gpui-pre 0.3.12

Zed's GPU-accelerated UI framework (gpui-pre snapshot of zed@d2a4fb6)
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
use std::cmp::Ordering;

use smallvec::SmallVec;

use crate::{
    Anchor, AnyElement, App, Axis, Bounds, Display, Edges, Element, GlobalElementId,
    InspectorElementId, IntoElement, LayoutId, ParentElement, Pixels, Point, Position, Size, Style,
    Window, point, px,
};

/// The state that the anchored element element uses to track its children.
pub struct AnchoredState {
    child_layout_ids: SmallVec<[LayoutId; 4]>,
}

/// An anchored element that can be used to display UI that
/// will avoid overflowing the window bounds.
pub struct Anchored {
    children: SmallVec<[AnyElement; 2]>,
    anchor: Anchor,
    fit_mode: AnchoredFitMode,
    placement: Placement,
    position_mode: AnchoredPositionMode,
    offset: Option<Point<Pixels>>,
}

#[derive(Clone, Copy)]
enum Placement {
    InPlace,
    At(Point<Pixels>),
    Attached {
        target: Bounds<Pixels>,
        corner: Anchor,
    },
}

/// anchored gives you an element that will avoid overflowing the window bounds.
/// Its children should have no margin to avoid measurement issues.
pub fn anchored() -> Anchored {
    Anchored {
        children: SmallVec::new(),
        anchor: Anchor::TopLeft,
        fit_mode: AnchoredFitMode::SwitchAnchor,
        placement: Placement::InPlace,
        position_mode: AnchoredPositionMode::Window,
        offset: None,
    }
}

impl Anchored {
    /// Sets which corner of the anchored element should be anchored to the current position.
    pub fn anchor(mut self, anchor: Anchor) -> Self {
        self.anchor = anchor;
        self
    }

    /// Sets the position in window coordinates
    /// (otherwise the location the anchored element is rendered is used)
    pub fn position(mut self, anchor: Point<Pixels>) -> Self {
        self.placement = Placement::At(anchor);
        self
    }

    /// Places the element next to `target`, with the element's [`Anchored::anchor`] corner
    /// on `corner` of `target`. For example, a submenu puts its top-left corner on its row's
    /// top-right corner. Use this instead of [`Anchored::position`].
    ///
    /// If the element doesn't fit in the window, it moves to the other side of `target`, as
    /// long as that side fits better. A submenu moves from the right of its row to the left,
    /// and a dropdown moves from below its button to above. The offset flips with it.
    /// [`AnchoredFitMode::SwitchAnchor`] has no effect here.
    pub fn attach(mut self, target: Bounds<Pixels>, corner: Anchor) -> Self {
        self.placement = Placement::Attached { target, corner };
        self
    }

    /// Offset the final position by this amount.
    /// Useful when you want to anchor to an element but offset from it, such as in PopoverMenu.
    pub fn offset(mut self, offset: Point<Pixels>) -> Self {
        self.offset = Some(offset);
        self
    }

    /// Sets the position mode for this anchored element. Local will have this
    /// interpret its [`Anchored::position`] or [`Anchored::attach`] target as
    /// relative to the parent element. While Window will have it interpret the
    /// position as relative to the window.
    pub fn position_mode(mut self, mode: AnchoredPositionMode) -> Self {
        self.position_mode = mode;
        self
    }

    /// Snap to window edge instead of switching anchor corner when an overflow would occur.
    pub fn snap_to_window(mut self) -> Self {
        self.fit_mode = AnchoredFitMode::SnapToWindow;
        self
    }

    /// Snap to window edge and leave some margins.
    pub fn snap_to_window_with_margin(mut self, edges: impl Into<Edges<Pixels>>) -> Self {
        self.fit_mode = AnchoredFitMode::SnapToWindowWithMargin(edges.into());
        self
    }
}

impl ParentElement for Anchored {
    fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
        self.children.extend(elements)
    }
}

impl Element for Anchored {
    type RequestLayoutState = AnchoredState;
    type PrepaintState = ();

    fn id(&self) -> Option<crate::ElementId> {
        None
    }

    fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
        None
    }

    fn request_layout(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        window: &mut Window,
        cx: &mut App,
    ) -> (crate::LayoutId, Self::RequestLayoutState) {
        let child_layout_ids = self
            .children
            .iter_mut()
            .map(|child| child.request_layout(window, cx))
            .collect::<SmallVec<_>>();

        let anchored_style = Style {
            position: Position::Absolute,
            display: Display::Flex,
            ..Style::default()
        };

        let layout_id = window.request_layout(anchored_style, child_layout_ids.iter().copied(), cx);

        (layout_id, AnchoredState { child_layout_ids })
    }

    fn prepaint(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        bounds: Bounds<Pixels>,
        request_layout: &mut Self::RequestLayoutState,
        window: &mut Window,
        cx: &mut App,
    ) {
        if request_layout.child_layout_ids.is_empty() {
            return;
        }

        let children_bounds = request_layout
            .child_layout_ids
            .iter()
            .map(|id| window.layout_bounds(*id))
            .reduce(|acc, bounds| acc.union(&bounds))
            .unwrap();

        let anchor_position = match self.placement {
            Placement::InPlace => None,
            Placement::At(position) => Some(position),
            Placement::Attached { target, corner } => Some(target.corner(corner)),
        };
        let (origin, mut desired) = self.position_mode.get_position_and_bounds(
            anchor_position,
            self.anchor,
            children_bounds.size,
            bounds,
            self.offset,
        );

        let limits = Bounds {
            origin: Point::default(),
            size: window.viewport_size(),
        };

        if let Placement::Attached { target, mut corner } = self.placement {
            // Compare against the window edges, not the snap margin, so an element that
            // already fits doesn't move. The client inset doesn't count as room either,
            // since on Linux it's the window's transparent shadow.
            let visible = limits.inset(window.client_inset.unwrap_or(px(0.)));
            let overflow_along = |bounds: Bounds<Pixels>, axis: Axis| match axis {
                Axis::Horizontal => {
                    (visible.left() - bounds.left()).max(px(0.))
                        + (bounds.right() - visible.right()).max(px(0.))
                }
                Axis::Vertical => {
                    (visible.top() - bounds.top()).max(px(0.))
                        + (bounds.bottom() - visible.bottom()).max(px(0.))
                }
            };
            let mut anchor = self.anchor;
            let mut offset = self.offset.unwrap_or_default();
            for axis in [Axis::Horizontal, Axis::Vertical] {
                let corner_side = side_along(corner, axis);
                let is_outside_target = corner_side != Ordering::Equal
                    && side_along(anchor, axis) == corner_side.reverse();
                let overflow = overflow_along(desired, axis);
                if !is_outside_target || overflow == px(0.) {
                    continue;
                }

                let flipped_corner = corner.other_side_along(axis);
                let flipped_anchor = anchor.other_side_along(axis);
                let flipped_offset = match axis {
                    Axis::Horizontal => point(-offset.x, offset.y),
                    Axis::Vertical => point(offset.x, -offset.y),
                };
                let (_, flipped) = self.position_mode.get_position_and_bounds(
                    Some(target.corner(flipped_corner)),
                    flipped_anchor,
                    children_bounds.size,
                    bounds,
                    Some(flipped_offset),
                );
                if overflow_along(flipped, axis) < overflow {
                    corner = flipped_corner;
                    anchor = flipped_anchor;
                    offset = flipped_offset;
                    desired = flipped;
                }
            }
        } else if self.fit_mode == AnchoredFitMode::SwitchAnchor {
            let mut anchor = self.anchor;

            if desired.left() < limits.left() || desired.right() > limits.right() {
                let switched = Bounds::from_anchor_and_size(
                    anchor.other_side_along(Axis::Horizontal),
                    origin,
                    children_bounds.size,
                );
                if !(switched.left() < limits.left() || switched.right() > limits.right()) {
                    anchor = anchor.other_side_along(Axis::Horizontal);
                    desired = switched
                }
            }

            if desired.top() < limits.top() || desired.bottom() > limits.bottom() {
                let switched = Bounds::from_anchor_and_size(
                    anchor.other_side_along(Axis::Vertical),
                    origin,
                    children_bounds.size,
                );
                if !(switched.top() < limits.top() || switched.bottom() > limits.bottom()) {
                    desired = switched;
                }
            }
        }

        let client_inset = window.client_inset.unwrap_or(px(0.));
        let edges = match self.fit_mode {
            AnchoredFitMode::SnapToWindowWithMargin(edges) => edges,
            _ => Edges::default(),
        }
        .map(|edge| *edge + client_inset);

        // Snap the horizontal edges of the anchored element to the horizontal edges of the window if
        // its horizontal bounds overflow, aligning to the left if it is wider than the limits.
        if desired.right() > limits.right() {
            desired.origin.x -= desired.right() - limits.right() + edges.right;
        }
        if desired.left() < limits.left() {
            desired.origin.x = limits.origin.x + edges.left;
        }

        // Snap the vertical edges of the anchored element to the vertical edges of the window if
        // its vertical bounds overflow, aligning to the top if it is taller than the limits.
        if desired.bottom() > limits.bottom() {
            desired.origin.y -= desired.bottom() - limits.bottom() + edges.bottom;
        }
        if desired.top() < limits.top() {
            desired.origin.y = limits.origin.y + edges.top;
        }

        let offset = desired.origin - bounds.origin;
        let offset = point(offset.x.round(), offset.y.round());

        window.with_element_offset(offset, |window| {
            for child in &mut self.children {
                child.prepaint(window, cx);
            }
        })
    }

    fn paint(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _bounds: crate::Bounds<crate::Pixels>,
        _request_layout: &mut Self::RequestLayoutState,
        _prepaint: &mut Self::PrepaintState,
        window: &mut Window,
        cx: &mut App,
    ) {
        for child in &mut self.children {
            child.paint(window, cx);
        }
    }
}

impl IntoElement for Anchored {
    type Element = Self;

    fn into_element(self) -> Self::Element {
        self
    }
}

/// Which side of a box `anchor` is on along `axis`. `Less` is left or top, `Equal` is the
/// center, and `Greater` is right or bottom.
fn side_along(anchor: Anchor, axis: Axis) -> Ordering {
    match axis {
        Axis::Horizontal => match anchor {
            Anchor::TopLeft | Anchor::BottomLeft | Anchor::LeftCenter => Ordering::Less,
            Anchor::TopCenter | Anchor::BottomCenter => Ordering::Equal,
            Anchor::TopRight | Anchor::BottomRight | Anchor::RightCenter => Ordering::Greater,
        },
        Axis::Vertical => match anchor {
            Anchor::TopLeft | Anchor::TopRight | Anchor::TopCenter => Ordering::Less,
            Anchor::LeftCenter | Anchor::RightCenter => Ordering::Equal,
            Anchor::BottomLeft | Anchor::BottomRight | Anchor::BottomCenter => Ordering::Greater,
        },
    }
}

/// Which algorithm to use when fitting the anchored element to be inside the window.
#[derive(Copy, Clone, PartialEq)]
pub enum AnchoredFitMode {
    /// Snap the anchored element to the window edge.
    SnapToWindow,
    /// Snap to window edge and leave some margins.
    SnapToWindowWithMargin(Edges<Pixels>),
    /// Switch which corner anchor this anchored element is attached to.
    SwitchAnchor,
}

/// Which algorithm to use when positioning the anchored element.
#[derive(Copy, Clone, PartialEq)]
pub enum AnchoredPositionMode {
    /// Position the anchored element relative to the window.
    Window,
    /// Position the anchored element relative to its parent.
    Local,
}

impl AnchoredPositionMode {
    fn get_position_and_bounds(
        &self,
        anchor_position: Option<Point<Pixels>>,
        anchor: Anchor,
        size: Size<Pixels>,
        bounds: Bounds<Pixels>,
        offset: Option<Point<Pixels>>,
    ) -> (Point<Pixels>, Bounds<Pixels>) {
        let offset = offset.unwrap_or_default();

        match self {
            AnchoredPositionMode::Window => {
                let anchor_position = anchor_position.unwrap_or(bounds.origin);
                let bounds = Bounds::from_anchor_and_size(anchor, anchor_position + offset, size);
                (anchor_position, bounds)
            }
            AnchoredPositionMode::Local => {
                let anchor_position = anchor_position.unwrap_or_default();
                let bounds = Bounds::from_anchor_and_size(
                    anchor,
                    bounds.origin + anchor_position + offset,
                    size,
                );
                (anchor_position, bounds)
            }
        }
    }
}

#[cfg(test)]
mod tests {
    use crate::{
        Anchor, Bounds, Context, Pixels, PlatformInput, Point, TestAppContext, Window, deferred,
        div, point, prelude::*, px, size,
    };

    struct AnchoredTestView {
        position: Point<Pixels>,
    }

    impl Render for AnchoredTestView {
        fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
            div().size_full().child(
                div()
                    .id("scroll-container")
                    .overflow_y_scroll()
                    .size_full()
                    .child(div().h(px(2000.)).w_full())
                    .child(
                        deferred(
                            super::anchored()
                                .snap_to_window()
                                .position(self.position)
                                .child(
                                    div()
                                        .id("menu")
                                        .debug_selector(|| "MENU".into())
                                        .w(px(200.))
                                        .h(px(300.)),
                                ),
                        )
                        .with_priority(1),
                    ),
            )
        }
    }

    #[gpui::test]
    fn test_anchored_position_without_scroll(cx: &mut TestAppContext) {
        let window = cx.open_window(size(px(800.), px(600.)), |_, _| AnchoredTestView {
            position: point(px(100.), px(100.)),
        });

        cx.run_until_parked();

        let menu_bounds = window
            .update(cx, |_, window, _| {
                window.rendered_frame.debug_bounds.get("MENU").copied()
            })
            .unwrap()
            .expect("MENU debug bounds not found");

        assert_eq!(menu_bounds.origin, point(px(100.), px(100.)));
        assert_eq!(menu_bounds.size, size(px(200.), px(300.)));
    }

    #[gpui::test]
    fn test_anchored_position_when_scrolled(cx: &mut TestAppContext) {
        let window = cx.open_window(size(px(800.), px(600.)), |_, _| AnchoredTestView {
            position: point(px(100.), px(100.)),
        });

        cx.run_until_parked();

        window
            .update(cx, |_, window, cx| {
                let event = gpui::ScrollEvent {
                    position: point(px(400.), px(300.)),
                    delta: gpui::ScrollDelta::Pixels(point(px(0.), px(-1000.))),
                    ..Default::default()
                };
                window.dispatch_event(PlatformInput::Scroll(event), cx);
            })
            .unwrap();

        cx.run_until_parked();

        let menu_bounds = window
            .update(cx, |_, window, _| {
                window.rendered_frame.debug_bounds.get("MENU").copied()
            })
            .unwrap()
            .expect("MENU debug bounds not found");

        assert_eq!(menu_bounds.origin, point(px(100.), px(100.)));
        assert_eq!(menu_bounds.size, size(px(200.), px(300.)));
    }

    #[gpui::test]
    fn test_anchored_snaps_to_window(cx: &mut TestAppContext) {
        let window = cx.open_window(size(px(800.), px(600.)), |_, _| AnchoredTestView {
            position: point(px(100.), px(500.)),
        });

        cx.run_until_parked();

        let menu_bounds = window
            .update(cx, |_, window, _| {
                window.rendered_frame.debug_bounds.get("MENU").copied()
            })
            .unwrap()
            .expect("MENU debug bounds not found");

        assert_eq!(menu_bounds.origin, point(px(100.), px(300.)));
        assert_eq!(menu_bounds.size, size(px(200.), px(300.)));
    }

    struct AttachedTestView {
        target: Bounds<Pixels>,
        corner: Anchor,
        anchor: Anchor,
    }

    impl Render for AttachedTestView {
        fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
            div().size_full().child(
                deferred(
                    super::anchored()
                        .attach(self.target, self.corner)
                        .anchor(self.anchor)
                        .offset(point(px(-2.), px(4.)))
                        .snap_to_window_with_margin(px(8.))
                        .child(
                            div()
                                .debug_selector(|| "MENU".into())
                                .w(px(200.))
                                .h(px(300.)),
                        ),
                )
                .with_priority(1),
            )
        }
    }

    #[gpui::test]
    fn test_anchored_attach_moves_to_the_side_with_room(cx: &mut TestAppContext) {
        let trigger = |x: f32, y: f32| Bounds::new(point(px(x), px(y)), size(px(100.), px(20.)));
        // A submenu sits to the right of its trigger, with their top edges lined up.
        let submenu = (Anchor::TopRight, Anchor::TopLeft);
        // A dropdown sits below its button, with their left edges lined up.
        let dropdown = (Anchor::BottomLeft, Anchor::TopLeft);
        for (target, (corner, anchor), expected_origin) in [
            (trigger(100., 100.), submenu, point(px(198.), px(104.))),
            (trigger(550., 100.), submenu, point(px(352.), px(104.))),
            (trigger(100., 400.), dropdown, point(px(98.), px(96.))),
            // Ends 4px from the window edge. That's inside the snap margin but still fits,
            // so it stays.
            (trigger(498., 100.), submenu, point(px(596.), px(104.))),
            // Doesn't fit on either side. The left sticks out less, so it goes left and
            // slides back into the window.
            (
                Bounds::new(point(px(180.), px(100.)), size(px(500.), px(20.))),
                submenu,
                point(px(8.), px(104.)),
            ),
            // Doesn't fit on either side, but the right sticks out less, so it stays right
            // and slides back into the window.
            (
                Bounds::new(point(px(50.), px(100.)), size(px(650.), px(20.))),
                submenu,
                point(px(592.), px(104.)),
            ),
            // A dropdown that runs off the right edge slides left. It never moves beside its
            // button.
            (trigger(700., 100.), dropdown, point(px(592.), px(124.))),
            // Centered under its button, so it can move above it but never sideways.
            (
                trigger(100., 400.),
                (Anchor::BottomCenter, Anchor::TopCenter),
                point(px(48.), px(96.)),
            ),
        ] {
            let window = cx.open_window(size(px(800.), px(600.)), |_, _| AttachedTestView {
                target,
                corner,
                anchor,
            });

            cx.run_until_parked();

            let menu_bounds = window
                .update(cx, |_, window, _| {
                    window.rendered_frame.debug_bounds.get("MENU").copied()
                })
                .unwrap()
                .expect("MENU debug bounds not found");

            assert_eq!(
                menu_bounds.origin, expected_origin,
                "target: {target:?}, corner: {corner:?}, anchor: {anchor:?}"
            );
        }
    }
}