ui/scroll.rs
1//! A styled scrollbar over gpui's own scroll handles.
2//!
3//! gpui scrolls a `div` perfectly well and draws nothing while it does, so a
4//! bezel app has no way to show how far down it is. This is that bar, and only
5//! that bar: the caller keeps its own `overflow_y_scroll` container, because a
6//! wrapper that swallowed the content would have to re-implement layout for it.
7//!
8//! ```ignore
9//! div().relative() // the bar is absolute in here
10//! .child(
11//! div()
12//! .id("pane")
13//! .size_full()
14//! .overflow_y_scroll()
15//! .track_scroll(&self.scroll) // gpui's handle, the app's field
16//! .child(content),
17//! )
18//! .child(scroll::scrollbar("pane-bar", &self.scroll, &self.scroll_bar))
19//! ```
20//!
21//! The bar must span the container it reports on — its track *is* the viewport,
22//! in the coordinates [`thumb`] answers in.
23//!
24//! The geometry is transcribed from zed's own scrollbar (`thumb_ranges` in
25//! `crates/ui/src/components/scrollbar.rs`), which is 1722 lines of settings
26//! system around the fifteen that matter. Two of gpui's conventions are easy to
27//! get backwards and both are load-bearing here: `max_offset` is the *overflow*
28//! (content minus viewport, not content), and `offset` is **negative** as you
29//! scroll down.
30//!
31//! [`transient`] is the same bar, shown only while its content moves.
32
33use std::{cell::Cell, ops::Range, rc::Rc, time::Duration};
34
35use gpui::{
36 Animation, AnimationExt, App, DragMoveEvent, ElementId, Empty, MouseButton, Pixels,
37 ScrollHandle, SharedString, Window, canvas, div, point, prelude::*, px,
38};
39
40use theme::ink;
41
42/// Shortest a thumb may get, however long the document — below this it stops
43/// being something a pointer can catch.
44pub const MIN_THUMB: Pixels = px(25.0);
45/// Width of the strip the thumb sits in.
46const TRACK: f32 = 10.0;
47/// Width of the thumb itself, centred in the track.
48const THUMB: f32 = 6.0;
49
50/// Where the thumb sits in a track of `viewport` length, as a range from the
51/// track's start — or `None` when there is nothing to scroll.
52///
53/// `None` also covers a viewport of zero (the frame before layout has run) and
54/// a thumb that would not fit, which is zed's third guard: with a viewport
55/// shorter than [`MIN_THUMB`] a bar would be all thumb and no travel.
56pub fn thumb(
57 viewport: Pixels,
58 max_offset: Pixels,
59 offset: Pixels,
60 min: Pixels,
61) -> Option<Range<Pixels>> {
62 if viewport <= px(0.0) || max_offset <= px(0.0) {
63 return None;
64 }
65 let content = viewport + max_offset;
66 let size = min.max(viewport * (viewport / content));
67 if size > viewport {
68 return None;
69 }
70 // Negative going down, and never past either end — a wheel can overshoot.
71 let travelled = offset.clamp(-max_offset, px(0.0)).abs();
72 let start = (travelled / max_offset) * (viewport - size);
73 Some(start..start + size)
74}
75
76/// The inverse: the scroll offset that puts the thumb's top at `top`.
77///
78/// Negative, because that is the direction gpui counts in, and clamped to the
79/// scrollable range so a drag past either end simply stops.
80pub fn offset_for_thumb(top: Pixels, viewport: Pixels, max_offset: Pixels, size: Pixels) -> Pixels {
81 let travel = viewport - size;
82 if travel <= px(0.0) || max_offset <= px(0.0) {
83 return px(0.0);
84 }
85 -(max_offset * (top / travel).clamp(0.0, 1.0))
86}
87
88/// The drag payload. Carries the bar's id because, unlike a split, an app has
89/// several of these on screen at once and `on_drag_move` filters by type alone
90/// — without the id every bar in the window would answer one thumb's gesture.
91#[derive(Clone)]
92pub struct ScrollbarDrag(pub SharedString);
93
94/// Where in the thumb a drag was grabbed.
95///
96/// Shaped like gpui's `ScrollHandle` — an `Rc` cell the view holds one field of
97/// and the bar clones — for the same reason: both mutate through `&self`, so
98/// the bar carries its whole gesture without the view wiring a single listener.
99/// Without it the thumb would jump its middle to the pointer on every press.
100#[derive(Clone, Default)]
101pub struct ScrollbarState(Rc<Cell<Option<Pixels>>>);
102
103impl ScrollbarState {
104 pub fn new() -> Self {
105 Self::default()
106 }
107
108 /// Whether a thumb drag is in flight.
109 pub fn dragging(&self) -> bool {
110 self.0.get().is_some()
111 }
112
113 /// One drag move of the thumb: filter the gesture to this bar's track, then
114 /// translate the pointer into a scroll offset.
115 fn drag(
116 &self,
117 track_id: &SharedString,
118 handle: &ScrollHandle,
119 event: &DragMoveEvent<ScrollbarDrag>,
120 window: &mut Window,
121 cx: &mut App,
122 ) {
123 // Another bar's thumb: `on_drag_move` filters by payload type, and
124 // every bar in the window shares this one.
125 if event.drag(cx).0 != *track_id {
126 return;
127 }
128 let viewport = handle.bounds().size.height;
129 let max_offset = handle.max_offset().y;
130 let Some(range) = thumb(viewport, max_offset, handle.offset().y, MIN_THUMB) else {
131 return;
132 };
133 let size = range.end - range.start;
134 let pointer = event.event.position.y - event.bounds.top();
135 // First move of this drag: the offset has not shifted yet, so the
136 // thumb is still where the press landed on it and the grab is
137 // simply the difference. Held for the rest of the gesture — read it
138 // again later and it would answer "wherever the pointer is now",
139 // which is a thumb that never moves.
140 let grab = self.0.get().unwrap_or_else(|| {
141 let grab = (pointer - range.start).clamp(px(0.0), size);
142 self.0.set(Some(grab));
143 grab
144 });
145 let offset = offset_for_thumb(pointer - grab, viewport, max_offset, size);
146 handle.set_offset(point(handle.offset().x, offset));
147 window.refresh();
148 }
149}
150
151/// The bar: an overlay strip along the right edge of whatever it is laid over,
152/// showing nothing at all when the content fits.
153///
154/// Overlay rather than a gutter, so a bar arriving or leaving never reflows the
155/// content beneath it.
156///
157/// Its geometry comes from the handle as the *last* frame left it, which is all
158/// a render pass can see; the canvas at the end asks for one more frame when
159/// layout disagrees, so the bar is right on the frame after it first appears
160/// rather than whenever something else happens to repaint.
161///
162/// No `&Theme`, unlike most of this crate — a scrollbar is a neutral overlay
163/// rather than a toned surface, so the thumb is [`ink`], which already follows
164/// the appearance on its own. A parameter it ignored would be worse than none.
165pub fn scrollbar(
166 id: impl Into<SharedString>,
167 handle: &ScrollHandle,
168 state: &ScrollbarState,
169) -> gpui::AnyElement {
170 let id = id.into();
171 let viewport = handle.bounds().size.height;
172 let max_offset = handle.max_offset().y;
173 let Some(range) = thumb(viewport, max_offset, handle.offset().y, MIN_THUMB) else {
174 return Empty.into_any_element();
175 };
176 let size = range.end - range.start;
177 let dragging = state.dragging();
178
179 let track_id = id.clone();
180 let drag_handle = handle.clone();
181 let drag_state = state.clone();
182 let release_state = state.clone();
183 let released = move |_: &gpui::MouseUpEvent, _: &mut Window, _: &mut App| {
184 release_state.0.set(None);
185 };
186
187 div()
188 .id(SharedString::from(format!("{id}-track")))
189 .absolute()
190 .top_0()
191 .right_0()
192 .bottom_0()
193 .w(px(TRACK))
194 .flex()
195 .justify_center()
196 .on_drag_move(move |event, window, cx| {
197 drag_state.drag(&track_id, &drag_handle, event, window, cx);
198 })
199 // Both, because a release can land anywhere on screen; a grab left set
200 // would make the next press continue the last gesture.
201 .on_mouse_up(MouseButton::Left, released.clone())
202 .on_mouse_up_out(MouseButton::Left, released)
203 .child(
204 div()
205 .id(SharedString::from(format!("{id}-thumb")))
206 .absolute()
207 .top(range.start)
208 .h(size)
209 .w(px(THUMB))
210 .rounded_full()
211 .bg(if dragging { ink(0.38) } else { ink(0.2) })
212 .hover(|s| s.bg(ink(0.32)))
213 .on_drag(ScrollbarDrag(id.clone()), |_, _, _, cx| cx.new(|_| Empty)),
214 )
215 .child(
216 canvas(
217 move |bounds, window, _| {
218 // Laid out taller or shorter than the geometry above was
219 // computed from: that geometry came from last frame's
220 // handle. Ask for the frame that will paint it right.
221 // Self-limiting — once they agree, nothing is requested.
222 if (bounds.size.height - viewport).abs() > px(0.5) {
223 window.refresh();
224 }
225 },
226 |_, _, _, _| {},
227 )
228 .absolute()
229 .size_full(),
230 )
231 .into_any_element()
232}
233
234// ---------------------------------------------------------------------------
235// Transient — the same bar, only while the content moves
236// ---------------------------------------------------------------------------
237
238/// How long the thumb stays after the last scroll before fading — the idle
239/// window *is* the fade, because the fork's `Animation` has no delay.
240pub const TRANSIENT_IDLE: Duration = Duration::from_millis(1000);
241
242/// The show-and-fade state behind [`transient`]: the last frame's scroll
243/// state (a change is activity), a generation counter (a fresh animation id
244/// restarts the fade — `AnimationElement` pins its clock to the id it first
245/// laid out with), and the hover flag that holds the thumb up while the
246/// pointer is on the strip.
247#[derive(Clone, Default)]
248pub struct TransientState {
249 cell: Rc<Cell<(Pixels, Pixels, u64, bool)>>,
250 bar: ScrollbarState,
251}
252
253impl TransientState {
254 pub fn new() -> Self {
255 Self::default()
256 }
257}
258
259/// The same bar as [`scrollbar`], but it only earns its place while the
260/// content moves: activity raises the thumb, and it fades out over
261/// [`TRANSIENT_IDLE`] once the scrolling stops. Hovering the strip or
262/// dragging the thumb holds it up. With `reduce_motion` there is nothing to
263/// animate, so it renders as the always-on bar.
264pub fn transient(
265 id: impl Into<SharedString>,
266 handle: &ScrollHandle,
267 state: &TransientState,
268 reduce_motion: bool,
269) -> gpui::AnyElement {
270 let id = id.into();
271 let viewport = handle.bounds().size.height;
272 let max_offset = handle.max_offset().y;
273 let Some(range) = thumb(viewport, max_offset, handle.offset().y, MIN_THUMB) else {
274 return Empty.into_any_element();
275 };
276 let size = range.end - range.start;
277
278 // Any change in the scroll state is activity: bump the generation so the
279 // fade restarts under a fresh animation id. The half-pixel slack keeps a
280 // sub-pixel layout jitter from re-showing a settled bar.
281 let mut cell = state.cell.get();
282 if (handle.offset().y - cell.0).abs() > px(0.5) || (max_offset - cell.1).abs() > px(0.5) {
283 cell.0 = handle.offset().y;
284 cell.1 = max_offset;
285 cell.2 += 1;
286 state.cell.set(cell);
287 }
288 let generation = cell.2;
289 let dragging = state.bar.dragging();
290
291 let track_id = id.clone();
292 let drag_handle = handle.clone();
293 let drag_state = state.clone();
294 let release_state = state.clone();
295 let released = move |_: &gpui::MouseUpEvent, _: &mut Window, _: &mut App| {
296 release_state.bar.0.set(None);
297 };
298
299 let track = div()
300 .id(SharedString::from(format!("{id}-track")))
301 .absolute()
302 .top_0()
303 .right_0()
304 .bottom_0()
305 .w(px(TRACK))
306 .flex()
307 .justify_center()
308 .on_drag_move(move |event, window, cx| {
309 drag_state
310 .bar
311 .drag(&track_id, &drag_handle, event, window, cx);
312 })
313 // Both, because a release can land anywhere on screen; a grab left set
314 // would make the next press continue the last gesture.
315 .on_mouse_up(MouseButton::Left, released.clone())
316 .on_mouse_up_out(MouseButton::Left, released)
317 .map(|track| {
318 if reduce_motion {
319 track
320 } else {
321 // The thumb's stand-in at rest: hovering the strip raises it,
322 // and leaving starts its fade.
323 let hover_state = state.clone();
324 track.on_hover(move |hovered: &bool, window, _| {
325 let mut cell = hover_state.cell.get();
326 if cell.3 == *hovered {
327 return;
328 }
329 cell.3 = *hovered;
330 cell.2 += 1;
331 hover_state.cell.set(cell);
332 window.refresh();
333 })
334 }
335 });
336
337 let thumb = div()
338 .id(SharedString::from(format!("{id}-thumb")))
339 .absolute()
340 .top(range.start)
341 .h(size)
342 .w(px(THUMB))
343 .rounded_full()
344 .bg(if dragging { ink(0.38) } else { ink(0.2) })
345 .hover(|s| s.bg(ink(0.32)))
346 .on_drag(ScrollbarDrag(id.clone()), |_, _, _, cx| cx.new(|_| Empty));
347
348 let thumb: gpui::AnyElement = if reduce_motion {
349 thumb.into_any_element()
350 } else {
351 // The thumb's presence is the animation: progress 0 is fully up, and
352 // progress 1 — a full idle window later — is hidden, so no frame is
353 // requested once the fade completes.
354 let anim = state.clone();
355 thumb
356 .with_animation(
357 ElementId::from(format!("{id}-fade-{generation}")),
358 Animation::new(TRANSIENT_IDLE),
359 move |el, p| {
360 let cell = anim.cell.get();
361 if cell.3 || anim.bar.0.get().is_some() {
362 el
363 } else if p < 1.0 {
364 el.opacity(1.0 - p)
365 } else {
366 el.hidden()
367 }
368 },
369 )
370 .into_any_element()
371 };
372
373 track
374 .child(thumb)
375 .child(
376 canvas(
377 move |bounds, window, _| {
378 // Laid out taller or shorter than the geometry above was
379 // computed from: that geometry came from last frame's
380 // handle. Ask for the frame that will paint it right.
381 // Self-limiting — once they agree, nothing is requested.
382 if (bounds.size.height - viewport).abs() > px(0.5) {
383 window.refresh();
384 }
385 },
386 |_, _, _, _| {},
387 )
388 .absolute()
389 .size_full(),
390 )
391 .into_any_element()
392}
393
394// ---------------------------------------------------------------------------
395// Follow — a view pinned to the bottom of content that grows under it
396// ---------------------------------------------------------------------------
397
398/// How close to the bottom still counts as following. A wheel lands on
399/// fractional offsets and a re-layout can move the end by a hair; without slack
400/// a view would unpin itself for a rounding error nobody asked for.
401pub const FOLLOW_SLACK: Pixels = px(4.0);
402
403/// Whether `offset` is at the end of the scrollable range, within `slack`.
404///
405/// Both of gpui's conventions bite here, so: `max_offset` is the *overflow* and
406/// `offset` is **negative** going down, which makes the distance still to go
407/// `max_offset - |offset|`. Content that fits is always "at the bottom" — there
408/// is nowhere else to be, and answering `false` would unpin an empty log.
409pub fn at_bottom(max_offset: Pixels, offset: Pixels, slack: Pixels) -> bool {
410 if max_offset <= px(0.0) {
411 return true;
412 }
413 let travelled = offset.clamp(-max_offset, px(0.0)).abs();
414 max_offset - travelled <= slack
415}
416
417/// Whether a [`follow`] view is still pinned, and the overflow it last saw.
418///
419/// Shaped like [`ScrollbarState`] and for the same reason: it mutates through
420/// `&self`, so the element carries the whole behaviour without the view wiring
421/// a listener. Starts pinned — a transcript or a log opens on its newest line.
422#[derive(Clone)]
423pub struct FollowState(Rc<Cell<(bool, Pixels)>>);
424
425impl Default for FollowState {
426 fn default() -> Self {
427 Self(Rc::new(Cell::new((true, px(0.0)))))
428 }
429}
430
431impl FollowState {
432 pub fn new() -> Self {
433 Self::default()
434 }
435
436 /// Whether the view is following. An app shows its "jump to latest" affordance
437 /// on `!following()`, which is the only reason this is public.
438 pub fn following(&self) -> bool {
439 self.0.get().0
440 }
441
442 /// Re-pin. What that "jump to latest" button calls; the next frame does the
443 /// scrolling.
444 pub fn follow(&self) {
445 let (_, last) = self.0.get();
446 self.0.set((true, last));
447 }
448}
449
450/// Keep `handle` pinned to the bottom of its content while the user leaves it
451/// there, and get out of the way the moment they scroll up.
452///
453/// Drop it in beside [`scrollbar`], over the same container:
454///
455/// ```ignore
456/// div().relative()
457/// .child(div().id("log").size_full().overflow_y_scroll().track_scroll(&self.scroll).child(rows))
458/// .child(scroll::follow(&self.scroll, &self.follow))
459/// .child(scroll::scrollbar("log-bar", &self.scroll, &self.bar))
460/// ```
461///
462/// **Telling appended content from a user scroll is the whole problem**, and
463/// neither is an event this can subscribe to — both surface as the same handle
464/// reading differently than last frame. The overflow is what separates them: if
465/// it changed, the content grew and the pin is left as the user last set it; if
466/// it did not, the offset moved because the *user* moved it, and being at the
467/// end is what re-pins. So scrolling up releases, and scrolling back down
468/// re-attaches, with no gesture to hook.
469///
470/// The correction lands a frame late — the scrolling div was laid out with the
471/// old offset before this runs — which is why it asks for that frame. At a
472/// streaming cadence it is invisible, and it converges rather than spinning:
473/// once pinned and at the end, nothing is requested.
474pub fn follow(handle: &ScrollHandle, state: &FollowState) -> gpui::AnyElement {
475 let handle = handle.clone();
476 let state = state.clone();
477 canvas(
478 move |_, window, _| {
479 let max_offset = handle.max_offset().y;
480 let offset = handle.offset().y;
481 let (was_pinned, last_max) = state.0.get();
482
483 let pinned = if (max_offset - last_max).abs() > px(0.5) {
484 was_pinned
485 } else {
486 at_bottom(max_offset, offset, FOLLOW_SLACK)
487 };
488
489 if pinned && (offset + max_offset).abs() > px(0.5) {
490 handle.set_offset(point(handle.offset().x, -max_offset));
491 window.refresh();
492 }
493 state.0.set((pinned, max_offset));
494 },
495 |_, _, _, _| {},
496 )
497 .absolute()
498 .size_full()
499 .into_any_element()
500}