Files
coop/crates/ui/src/scroll/scrollable.rs
reya 72a6d79bc5 chore: Upgrade to GPUI3 (#6)
* wip: gpui3

* wip: gpui3

* chore: fix clippy
2025-01-28 08:25:49 +07:00

245 lines
6.8 KiB
Rust

use gpui::{
canvas, div, relative, AnyElement, App, Div, Element, ElementId, EntityId, GlobalElementId,
InteractiveElement, IntoElement, ParentElement, Pixels, Position, ScrollHandle, SharedString,
Size, Stateful, StatefulInteractiveElement, Style, StyleRefinement, Styled, Window,
};
use std::{cell::Cell, rc::Rc};
use super::{Scrollbar, ScrollbarAxis, ScrollbarState};
/// A scroll view is a container that allows the user to scroll through a large amount of content.
pub struct Scrollable<E> {
id: ElementId,
element: Option<E>,
view_id: EntityId,
axis: ScrollbarAxis,
/// This is a fake element to handle Styled, InteractiveElement, not used.
_element: Stateful<Div>,
}
impl<E> Scrollable<E>
where
E: Element,
{
pub(crate) fn new(view_id: EntityId, element: E, axis: ScrollbarAxis) -> Self {
let id = ElementId::Name(SharedString::from(format!(
"ScrollView:{}-{:?}",
view_id,
element.id(),
)));
Self {
element: Some(element),
_element: div().id("fake"),
id,
view_id,
axis,
}
}
/// Set only a vertical scrollbar.
pub fn vertical(mut self) -> Self {
self.set_axis(ScrollbarAxis::Vertical);
self
}
/// Set only a horizontal scrollbar.
/// In current implementation, this is not supported yet.
pub fn horizontal(mut self) -> Self {
self.set_axis(ScrollbarAxis::Horizontal);
self
}
/// Set the axis of the scroll view.
pub fn set_axis(&mut self, axis: ScrollbarAxis) {
self.axis = axis;
}
fn with_element_state<R>(
&mut self,
id: &GlobalElementId,
window: &mut Window,
cx: &mut App,
f: impl FnOnce(&mut Self, &mut ScrollViewState, &mut Window, &mut App) -> R,
) -> R {
window.with_optional_element_state::<ScrollViewState, _>(
Some(id),
|element_state, window| {
let mut element_state = element_state.unwrap().unwrap_or_default();
let result = f(self, &mut element_state, window, cx);
(result, Some(element_state))
},
)
}
}
pub struct ScrollViewState {
scroll_size: Rc<Cell<Size<Pixels>>>,
state: Rc<Cell<ScrollbarState>>,
handle: ScrollHandle,
}
impl Default for ScrollViewState {
fn default() -> Self {
Self {
handle: ScrollHandle::new(),
scroll_size: Rc::new(Cell::new(Size::default())),
state: Rc::new(Cell::new(ScrollbarState::default())),
}
}
}
impl<E> ParentElement for Scrollable<E>
where
E: Element + ParentElement,
{
fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
if let Some(element) = &mut self.element {
element.extend(elements);
}
}
}
impl<E> Styled for Scrollable<E>
where
E: Element + Styled,
{
fn style(&mut self) -> &mut StyleRefinement {
if let Some(element) = &mut self.element {
element.style()
} else {
self._element.style()
}
}
}
impl<E> InteractiveElement for Scrollable<E>
where
E: Element + InteractiveElement,
{
fn interactivity(&mut self) -> &mut gpui::Interactivity {
if let Some(element) = &mut self.element {
element.interactivity()
} else {
self._element.interactivity()
}
}
}
impl<E> StatefulInteractiveElement for Scrollable<E> where E: Element + StatefulInteractiveElement {}
impl<E> IntoElement for Scrollable<E>
where
E: Element,
{
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl<E> Element for Scrollable<E>
where
E: Element,
{
type RequestLayoutState = AnyElement;
type PrepaintState = ScrollViewState;
fn id(&self) -> Option<gpui::ElementId> {
Some(self.id.clone())
}
fn request_layout(
&mut self,
id: Option<&gpui::GlobalElementId>,
window: &mut Window,
cx: &mut App,
) -> (gpui::LayoutId, Self::RequestLayoutState) {
let style = Style {
position: Position::Relative,
flex_grow: 1.0,
flex_shrink: 1.0,
size: Size {
width: relative(1.).into(),
height: relative(1.).into(),
},
..Default::default()
};
let axis = self.axis;
let view_id = self.view_id;
let scroll_id = self.id.clone();
let content = self.element.take().map(|c| c.into_any_element());
self.with_element_state(id.unwrap(), window, cx, |_, element_state, window, cx| {
let handle = element_state.handle.clone();
let state = element_state.state.clone();
let scroll_size = element_state.scroll_size.clone();
let mut element = div()
.relative()
.size_full()
.overflow_hidden()
.child(
div()
.id(scroll_id)
.track_scroll(&handle)
.overflow_scroll()
.relative()
.size_full()
.child(div().children(content).child({
let scroll_size = element_state.scroll_size.clone();
canvas(move |b, _, _| scroll_size.set(b.size), |_, _, _, _| {})
.absolute()
.size_full()
})),
)
.child(
div()
.absolute()
.top_0()
.left_0()
.right_0()
.bottom_0()
.child(
Scrollbar::both(view_id, state, handle.clone(), scroll_size.get())
.axis(axis),
),
)
.into_any_element();
let element_id = element.request_layout(window, cx);
let layout_id = window.request_layout(style, vec![element_id], cx);
(layout_id, element)
})
}
fn prepaint(
&mut self,
_: Option<&gpui::GlobalElementId>,
_: gpui::Bounds<Pixels>,
element: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) -> Self::PrepaintState {
element.prepaint(window, cx);
// do nothing
ScrollViewState::default()
}
fn paint(
&mut self,
_: Option<&gpui::GlobalElementId>,
_: gpui::Bounds<Pixels>,
element: &mut Self::RequestLayoutState,
_: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App,
) {
element.paint(window, cx)
}
}