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use gpui::{
App, Application, Bounds, Context, CursorStyle, Decorations, HitboxBehavior, Hsla, MouseButton,
Pixels, Point, ResizeEdge, Size, Window, WindowBackgroundAppearance, WindowBounds,
WindowDecorations, WindowOptions, black, canvas, div, green, point, prelude::*, px, rgb, size,
transparent_black, white,
};
struct WindowShadow {}
// Things to do:
// 1. We need a way of calculating which edge or corner the mouse is on,
// and then dispatch on that
// 2. We need to improve the shadow rendering significantly
// 3. We need to implement the techniques in here in Zed
impl Render for WindowShadow {
fn render(&mut self, window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let decorations = window.window_decorations();
let rounding = px(10.0);
let shadow_size = px(10.0);
let border_size = px(1.0);
let grey = rgb(0x808080);
window.set_client_inset(shadow_size);
div()
.id("window-backdrop")
.bg(transparent_black())
.map(|div| match decorations {
Decorations::Server => div,
Decorations::Client { tiling, .. } => div
.bg(gpui::transparent_black())
.child(
canvas(
|_bounds, window, _cx| {
window.insert_hitbox(
Bounds::new(
point(px(0.0), px(0.0)),
window.window_bounds().get_bounds().size,
),
HitboxBehavior::Normal,
)
},
move |_bounds, hitbox, window, _cx| {
let mouse = window.mouse_position();
let size = window.window_bounds().get_bounds().size;
let Some(edge) = resize_edge(mouse, shadow_size, size) else {
return;
};
window.set_cursor_style(
match edge {
ResizeEdge::Top | ResizeEdge::Bottom => {
CursorStyle::ResizeUpDown
}
ResizeEdge::Left | ResizeEdge::Right => {
CursorStyle::ResizeLeftRight
}
ResizeEdge::TopLeft | ResizeEdge::BottomRight => {
CursorStyle::ResizeUpLeftDownRight
}
ResizeEdge::TopRight | ResizeEdge::BottomLeft => {
CursorStyle::ResizeUpRightDownLeft
}
},
&hitbox,
);
},
)
.size_full()
.absolute(),
)
.when(!(tiling.top || tiling.right), |div| {
div.rounded_tr(rounding)
})
.when(!(tiling.top || tiling.left), |div| div.rounded_tl(rounding))
.when(!tiling.top, |div| div.pt(shadow_size))
.when(!tiling.bottom, |div| div.pb(shadow_size))
.when(!tiling.left, |div| div.pl(shadow_size))
.when(!tiling.right, |div| div.pr(shadow_size))
.on_mouse_move(|_e, window, _cx| window.refresh())
.on_mouse_down(MouseButton::Left, move |e, window, _cx| {
let size = window.window_bounds().get_bounds().size;
let pos = e.position;
match resize_edge(pos, shadow_size, size) {
Some(edge) => window.start_window_resize(edge),
None => window.start_window_move(),
};
}),
})
.size_full()
.child(
div()
.cursor(CursorStyle::Arrow)
.map(|div| match decorations {
Decorations::Server => div,
Decorations::Client { tiling } => div
.border_color(grey)
.when(!(tiling.top || tiling.right), |div| {
div.rounded_tr(rounding)
})
.when(!(tiling.top || tiling.left), |div| div.rounded_tl(rounding))
.when(!tiling.top, |div| div.border_t(border_size))
.when(!tiling.bottom, |div| div.border_b(border_size))
.when(!tiling.left, |div| div.border_l(border_size))
.when(!tiling.right, |div| div.border_r(border_size))
.when(!tiling.is_tiled(), |div| {
div.shadow(vec![gpui::BoxShadow {
color: Hsla {
h: 0.,
s: 0.,
l: 0.,
a: 0.4,
},
blur_radius: shadow_size / 2.,
spread_radius: px(0.),
offset: point(px(0.0), px(0.0)),
}])
}),
})
.on_mouse_move(|_e, _, cx| {
cx.stop_propagation();
})
.bg(gpui::rgb(0xCCCCFF))
.size_full()
.flex()
.flex_col()
.justify_around()
.child(
div().w_full().flex().flex_row().justify_around().child(
div()
.flex()
.bg(white())
.size(px(300.0))
.justify_center()
.items_center()
.shadow_lg()
.border_1()
.border_color(rgb(0x0000ff))
.text_xl()
.text_color(rgb(0xffffff))
.child(
div()
.id("hello")
.w(px(200.0))
.h(px(100.0))
.bg(green())
.shadow(vec![gpui::BoxShadow {
color: Hsla {
h: 0.,
s: 0.,
l: 0.,
a: 1.0,
},
blur_radius: px(20.0),
spread_radius: px(0.0),
offset: point(px(0.0), px(0.0)),
}])
.map(|div| match decorations {
Decorations::Server => div,
Decorations::Client { .. } => div
.on_mouse_down(
MouseButton::Left,
|_e, window, _| {
window.start_window_move();
},
)
.on_click(|e, window, _| {
if e.is_right_click() {
window.show_window_menu(e.position());
}
})
.text_color(black())
.child("this is the custom titlebar"),
}),
),
),
),
)
}
}
fn resize_edge(pos: Point<Pixels>, shadow_size: Pixels, size: Size<Pixels>) -> Option<ResizeEdge> {
let edge = if pos.y < shadow_size && pos.x < shadow_size {
ResizeEdge::TopLeft
} else if pos.y < shadow_size && pos.x > size.width - shadow_size {
ResizeEdge::TopRight
} else if pos.y < shadow_size {
ResizeEdge::Top
} else if pos.y > size.height - shadow_size && pos.x < shadow_size {
ResizeEdge::BottomLeft
} else if pos.y > size.height - shadow_size && pos.x > size.width - shadow_size {
ResizeEdge::BottomRight
} else if pos.y > size.height - shadow_size {
ResizeEdge::Bottom
} else if pos.x < shadow_size {
ResizeEdge::Left
} else if pos.x > size.width - shadow_size {
ResizeEdge::Right
} else {
return None;
};
Some(edge)
}
fn main() {
Application::new().run(|cx: &mut App| {
let bounds = Bounds::centered(None, size(px(600.0), px(600.0)), cx);
cx.open_window(
WindowOptions {
window_bounds: Some(WindowBounds::Windowed(bounds)),
window_background: WindowBackgroundAppearance::Opaque,
window_decorations: Some(WindowDecorations::Client),
..Default::default()
},
|window, cx| {
cx.new(|cx| {
cx.observe_window_appearance(window, |_, window, _| {
window.refresh();
})
.detach();
WindowShadow {}
})
},
)
.unwrap();
});
}