add gpui skills

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# Advanced Element Patterns
Advanced techniques and patterns for implementing sophisticated GPUI elements.
## Custom Layout Algorithms
Implementing custom layout algorithms not supported by GPUI's built-in layouts.
### Masonry Layout (Pinterest-Style)
```rust
pub struct MasonryLayout {
id: ElementId,
columns: usize,
gap: Pixels,
children: Vec<AnyElement>,
}
struct MasonryLayoutState {
column_layouts: Vec<Vec<LayoutId>>,
column_heights: Vec<Pixels>,
}
struct MasonryPaintState {
child_bounds: Vec<Bounds<Pixels>>,
}
impl Element for MasonryLayout {
type RequestLayoutState = MasonryLayoutState;
type PrepaintState = MasonryPaintState;
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, MasonryLayoutState) {
// Initialize columns
let mut columns: Vec<Vec<LayoutId>> = vec![Vec::new(); self.columns];
let mut column_heights = vec![px(0.); self.columns];
// Distribute children across columns
for child in &mut self.children {
let (child_layout_id, _) = child.request_layout(
global_id,
inspector_id,
window,
cx
);
let child_size = window.layout_bounds(child_layout_id).size;
// Find shortest column
let min_column_idx = column_heights
.iter()
.enumerate()
.min_by(|a, b| a.1.partial_cmp(b.1).unwrap())
.unwrap()
.0;
// Add child to shortest column
columns[min_column_idx].push(child_layout_id);
column_heights[min_column_idx] += child_size.height + self.gap;
}
// Calculate total layout size
let column_width = px(200.); // Fixed column width
let total_width = column_width * self.columns as f32
+ self.gap * (self.columns - 1) as f32;
let total_height = column_heights.iter()
.max_by(|a, b| a.partial_cmp(b).unwrap())
.copied()
.unwrap_or(px(0.));
let layout_id = window.request_layout(
Style {
size: size(total_width, total_height),
..default()
},
columns.iter().flatten().copied().collect(),
cx
);
(layout_id, MasonryLayoutState {
column_layouts: columns,
column_heights,
})
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
layout_state: &mut MasonryLayoutState,
window: &mut Window,
cx: &mut App
) -> MasonryPaintState {
let column_width = px(200.);
let mut child_bounds = Vec::new();
// Position children in columns
for (col_idx, column) in layout_state.column_layouts.iter().enumerate() {
let x_offset = bounds.left()
+ (column_width + self.gap) * col_idx as f32;
let mut y_offset = bounds.top();
for (child_idx, layout_id) in column.iter().enumerate() {
let child_size = window.layout_bounds(*layout_id).size;
let child_bound = Bounds::new(
point(x_offset, y_offset),
size(column_width, child_size.height)
);
self.children[child_idx].prepaint(
global_id,
inspector_id,
child_bound,
window,
cx
);
child_bounds.push(child_bound);
y_offset += child_size.height + self.gap;
}
}
MasonryPaintState { child_bounds }
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
_bounds: Bounds<Pixels>,
_layout_state: &mut MasonryLayoutState,
paint_state: &mut MasonryPaintState,
window: &mut Window,
cx: &mut App
) {
for (child, bounds) in self.children.iter_mut().zip(&paint_state.child_bounds) {
child.paint(global_id, inspector_id, *bounds, window, cx);
}
}
}
```
### Circular Layout
```rust
pub struct CircularLayout {
id: ElementId,
radius: Pixels,
children: Vec<AnyElement>,
}
impl Element for CircularLayout {
type RequestLayoutState = Vec<LayoutId>;
type PrepaintState = Vec<Bounds<Pixels>>;
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, Vec<LayoutId>) {
let child_layouts: Vec<_> = self.children
.iter_mut()
.map(|child| child.request_layout(global_id, inspector_id, window, cx).0)
.collect();
let diameter = self.radius * 2.;
let layout_id = window.request_layout(
Style {
size: size(diameter, diameter),
..default()
},
child_layouts.clone(),
cx
);
(layout_id, child_layouts)
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
layout_ids: &mut Vec<LayoutId>,
window: &mut Window,
cx: &mut App
) -> Vec<Bounds<Pixels>> {
let center = bounds.center();
let angle_step = 2.0 * std::f32::consts::PI / self.children.len() as f32;
let mut child_bounds = Vec::new();
for (i, (child, layout_id)) in self.children.iter_mut()
.zip(layout_ids.iter())
.enumerate()
{
let angle = angle_step * i as f32;
let child_size = window.layout_bounds(*layout_id).size;
// Position child on circle
let x = center.x + self.radius * angle.cos() - child_size.width / 2.;
let y = center.y + self.radius * angle.sin() - child_size.height / 2.;
let child_bound = Bounds::new(point(x, y), child_size);
child.prepaint(global_id, inspector_id, child_bound, window, cx);
child_bounds.push(child_bound);
}
child_bounds
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
_bounds: Bounds<Pixels>,
_layout_ids: &mut Vec<LayoutId>,
child_bounds: &mut Vec<Bounds<Pixels>>,
window: &mut Window,
cx: &mut App
) {
for (child, bounds) in self.children.iter_mut().zip(child_bounds) {
child.paint(global_id, inspector_id, *bounds, window, cx);
}
}
}
```
## Element Composition with Traits
Create reusable behaviors via traits for element composition.
### Hoverable Trait
```rust
pub trait Hoverable: Element {
fn on_hover<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&mut Window, &mut App) + 'static;
fn on_hover_end<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&mut Window, &mut App) + 'static;
}
// Implementation for custom element
pub struct HoverableElement {
id: ElementId,
content: AnyElement,
hover_handlers: Vec<Box<dyn Fn(&mut Window, &mut App)>>,
hover_end_handlers: Vec<Box<dyn Fn(&mut Window, &mut App)>>,
was_hovered: bool,
}
impl Hoverable for HoverableElement {
fn on_hover<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&mut Window, &mut App) + 'static
{
self.hover_handlers.push(Box::new(f));
self
}
fn on_hover_end<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&mut Window, &mut App) + 'static
{
self.hover_end_handlers.push(Box::new(f));
self
}
}
impl Element for HoverableElement {
type RequestLayoutState = LayoutId;
type PrepaintState = Hitbox;
fn paint(
&mut self,
_global_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
_layout: &mut LayoutId,
hitbox: &mut Hitbox,
window: &mut Window,
cx: &mut App
) {
let is_hovered = hitbox.is_hovered(window);
// Trigger hover events
if is_hovered && !self.was_hovered {
for handler in &self.hover_handlers {
handler(window, cx);
}
} else if !is_hovered && self.was_hovered {
for handler in &self.hover_end_handlers {
handler(window, cx);
}
}
self.was_hovered = is_hovered;
// Paint content
self.content.paint(bounds, window, cx);
}
// ... other methods
}
```
### Clickable Trait
```rust
pub trait Clickable: Element {
fn on_click<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&MouseUpEvent, &mut Window, &mut App) + 'static;
fn on_double_click<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&MouseUpEvent, &mut Window, &mut App) + 'static;
}
pub struct ClickableElement {
id: ElementId,
content: AnyElement,
click_handlers: Vec<Box<dyn Fn(&MouseUpEvent, &mut Window, &mut App)>>,
double_click_handlers: Vec<Box<dyn Fn(&MouseUpEvent, &mut Window, &mut App)>>,
last_click_time: Option<Instant>,
}
impl Clickable for ClickableElement {
fn on_click<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&MouseUpEvent, &mut Window, &mut App) + 'static
{
self.click_handlers.push(Box::new(f));
self
}
fn on_double_click<F>(&mut self, f: F) -> &mut Self
where
F: Fn(&MouseUpEvent, &mut Window, &mut App) + 'static
{
self.double_click_handlers.push(Box::new(f));
self
}
}
```
## Async Element Updates
Elements that update based on async operations.
```rust
pub struct AsyncElement {
id: ElementId,
state: Entity<AsyncState>,
loading: bool,
data: Option<String>,
}
pub struct AsyncState {
loading: bool,
data: Option<String>,
}
impl Element for AsyncElement {
type RequestLayoutState = ();
type PrepaintState = Hitbox;
fn paint(
&mut self,
_global_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
_layout: &mut (),
hitbox: &mut Hitbox,
window: &mut Window,
cx: &mut App
) {
// Display loading or data
if self.loading {
// Paint loading indicator
self.paint_loading(bounds, window, cx);
} else if let Some(data) = &self.data {
// Paint data
self.paint_data(data, bounds, window, cx);
}
// Trigger async update on click
window.on_mouse_event({
let state = self.state.clone();
let hitbox = hitbox.clone();
move |event: &MouseUpEvent, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
// Spawn async task
cx.spawn({
let state = state.clone();
async move {
// Perform async operation
let result = fetch_data_async().await;
// Update state on completion
state.update(cx, |state, cx| {
state.loading = false;
state.data = Some(result);
cx.notify();
});
}
}).detach();
// Set loading state immediately
state.update(cx, |state, cx| {
state.loading = true;
cx.notify();
});
cx.stop_propagation();
}
}
});
}
// ... other methods
}
async fn fetch_data_async() -> String {
// Simulate async operation
tokio::time::sleep(Duration::from_secs(1)).await;
"Data loaded!".to_string()
}
```
## Element Memoization
Optimize performance by memoizing expensive element computations.
```rust
pub struct MemoizedElement<T: PartialEq + Clone + 'static> {
id: ElementId,
value: T,
render_fn: Box<dyn Fn(&T) -> AnyElement>,
cached_element: Option<AnyElement>,
last_value: Option<T>,
}
impl<T: PartialEq + Clone + 'static> MemoizedElement<T> {
pub fn new<F>(id: ElementId, value: T, render_fn: F) -> Self
where
F: Fn(&T) -> AnyElement + 'static,
{
Self {
id,
value,
render_fn: Box::new(render_fn),
cached_element: None,
last_value: None,
}
}
}
impl<T: PartialEq + Clone + 'static> Element for MemoizedElement<T> {
type RequestLayoutState = LayoutId;
type PrepaintState = ();
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, LayoutId) {
// Check if value changed
if self.last_value.as_ref() != Some(&self.value) || self.cached_element.is_none() {
// Recompute element
self.cached_element = Some((self.render_fn)(&self.value));
self.last_value = Some(self.value.clone());
}
// Request layout for cached element
let (layout_id, _) = self.cached_element
.as_mut()
.unwrap()
.request_layout(global_id, inspector_id, window, cx);
(layout_id, layout_id)
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
_layout_id: &mut LayoutId,
window: &mut Window,
cx: &mut App
) -> () {
self.cached_element
.as_mut()
.unwrap()
.prepaint(global_id, inspector_id, bounds, window, cx);
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
_layout_id: &mut LayoutId,
_: &mut (),
window: &mut Window,
cx: &mut App
) {
self.cached_element
.as_mut()
.unwrap()
.paint(global_id, inspector_id, bounds, window, cx);
}
}
// Usage
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
MemoizedElement::new(
ElementId::Name("memoized".into()),
self.expensive_value.clone(),
|value| {
// Expensive rendering function only called when value changes
div().child(format!("Computed: {}", value))
}
)
}
```
## Virtual List Pattern
Efficiently render large lists by only rendering visible items.
```rust
pub struct VirtualList {
id: ElementId,
item_count: usize,
item_height: Pixels,
viewport_height: Pixels,
scroll_offset: Pixels,
render_item: Box<dyn Fn(usize) -> AnyElement>,
}
struct VirtualListState {
visible_range: Range<usize>,
visible_item_layouts: Vec<LayoutId>,
}
impl Element for VirtualList {
type RequestLayoutState = VirtualListState;
type PrepaintState = Hitbox;
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, VirtualListState) {
// Calculate visible range
let start_idx = (self.scroll_offset / self.item_height).floor() as usize;
let end_idx = ((self.scroll_offset + self.viewport_height) / self.item_height)
.ceil() as usize;
let visible_range = start_idx..end_idx.min(self.item_count);
// Request layout only for visible items
let visible_item_layouts: Vec<_> = visible_range.clone()
.map(|i| {
let mut item = (self.render_item)(i);
item.request_layout(global_id, inspector_id, window, cx).0
})
.collect();
let total_height = self.item_height * self.item_count as f32;
let layout_id = window.request_layout(
Style {
size: size(relative(1.0), self.viewport_height),
overflow: Overflow::Hidden,
..default()
},
visible_item_layouts.clone(),
cx
);
(layout_id, VirtualListState {
visible_range,
visible_item_layouts,
})
}
fn prepaint(
&mut self,
_global_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
state: &mut VirtualListState,
window: &mut Window,
_cx: &mut App
) -> Hitbox {
// Prepaint visible items at correct positions
for (i, layout_id) in state.visible_item_layouts.iter().enumerate() {
let item_idx = state.visible_range.start + i;
let y = item_idx as f32 * self.item_height - self.scroll_offset;
let item_bounds = Bounds::new(
point(bounds.left(), bounds.top() + y),
size(bounds.width(), self.item_height)
);
// Prepaint if visible
if item_bounds.intersects(&bounds) {
// Prepaint item...
}
}
window.insert_hitbox(bounds, HitboxBehavior::Normal)
}
fn paint(
&mut self,
_global_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
state: &mut VirtualListState,
hitbox: &mut Hitbox,
window: &mut Window,
cx: &mut App
) {
// Paint visible items
for (i, _layout_id) in state.visible_item_layouts.iter().enumerate() {
let item_idx = state.visible_range.start + i;
let y = item_idx as f32 * self.item_height - self.scroll_offset;
let item_bounds = Bounds::new(
point(bounds.left(), bounds.top() + y),
size(bounds.width(), self.item_height)
);
if item_bounds.intersects(&bounds) {
let mut item = (self.render_item)(item_idx);
item.paint(item_bounds, window, cx);
}
}
// Handle scroll
window.on_mouse_event({
let hitbox = hitbox.clone();
let total_height = self.item_height * self.item_count as f32;
move |event: &ScrollWheelEvent, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
self.scroll_offset -= event.delta.y;
self.scroll_offset = self.scroll_offset
.max(px(0.))
.min(total_height - self.viewport_height);
cx.notify();
cx.stop_propagation();
}
}
});
}
}
// Usage: Efficiently render 10,000 items
let virtual_list = VirtualList {
id: ElementId::Name("large-list".into()),
item_count: 10_000,
item_height: px(40.),
viewport_height: px(400.),
scroll_offset: px(0.),
render_item: Box::new(|index| {
div().child(format!("Item {}", index))
}),
};
```
These advanced patterns enable sophisticated element implementations while maintaining performance and code quality.

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# Element API Reference
Complete API documentation for GPUI's low-level Element trait.
## Element Trait Structure
The `Element` trait requires implementing three associated types and five methods:
```rust
pub trait Element: 'static + IntoElement {
type RequestLayoutState: 'static;
type PrepaintState: 'static;
fn id(&self) -> Option<ElementId>;
fn source_location(&self) -> Option<&'static std::panic::Location<'static>>;
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState);
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
request_layout: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) -> Self::PrepaintState;
fn paint(
&mut self,
global_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,
);
}
```
## Associated Types
### RequestLayoutState
Data passed from `request_layout` to `prepaint` and `paint` phases.
**Usage:**
- Store layout calculations (styled text, child layout IDs)
- Cache expensive computations
- Pass child state between phases
**Examples:**
```rust
// Simple: no state needed
type RequestLayoutState = ();
// Single value
type RequestLayoutState = StyledText;
// Multiple values
type RequestLayoutState = (StyledText, Vec<ChildLayout>);
// Complex struct
pub struct MyLayoutState {
pub styled_text: StyledText,
pub child_layouts: Vec<(LayoutId, ChildState)>,
pub computed_bounds: Bounds<Pixels>,
}
type RequestLayoutState = MyLayoutState;
```
### PrepaintState
Data passed from `prepaint` to `paint` phase.
**Usage:**
- Store hitboxes for interaction
- Cache visual bounds
- Store prepaint results
**Examples:**
```rust
// Simple: just a hitbox
type PrepaintState = Hitbox;
// Optional hitbox
type PrepaintState = Option<Hitbox>;
// Multiple values
type PrepaintState = (Hitbox, Vec<Bounds<Pixels>>);
// Complex struct
pub struct MyPaintState {
pub hitbox: Hitbox,
pub child_bounds: Vec<Bounds<Pixels>>,
pub visible_range: Range<usize>,
}
type PrepaintState = MyPaintState;
```
## Methods
### id()
Returns optional unique identifier for debugging and inspection.
```rust
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
// Or if no ID needed
fn id(&self) -> Option<ElementId> {
None
}
```
### source_location()
Returns source location for debugging. Usually returns `None` unless debugging is needed.
```rust
fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
None
}
```
### request_layout()
Calculates sizes and positions for the element tree.
**Parameters:**
- `global_id`: Global element identifier (optional)
- `inspector_id`: Inspector element identifier (optional)
- `window`: Mutable window reference
- `cx`: Mutable app context
**Returns:**
- `(LayoutId, Self::RequestLayoutState)`: Layout ID and state for next phases
**Responsibilities:**
1. Calculate child layouts by calling `child.request_layout()`
2. Create own layout using `window.request_layout()`
3. Return layout ID and state to pass to next phases
**Example:**
```rust
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState) {
// 1. Calculate child layouts
let child_layout_id = self.child.request_layout(
global_id,
inspector_id,
window,
cx
).0;
// 2. Create own layout
let layout_id = window.request_layout(
Style {
size: size(px(200.), px(100.)),
..default()
},
vec![child_layout_id],
cx
);
// 3. Return layout ID and state
(layout_id, MyLayoutState { child_layout_id })
}
```
### prepaint()
Prepares for painting by creating hitboxes and computing final bounds.
**Parameters:**
- `global_id`: Global element identifier (optional)
- `inspector_id`: Inspector element identifier (optional)
- `bounds`: Final bounds calculated by layout engine
- `request_layout`: Mutable reference to layout state
- `window`: Mutable window reference
- `cx`: Mutable app context
**Returns:**
- `Self::PrepaintState`: State for paint phase
**Responsibilities:**
1. Compute final child bounds based on layout bounds
2. Call `child.prepaint()` for all children
3. Create hitboxes using `window.insert_hitbox()`
4. Return state for paint phase
**Example:**
```rust
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
request_layout: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) -> Self::PrepaintState {
// 1. Compute child bounds
let child_bounds = bounds; // or calculated subset
// 2. Prepaint children
self.child.prepaint(
global_id,
inspector_id,
child_bounds,
&mut request_layout.child_state,
window,
cx
);
// 3. Create hitboxes
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
// 4. Return paint state
MyPaintState { hitbox }
}
```
### paint()
Renders the element and handles interactions.
**Parameters:**
- `global_id`: Global element identifier (optional)
- `inspector_id`: Inspector element identifier (optional)
- `bounds`: Final bounds for rendering
- `request_layout`: Mutable reference to layout state
- `prepaint`: Mutable reference to prepaint state
- `window`: Mutable window reference
- `cx`: Mutable app context
**Responsibilities:**
1. Paint children first (bottom to top)
2. Paint own content (backgrounds, borders, etc.)
3. Set up interactions (mouse events, cursor styles)
**Example:**
```rust
fn paint(
&mut self,
global_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,
) {
// 1. Paint children first
self.child.paint(
global_id,
inspector_id,
child_bounds,
&mut request_layout.child_state,
&mut prepaint.child_paint_state,
window,
cx
);
// 2. Paint own content
window.paint_quad(paint_quad(
bounds,
Corners::all(px(4.)),
cx.theme().background,
));
// 3. Set up interactions
window.on_mouse_event({
let hitbox = prepaint.hitbox.clone();
move |event: &MouseDownEvent, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
// Handle click
cx.stop_propagation();
}
}
});
window.set_cursor_style(CursorStyle::PointingHand, &prepaint.hitbox);
}
```
## IntoElement Integration
Elements must also implement `IntoElement` to be used as children:
```rust
impl IntoElement for MyElement {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
```
This allows your custom element to be used directly in the element tree:
```rust
div()
.child(MyElement::new()) // Works because of IntoElement
```
## Common Parameters
### Global and Inspector IDs
Both are optional identifiers used for debugging and inspection:
- `global_id`: Unique identifier across entire app
- `inspector_id`: Identifier for dev tools/inspector
Usually passed through to children without modification.
### Window and Context
- `window: &mut Window`: Window-specific operations (painting, hitboxes, events)
- `cx: &mut App`: App-wide operations (spawning tasks, accessing globals)
## Layout System Integration
### window.request_layout()
Creates a layout node with specified style and children:
```rust
let layout_id = window.request_layout(
Style {
size: size(px(200.), px(100.)),
flex: Flex::Column,
gap: px(8.),
..default()
},
vec![child1_layout_id, child2_layout_id],
cx
);
```
### Bounds<Pixels>
Represents rectangular region:
```rust
pub struct Bounds<T> {
pub origin: Point<T>,
pub size: Size<T>,
}
// Create bounds
let bounds = Bounds::new(
point(px(10.), px(20.)),
size(px(100.), px(50.))
);
// Access properties
bounds.left() // origin.x
bounds.top() // origin.y
bounds.right() // origin.x + size.width
bounds.bottom() // origin.y + size.height
bounds.center() // center point
```
## Hitbox System
### Creating Hitboxes
```rust
// Normal hitbox (blocks events)
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
// Transparent hitbox (passes events through)
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Transparent);
```
### Using Hitboxes
```rust
// Check if hovered
if hitbox.is_hovered(window) {
// ...
}
// Set cursor style
window.set_cursor_style(CursorStyle::PointingHand, &hitbox);
// Use in event handlers
window.on_mouse_event(move |event, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
// Handle event
}
});
```
## Event Handling
### Mouse Events
```rust
// Mouse down
window.on_mouse_event(move |event: &MouseDownEvent, phase, window, cx| {
if phase.bubble() && bounds.contains(&event.position) {
// Handle mouse down
cx.stop_propagation(); // Prevent bubbling
}
});
// Mouse up
window.on_mouse_event(move |event: &MouseUpEvent, phase, window, cx| {
// Handle mouse up
});
// Mouse move
window.on_mouse_event(move |event: &MouseMoveEvent, phase, window, cx| {
// Handle mouse move
});
// Scroll
window.on_mouse_event(move |event: &ScrollWheelEvent, phase, window, cx| {
// Handle scroll
});
```
### Event Phase
Events go through two phases:
- **Capture**: Top-down (parent → child)
- **Bubble**: Bottom-up (child → parent)
```rust
move |event, phase, window, cx| {
if phase.capture() {
// Handle in capture phase
} else if phase.bubble() {
// Handle in bubble phase
}
cx.stop_propagation(); // Stop event from continuing
}
```
## Cursor Styles
Available cursor styles:
```rust
CursorStyle::Arrow
CursorStyle::IBeam // Text selection
CursorStyle::PointingHand // Clickable
CursorStyle::ResizeLeft
CursorStyle::ResizeRight
CursorStyle::ResizeUp
CursorStyle::ResizeDown
CursorStyle::ResizeLeftRight
CursorStyle::ResizeUpDown
CursorStyle::Crosshair
CursorStyle::OperationNotAllowed
```
Usage:
```rust
window.set_cursor_style(CursorStyle::PointingHand, &hitbox);
```

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# Element Best Practices
Guidelines and best practices for implementing high-quality GPUI elements.
## State Management
### Using Associated Types Effectively
**Good:** Use associated types to pass meaningful data between phases
```rust
// Good: Structured state with type safety
type RequestLayoutState = (StyledText, Vec<ChildLayout>);
type PrepaintState = (Hitbox, Vec<ChildBounds>);
```
**Bad:** Using empty state when you need data
```rust
// Bad: No state when you need to pass data
type RequestLayoutState = ();
type PrepaintState = ();
// Now you can't pass layout info to paint phase!
```
### Managing Complex State
For elements with complex state, create dedicated structs:
```rust
// Good: Dedicated struct for complex state
pub struct TextElementState {
pub styled_text: StyledText,
pub text_layout: TextLayout,
pub child_states: Vec<ChildState>,
}
type RequestLayoutState = TextElementState;
```
**Benefits:**
- Clear documentation of state structure
- Easy to extend
- Type-safe access
### State Lifecycle
**Golden Rule:** State flows in one direction through the phases
```
request_layout → RequestLayoutState →
prepaint → PrepaintState →
paint
```
**Don't:**
- Store state in the element struct that should be in associated types
- Try to mutate element state in paint phase (use `cx.notify()` to schedule re-render)
- Pass mutable references across phase boundaries
## Performance Considerations
### Minimize Allocations in Paint Phase
**Critical:** Paint phase is called every frame during animations. Minimize allocations.
**Good:** Pre-allocate in `request_layout` or `prepaint`
```rust
impl Element for MyElement {
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, Vec<StyledText>)
{
// Allocate once during layout
let styled_texts = self.children
.iter()
.map(|child| StyledText::new(child.text.clone()))
.collect();
(layout_id, styled_texts)
}
fn paint(&mut self, .., styled_texts: &mut Vec<StyledText>, ..) {
// Just use pre-allocated styled_texts
for text in styled_texts {
text.paint(..);
}
}
}
```
**Bad:** Allocate in `paint` phase
```rust
fn paint(&mut self, ..) {
// Bad: Allocation in paint phase!
let styled_texts: Vec<_> = self.children
.iter()
.map(|child| StyledText::new(child.text.clone()))
.collect();
}
```
### Cache Expensive Computations
Use memoization for expensive operations:
```rust
pub struct CachedElement {
// Cache key
last_text: Option<SharedString>,
last_width: Option<Pixels>,
// Cached result
cached_layout: Option<TextLayout>,
}
impl Element for CachedElement {
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, TextLayout)
{
let current_width = window.bounds().width();
// Check if cache is valid
if self.last_text.as_ref() != Some(&self.text)
|| self.last_width != Some(current_width)
|| self.cached_layout.is_none()
{
// Recompute expensive layout
self.cached_layout = Some(self.compute_text_layout(current_width));
self.last_text = Some(self.text.clone());
self.last_width = Some(current_width);
}
// Use cached layout
let layout = self.cached_layout.as_ref().unwrap();
(layout_id, layout.clone())
}
}
```
### Lazy Child Rendering
Only render visible children in scrollable containers:
```rust
fn paint(&mut self, .., bounds: Bounds<Pixels>, paint_state: &mut Self::PrepaintState, ..) {
for (i, child) in self.children.iter_mut().enumerate() {
let child_bounds = paint_state.child_bounds[i];
// Only paint visible children
if self.is_visible(&child_bounds, &bounds) {
child.paint(..);
}
}
}
fn is_visible(&self, child_bounds: &Bounds<Pixels>, container_bounds: &Bounds<Pixels>) -> bool {
child_bounds.bottom() >= container_bounds.top() &&
child_bounds.top() <= container_bounds.bottom()
}
```
## Interaction Handling
### Proper Event Bubbling
Always check phase and bounds before handling events:
```rust
fn paint(&mut self, .., window: &mut Window, cx: &mut App) {
window.on_mouse_event({
let hitbox = self.hitbox.clone();
move |event: &MouseDownEvent, phase, window, cx| {
// Check phase first
if !phase.bubble() {
return;
}
// Check if event is within bounds
if !hitbox.is_hovered(window) {
return;
}
// Handle event
self.handle_click(event);
// Stop propagation if handled
cx.stop_propagation();
}
});
}
```
**Don't forget:**
- Check `phase.bubble()` or `phase.capture()` as appropriate
- Check hitbox hover state or bounds
- Call `cx.stop_propagation()` if you handle the event
### Hitbox Management
Create hitboxes in `prepaint` phase, not `paint`:
**Good:**
```rust
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, window: &mut Window, ..) -> Hitbox {
// Create hitbox in prepaint
window.insert_hitbox(bounds, HitboxBehavior::Normal)
}
fn paint(&mut self, .., hitbox: &mut Hitbox, window: &mut Window, ..) {
// Use hitbox in paint
window.set_cursor_style(CursorStyle::PointingHand, hitbox);
}
```
**Hitbox Behaviors:**
```rust
// Normal: Blocks events from passing through
HitboxBehavior::Normal
// Transparent: Allows events to pass through to elements below
HitboxBehavior::Transparent
```
### Cursor Style Guidelines
Set appropriate cursor styles for interactivity cues:
```rust
// Text selection
window.set_cursor_style(CursorStyle::IBeam, &hitbox);
// Clickable elements (desktop convention: use default, not pointing hand)
window.set_cursor_style(CursorStyle::Arrow, &hitbox);
// Links (web convention: use pointing hand)
window.set_cursor_style(CursorStyle::PointingHand, &hitbox);
// Resizable edges
window.set_cursor_style(CursorStyle::ResizeLeftRight, &hitbox);
```
**Desktop vs Web Convention:**
- Desktop apps: Use `Arrow` for buttons
- Web apps: Use `PointingHand` for links only
## Layout Strategies
### Fixed Size Elements
For elements with known, unchanging size:
```rust
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App) -> (LayoutId, ()) {
let layout_id = window.request_layout(
Style {
size: size(px(200.), px(100.)),
..default()
},
vec![], // No children
cx
);
(layout_id, ())
}
```
### Content-Based Sizing
For elements sized by their content:
```rust
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, Size<Pixels>)
{
// Measure content
let text_bounds = self.measure_text(window);
let padding = px(16.);
let layout_id = window.request_layout(
Style {
size: size(
text_bounds.width() + padding * 2.,
text_bounds.height() + padding * 2.,
),
..default()
},
vec![],
cx
);
(layout_id, text_bounds)
}
```
### Flexible Layouts
For elements that adapt to available space:
```rust
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, Vec<LayoutId>)
{
let mut child_layout_ids = Vec::new();
for child in &mut self.children {
let (layout_id, _) = child.request_layout(window, cx);
child_layout_ids.push(layout_id);
}
let layout_id = window.request_layout(
Style {
flex_direction: FlexDirection::Row,
gap: px(8.),
size: Size {
width: relative(1.0), // Fill parent width
height: auto(), // Auto height
},
..default()
},
child_layout_ids.clone(),
cx
);
(layout_id, child_layout_ids)
}
```
## Error Handling
### Graceful Degradation
Handle errors gracefully, don't panic:
```rust
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, Option<TextLayout>)
{
// Try to create styled text
match StyledText::new(self.text.clone()).request_layout(None, None, window, cx) {
Ok((layout_id, text_layout)) => {
(layout_id, Some(text_layout))
}
Err(e) => {
// Log error
eprintln!("Failed to layout text: {}", e);
// Fallback to simple text
let fallback_text = StyledText::new("(Error loading text)".into());
let (layout_id, _) = fallback_text.request_layout(None, None, window, cx);
(layout_id, None)
}
}
}
```
### Defensive Bounds Checking
Always validate bounds and indices:
```rust
fn paint_selection(&self, selection: &Selection, text_layout: &TextLayout, ..) {
// Validate selection bounds
let start = selection.start.min(self.text.len());
let end = selection.end.min(self.text.len());
if start >= end {
return; // Invalid selection
}
let rects = text_layout.rects_for_range(start..end);
// Paint selection...
}
```
## Testing Element Implementations
### Layout Tests
Test that layout calculations are correct:
```rust
#[cfg(test)]
mod tests {
use super::*;
use gpui::TestAppContext;
#[gpui::test]
fn test_element_layout(cx: &mut TestAppContext) {
cx.update(|cx| {
let mut window = cx.open_window(Default::default(), |_, _| ()).unwrap();
window.update(cx, |window, cx| {
let mut element = MyElement::new();
let (layout_id, layout_state) = element.request_layout(
None,
None,
window,
cx
);
// Assert layout properties
let bounds = window.layout_bounds(layout_id);
assert_eq!(bounds.size.width, px(200.));
assert_eq!(bounds.size.height, px(100.));
});
});
}
}
```
### Interaction Tests
Test that interactions work correctly:
```rust
#[gpui::test]
fn test_element_click(cx: &mut TestAppContext) {
cx.update(|cx| {
let mut window = cx.open_window(Default::default(), |_, cx| {
cx.new(|_| MyElement::new())
}).unwrap();
window.update(cx, |window, cx| {
let view = window.root_view().unwrap();
// Simulate click
let position = point(px(10.), px(10.));
window.dispatch_event(MouseDownEvent {
position,
button: MouseButton::Left,
modifiers: Modifiers::default(),
});
// Assert element responded
view.read(cx).assert_clicked();
});
});
}
```
## Common Pitfalls
### ❌ Storing Layout State in Element Struct
**Bad:**
```rust
pub struct MyElement {
id: ElementId,
// Bad: This should be in RequestLayoutState
cached_layout: Option<TextLayout>,
}
```
**Good:**
```rust
pub struct MyElement {
id: ElementId,
text: SharedString,
}
type RequestLayoutState = TextLayout; // Good: State in associated type
```
### ❌ Mutating Element in Paint Phase
**Bad:**
```rust
fn paint(&mut self, ..) {
self.counter += 1; // Bad: Mutating element in paint
}
```
**Good:**
```rust
fn paint(&mut self, .., window: &mut Window, cx: &mut App) {
window.on_mouse_event(move |event, phase, window, cx| {
if phase.bubble() {
self.counter += 1;
cx.notify(); // Schedule re-render
}
});
}
```
### ❌ Creating Hitboxes in Paint Phase
**Bad:**
```rust
fn paint(&mut self, .., bounds: Bounds<Pixels>, window: &mut Window, ..) {
// Bad: Creating hitbox in paint
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
}
```
**Good:**
```rust
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, window: &mut Window, ..) -> Hitbox {
// Good: Creating hitbox in prepaint
window.insert_hitbox(bounds, HitboxBehavior::Normal)
}
```
### ❌ Ignoring Event Phase
**Bad:**
```rust
window.on_mouse_event(move |event, phase, window, cx| {
// Bad: Not checking phase
self.handle_click(event);
});
```
**Good:**
```rust
window.on_mouse_event(move |event, phase, window, cx| {
// Good: Checking phase
if !phase.bubble() {
return;
}
self.handle_click(event);
});
```
## Performance Checklist
Before shipping an element implementation, verify:
- [ ] No allocations in `paint` phase (except event handlers)
- [ ] Expensive computations are cached/memoized
- [ ] Only visible children are rendered in scrollable containers
- [ ] Hitboxes created in `prepaint`, not `paint`
- [ ] Event handlers check phase and bounds
- [ ] Layout state is passed through associated types, not stored in element
- [ ] Element implements proper error handling with fallbacks
- [ ] Tests cover layout calculations and interactions

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# Element Implementation Examples
Complete examples of implementing custom elements for various scenarios.
## Table of Contents
1. [Simple Text Element](#simple-text-element)
2. [Interactive Element with Selection](#interactive-element-with-selection)
3. [Complex Element with Child Management](#complex-element-with-child-management)
## Simple Text Element
A basic text element with syntax highlighting support.
```rust
pub struct SimpleText {
id: ElementId,
text: SharedString,
highlights: Vec<(Range<usize>, HighlightStyle)>,
}
impl IntoElement for SimpleText {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl Element for SimpleText {
type RequestLayoutState = StyledText;
type PrepaintState = Hitbox;
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, Self::RequestLayoutState) {
// Create styled text with highlights
let mut runs = Vec::new();
let mut ix = 0;
for (range, highlight) in &self.highlights {
// Add unstyled text before highlight
if ix < range.start {
runs.push(window.text_style().to_run(range.start - ix));
}
// Add highlighted text
runs.push(
window.text_style()
.highlight(*highlight)
.to_run(range.len())
);
ix = range.end;
}
// Add remaining unstyled text
if ix < self.text.len() {
runs.push(window.text_style().to_run(self.text.len() - ix));
}
let styled_text = StyledText::new(self.text.clone()).with_runs(runs);
let (layout_id, _) = styled_text.request_layout(
global_id,
inspector_id,
window,
cx
);
(layout_id, styled_text)
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
styled_text: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App
) -> Self::PrepaintState {
// Prepaint the styled text
styled_text.prepaint(
global_id,
inspector_id,
bounds,
&mut (),
window,
cx
);
// Create hitbox for interaction
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
hitbox
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
styled_text: &mut Self::RequestLayoutState,
hitbox: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App
) {
// Paint the styled text
styled_text.paint(
global_id,
inspector_id,
bounds,
&mut (),
&mut (),
window,
cx
);
// Set cursor style for text
window.set_cursor_style(CursorStyle::IBeam, hitbox);
}
}
```
## Interactive Element with Selection
A text element that supports text selection via mouse interaction.
```rust
#[derive(Clone)]
pub struct Selection {
pub start: usize,
pub end: usize,
}
pub struct SelectableText {
id: ElementId,
text: SharedString,
selectable: bool,
selection: Option<Selection>,
}
impl IntoElement for SelectableText {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl Element for SelectableText {
type RequestLayoutState = TextLayout;
type PrepaintState = Option<Hitbox>;
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, Self::RequestLayoutState) {
let styled_text = StyledText::new(self.text.clone());
let (layout_id, _) = styled_text.request_layout(
global_id,
inspector_id,
window,
cx
);
// Extract text layout for selection painting
let text_layout = styled_text.layout().clone();
(layout_id, text_layout)
}
fn prepaint(
&mut self,
_global_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
_text_layout: &mut Self::RequestLayoutState,
window: &mut Window,
_cx: &mut App
) -> Self::PrepaintState {
// Only create hitbox if selectable
if self.selectable {
Some(window.insert_hitbox(bounds, HitboxBehavior::Normal))
} else {
None
}
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
text_layout: &mut Self::RequestLayoutState,
hitbox: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App
) {
// Paint text
let styled_text = StyledText::new(self.text.clone());
styled_text.paint(
global_id,
inspector_id,
bounds,
&mut (),
&mut (),
window,
cx
);
// Paint selection if any
if let Some(selection) = &self.selection {
Self::paint_selection(selection, text_layout, &bounds, window, cx);
}
// Handle mouse events for selection
if let Some(hitbox) = hitbox {
window.set_cursor_style(CursorStyle::IBeam, hitbox);
// Mouse down to start selection
window.on_mouse_event({
let bounds = bounds.clone();
move |event: &MouseDownEvent, phase, window, cx| {
if bounds.contains(&event.position) && phase.bubble() {
// Start selection at mouse position
let char_index = Self::position_to_index(
event.position,
&bounds,
text_layout
);
self.selection = Some(Selection {
start: char_index,
end: char_index,
});
cx.notify();
cx.stop_propagation();
}
}
});
// Mouse drag to extend selection
window.on_mouse_event({
let bounds = bounds.clone();
move |event: &MouseMoveEvent, phase, window, cx| {
if let Some(selection) = &mut self.selection {
if phase.bubble() {
let char_index = Self::position_to_index(
event.position,
&bounds,
text_layout
);
selection.end = char_index;
cx.notify();
}
}
}
});
}
}
}
impl SelectableText {
fn paint_selection(
selection: &Selection,
text_layout: &TextLayout,
bounds: &Bounds<Pixels>,
window: &mut Window,
cx: &mut App
) {
// Calculate selection bounds from text layout
let selection_rects = text_layout.rects_for_range(
selection.start..selection.end
);
// Paint selection background
for rect in selection_rects {
window.paint_quad(paint_quad(
Bounds::new(
point(bounds.left() + rect.origin.x, bounds.top() + rect.origin.y),
rect.size
),
Corners::default(),
cx.theme().selection_background,
));
}
}
fn position_to_index(
position: Point<Pixels>,
bounds: &Bounds<Pixels>,
text_layout: &TextLayout
) -> usize {
// Convert screen position to character index
let relative_pos = point(
position.x - bounds.left(),
position.y - bounds.top()
);
text_layout.index_for_position(relative_pos)
}
}
```
## Complex Element with Child Management
A container element that manages multiple children with scrolling support.
```rust
pub struct ComplexElement {
id: ElementId,
children: Vec<Box<dyn Element<RequestLayoutState = (), PrepaintState = ()>>>,
scrollable: bool,
scroll_offset: Point<Pixels>,
}
struct ComplexLayoutState {
child_layouts: Vec<LayoutId>,
total_height: Pixels,
}
struct ComplexPaintState {
child_bounds: Vec<Bounds<Pixels>>,
hitbox: Hitbox,
}
impl IntoElement for ComplexElement {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl Element for ComplexElement {
type RequestLayoutState = ComplexLayoutState;
type PrepaintState = ComplexPaintState;
fn id(&self) -> Option<ElementId> {
Some(self.id.clone())
}
fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App
) -> (LayoutId, Self::RequestLayoutState) {
let mut child_layouts = Vec::new();
let mut total_height = px(0.);
// Request layout for all children
for child in &mut self.children {
let (child_layout_id, _) = child.request_layout(
global_id,
inspector_id,
window,
cx
);
child_layouts.push(child_layout_id);
// Get child size from layout
let child_size = window.layout_bounds(child_layout_id).size();
total_height += child_size.height;
}
// Create container layout
let layout_id = window.request_layout(
Style {
flex_direction: FlexDirection::Column,
gap: px(8.),
size: Size {
width: relative(1.0),
height: if self.scrollable {
// Fixed height for scrollable
px(400.)
} else {
// Auto height for non-scrollable
total_height
},
},
..default()
},
child_layouts.clone(),
cx
);
(layout_id, ComplexLayoutState {
child_layouts,
total_height,
})
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
layout_state: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App
) -> Self::PrepaintState {
let mut child_bounds = Vec::new();
let mut y_offset = self.scroll_offset.y;
// Calculate child bounds and prepaint children
for (child, layout_id) in self.children.iter_mut()
.zip(&layout_state.child_layouts)
{
let child_size = window.layout_bounds(*layout_id).size();
let child_bound = Bounds::new(
point(bounds.left(), bounds.top() + y_offset),
child_size
);
// Only prepaint visible children
if self.is_visible(&child_bound, &bounds) {
child.prepaint(
global_id,
inspector_id,
child_bound,
&mut (),
window,
cx
);
}
child_bounds.push(child_bound);
y_offset += child_size.height + px(8.); // gap
}
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
ComplexPaintState {
child_bounds,
hitbox,
}
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
layout_state: &mut Self::RequestLayoutState,
paint_state: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App
) {
// Paint background
window.paint_quad(paint_quad(
bounds,
Corners::all(px(4.)),
cx.theme().background,
));
// Paint visible children only
for (i, child) in self.children.iter_mut().enumerate() {
let child_bounds = paint_state.child_bounds[i];
if self.is_visible(&child_bounds, &bounds) {
child.paint(
global_id,
inspector_id,
child_bounds,
&mut (),
&mut (),
window,
cx
);
}
}
// Paint scrollbar if scrollable
if self.scrollable {
self.paint_scrollbar(bounds, layout_state, window, cx);
}
// Handle scroll events
if self.scrollable {
window.on_mouse_event({
let hitbox = paint_state.hitbox.clone();
let total_height = layout_state.total_height;
let visible_height = bounds.size.height;
move |event: &ScrollWheelEvent, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
// Update scroll offset
self.scroll_offset.y -= event.delta.y;
// Clamp scroll offset
let max_scroll = (total_height - visible_height).max(px(0.));
self.scroll_offset.y = self.scroll_offset.y
.max(px(0.))
.min(max_scroll);
cx.notify();
cx.stop_propagation();
}
}
});
}
}
}
impl ComplexElement {
fn is_visible(&self, child_bounds: &Bounds<Pixels>, container_bounds: &Bounds<Pixels>) -> bool {
// Check if child is within visible area
child_bounds.bottom() >= container_bounds.top() &&
child_bounds.top() <= container_bounds.bottom()
}
fn paint_scrollbar(
&self,
bounds: Bounds<Pixels>,
layout_state: &ComplexLayoutState,
window: &mut Window,
cx: &mut App
) {
let scrollbar_width = px(8.);
let visible_height = bounds.size.height;
let total_height = layout_state.total_height;
if total_height <= visible_height {
return; // No need for scrollbar
}
// Calculate scrollbar position and size
let scroll_ratio = self.scroll_offset.y / (total_height - visible_height);
let thumb_height = (visible_height / total_height) * visible_height;
let thumb_y = scroll_ratio * (visible_height - thumb_height);
// Paint scrollbar track
let track_bounds = Bounds::new(
point(bounds.right() - scrollbar_width, bounds.top()),
size(scrollbar_width, visible_height)
);
window.paint_quad(paint_quad(
track_bounds,
Corners::default(),
cx.theme().scrollbar_track,
));
// Paint scrollbar thumb
let thumb_bounds = Bounds::new(
point(bounds.right() - scrollbar_width, bounds.top() + thumb_y),
size(scrollbar_width, thumb_height)
);
window.paint_quad(paint_quad(
thumb_bounds,
Corners::all(px(4.)),
cx.theme().scrollbar_thumb,
));
}
}
```
## Usage Examples
### Using SimpleText
```rust
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
div()
.child(SimpleText {
id: ElementId::Name("code-text".into()),
text: "fn main() { println!(\"Hello\"); }".into(),
highlights: vec![
(0..2, HighlightStyle::keyword()),
(3..7, HighlightStyle::function()),
],
})
}
```
### Using SelectableText
```rust
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
div()
.child(SelectableText {
id: ElementId::Name("selectable-text".into()),
text: "Select this text with your mouse".into(),
selectable: true,
selection: self.current_selection.clone(),
})
}
```
### Using ComplexElement
```rust
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let children: Vec<Box<dyn Element<_, _>>> = self.items
.iter()
.map(|item| Box::new(div().child(item.name.clone())) as Box<_>)
.collect();
div()
.child(ComplexElement {
id: ElementId::Name("scrollable-list".into()),
children,
scrollable: true,
scroll_offset: self.scroll_offset,
})
}
```

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@@ -0,0 +1,509 @@
# Common Element Patterns
Reusable patterns for implementing common element types in GPUI.
## Text Rendering Elements
Elements that display and manipulate text content.
### Pattern Characteristics
- Use `StyledText` for text layout and rendering
- Handle text selection in `paint` phase with hitbox interaction
- Create hitboxes for text interaction in `prepaint`
- Support text highlighting and custom styling via runs
### Implementation Template
```rust
pub struct TextElement {
id: ElementId,
text: SharedString,
style: TextStyle,
}
impl Element for TextElement {
type RequestLayoutState = StyledText;
type PrepaintState = Hitbox;
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, StyledText)
{
let styled_text = StyledText::new(self.text.clone())
.with_style(self.style);
let (layout_id, _) = styled_text.request_layout(None, None, window, cx);
(layout_id, styled_text)
}
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, styled_text: &mut StyledText,
window: &mut Window, cx: &mut App) -> Hitbox
{
styled_text.prepaint(None, None, bounds, &mut (), window, cx);
window.insert_hitbox(bounds, HitboxBehavior::Normal)
}
fn paint(&mut self, .., bounds: Bounds<Pixels>, styled_text: &mut StyledText,
hitbox: &mut Hitbox, window: &mut Window, cx: &mut App)
{
styled_text.paint(None, None, bounds, &mut (), &mut (), window, cx);
window.set_cursor_style(CursorStyle::IBeam, hitbox);
}
}
```
### Use Cases
- Code editors with syntax highlighting
- Rich text displays
- Labels with custom formatting
- Selectable text areas
## Container Elements
Elements that manage and layout child elements.
### Pattern Characteristics
- Manage child element layouts and positions
- Handle scrolling and clipping when needed
- Implement flex/grid-like layouts
- Coordinate child interactions and event delegation
### Implementation Template
```rust
pub struct ContainerElement {
id: ElementId,
children: Vec<AnyElement>,
direction: FlexDirection,
gap: Pixels,
}
impl Element for ContainerElement {
type RequestLayoutState = Vec<LayoutId>;
type PrepaintState = Vec<Bounds<Pixels>>;
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, Vec<LayoutId>)
{
let child_layout_ids: Vec<_> = self.children
.iter_mut()
.map(|child| child.request_layout(window, cx).0)
.collect();
let layout_id = window.request_layout(
Style {
flex_direction: self.direction,
gap: self.gap,
..default()
},
child_layout_ids.clone(),
cx
);
(layout_id, child_layout_ids)
}
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, layout_ids: &mut Vec<LayoutId>,
window: &mut Window, cx: &mut App) -> Vec<Bounds<Pixels>>
{
let mut child_bounds = Vec::new();
for (child, layout_id) in self.children.iter_mut().zip(layout_ids.iter()) {
let child_bound = window.layout_bounds(*layout_id);
child.prepaint(child_bound, window, cx);
child_bounds.push(child_bound);
}
child_bounds
}
fn paint(&mut self, .., child_bounds: &mut Vec<Bounds<Pixels>>,
window: &mut Window, cx: &mut App)
{
for (child, bounds) in self.children.iter_mut().zip(child_bounds.iter()) {
child.paint(*bounds, window, cx);
}
}
}
```
### Use Cases
- Panels and split views
- List containers
- Grid layouts
- Tab containers
## Interactive Elements
Elements that respond to user input (mouse, keyboard, touch).
### Pattern Characteristics
- Create appropriate hitboxes for interaction areas
- Handle mouse/keyboard/touch events properly
- Manage focus and cursor styles
- Support hover, active, and disabled states
### Implementation Template
```rust
pub struct InteractiveElement {
id: ElementId,
content: AnyElement,
on_click: Option<Box<dyn Fn(&MouseUpEvent, &mut Window, &mut App)>>,
hover_style: Option<Style>,
}
impl Element for InteractiveElement {
type RequestLayoutState = LayoutId;
type PrepaintState = (Hitbox, bool); // hitbox and is_hovered
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, LayoutId)
{
let (content_layout, _) = self.content.request_layout(window, cx);
(content_layout, content_layout)
}
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, content_layout: &mut LayoutId,
window: &mut Window, cx: &mut App) -> (Hitbox, bool)
{
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
let is_hovered = hitbox.is_hovered(window);
self.content.prepaint(bounds, window, cx);
(hitbox, is_hovered)
}
fn paint(&mut self, .., bounds: Bounds<Pixels>, content_layout: &mut LayoutId,
prepaint: &mut (Hitbox, bool), window: &mut Window, cx: &mut App)
{
let (hitbox, is_hovered) = prepaint;
// Paint hover background if hovered
if *is_hovered {
if let Some(hover_style) = &self.hover_style {
window.paint_quad(paint_quad(
bounds,
Corners::all(px(4.)),
hover_style.background_color.unwrap_or(cx.theme().hover),
));
}
}
// Paint content
self.content.paint(bounds, window, cx);
// Handle click
if let Some(on_click) = self.on_click.as_ref() {
window.on_mouse_event({
let on_click = on_click.clone();
let hitbox = hitbox.clone();
move |event: &MouseUpEvent, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
on_click(event, window, cx);
cx.stop_propagation();
}
}
});
}
// Set cursor style
window.set_cursor_style(CursorStyle::PointingHand, hitbox);
}
}
```
### Use Cases
- Buttons
- Links
- Clickable cards
- Drag handles
- Menu items
## Composite Elements
Elements that combine multiple child elements with complex coordination.
### Pattern Characteristics
- Combine multiple child elements with different types
- Manage complex state across children
- Coordinate animations and transitions
- Handle focus delegation between children
### Implementation Template
```rust
pub struct CompositeElement {
id: ElementId,
header: AnyElement,
content: AnyElement,
footer: Option<AnyElement>,
}
struct CompositeLayoutState {
header_layout: LayoutId,
content_layout: LayoutId,
footer_layout: Option<LayoutId>,
}
struct CompositePaintState {
header_bounds: Bounds<Pixels>,
content_bounds: Bounds<Pixels>,
footer_bounds: Option<Bounds<Pixels>>,
}
impl Element for CompositeElement {
type RequestLayoutState = CompositeLayoutState;
type PrepaintState = CompositePaintState;
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, CompositeLayoutState)
{
let (header_layout, _) = self.header.request_layout(window, cx);
let (content_layout, _) = self.content.request_layout(window, cx);
let footer_layout = self.footer.as_mut()
.map(|f| f.request_layout(window, cx).0);
let mut children = vec![header_layout, content_layout];
if let Some(footer) = footer_layout {
children.push(footer);
}
let layout_id = window.request_layout(
Style {
flex_direction: FlexDirection::Column,
size: Size {
width: relative(1.0),
height: auto(),
},
..default()
},
children,
cx
);
(layout_id, CompositeLayoutState {
header_layout,
content_layout,
footer_layout,
})
}
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, layout: &mut CompositeLayoutState,
window: &mut Window, cx: &mut App) -> CompositePaintState
{
let header_bounds = window.layout_bounds(layout.header_layout);
let content_bounds = window.layout_bounds(layout.content_layout);
let footer_bounds = layout.footer_layout
.map(|id| window.layout_bounds(id));
self.header.prepaint(header_bounds, window, cx);
self.content.prepaint(content_bounds, window, cx);
if let (Some(footer), Some(bounds)) = (&mut self.footer, footer_bounds) {
footer.prepaint(bounds, window, cx);
}
CompositePaintState {
header_bounds,
content_bounds,
footer_bounds,
}
}
fn paint(&mut self, .., paint_state: &mut CompositePaintState,
window: &mut Window, cx: &mut App)
{
self.header.paint(paint_state.header_bounds, window, cx);
self.content.paint(paint_state.content_bounds, window, cx);
if let (Some(footer), Some(bounds)) = (&mut self.footer, paint_state.footer_bounds) {
footer.paint(bounds, window, cx);
}
}
}
```
### Use Cases
- Dialog boxes (header + content + footer)
- Cards with multiple sections
- Form layouts
- Panels with toolbars
## Scrollable Elements
Elements with scrollable content areas.
### Pattern Characteristics
- Manage scroll state (offset, velocity)
- Handle scroll events (wheel, drag, touch)
- Paint scrollbars (track and thumb)
- Clip content to visible area
### Implementation Template
```rust
pub struct ScrollableElement {
id: ElementId,
content: AnyElement,
scroll_offset: Point<Pixels>,
content_size: Size<Pixels>,
}
struct ScrollPaintState {
hitbox: Hitbox,
visible_bounds: Bounds<Pixels>,
}
impl Element for ScrollableElement {
type RequestLayoutState = (LayoutId, Size<Pixels>);
type PrepaintState = ScrollPaintState;
fn request_layout(&mut self, .., window: &mut Window, cx: &mut App)
-> (LayoutId, (LayoutId, Size<Pixels>))
{
let (content_layout, _) = self.content.request_layout(window, cx);
let content_size = window.layout_bounds(content_layout).size;
let layout_id = window.request_layout(
Style {
size: Size {
width: relative(1.0),
height: px(400.), // Fixed viewport height
},
overflow: Overflow::Hidden,
..default()
},
vec![content_layout],
cx
);
(layout_id, (content_layout, content_size))
}
fn prepaint(&mut self, .., bounds: Bounds<Pixels>, layout: &mut (LayoutId, Size<Pixels>),
window: &mut Window, cx: &mut App) -> ScrollPaintState
{
let (content_layout, content_size) = layout;
// Calculate content bounds with scroll offset
let content_bounds = Bounds::new(
point(bounds.left(), bounds.top() - self.scroll_offset.y),
*content_size
);
self.content.prepaint(content_bounds, window, cx);
let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal);
ScrollPaintState {
hitbox,
visible_bounds: bounds,
}
}
fn paint(&mut self, .., layout: &mut (LayoutId, Size<Pixels>),
paint_state: &mut ScrollPaintState, window: &mut Window, cx: &mut App)
{
let (_, content_size) = layout;
// Paint content
self.content.paint(paint_state.visible_bounds, window, cx);
// Paint scrollbar
self.paint_scrollbar(paint_state.visible_bounds, *content_size, window, cx);
// Handle scroll events
window.on_mouse_event({
let hitbox = paint_state.hitbox.clone();
let content_height = content_size.height;
let visible_height = paint_state.visible_bounds.size.height;
move |event: &ScrollWheelEvent, phase, window, cx| {
if hitbox.is_hovered(window) && phase.bubble() {
// Update scroll offset
self.scroll_offset.y -= event.delta.y;
// Clamp to valid range
let max_scroll = (content_height - visible_height).max(px(0.));
self.scroll_offset.y = self.scroll_offset.y
.max(px(0.))
.min(max_scroll);
cx.notify();
cx.stop_propagation();
}
}
});
}
}
impl ScrollableElement {
fn paint_scrollbar(
&self,
bounds: Bounds<Pixels>,
content_size: Size<Pixels>,
window: &mut Window,
cx: &mut App
) {
let visible_height = bounds.size.height;
let content_height = content_size.height;
if content_height <= visible_height {
return; // No scrollbar needed
}
let scrollbar_width = px(8.);
// Calculate thumb position and size
let scroll_ratio = self.scroll_offset.y / (content_height - visible_height);
let thumb_height = (visible_height / content_height) * visible_height;
let thumb_y = scroll_ratio * (visible_height - thumb_height);
// Paint track
window.paint_quad(paint_quad(
Bounds::new(
point(bounds.right() - scrollbar_width, bounds.top()),
size(scrollbar_width, visible_height)
),
Corners::default(),
cx.theme().scrollbar_track,
));
// Paint thumb
window.paint_quad(paint_quad(
Bounds::new(
point(bounds.right() - scrollbar_width, bounds.top() + thumb_y),
size(scrollbar_width, thumb_height)
),
Corners::all(px(4.)),
cx.theme().scrollbar_thumb,
));
}
}
```
### Use Cases
- Scrollable lists
- Code editors with large files
- Long-form text content
- Image galleries
## Pattern Selection Guide
| Need | Pattern | Complexity |
|------|---------|------------|
| Display styled text | Text Rendering | Low |
| Layout multiple children | Container | Low-Medium |
| Handle clicks/hovers | Interactive | Medium |
| Complex multi-part UI | Composite | Medium-High |
| Large content with scrolling | Scrollable | High |
Choose the simplest pattern that meets your requirements, then extend as needed.