ui/menubar.rs
1//! [`Menubar`] — the in-window bar: a strip of titles that drop menus.
2//!
3//! Not the *native* one. On macOS that is `cx.set_menus` and four lines in an
4//! app's `main`, which is where it belongs; this is the bar an app with a custom
5//! titlebar draws for itself, and the one every other platform expects to see
6//! inside the window.
7//!
8//! An entity, on the line [`crate::date::Calendar`] drew: it owns which menu is
9//! down and where the keyboard is inside it — state the app has no opinion
10//! about — and reports the one thing the app wants, through [`MenubarEvent`].
11//! The menus are data the app hands over, shaped like gpui's own `Menu` and
12//! `MenuItem` so an app drawing both bars writes them the same way. It does not
13//! *take* those types: they carry a boxed action, and reporting an index leaves
14//! dispatch with the app, the way [`crate::combobox`] and [`crate::palette`]
15//! already do.
16//!
17//! What makes it a menubar rather than a row of dropdowns is that one menu being
18//! open changes what the others do: sliding the pointer onto a sibling title
19//! switches to it with no click, and `left`/`right` cross between menus without
20//! leaving the keyboard.
21//!
22//! ```ignore
23//! ui::menubar::init(cx); // once, at startup
24//! let bar = cx.new(|cx| Menubar::new(vec![
25//! Menu::new("File", vec![
26//! Item::action("New Window").with_keystroke("⌘N"),
27//! Item::submenu("Open Recent", vec![Item::action("bezel.md")]),
28//! Item::Separator,
29//! Item::action("Close").with_keystroke("⌘W").disabled(),
30//! ]),
31//! ], cx));
32//! cx.subscribe(&bar, |_, bar, event, cx| match event {
33//! MenubarEvent::Selected { menu, path } => { /* dispatch */ }
34//! })
35//! .detach();
36//! ```
37
38use gpui::{
39 App, Context, EventEmitter, FocusHandle, Focusable, KeyBinding, SharedString, Window, actions,
40 div, prelude::*, px,
41};
42
43use theme::{TextStyle, Theme, Typeset};
44
45use crate::{
46 menu::{self, Item},
47 popover,
48};
49
50/// One menu on the bar.
51#[derive(Clone, Debug)]
52pub struct Menu {
53 pub title: SharedString,
54 pub items: Vec<Item>,
55}
56
57impl Menu {
58 pub fn new(title: impl Into<SharedString>, items: Vec<Item>) -> Self {
59 Self {
60 title: title.into(),
61 items,
62 }
63 }
64
65 /// The item a [`MenubarEvent::Selected`] path names, submenus walked.
66 pub fn at(&self, path: &[usize]) -> Option<&Item> {
67 menu::at(&self.items, path)
68 }
69}
70
71// ---------------------------------------------------------------------------
72// The bar
73// ---------------------------------------------------------------------------
74
75actions!(
76 bezel_menubar,
77 [PrevMenu, NextMenu, PrevItem, NextItem, Confirm, Dismiss]
78);
79
80/// The key context the bar claims, closed as well as open — `enter` on a
81/// focused-but-closed bar drops its first menu.
82pub const KEY_CONTEXT: &str = "Menubar";
83
84/// Install the bindings — [`bindings`], bound. Call once, alongside
85/// [`crate::input::init`].
86pub fn init(cx: &mut App) {
87 cx.bind_keys(bindings());
88}
89
90/// The bar's keymap, as data, so an app can have it without having to
91/// take it — see [`crate::keys`] for layering over it or taking a chord
92/// away.
93///
94/// `left`/`right` cross between menus and `up`/`down` walk the rows, which is
95/// the one arrangement every platform's menubar agrees on. With a submenu in
96/// reach they open and close it first, and only cross once there is no level
97/// left to move through. Nothing claims `alt` to focus the bar: that is a
98/// Windows convention, and a component library that binds a chord it is unsure
99/// of takes it away from every app downstream.
100pub fn bindings() -> Vec<KeyBinding> {
101 let mut bindings = Vec::new();
102 let ctx = Some(KEY_CONTEXT);
103 bindings.extend([
104 KeyBinding::new("left", PrevMenu, ctx),
105 KeyBinding::new("right", NextMenu, ctx),
106 KeyBinding::new("up", PrevItem, ctx),
107 KeyBinding::new("down", NextItem, ctx),
108 KeyBinding::new("enter", Confirm, ctx),
109 KeyBinding::new("escape", Dismiss, ctx),
110 ]);
111
112 bindings
113}
114
115/// What the bar reports: an item chosen, by its place in the menus it was given.
116#[derive(Clone, Debug, PartialEq, Eq)]
117pub enum MenubarEvent {
118 /// `path` is a row index per level, outermost first — one entry for a
119 /// top-level row, two for a row in a submenu. [`Menu::at`] turns it back
120 /// into the item.
121 Selected { menu: usize, path: Vec<usize> },
122}
123
124pub struct Menubar {
125 menus: Vec<Menu>,
126 /// Which title is down. One popup for the whole bar rather than one each:
127 /// exactly one menu can be open, and saying so in the type is what makes
128 /// switching between them a single assignment.
129 open: popover::Popup<usize>,
130 /// Where the keyboard and the pointer both are inside the open menu, and
131 /// which of its submenus are down. Cleared whenever the menu changes, so a
132 /// fresh menu opens with nothing highlighted rather than with the last
133 /// one's row number pointing at whatever now sits there.
134 cursor: menu::Cursor,
135 focus_handle: FocusHandle,
136}
137
138impl EventEmitter<MenubarEvent> for Menubar {}
139
140impl Menubar {
141 pub fn new(menus: Vec<Menu>, cx: &mut Context<Self>) -> Self {
142 Self {
143 menus,
144 open: popover::Popup::default(),
145 cursor: menu::Cursor::default(),
146 // One stop for the whole bar: the menus are keyboard-driven from
147 // here, so no row takes focus of its own.
148 focus_handle: cx.focus_handle().tab_stop(true),
149 }
150 }
151
152 /// Which menu is down, `None` while none is (or while one is closing).
153 pub fn open_menu(&self) -> Option<usize> {
154 self.open.as_open().copied()
155 }
156
157 /// Where the pointer and the keyboard are in the open menu — which
158 /// submenus are down, and which row is live.
159 pub fn cursor(&self) -> &menu::Cursor {
160 &self.cursor
161 }
162
163 /// The menus as given. [`MenubarEvent`] reports a place in this list, so
164 /// this is how a host turns one back into the item it named — without
165 /// keeping a second copy that could drift from the bar's.
166 pub fn menus(&self) -> &[Menu] {
167 &self.menus
168 }
169
170 fn show(&mut self, menu: usize, window: &mut Window, cx: &mut Context<Self>) {
171 self.open.open(menu);
172 self.cursor.clear();
173 window.focus(&self.focus_handle, cx);
174 cx.notify();
175 }
176
177 fn toggle(&mut self, menu: usize, window: &mut Window, cx: &mut Context<Self>) {
178 // The note was taken on mouse-down and only counts for *this* title, so
179 // pressing a different one switches menus instead of being swallowed by
180 // the dismissal that same press caused.
181 if self.open.take_press_was_open() {
182 self.close(cx);
183 } else {
184 self.show(menu, window, cx);
185 }
186 }
187
188 /// The rule that makes a bar a bar: with one menu already down, the pointer
189 /// crossing a sibling title opens it. With none down, hovering does nothing
190 /// — a menubar that dropped a menu at the mere passage of the mouse would be
191 /// unusable.
192 fn hover_switch(&mut self, menu: usize, cx: &mut Context<Self>) {
193 if self.open.is_open() && self.open_menu() != Some(menu) {
194 self.open.open(menu);
195 self.cursor.clear();
196 cx.notify();
197 }
198 }
199
200 fn close(&mut self, cx: &mut Context<Self>) {
201 if self.open.begin_close() {
202 popover::reap_popup(self, cx, |bar: &mut Self| &mut bar.open);
203 }
204 // Before the exit plays, not after: a submenu paints on a layer of its
205 // own and would hang there, unfaded, over the menu dissolving under it.
206 self.cursor.clear();
207 cx.notify();
208 }
209
210 fn choose(&mut self, menu: usize, path: Vec<usize>, cx: &mut Context<Self>) {
211 cx.emit(MenubarEvent::Selected { menu, path });
212 self.close(cx);
213 }
214
215 fn step_item(&mut self, delta: isize, cx: &mut Context<Self>) {
216 let Some(menu) = self.open_menu() else { return };
217 self.cursor.step(&self.menus[menu].items, delta);
218 cx.notify();
219 }
220
221 fn step_menu(&mut self, delta: isize, cx: &mut Context<Self>) {
222 let Some(menu) = self.open_menu() else { return };
223 let count = self.menus.len() as isize;
224 if count == 0 {
225 return;
226 }
227 self.open
228 .open((menu as isize + delta).rem_euclid(count) as usize);
229 self.cursor.clear();
230 cx.notify();
231 }
232
233 /// `right`: into the submenu under the cursor if there is one, else across
234 /// to the next menu. A submenu row that swallowed `right` without opening
235 /// would be a dead key on the one row that has somewhere to go.
236 fn go_deeper(&mut self, cx: &mut Context<Self>) {
237 let Some(menu) = self.open_menu() else { return };
238 if self.cursor.descend(&self.menus[menu].items) {
239 cx.notify();
240 } else {
241 self.step_menu(1, cx);
242 }
243 }
244
245 /// `left`: out of the innermost submenu, else back to the previous menu.
246 fn go_shallower(&mut self, cx: &mut Context<Self>) {
247 if self.cursor.ascend() {
248 cx.notify();
249 } else {
250 self.step_menu(-1, cx);
251 }
252 }
253
254 /// What the pointer did to the open menu. Only a cursor that actually moved
255 /// is worth a frame — `on_mouse_move` reports every pixel.
256 fn hit(&mut self, hit: menu::Hit, cx: &mut Context<Self>) {
257 let Some(menu) = self.open_menu() else { return };
258 match hit {
259 menu::Hit::Point(path) => {
260 if self.cursor.point_at(&self.menus[menu].items, &path) {
261 cx.notify();
262 }
263 }
264 menu::Hit::Choose(path) => self.choose(menu, path, cx),
265 menu::Hit::Dismiss => self.close(cx),
266 }
267 }
268
269 fn confirm(&mut self, _: &Confirm, window: &mut Window, cx: &mut Context<Self>) {
270 match (self.open_menu(), self.cursor.path()) {
271 // A submenu row's `enter` opens it, the way `right` does; only an
272 // action row is a choice.
273 (Some(menu), Some(path)) => {
274 if self.cursor.descend(&self.menus[menu].items) {
275 cx.notify();
276 } else {
277 self.choose(menu, path, cx);
278 }
279 }
280 // Closed, `enter` drops the first menu — the same key means "act on
281 // this control" either way, which is what makes the bar reachable
282 // by keyboard at all.
283 (None, _) if !self.menus.is_empty() => self.show(0, window, cx),
284 _ => {}
285 }
286 }
287
288 /// `escape` closes one level at a time, the bar itself last.
289 fn dismiss(&mut self, _: &Dismiss, _: &mut Window, cx: &mut Context<Self>) {
290 if self.cursor.ascend() {
291 cx.notify();
292 } else {
293 self.close(cx);
294 }
295 }
296
297 fn card(&self, menu: usize, theme: &Theme, cx: &mut Context<Self>) -> gpui::AnyElement {
298 menu::card(
299 theme,
300 SharedString::from(format!("menu-{menu}")),
301 &self.menus[menu].items,
302 &self.cursor,
303 cx,
304 |bar, hit, _, cx| bar.hit(hit, cx),
305 )
306 .into_any_element()
307 }
308}
309
310/// One title on the strip. Lit while its own menu is down.
311pub fn menubar_title(theme: &Theme, label: impl Into<SharedString>, open: bool) -> gpui::Div {
312 let title = div()
313 .px(px(8.0))
314 .py(px(3.0))
315 .rounded(px(Theme::control_radius()))
316 .text_style(TextStyle::Body)
317 .cursor_pointer()
318 .child(label.into());
319 if open {
320 title.bg(theme.element_active).text_color(theme.text)
321 } else {
322 // A plain hover style, not a `motion::hover_blend` fade key: the fade
323 // installs an `on_hover` *listener*, and gpui allows only one per
324 // element — the switch below needs it.
325 title
326 .text_color(theme.text_muted)
327 .hover(|s| s.bg(theme.element_hover).text_color(theme.text))
328 }
329}
330
331/// The strip the titles sit on.
332pub fn menubar() -> gpui::Div {
333 div().flex().flex_row().items_center().gap(px(2.0))
334}
335
336impl Focusable for Menubar {
337 fn focus_handle(&self, _: &App) -> FocusHandle {
338 self.focus_handle.clone()
339 }
340}
341
342impl Render for Menubar {
343 fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
344 let theme = Theme::of(cx).clone();
345 // `get`, not `as_open`: the card stays mounted through the exit phase.
346 let mounted = self.open.get().copied();
347 let closing = self.open.closing_since();
348
349 menubar()
350 .key_context(KEY_CONTEXT)
351 .track_focus(&self.focus_handle)
352 .on_action(cx.listener(|bar, _: &PrevMenu, _, cx| bar.go_shallower(cx)))
353 .on_action(cx.listener(|bar, _: &NextMenu, _, cx| bar.go_deeper(cx)))
354 .on_action(cx.listener(|bar, _: &PrevItem, _, cx| bar.step_item(-1, cx)))
355 .on_action(cx.listener(|bar, _: &NextItem, _, cx| bar.step_item(1, cx)))
356 .on_action(cx.listener(Self::confirm))
357 .on_action(cx.listener(Self::dismiss))
358 .children((0..self.menus.len()).map(|menu| {
359 let down = mounted == Some(menu);
360 let card = down.then(|| self.card(menu, &theme, cx));
361 div()
362 .relative()
363 .id(SharedString::from(format!("menubar-title-{menu}")))
364 .on_mouse_down(
365 gpui::MouseButton::Left,
366 cx.listener(move |bar, _, _, _| {
367 bar.open.note_trigger_press_matching(|open| *open == menu)
368 }),
369 )
370 .on_click(cx.listener(move |bar, _, window, cx| bar.toggle(menu, window, cx)))
371 .on_hover(cx.listener(move |bar, hovered: &bool, _, cx| {
372 if *hovered {
373 bar.hover_switch(menu, cx);
374 }
375 }))
376 .child(menubar_title(&theme, self.menus[menu].title.clone(), down))
377 .when_some(card, |title, card| {
378 title.child(popover::anchored_menu_below(
379 SharedString::from(format!("menubar-menu-{menu}")),
380 card,
381 closing,
382 ))
383 })
384 }))
385 }
386}