update components

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2026-02-19 08:17:46 +07:00
parent 2c33670ba5
commit 3e8efdd0ef
31 changed files with 3240 additions and 2440 deletions

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crates/ui/src/anchored.rs Normal file
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//! This is a fork of gpui's anchored element that adds support for offsetting
//! https://github.com/zed-industries/zed/blob/b06f4088a3565c5e30663106ff79c1ced645d87a/crates/gpui/src/elements/anchored.rs
use gpui::{
point, px, AnyElement, App, Axis, Bounds, Display, Edges, Element, GlobalElementId, Half,
InspectorElementId, IntoElement, LayoutId, ParentElement, Pixels, Point, Position, Size, Style,
Window,
};
use smallvec::SmallVec;
use crate::Anchor;
/// The state that the anchored element element uses to track its children.
pub struct AnchoredState {
child_layout_ids: SmallVec<[LayoutId; 4]>,
}
/// An anchored element that can be used to display UI that
/// will avoid overflowing the window bounds.
pub(crate) struct Anchored {
children: SmallVec<[AnyElement; 2]>,
anchor_corner: Anchor,
fit_mode: AnchoredFitMode,
anchor_position: Option<Point<Pixels>>,
position_mode: AnchoredPositionMode,
offset: Option<Point<Pixels>>,
}
/// anchored gives you an element that will avoid overflowing the window bounds.
/// Its children should have no margin to avoid measurement issues.
pub(crate) fn anchored() -> Anchored {
Anchored {
children: SmallVec::new(),
anchor_corner: Anchor::TopLeft,
fit_mode: AnchoredFitMode::SwitchAnchor,
anchor_position: None,
position_mode: AnchoredPositionMode::Window,
offset: None,
}
}
#[allow(dead_code)]
impl Anchored {
/// Sets which corner of the anchored element should be anchored to the current position.
pub fn anchor(mut self, anchor: Anchor) -> Self {
self.anchor_corner = anchor;
self
}
/// Sets the position in window coordinates
/// (otherwise the location the anchored element is rendered is used)
pub fn position(mut self, anchor: Point<Pixels>) -> Self {
self.anchor_position = Some(anchor);
self
}
/// Offset the final position by this amount.
/// Useful when you want to anchor to an element but offset from it, such as in PopoverMenu.
pub fn offset(mut self, offset: Point<Pixels>) -> Self {
self.offset = Some(offset);
self
}
/// Sets the position mode for this anchored element. Local will have this
/// interpret its [`Anchored::position`] as relative to the parent element.
/// While Window will have it interpret the position as relative to the window.
pub fn position_mode(mut self, mode: AnchoredPositionMode) -> Self {
self.position_mode = mode;
self
}
/// Snap to window edge instead of switching anchor corner when an overflow would occur.
pub fn snap_to_window(mut self) -> Self {
self.fit_mode = AnchoredFitMode::SnapToWindow;
self
}
/// Snap to window edge and leave some margins.
pub fn snap_to_window_with_margin(mut self, edges: impl Into<Edges<Pixels>>) -> Self {
self.fit_mode = AnchoredFitMode::SnapToWindowWithMargin(edges.into());
self
}
}
impl ParentElement for Anchored {
fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
self.children.extend(elements)
}
}
impl Element for Anchored {
type PrepaintState = ();
type RequestLayoutState = AnchoredState;
fn id(&self) -> Option<gpui::ElementId> {
None
}
fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (gpui::LayoutId, Self::RequestLayoutState) {
let child_layout_ids = self
.children
.iter_mut()
.map(|child| child.request_layout(window, cx))
.collect::<SmallVec<_>>();
let anchored_style = Style {
position: Position::Absolute,
display: Display::Flex,
..Style::default()
};
let layout_id = window.request_layout(anchored_style, child_layout_ids.iter().copied(), cx);
(layout_id, AnchoredState { child_layout_ids })
}
fn prepaint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
request_layout: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) {
if request_layout.child_layout_ids.is_empty() {
return;
}
let mut child_min = point(Pixels::MAX, Pixels::MAX);
let mut child_max = Point::default();
for child_layout_id in &request_layout.child_layout_ids {
let child_bounds = window.layout_bounds(*child_layout_id);
child_min = child_min.min(&child_bounds.origin);
child_max = child_max.max(&child_bounds.bottom_right());
}
let size: Size<Pixels> = (child_max - child_min).into();
let (origin, mut desired) = self.position_mode.get_position_and_bounds(
self.anchor_position,
self.anchor_corner,
size,
bounds,
self.offset,
);
let limits = Bounds {
origin: Point::default(),
size: window.viewport_size(),
};
if self.fit_mode == AnchoredFitMode::SwitchAnchor {
let mut anchor_corner = self.anchor_corner;
if desired.left() < limits.left() || desired.right() > limits.right() {
let switched = Bounds::from_corner_and_size(
anchor_corner
.other_side_corner_along(Axis::Horizontal)
.into(),
origin,
size,
);
if !(switched.left() < limits.left() || switched.right() > limits.right()) {
anchor_corner = anchor_corner.other_side_corner_along(Axis::Horizontal);
desired = switched
}
}
if desired.top() < limits.top() || desired.bottom() > limits.bottom() {
let switched = Bounds::from_corner_and_size(
anchor_corner.other_side_corner_along(Axis::Vertical).into(),
origin,
size,
);
if !(switched.top() < limits.top() || switched.bottom() > limits.bottom()) {
desired = switched;
}
}
}
let client_inset = window.client_inset().unwrap_or(px(0.));
let edges = match self.fit_mode {
AnchoredFitMode::SnapToWindowWithMargin(edges) => edges,
_ => Edges::default(),
}
.map(|edge| *edge + client_inset);
// Snap the horizontal edges of the anchored element to the horizontal edges of the window if
// its horizontal bounds overflow, aligning to the left if it is wider than the limits.
if desired.right() > limits.right() {
desired.origin.x -= desired.right() - limits.right() + edges.right;
}
if desired.left() < limits.left() {
desired.origin.x = limits.origin.x + edges.left;
}
// Snap the vertical edges of the anchored element to the vertical edges of the window if
// its vertical bounds overflow, aligning to the top if it is taller than the limits.
if desired.bottom() > limits.bottom() {
desired.origin.y -= desired.bottom() - limits.bottom() + edges.bottom;
}
if desired.top() < limits.top() {
desired.origin.y = limits.origin.y + edges.top;
}
let offset = desired.origin - bounds.origin;
let offset = point(offset.x.round(), offset.y.round());
window.with_element_offset(offset, |window| {
for child in &mut self.children {
child.prepaint(window, cx);
}
})
}
fn paint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_bounds: Bounds<Pixels>,
_request_layout: &mut Self::RequestLayoutState,
_prepaint: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App,
) {
for child in &mut self.children {
child.paint(window, cx);
}
}
}
impl IntoElement for Anchored {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
/// Which algorithm to use when fitting the anchored element to be inside the window.
#[allow(dead_code)]
#[derive(Copy, Clone, PartialEq)]
pub enum AnchoredFitMode {
/// Snap the anchored element to the window edge.
SnapToWindow,
/// Snap to window edge and leave some margins.
SnapToWindowWithMargin(Edges<Pixels>),
/// Switch which corner anchor this anchored element is attached to.
SwitchAnchor,
}
/// Which algorithm to use when positioning the anchored element.
#[allow(dead_code)]
#[derive(Copy, Clone, PartialEq)]
pub enum AnchoredPositionMode {
/// Position the anchored element relative to the window.
Window,
/// Position the anchored element relative to its parent.
Local,
}
impl AnchoredPositionMode {
fn get_position_and_bounds(
&self,
anchor_position: Option<Point<Pixels>>,
anchor_corner: Anchor,
size: Size<Pixels>,
bounds: Bounds<Pixels>,
offset: Option<Point<Pixels>>,
) -> (Point<Pixels>, Bounds<Pixels>) {
let offset = offset.unwrap_or_default();
match self {
AnchoredPositionMode::Window => {
let anchor_position = anchor_position.unwrap_or(bounds.origin);
let bounds =
Self::from_corner_and_size(anchor_corner, anchor_position + offset, size);
(anchor_position, bounds)
}
AnchoredPositionMode::Local => {
let anchor_position = anchor_position.unwrap_or_default();
let bounds = Self::from_corner_and_size(
anchor_corner,
bounds.origin + anchor_position + offset,
size,
);
(anchor_position, bounds)
}
}
}
// Ref https://github.com/zed-industries/zed/blob/b06f4088a3565c5e30663106ff79c1ced645d87a/crates/gpui/src/geometry.rs#L863
fn from_corner_and_size(
anchor: Anchor,
origin: Point<Pixels>,
size: Size<Pixels>,
) -> Bounds<Pixels> {
let origin = match anchor {
Anchor::TopLeft => origin,
Anchor::TopCenter => Point {
x: origin.x - size.width.half(),
y: origin.y,
},
Anchor::TopRight => Point {
x: origin.x - size.width,
y: origin.y,
},
Anchor::BottomLeft => Point {
x: origin.x,
y: origin.y - size.height,
},
Anchor::BottomCenter => Point {
x: origin.x - size.width.half(),
y: origin.y - size.height,
},
Anchor::BottomRight => Point {
x: origin.x - size.width,
y: origin.y - size.height,
},
};
Bounds { origin, size }
}
}