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ui/
surface.rs

1//! [`crate::surface`] — the backdrop surface a floating card sits on: wraps a
2//! popover/dialog card so its ENTIRE subtree paints inside one scene layer (a
3//! single draw order).
4//!
5//! The single layer order is the point: with per-primitive bounds-tree
6//! ordering, a hover repaint elsewhere can reassign the card's quads relative
7//! to siblings — inside one layer the card's stacking is structural.
8//!
9//! The blur is painted first, structurally under the content: inside one layer
10//! the order is blur, then shadow, tint, border, rows, text. It needs
11//! `Window::paint_backdrop_blur` from our gpui fork, which the Metal and wgpu
12//! renderers carry and the DirectX one does not; see [`theme::LENSED`]. Where
13//! it is missing the card fills with [`theme::SurfaceSpec::flat`] instead.
14//!
15//! Material and glass are different things — a material has thickness, a glass
16//! has a variant — and they meet only at the numbers they resolve to, which is
17//! why one element paints both and [`theme::SurfaceStyle`] names which.
18
19use gpui::{
20    AbsoluteLength, AnyElement, App, Bounds, Corners, Element, GlobalElementId, InspectorElementId,
21    IntoElement, LayoutId, Pixels, Styled, Window, fill, px,
22};
23
24use theme::{SurfaceSpec, SurfaceStyle, Theme};
25
26/// Paint an already-composed card as a surface, at the rounding the caller
27/// states — the shape the popover layers need, where the card arrives erased to
28/// an [`AnyElement`] and cannot be chained onto. The look comes off whichever
29/// theme paints it; a caller wanting its own hands one over through
30/// [`Glass::glass_effect`].
31pub fn of(corner_radius: f32, style: SurfaceStyle, child: impl IntoElement) -> Surface {
32    Surface {
33        corners: uniform(corner_radius),
34        glass: Look::Shipped(style),
35        tint: None,
36        child: child.into_any_element(),
37    }
38}
39
40/// The same, on [`Theme::menu_style`] — what the popover layers mount on, so an
41/// app moves every menu between frost and glass by moving one token.
42pub fn popover(corner_radius: f32, child: impl IntoElement) -> Surface {
43    Surface {
44        corners: uniform(corner_radius),
45        glass: Look::Popover,
46        tint: None,
47        child: child.into_any_element(),
48    }
49}
50
51/// One radius on all four corners.
52fn uniform(radius: f32) -> Corners<AbsoluteLength> {
53    let radius = AbsoluteLength::from(px(radius));
54    Corners {
55        top_left: radius,
56        top_right: radius,
57        bottom_right: radius,
58        bottom_left: radius,
59    }
60}
61
62/// Where a [`Material`]'s numbers come from. The popover layers carry no theme
63/// of their own, so they name a look and it resolves against whichever theme
64/// paints them; a caller tuning its own glass hands the numbers over instead.
65#[derive(Clone, Copy)]
66enum Look {
67    /// Whatever [`Theme::popover_surface`] says — the popover layers' choice.
68    Popover,
69    Shipped(SurfaceStyle),
70    Tuned(Tokens),
71}
72
73impl Look {
74    fn tokens(self, theme: &Theme) -> Tokens {
75        match self {
76            Look::Popover => Tokens::of(theme, theme.popover_surface),
77            Look::Shipped(style) => Tokens::of(theme, style),
78            Look::Tuned(tokens) => tokens,
79        }
80    }
81}
82
83/// The glass numbers, read off the theme the way every other widget reads its
84/// colours. Not parameters: a caller who wants different glass hands over a
85/// different theme.
86#[derive(Clone, Copy)]
87struct Tokens {
88    spec: SurfaceSpec,
89    magnify: f32,
90    dispersion: f32,
91}
92
93impl Tokens {
94    fn of(theme: &Theme, style: SurfaceStyle) -> Self {
95        Self {
96            spec: style.spec(theme),
97            magnify: theme.glass_magnify,
98            dispersion: theme.glass_dispersion,
99        }
100    }
101}
102
103/// The backdrop surfaces, on any element carrying a corner radius.
104pub trait Surfaced: Styled + IntoElement + Sized {
105    /// Paint this card as liquid glass — SwiftUI's `Glass.clear`: a refracting
106    /// bevel at the rim, a lit edge, and [`Theme::glass_clear`]'s dimming.
107    ///
108    /// Blur, bevel and tint all come off [`Theme`], and the shape off the
109    /// card's own rounding: the lens dies if any of the three is wrong.
110    ///
111    /// It clears the card's `bg`, since the lens paints the fill. Where the
112    /// lens cannot run — every renderer but macOS Metal — it paints
113    /// [`SurfaceSpec::flat`] instead, so the surface is never invisible.
114    fn surface(mut self, theme: &Theme, style: SurfaceStyle) -> Surface {
115        let corners = corners_of(&mut self);
116        // The lens paints the fill, so the card's own is dropped here rather
117        // than at the call site: painting both is what buries the lens, and a
118        // caller who has to remember that is a caller who will forget.
119        self.style().background = None;
120        Surface {
121            corners,
122            glass: Look::Tuned(Tokens::of(theme, style)),
123            tint: None,
124            child: self.into_any_element(),
125        }
126    }
127}
128
129/// The rounding an element already carries, as the blur needs it.
130fn corners_of(styled: &mut impl Styled) -> Corners<AbsoluteLength> {
131    let square = AbsoluteLength::from(px(0.0));
132    let radii = &styled.style().corner_radii;
133    Corners {
134        top_left: radii.top_left.unwrap_or(square),
135        top_right: radii.top_right.unwrap_or(square),
136        bottom_right: radii.bottom_right.unwrap_or(square),
137        bottom_left: radii.bottom_left.unwrap_or(square),
138    }
139}
140
141impl<E: Styled + IntoElement> Surfaced for E {}
142
143pub struct Surface {
144    /// The glass's own tint, when the caller wants one. `None` is
145    /// [`Theme::glass_clear`]'s neutral lift.
146    tint: Option<gpui::Hsla>,
147    /// Held unresolved: a rem-rounded card only becomes pixels against the
148    /// window's rem size, which paint is the first place to have.
149    corners: Corners<AbsoluteLength>,
150    /// Which look to paint, and where its numbers come from.
151    glass: Look,
152    child: AnyElement,
153}
154
155/// Whether [`Glass::glass_effect`] will actually refract here, or fall back to
156/// [`SurfaceSpec::flat`]. Capability and choice both: the primitive is macOS
157/// Metal's and wgpu's, and components with glass off paint no lens.
158pub fn lensed(theme: &Theme) -> bool {
159    theme::LENSED && theme.glass
160}
161
162impl Surface {
163    /// Tint the glass — SwiftUI's `Glass.tint(_:)`, for a control important
164    /// enough to carry colour. Pass the colour at the coverage you want; it
165    /// stands in for [`Theme::glass_clear`]'s neutral lift rather than adding
166    /// to it, so a heavy alpha reads as paint and a light one as glass.
167    ///
168    /// A plain material's fill is still its caller's, and this does not
169    /// reach it.
170    pub fn tint(mut self, color: gpui::Hsla) -> Self {
171        self.tint = Some(color);
172        self
173    }
174
175    /// The card's rounding in pixels, which only a rem size resolves — clamped
176    /// to the box, since gpui reads a radius past half of it as a sharp corner.
177    fn corners(&self, bounds: Bounds<Pixels>, rem: Pixels) -> Corners<Pixels> {
178        Corners {
179            top_left: self.corners.top_left.to_pixels(rem),
180            top_right: self.corners.top_right.to_pixels(rem),
181            bottom_right: self.corners.bottom_right.to_pixels(rem),
182            bottom_left: self.corners.bottom_left.to_pixels(rem),
183        }
184        .clamp_radii_for_quad_size(bounds.size)
185    }
186}
187
188impl Element for Surface {
189    type RequestLayoutState = ();
190    type PrepaintState = ();
191
192    fn id(&self) -> Option<gpui::ElementId> {
193        None
194    }
195
196    fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
197        None
198    }
199
200    fn request_layout(
201        &mut self,
202        _id: Option<&GlobalElementId>,
203        _inspector_id: Option<&InspectorElementId>,
204        window: &mut Window,
205        cx: &mut App,
206    ) -> (LayoutId, ()) {
207        (self.child.request_layout(window, cx), ())
208    }
209
210    fn prepaint(
211        &mut self,
212        _id: Option<&GlobalElementId>,
213        _inspector_id: Option<&InspectorElementId>,
214        _bounds: Bounds<Pixels>,
215        _request_layout: &mut Self::RequestLayoutState,
216        window: &mut Window,
217        cx: &mut App,
218    ) {
219        self.child.prepaint(window, cx);
220    }
221
222    fn paint(
223        &mut self,
224        _id: Option<&GlobalElementId>,
225        _inspector_id: Option<&InspectorElementId>,
226        bounds: Bounds<Pixels>,
227        _request_layout: &mut Self::RequestLayoutState,
228        _prepaint: &mut Self::PrepaintState,
229        window: &mut Window,
230        cx: &mut App,
231    ) {
232        let theme = Theme::of(cx);
233        let glass = self.glass.tokens(theme);
234        let corners = self.corners(bounds, window.rem_size());
235        // The backdrop-blur primitive is macOS Metal's and wgpu's alone. The
236        // surface's fill lives inside it, so anywhere it will not run the fill
237        // is painted here — the tone the look settles on, at full coverage.
238        // The tint on its own is a coverage over a blur: painted flat it left
239        // the text behind a composer legible through it (user report).
240        if !lensed(theme) {
241            let tint = self.tint.unwrap_or(glass.spec.tint);
242            window.paint_quad(
243                fill(bounds, glass.spec.flat(tint).unwrap_or(tint)).corner_radii(corners),
244            );
245        }
246        if theme.glass {
247            let extent = f32::from(bounds.size.width.min(bounds.size.height));
248            let effect = gpui::GlassEffect {
249                blur_radius: px(glass.spec.blur),
250                // A length, not a share of the box — but two rims cannot meet
251                // in the middle of a small one.
252                lens: px(glass.spec.rim.min(extent / 2.0)),
253                // A length, like the lens: the measured drag is one curve of
254                // distance from the rim, the same on a 96pt box and a 320pt
255                // one. Held under half the box, where two reaches would cross.
256                reach: px(glass.spec.reach.min(extent / 2.0)),
257                gain: glass.spec.gain,
258                saturation: glass.spec.saturation,
259                magnify: glass.magnify,
260                dispersion: glass.dispersion,
261                tint: self.tint.unwrap_or(glass.spec.tint),
262                edge: glass.spec.edge,
263                edge_width: px(glass.spec.edge_width),
264                edge_aa: px(glass.spec.edge_aa),
265            };
266            window.paint_layer(bounds, |window| {
267                window.paint_backdrop_blur(bounds, corners, effect);
268                // After the blur, never before: the blur samples what is
269                // beneath it, so a shadow painted first is one the surface
270                // shows through itself. Cut to outside the shape, so it lands
271                // on the page and nowhere else.
272                if glass.spec.shadow {
273                    window.paint_drop_shadows_outside(bounds, corners, &theme::surface_shadows());
274                }
275                self.child.paint(window, cx);
276            });
277        } else {
278            self.child.paint(window, cx);
279        }
280    }
281}
282
283impl IntoElement for Surface {
284    type Element = Self;
285
286    fn into_element(self) -> Self::Element {
287        self
288    }
289}
290
291/// Paint `child` in its own scene layer, giving it a fresh draw order above
292/// everything painted so far in the enclosing layer.
293///
294/// Needed for overlays INSIDE a material card: the card's single layer means
295/// every primitive shares one draw order, and equal orders render grouped by
296/// primitive kind (quads, then icons, then images) — so a close button's
297/// circle painted "after" a thumbnail still shows up UNDER the image. A
298/// nested layer restores the intended stacking.
299pub fn layered(child: impl IntoElement) -> Layered {
300    Layered {
301        child: child.into_any_element(),
302    }
303}
304
305pub struct Layered {
306    child: AnyElement,
307}
308
309impl Element for Layered {
310    type RequestLayoutState = ();
311    type PrepaintState = ();
312
313    fn id(&self) -> Option<gpui::ElementId> {
314        None
315    }
316
317    fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
318        None
319    }
320
321    fn request_layout(
322        &mut self,
323        _id: Option<&GlobalElementId>,
324        _inspector_id: Option<&InspectorElementId>,
325        window: &mut Window,
326        cx: &mut App,
327    ) -> (LayoutId, ()) {
328        (self.child.request_layout(window, cx), ())
329    }
330
331    fn prepaint(
332        &mut self,
333        _id: Option<&GlobalElementId>,
334        _inspector_id: Option<&InspectorElementId>,
335        _bounds: Bounds<Pixels>,
336        _request_layout: &mut Self::RequestLayoutState,
337        window: &mut Window,
338        cx: &mut App,
339    ) {
340        self.child.prepaint(window, cx);
341    }
342
343    fn paint(
344        &mut self,
345        _id: Option<&GlobalElementId>,
346        _inspector_id: Option<&InspectorElementId>,
347        bounds: Bounds<Pixels>,
348        _request_layout: &mut Self::RequestLayoutState,
349        _prepaint: &mut Self::PrepaintState,
350        window: &mut Window,
351        cx: &mut App,
352    ) {
353        window.paint_layer(bounds, |window| self.child.paint(window, cx));
354    }
355}
356
357impl IntoElement for Layered {
358    type Element = Self;
359
360    fn into_element(self) -> Self::Element {
361        self
362    }
363}