//! 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>, position_mode: AnchoredPositionMode, offset: Option>, } /// 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) -> 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) -> 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>) -> Self { self.fit_mode = AnchoredFitMode::SnapToWindowWithMargin(edges.into()); self } } impl ParentElement for Anchored { fn extend(&mut self, elements: impl IntoIterator) { self.children.extend(elements) } } impl Element for Anchored { type PrepaintState = (); type RequestLayoutState = AnchoredState; fn id(&self) -> Option { 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::>(); 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, 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 = (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, _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), /// 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>, anchor_corner: Anchor, size: Size, bounds: Bounds, offset: Option>, ) -> (Point, Bounds) { 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, size: Size, ) -> Bounds { 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 } } }