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