rgpui 0.3.0

GUI UI framework
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
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
//! # 元素系统
//!
//! 元素(Element)是 GPUI 的核心构建块,负责窗口中所有内容的布局和绘制。
//! 元素形成一棵树,并按照 [taffy](https://github.com/DioxusLabs/taffy)
//! 实现的 Web 布局标准(Flexbox)进行布局。
//!
//! 大多数时候,你不需要直接与本模块交互。元素提供各自的 API,
//! GPUI 或其他元素实现会使用本模块中的 API 将元素树转换为你在屏幕上看到的像素。
//!
//! # 元素基础
//!
//! 元素通过在窗口的根视图上调用 [`Render::render()`] 来构建,
//! 这会根据应用的当前状态递归构建元素树。
//! 这些元素随后由 Taffy 进行布局,并根据各自实现的 [`Element::paint()`] 绘制到屏幕。
//! 在下一帧开始前,整个元素树及其注册到 GPUI 的所有回调都会被丢弃,然后重复此过程。
//!
//! # PrepaintState 机制
//!
//! 某些状态过于简单且大量存在,不适合存储在每个需要它的视图中,
//! 例如悬停是否已开始。对此,GPUI 提供了 [`Element::PrepaintState`] 关联类型。
//!
//! # 实现自定义元素
//!
//! 元素是 GPUI 的底层命令式 API。它们负责维护或根据需要打破 GPUI 的特性约束。
//! 例如,大多数 GPUI 元素应在父元素给定的边界内绘制,
//! 但通过 [`Window::with_content_mask`],你可以忽略此限制,在窗口边界内的任意位置绘制。
//! 这对覆盖层、弹出窗口等"在其他元素之上"显示的内容很有用。
//!
//! 大多数情况下,你不需要实现自己的元素。GPUI 提供了多种内置元素,
//! 覆盖大多数常见用例。建议使用这些元素构建组件,
//! 通过 [`RenderOnce`] trait 和 `#[derive(IntoElement)]` 宏实现。
//! 只有在需要手动控制布局和绘制过程时(如自定义布局算法或渲染代码编辑器),
//! 才需要实现自定义元素。

use crate::{
    App, ArenaBox, AvailableSpace, Bounds, Context, DispatchNodeId, ElementId, FocusHandle,
    InspectorElementId, LayoutId, Pixels, Point, SharedString, Size, Style, Window,
    util::FluentBuilder, window::with_element_arena,
};
use derive_more::{Deref, DerefMut};
use std::{
    any::{Any, type_name},
    fmt::{self, Debug, Display},
    mem, panic,
    sync::Arc,
};

/// 元素 trait - 实现此 trait 的类型将参与窗口内容的布局和绘制。
///
/// 元素形成一棵树,并根据 Taffy 实现的基于 Web 的布局规则进行布局。
/// 每个元素的生命周期包含三个阶段:
/// 1. **request_layout** - 向 Taffy 请求布局,确定元素的大小和位置
/// 2. **prepaint** - 在布局完成后,提交边界信息用于命中检测
/// 3. **paint** - 将元素绘制到屏幕上
///
/// 你可以通过实现此 trait 来创建自定义元素,详见模块级文档。
pub trait Element: 'static + IntoElement {
    /// [`Element::request_layout`] 返回的状态类型。
    /// 此状态的可变引用会在后续的 [`Element::prepaint`] 和 [`Element::paint`] 中传递。
    type RequestLayoutState: 'static;

    /// [`Element::prepaint`] 返回的状态类型。
    /// 此状态的可变引用会在后续的 [`Element::paint`] 中传递。
    type PrepaintState: 'static;

    /// 返回此元素的唯一标识符(如果有的话)。
    ///
    /// 此 ID 用于跨帧跟踪元素,会导致 `GlobalElementId` 被传递给
    /// request_layout、prepaint 和 paint 方法。
    /// 全局 ID 可用于访问跨帧连接到同一 ID 元素的状态。
    /// 此 ID 在第一个包含它的父元素的子元素中必须唯一。
    fn id(&self) -> Option<ElementId>;

    /// 返回此元素的源代码位置,用于在检查器中区分元素并导航到其源代码。
    fn source_location(&self) -> Option<&'static panic::Location<'static>>;

    /// 向 Taffy 请求布局并初始化元素的状态。
    ///
    /// 在元素被绘制之前,需要知道它在什么位置、多大。
    /// 使用此方法向 Taffy 请求布局并初始化元素状态。
    fn request_layout(
        &mut self,
        id: Option<&GlobalElementId>,
        inspector_id: Option<&InspectorElementId>,
        window: &mut Window,
        cx: &mut App,
    ) -> (LayoutId, Self::RequestLayoutState);

    /// 布局完成后,将元素边界提交到当前帧,用于命中检测。
    ///
    /// `state` 参数与 [`Element::request_layout()`] 返回的状态相同。
    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,
    ) -> Self::PrepaintState;

    /// 布局完成后,将元素绘制到屏幕上。
    ///
    /// `state` 参数与 [`Element::request_layout()`] 返回的状态相同。
    fn paint(
        &mut self,
        id: Option<&GlobalElementId>,
        inspector_id: Option<&InspectorElementId>,
        bounds: Bounds<Pixels>,
        request_layout: &mut Self::RequestLayoutState,
        prepaint: &mut Self::PrepaintState,
        window: &mut Window,
        cx: &mut App,
    );

    /// Returns the accessible role for this element, if any.
    fn a11y_role(&self) -> Option<accesskit::Role> {
        None
    }

    /// Write accessibility properties to the given node.
    fn write_a11y_info(&self, _node: &mut accesskit::Node) {}

    /// Convert this element into a dynamically-typed [`AnyElement`].
    fn into_any(self) -> AnyElement {
        AnyElement::new(self)
    }
}

/// 由任何可以转换为元素的类型实现。
///
/// 该 trait 是将其他类型(如字符串、组件等)
/// 自动转换为元素的关键。
pub trait IntoElement: Sized {
    /// The specific type of element into which the implementing type is converted.
    /// Useful for converting other types into elements automatically, like Strings
    type Element: Element;

    /// Convert self into a type that implements [`Element`].
    fn into_element(self) -> Self::Element;

    /// Convert self into a dynamically-typed [`AnyElement`].
    fn into_any_element(self) -> AnyElement {
        self.into_element().into_any()
    }
}

impl<T: IntoElement> FluentBuilder for T {}

/// 可以被绘制到屏幕的对象。这是区分"视图"与其他实体的 trait。
/// 视图是实现 `Render` 的 `Entity`,会被绘制到屏幕上。
pub trait Render: 'static + Sized {
    /// Render this view into an element tree.
    fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement;
}

impl Render for Empty {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        Empty
    }
}

/// You can derive [`IntoElement`] on any type that implements this trait.
/// It is used to construct reusable `components` out of plain data. Think of
/// components as a recipe for a certain pattern of elements. RenderOnce allows
/// you to invoke this pattern, without breaking the fluent builder pattern of
/// the element APIs.
pub trait RenderOnce: 'static {
    /// Render this component into an element tree. Note that this method
    /// takes ownership of self, as compared to [`Render::render()`] method
    /// which takes a mutable reference.
    fn render(self, window: &mut Window, cx: &mut App) -> impl IntoElement;
}

/// 此 trait 用于为任何实现 [`IntoElement`] 的类型提供 uniform 接口,
/// 使其可以接受任意数量的任意类型的子元素。
pub trait ParentElement {
    /// Extend this element's children with the given child elements.
    fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>);

    /// Add a single child element to this element.
    fn child(mut self, child: impl IntoElement) -> Self
    where
        Self: Sized,
    {
        self.extend(std::iter::once(child.into_element().into_any()));
        self
    }

    /// Add multiple child elements to this element.
    fn children(mut self, children: impl IntoIterator<Item = impl IntoElement>) -> Self
    where
        Self: Sized,
    {
        self.extend(children.into_iter().map(|child| child.into_any_element()));
        self
    }
}

/// An element for rendering components. An implementation detail of the [`IntoElement`] derive macro
/// for [`RenderOnce`]
#[doc(hidden)]
pub struct Component<C: RenderOnce> {
    component: Option<C>,
    #[cfg(debug_assertions)]
    source: &'static core::panic::Location<'static>,
}

impl<C: RenderOnce> Component<C> {
    /// Create a new component from the given RenderOnce type.
    #[track_caller]
    pub fn new(component: C) -> Self {
        Component {
            component: Some(component),
            #[cfg(debug_assertions)]
            source: core::panic::Location::caller(),
        }
    }
}

fn prepaint_component(
    (element, name): &mut (AnyElement, &'static str),
    window: &mut Window,
    cx: &mut App,
) {
    window.with_id(ElementId::Name(SharedString::new_static(name)), |window| {
        element.prepaint(window, cx);
    })
}

fn paint_component(
    (element, name): &mut (AnyElement, &'static str),
    window: &mut Window,
    cx: &mut App,
) {
    window.with_id(ElementId::Name(SharedString::new_static(name)), |window| {
        element.paint(window, cx);
    })
}
impl<C: RenderOnce> Element for Component<C> {
    type RequestLayoutState = (AnyElement, &'static str);
    type PrepaintState = ();

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

    fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
        #[cfg(debug_assertions)]
        return Some(self.source);

        #[cfg(not(debug_assertions))]
        return None;
    }

    fn request_layout(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        window: &mut Window,
        cx: &mut App,
    ) -> (LayoutId, Self::RequestLayoutState) {
        window.with_id(ElementId::Name(type_name::<C>().into()), |window| {
            let mut element = self
                .component
                .take()
                .unwrap()
                .render(window, cx)
                .into_any_element();

            let layout_id = element.request_layout(window, cx);
            (layout_id, (element, type_name::<C>()))
        })
    }

    fn prepaint(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _: Bounds<Pixels>,
        state: &mut Self::RequestLayoutState,
        window: &mut Window,
        cx: &mut App,
    ) {
        prepaint_component(state, window, cx);
    }

    fn paint(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _: Bounds<Pixels>,
        state: &mut Self::RequestLayoutState,
        _: &mut Self::PrepaintState,
        window: &mut Window,
        cx: &mut App,
    ) {
        paint_component(state, window, cx);
    }
}

impl<C: RenderOnce> IntoElement for Component<C> {
    type Element = Self;

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

/// 元素的全局唯一标识符,用于跨帧跟踪状态。
#[derive(Deref, DerefMut, Clone, Default, Debug, Eq, PartialEq, Hash)]
pub struct GlobalElementId(pub(crate) Arc<[ElementId]>);

impl Display for GlobalElementId {
    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
        for (i, element_id) in self.0.iter().enumerate() {
            if i > 0 {
                write!(f, ".")?;
            }
            write!(f, "{}", element_id)?;
        }
        Ok(())
    }
}

impl GlobalElementId {
    pub(crate) fn accesskit_node_id(&self) -> accesskit::NodeId {
        use std::hash::{Hash, Hasher};
        let mut hasher = std::hash::DefaultHasher::default();
        self.hash(&mut hasher);
        accesskit::NodeId(hasher.finish())
    }
}

trait ElementObject {
    fn inner_element(&mut self) -> &mut dyn Any;

    fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId;

    fn prepaint(&mut self, window: &mut Window, cx: &mut App);

    fn paint(&mut self, window: &mut Window, cx: &mut App);

    fn layout_as_root(
        &mut self,
        available_space: Size<AvailableSpace>,
        window: &mut Window,
        cx: &mut App,
    ) -> Size<Pixels>;
}

/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
pub struct Drawable<E: Element> {
    /// The drawn element.
    pub element: E,
    phase: ElementDrawPhase<E::RequestLayoutState, E::PrepaintState>,
}

#[derive(Default)]
enum ElementDrawPhase<RequestLayoutState, PrepaintState> {
    #[default]
    Start,
    RequestLayout {
        layout_id: LayoutId,
        global_id: Option<GlobalElementId>,
        inspector_id: Option<InspectorElementId>,
        request_layout: RequestLayoutState,
    },
    LayoutComputed {
        layout_id: LayoutId,
        global_id: Option<GlobalElementId>,
        inspector_id: Option<InspectorElementId>,
        available_space: Size<AvailableSpace>,
        request_layout: RequestLayoutState,
    },
    Prepaint {
        node_id: DispatchNodeId,
        global_id: Option<GlobalElementId>,
        inspector_id: Option<InspectorElementId>,
        bounds: Bounds<Pixels>,
        request_layout: RequestLayoutState,
        prepaint: PrepaintState,
    },
    Painted,
}

/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
impl<E: Element> Drawable<E> {
    pub(crate) fn new(element: E) -> Self {
        Drawable {
            element,
            phase: ElementDrawPhase::Start,
        }
    }

    fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId {
        match mem::take(&mut self.phase) {
            ElementDrawPhase::Start => {
                let global_id = self.element.id().map(|element_id| {
                    window.element_id_stack.push(element_id);
                    GlobalElementId(Arc::from(&*window.element_id_stack))
                });

                let inspector_id;
                #[cfg(any(feature = "inspector", debug_assertions))]
                {
                    inspector_id = self.element.source_location().map(|source| {
                        let path = crate::InspectorElementPath {
                            global_id: GlobalElementId(Arc::from(&*window.element_id_stack)),
                            source_location: source,
                        };
                        window.build_inspector_element_id(path)
                    });
                }
                #[cfg(not(any(feature = "inspector", debug_assertions)))]
                {
                    inspector_id = None;
                }

                let (layout_id, request_layout) = self.element.request_layout(
                    global_id.as_ref(),
                    inspector_id.as_ref(),
                    window,
                    cx,
                );

                if global_id.is_some() {
                    window.element_id_stack.pop();
                }

                self.phase = ElementDrawPhase::RequestLayout {
                    layout_id,
                    global_id,
                    inspector_id,
                    request_layout,
                };
                layout_id
            }
            _ => panic!("must call request_layout only once"),
        }
    }

    pub(crate) fn prepaint(&mut self, window: &mut Window, cx: &mut App) {
        match mem::take(&mut self.phase) {
            ElementDrawPhase::RequestLayout {
                layout_id,
                global_id,
                inspector_id,
                mut request_layout,
            }
            | ElementDrawPhase::LayoutComputed {
                layout_id,
                global_id,
                inspector_id,
                mut request_layout,
                ..
            } => {
                if let Some(element_id) = self.element.id() {
                    window.element_id_stack.push(element_id);
                    debug_assert_eq!(&*global_id.as_ref().unwrap().0, &*window.element_id_stack);
                }

                let bounds = window.layout_bounds(layout_id);
                let mut pushed_a11y_node = false;
                if window.a11y.is_active() {
                    if let Some(global_id) = global_id.as_ref() {
                        if let Some(role) = self.element.a11y_role() {
                            let node_id = global_id.accesskit_node_id();
                            let mut node = accesskit::Node::new(role);
                            let scale = window.scale_factor();
                            node.set_bounds(accesskit::Rect {
                                x0: (bounds.origin.x.0 * scale) as f64,
                                y0: (bounds.origin.y.0 * scale) as f64,
                                x1: ((bounds.origin.x.0 + bounds.size.width.0) * scale) as f64,
                                y1: ((bounds.origin.y.0 + bounds.size.height.0) * scale) as f64,
                            });
                            self.element.write_a11y_info(&mut node);
                            window.a11y.node_bounds.insert(node_id, bounds);
                            pushed_a11y_node = window.a11y.nodes.push(node_id, node);
                        }
                    }
                }
                let node_id = window.next_frame.dispatch_tree.push_node();
                let prepaint = self.element.prepaint(
                    global_id.as_ref(),
                    inspector_id.as_ref(),
                    bounds,
                    &mut request_layout,
                    window,
                    cx,
                );
                window.next_frame.dispatch_tree.pop_node();

                if pushed_a11y_node {
                    window.a11y.nodes.pop();
                }

                if global_id.is_some() {
                    window.element_id_stack.pop();
                }

                self.phase = ElementDrawPhase::Prepaint {
                    node_id,
                    global_id,
                    inspector_id,
                    bounds,
                    request_layout,
                    prepaint,
                };
            }
            _ => panic!("must call request_layout before prepaint"),
        }
    }

    pub(crate) fn paint(
        &mut self,
        window: &mut Window,
        cx: &mut App,
    ) -> (E::RequestLayoutState, E::PrepaintState) {
        match mem::take(&mut self.phase) {
            ElementDrawPhase::Prepaint {
                node_id,
                global_id,
                inspector_id,
                bounds,
                mut request_layout,
                mut prepaint,
                ..
            } => {
                if let Some(element_id) = self.element.id() {
                    window.element_id_stack.push(element_id);
                    debug_assert_eq!(&*global_id.as_ref().unwrap().0, &*window.element_id_stack);
                }

                window.next_frame.dispatch_tree.set_active_node(node_id);
                self.element.paint(
                    global_id.as_ref(),
                    inspector_id.as_ref(),
                    bounds,
                    &mut request_layout,
                    &mut prepaint,
                    window,
                    cx,
                );

                if global_id.is_some() {
                    window.element_id_stack.pop();
                }

                self.phase = ElementDrawPhase::Painted;
                (request_layout, prepaint)
            }
            _ => panic!("must call prepaint before paint"),
        }
    }

    pub(crate) fn layout_as_root(
        &mut self,
        available_space: Size<AvailableSpace>,
        window: &mut Window,
        cx: &mut App,
    ) -> Size<Pixels> {
        if matches!(&self.phase, ElementDrawPhase::Start) {
            self.request_layout(window, cx);
        }

        let layout_id = match mem::take(&mut self.phase) {
            ElementDrawPhase::RequestLayout {
                layout_id,
                global_id,
                inspector_id,
                request_layout,
            } => {
                window.compute_layout(layout_id, available_space, cx);
                self.phase = ElementDrawPhase::LayoutComputed {
                    layout_id,
                    global_id,
                    inspector_id,
                    available_space,
                    request_layout,
                };
                layout_id
            }
            ElementDrawPhase::LayoutComputed {
                layout_id,
                global_id,
                inspector_id,
                available_space: prev_available_space,
                request_layout,
            } => {
                if available_space != prev_available_space {
                    window.compute_layout(layout_id, available_space, cx);
                }
                self.phase = ElementDrawPhase::LayoutComputed {
                    layout_id,
                    global_id,
                    inspector_id,
                    available_space,
                    request_layout,
                };
                layout_id
            }
            _ => panic!("cannot measure after painting"),
        };

        window.layout_bounds(layout_id).size
    }
}

impl<E> ElementObject for Drawable<E>
where
    E: Element,
    E::RequestLayoutState: 'static,
{
    fn inner_element(&mut self) -> &mut dyn Any {
        &mut self.element
    }

    #[inline]
    fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId {
        Drawable::request_layout(self, window, cx)
    }

    #[inline]
    fn prepaint(&mut self, window: &mut Window, cx: &mut App) {
        Drawable::prepaint(self, window, cx);
    }

    #[inline]
    fn paint(&mut self, window: &mut Window, cx: &mut App) {
        Drawable::paint(self, window, cx);
    }

    #[inline]
    fn layout_as_root(
        &mut self,
        available_space: Size<AvailableSpace>,
        window: &mut Window,
        cx: &mut App,
    ) -> Size<Pixels> {
        Drawable::layout_as_root(self, available_space, window, cx)
    }
}

/// A dynamically typed element that can be used to store any element type.
pub struct AnyElement(ArenaBox<dyn ElementObject>);

impl AnyElement {
    pub(crate) fn new<E>(element: E) -> Self
    where
        E: 'static + Element,
        E::RequestLayoutState: Any,
    {
        let element = with_element_arena(|arena| arena.alloc(|| Drawable::new(element)))
            .map(|element| element as &mut dyn ElementObject);
        AnyElement(element)
    }

    /// Attempt to downcast a reference to the boxed element to a specific type.
    pub fn downcast_mut<T: 'static>(&mut self) -> Option<&mut T> {
        self.0.inner_element().downcast_mut::<T>()
    }

    /// Request the layout ID of the element stored in this `AnyElement`.
    /// Used for laying out child elements in a parent element.
    pub fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId {
        self.0.request_layout(window, cx)
    }

    /// Prepares the element to be painted by storing its bounds, giving it a chance to draw hitboxes and
    /// request autoscroll before the final paint pass is confirmed.
    pub fn prepaint(&mut self, window: &mut Window, cx: &mut App) -> Option<FocusHandle> {
        let focus_assigned = window.next_frame.focus.is_some();

        self.0.prepaint(window, cx);

        if !focus_assigned && let Some(focus_id) = window.next_frame.focus {
            return FocusHandle::for_id(focus_id, &cx.focus_handles);
        }

        None
    }

    /// Paints the element stored in this `AnyElement`.
    pub fn paint(&mut self, window: &mut Window, cx: &mut App) {
        self.0.paint(window, cx);
    }

    /// Performs layout for this element within the given available space and returns its size.
    pub fn layout_as_root(
        &mut self,
        available_space: Size<AvailableSpace>,
        window: &mut Window,
        cx: &mut App,
    ) -> Size<Pixels> {
        self.0.layout_as_root(available_space, window, cx)
    }

    /// Prepaints this element at the given absolute origin.
    /// If any element in the subtree beneath this element is focused, its FocusHandle is returned.
    pub fn prepaint_at(
        &mut self,
        origin: Point<Pixels>,
        window: &mut Window,
        cx: &mut App,
    ) -> Option<FocusHandle> {
        window.with_absolute_element_offset(origin, |window| self.prepaint(window, cx))
    }

    /// Performs layout on this element in the available space, then prepaints it at the given absolute origin.
    /// If any element in the subtree beneath this element is focused, its FocusHandle is returned.
    pub fn prepaint_as_root(
        &mut self,
        origin: Point<Pixels>,
        available_space: Size<AvailableSpace>,
        window: &mut Window,
        cx: &mut App,
    ) -> Option<FocusHandle> {
        self.layout_as_root(available_space, window, cx);
        window.with_absolute_element_offset(origin, |window| self.prepaint(window, cx))
    }
}

impl Element for AnyElement {
    type RequestLayoutState = ();
    type PrepaintState = ();

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

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

    fn request_layout(
        &mut self,
        _: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        window: &mut Window,
        cx: &mut App,
    ) -> (LayoutId, Self::RequestLayoutState) {
        let layout_id = self.request_layout(window, cx);
        (layout_id, ())
    }

    fn prepaint(
        &mut self,
        _: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _: Bounds<Pixels>,
        _: &mut Self::RequestLayoutState,
        window: &mut Window,
        cx: &mut App,
    ) {
        self.prepaint(window, cx);
    }

    fn paint(
        &mut self,
        _: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _: Bounds<Pixels>,
        _: &mut Self::RequestLayoutState,
        _: &mut Self::PrepaintState,
        window: &mut Window,
        cx: &mut App,
    ) {
        self.paint(window, cx);
    }
}

impl IntoElement for AnyElement {
    type Element = Self;

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

    fn into_any_element(self) -> AnyElement {
        self
    }
}

/// 空的元素,不渲染任何内容。
pub struct Empty;

impl IntoElement for Empty {
    type Element = Self;

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

impl Element for Empty {
    type RequestLayoutState = ();
    type PrepaintState = ();

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

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

    fn request_layout(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        window: &mut Window,
        cx: &mut App,
    ) -> (LayoutId, Self::RequestLayoutState) {
        (
            window.request_layout(
                Style {
                    display: crate::Display::None,
                    ..Default::default()
                },
                None,
                cx,
            ),
            (),
        )
    }

    fn prepaint(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _bounds: Bounds<Pixels>,
        _state: &mut Self::RequestLayoutState,
        _window: &mut Window,
        _cx: &mut App,
    ) {
    }

    fn paint(
        &mut self,
        _id: Option<&GlobalElementId>,
        _inspector_id: Option<&InspectorElementId>,
        _bounds: Bounds<Pixels>,
        _request_layout: &mut Self::RequestLayoutState,
        _prepaint: &mut Self::PrepaintState,
        _window: &mut Window,
        _cx: &mut App,
    ) {
    }
}