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ui/
loaders.rs

1//! Loaders: the orb cluster, the pulse loader and the gradient matrix spinners.
2//! All motion routes through `motion` pure helpers, so the math is
3//! unit-tested and these elements are testable-by-compile.
4//!
5//! [`orb`] is bezel's own vocabulary — four shapes over one period — and is
6//! what a thinking surface should reach for. The older three are grids of
7//! cells.
8//!
9//! Rendering pattern: one shared clock ([`motion::pulse_delta`]) drives the
10//! view, and per-cell offsets come from [`motion::staggered_phase`] off that
11//! single delta, so every cell stays phase-locked. Cells animate inside
12//! fixed-size slots — opacity and inner size
13//! are paint-local and never move surrounding layout. Reduced motion snaps every
14//! cell to its rest state automatically (gpui `reduce_motion`).
15
16use gpui::{App, IntoElement, ParentElement, SharedString, Styled, div, px};
17
18use motion::{self, GRADIENT_SPIN, ORB, PULSE, PULSE_STAGGER, Painter};
19use theme::{TextStyle, Theme, Typeset};
20
21pub use motion::phase::{GSPIN_DIM, GSPIN_ROW_TINTS, MATRIX_SIDE, PULSE_CELLS};
22
23/// The pulse wave loader: a row of cells pulsing opacity 0.08→1 / scale 0.9→1
24/// over 2.4s with a 0.15s stagger per cell.
25///
26/// `id` scopes the per-cell animation state — give each loader instance a
27/// distinct id.
28pub fn pulse_loader(
29    _id: &'static str,
30    theme: &Theme,
31    cell_px: f32,
32    painter: Painter,
33    cx: &mut App,
34) -> impl IntoElement {
35    let color = theme.text;
36    let slot = cell_px;
37    let delta = motion::pulse_delta(&PULSE, painter, cx);
38    div()
39        .flex()
40        .flex_row()
41        .items_center()
42        .gap(px(slot / 2.0))
43        .children((0..PULSE_CELLS).map(move |i| {
44            // Fixed slot; the animated cell breathes inside it.
45            div()
46                .size(px(slot))
47                .flex()
48                .items_center()
49                .justify_center()
50                .child({
51                    let phase = motion::staggered_phase(delta, i, PULSE_STAGGER);
52                    div()
53                        .rounded(px(slot / 4.0))
54                        .bg(color)
55                        .opacity(motion::pulse_opacity(phase))
56                        .size(px(slot * motion::pulse_scale(phase)))
57                })
58        }))
59}
60
61/// The gradient matrix spinner (working indicator): a 3×3 grid of round cells
62/// tinted per row from the sunrise gradient. Each cell pulses opacity once per
63/// 750ms period; the per-cell phase follows the "arrow-up" pattern (the pulse
64/// enters at the bottom edge and converges toward the top-center cell), so the
65/// wave reads as travelling upward.
66pub fn gradient_spinner(
67    _id: &'static str,
68    _theme: &Theme,
69    cell_px: f32,
70    painter: Painter,
71    cx: &mut App,
72) -> impl IntoElement {
73    let center = (MATRIX_SIDE as f32 - 1.0) / 2.0;
74    let max = MATRIX_SIDE as f32 - 1.0 + center;
75    let delta = motion::pulse_delta(&GRADIENT_SPIN, painter, cx);
76    div()
77        .flex()
78        .flex_col()
79        .gap(px(cell_px / 2.0))
80        .children((0..MATRIX_SIDE).map(move |row| {
81            let tint: gpui::Hsla = gpui::rgb(GSPIN_ROW_TINTS[row]).into();
82            div()
83                .flex()
84                .flex_row()
85                .gap(px(cell_px / 2.0))
86                .children((0..MATRIX_SIDE).map(move |col| {
87                    // Distance of this cell from the wave origin, normalized
88                    // into a phase offset (gradient-spin's `--gspin-phase`).
89                    let d = MATRIX_SIDE as f32 - 1.0 - row as f32 + (col as f32 - center).abs();
90                    let phase = if max == 0.0 { 0.0 } else { d / (max + 1.0) };
91                    div()
92                        .size(px(cell_px))
93                        .rounded(px(cell_px / 2.0))
94                        .bg(tint)
95                        .opacity(motion::gspin_opacity(delta + phase, GSPIN_DIM))
96                }))
97        }))
98}
99
100/// A 2×3 miniature of [`gradient_spinner`] sized for a status-dot slot: same
101/// row tints and pulse timing, but the brightness SNAKES around the grid's
102/// perimeter (every cell of a 2×3 grid is on the ring) instead of sweeping as
103/// a vertical wave — a tiny radial chase. ~6×10px footprint at the default
104/// 2.5px cells.
105pub fn mini_gradient_spinner(
106    key: impl Into<SharedString>,
107    cell_px: f32,
108    painter: Painter,
109    cx: &mut App,
110) -> impl IntoElement {
111    const COLS: usize = 2;
112    const ROWS: usize = 3;
113    /// Clockwise ring position of each `(row, col)` cell, top-left first:
114    /// (0,0) → (0,1) → (1,1) → (2,1) → (2,0) → (1,0).
115    const RING: [[usize; COLS]; ROWS] = [[0, 1], [5, 2], [4, 3]];
116    const RING_LEN: f32 = (COLS * ROWS) as f32;
117    let _key = key.into();
118    let delta = motion::pulse_delta(&GRADIENT_SPIN, painter, cx);
119    div()
120        .flex()
121        .flex_col()
122        .gap(px(cell_px / 2.0))
123        .children((0..ROWS).map(move |row| {
124            let tint: gpui::Hsla = gpui::rgb(GSPIN_ROW_TINTS[row]).into();
125            div()
126                .flex()
127                .flex_row()
128                .gap(px(cell_px / 2.0))
129                .children((0..COLS).map(move |col| {
130                    let phase = RING[row][col] as f32 / RING_LEN;
131                    div()
132                        .size(px(cell_px))
133                        .rounded(px(cell_px / 2.0))
134                        .bg(tint)
135                        .opacity(motion::gspin_opacity(delta + phase, GSPIN_DIM))
136                }))
137        }))
138}
139
140/// Which orb to draw. All four share one period, one tint and one box, and
141/// differ only in how the circles are arranged and what the phase moves.
142///
143/// A parameter rather than four functions, for the reason [`crate::input::Shape`]
144/// is one: they are the same operation, and the thing that differs is an
145/// argument.
146#[derive(Debug, Clone, Copy, PartialEq, Eq)]
147pub enum Orb {
148    /// Blobs whose sizes swing so the count you perceive changes, drifting far
149    /// enough to merge and separate. The one a thinking surface should reach
150    /// for.
151    Cluster,
152    /// Dots on a circle, brightness chasing round — the classic, with a real
153    /// circle instead of the mini spinner's 2×3 grid.
154    Ring,
155    /// Dots gathering to a single point and opening back out to the ring.
156    Converge,
157    /// Rings leaving the centre and fading before the edge. The only one that
158    /// travels outward, which is what makes it read as a signal rather than a
159    /// wait.
160    Bloom,
161}
162
163/// The orbs — **bezel's own loaders**, and the only ones here that are.
164///
165/// The three older loaders in this module are all grids of cells: a pulse row,
166/// a 3×3 matrix, a 2×3 mini. Three variations on one arrangement is a narrow
167/// vocabulary for the surface a library gets looked at through, and `phase.rs`
168/// makes the point itself: *a loading indicator is a brand surface.*
169///
170/// Everything is circles, because that is the whole vocabulary gpui gives at
171/// the pinned rev: no rotation transform, no conic gradient, and no blur filter
172/// on an element ([`crate::surface`]'s backdrop blur blurs what is *behind* a
173/// surface and cannot soften the surface itself). So the glow is a `BoxShadow`,
174/// the ring is eight positioned dots rather than a swept arc, and every
175/// position is arithmetic — all of it pure and unit-tested in
176/// [`motion::phase`].
177///
178/// One tint, from the theme's accent. In three hues this would be the gradient
179/// spinner wearing a different shape.
180pub fn orb(
181    shape: Orb,
182    key: impl Into<SharedString>,
183    size_px: f32,
184    theme: &Theme,
185    painter: Painter,
186    cx: &mut App,
187) -> impl IntoElement {
188    let _key = key.into();
189    let delta = motion::pulse_delta(&ORB, painter, cx);
190    let accent = theme.accent;
191
192    // A circle placed by its centre, since every seat below is a centre.
193    let dot = move |cx: f32, cy: f32, size: f32, opacity: f32, glow: f32| {
194        div()
195            .absolute()
196            .left(px(cx - size / 2.0))
197            .top(px(cy - size / 2.0))
198            .size(px(size))
199            .rounded_full()
200            .bg(accent.opacity(opacity))
201            .shadow(vec![gpui::BoxShadow {
202                color: accent.opacity(opacity * 0.55),
203                offset: gpui::point(px(0.0), px(0.0)),
204                blur_radius: px(glow),
205                spread_radius: px(0.0),
206                inset: false,
207            }])
208    };
209
210    let cells: Vec<gpui::Div> = match shape {
211        Orb::Cluster => (0..motion::ORBS)
212            .map(|index| {
213                // A third of a period apart, so one is always swelling while
214                // another shrinks and the silhouette never repeats.
215                let phase = motion::staggered_phase(delta, index, 1.0 / motion::ORBS as f32);
216                let (seat_x, seat_y) = motion::ORB_SEATS[index];
217                let (drift_x, drift_y) = motion::orb_drift(phase);
218                dot(
219                    size_px * (seat_x + drift_x),
220                    size_px * (seat_y + drift_y),
221                    size_px * motion::orb_size(phase),
222                    motion::orb_opacity(phase),
223                    size_px * motion::orb_glow(phase),
224                )
225            })
226            .collect(),
227        Orb::Ring => (0..motion::ORB_RING_DOTS)
228            .map(|index| {
229                let phase =
230                    motion::staggered_phase(delta, index, 1.0 / motion::ORB_RING_DOTS as f32);
231                let (seat_x, seat_y) = motion::orb_ring_seat(index, motion::ORB_RING_RADIUS);
232                dot(
233                    size_px * seat_x,
234                    size_px * seat_y,
235                    size_px * motion::ORB_RING_DOT,
236                    motion::orb_opacity(phase),
237                    size_px * motion::orb_glow(phase) * 0.5,
238                )
239            })
240            .collect(),
241        Orb::Converge => {
242            // One phase for every dot, unlike the ring: they travel together,
243            // so the gathered frame is a single point rather than a queue.
244            let radius = motion::orb_converge_radius(delta);
245            (0..motion::ORB_RING_DOTS)
246                .map(|index| {
247                    let (seat_x, seat_y) = motion::orb_ring_seat(index, radius);
248                    dot(
249                        size_px * seat_x,
250                        size_px * seat_y,
251                        size_px * motion::ORB_RING_DOT,
252                        motion::orb_opacity(delta),
253                        size_px * motion::orb_glow(delta) * 0.5,
254                    )
255                })
256                .collect()
257        }
258        Orb::Bloom => (0..motion::ORB_BLOOM_RINGS)
259            .map(|index| {
260                let phase =
261                    motion::staggered_phase(delta, index, 1.0 / motion::ORB_BLOOM_RINGS as f32);
262                let diameter = size_px * motion::orb_bloom_radius(phase);
263                let opacity = motion::orb_bloom_opacity(phase);
264                // A ring, not a disc: the border is the whole element, so this
265                // one is the odd shape out and cannot go through `dot`.
266                div()
267                    .absolute()
268                    .left(px((size_px - diameter) / 2.0))
269                    .top(px((size_px - diameter) / 2.0))
270                    .size(px(diameter))
271                    .rounded_full()
272                    .border(px((size_px * 0.05).max(1.0)))
273                    .border_color(accent.opacity(opacity))
274            })
275            .collect(),
276    };
277
278    div().relative().size(px(size_px)).children(cells)
279}
280
281/// "L O A D I N G" — `uppercase tracking-[0.32em]`; tracking
282/// approximated with thin spaces (gpui has no letter-spacing at the pinned
283/// rev).
284pub fn loading_word(theme: &Theme) -> impl IntoElement {
285    div()
286        .text_style(TextStyle::Subheadline)
287        .text_color(theme.text_muted.opacity(0.7))
288        .child(SharedString::from(
289            "L\u{2009}O\u{2009}A\u{2009}D\u{2009}I\u{2009}N\u{2009}G",
290        ))
291}
292
293// Compile-time proof the specs referenced here stay wired to the catalog.
294const _: () = {
295    assert!(PULSE.duration_ms == 2400);
296    assert!(GRADIENT_SPIN.duration_ms == 750);
297};