElement, StyleRefinement};
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use smallvec::SmallVec;
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/// A facepile is a collection of faces stacked horizontally–
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/// always with the leftmost face on top and descending in z-index
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///
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/// Facepiles are used to display a group of people or things,
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/// such as a list of participants in a collaboration session.
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#[derive(IntoElement)]
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pub struct Facepile {
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base: Div,
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faces: SmallVec<[AnyElement; 2]>,
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}
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impl Facepile {
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/// Creates a new empty facepile.
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pub fn empty() -> Self {
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Self::new(SmallVec::new())
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}
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/// Creates a new facepile with the given faces.
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pub fn new(faces: SmallVec<[AnyElement; 2]>) -> Self {
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Self { base: div(), faces }
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}
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}
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impl ParentElement for Facepile {
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fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
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self.faces.extend(elements);
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}
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}
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// Style methods.
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impl Facepile {
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fn style(&mut self) -> &mut StyleRefinement {
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self.base.style()
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}
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gpui::padding_style_methods!({
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visibility: pub
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});
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}
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impl RenderOnce for Facepile {
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fn render(self, _window: &mut Window, _cx: &mut App) -> impl IntoElement {
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// Lay the faces out in reverse so they overlap in the desired order (left to right, front to back)
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self.base
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.flex()
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.flex_row_reverse()
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.items_center()
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.justify_start()
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.children(
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self.faces
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.into_iter()
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.enumerate()
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.rev()
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.map(|(ix, player)| div().when(ix > 0, |div| div.ml_neg_1()).child(player)),
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)
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}
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}
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impl ComponentPreview for Facepile {
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fn description() -> impl Into<Option<&'static str>> {
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"A facepile is a collection of faces stacked horizontally–\
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always with the leftmost face on top and descending in z-index.\
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\n\nFacepiles are used to display a group of people or things,\
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such as a list of participants in a collaboration session."
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}
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fn examples(_window: &mut Window, _: &mut App) -> Vec<ComponentExampleGroup<Self>> {
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let few_faces: [&'static str; 3] = [
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"https://avatars.githubusercontent.com/u/1714999?s=60&v=4",
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"https://avatars.githubusercontent.com/u/67129314?s=60&v=4",
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"https://avatars.githubusercontent.com/u/482957?s=60&v=4",
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];
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let many_faces: [&'static str; 6] = [
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"https://avatars.githubusercontent.com/u/326587?s=60&v=4",
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"https://avatars.githubusercontent.com/u/2280405?s=60&v=4",
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"https://avatars.githubusercontent.com/u/1789?s=60&v=4",
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"https://avatars.githubusercontent.com/u/67129314?s=60&v=4",
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"https://avatars.githubusercontent.com/u/482957?s=60&v=4",
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"https://avatars.githubusercontent.com/u/1714999?s=60&v=4",
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];
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vec![example_group_with_title(
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"Examples",
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vec![
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single_example(
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"Few Faces",
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Facepile::new(
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few_faces
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.iter()
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.map(|&url| Avatar::new(url).into_any_element())
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.collect(),
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),
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),
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single_example(
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"Many Faces",
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Facepile::new(
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many_faces
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.iter()
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.map(|&url| Avatar::new(url).into_any_element())
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.collect(),
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),
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),
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single_example(
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"Custom Size",
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Facepile::new(
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few_faces
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.iter()
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.map(|&url| Avatar::new(url).size(px(24.)).into_any_element())
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.collect(),
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),
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),
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],
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)]
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}
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}
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