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gpui_component/menu/
dropdown_menu.rs

1use std::rc::Rc;
2
3use gpui::{
4    Anchor, AnyElement, App, Context, DismissEvent, Element, ElementId, Entity, FocusHandle,
5    Focusable, GlobalElementId, InspectorElementId, InteractiveElement, IntoElement, LayoutId,
6    RenderOnce, SharedString, StyleRefinement, Styled, Window, prelude::FluentBuilder,
7};
8
9use crate::{Selectable, button::Button, menu::PopupMenu, popover::Popover};
10
11/// A dropdown menu trait for buttons and other interactive elements
12pub trait DropdownMenu: Styled + Selectable + InteractiveElement + IntoElement + 'static {
13    /// Create a dropdown menu with the given items, anchored to the TopLeft corner
14    fn dropdown_menu(
15        self,
16        f: impl Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu + 'static,
17    ) -> DropdownMenuPopover<Self> {
18        self.dropdown_menu_with_anchor(Anchor::TopLeft, f)
19    }
20
21    /// Create a dropdown menu with the given items, anchored to the given corner
22    fn dropdown_menu_with_anchor(
23        mut self,
24        anchor: impl Into<Anchor>,
25        f: impl Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu + 'static,
26    ) -> DropdownMenuPopover<Self> {
27        let style = self.style().clone();
28        let id = self.interactivity().element_id.clone();
29
30        DropdownMenuPopover::new(id.unwrap_or(0.into()), anchor, self, f).trigger_style(style)
31    }
32}
33
34impl DropdownMenu for Button {}
35
36#[derive(IntoElement)]
37pub struct DropdownMenuPopover<T: Selectable + IntoElement + 'static> {
38    id: ElementId,
39    style: StyleRefinement,
40    anchor: Anchor,
41    trigger: T,
42    builder: Rc<dyn Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu>,
43    on_open_change: Option<Rc<dyn Fn(&bool, &mut Window, &mut App)>>,
44}
45
46impl<T> DropdownMenuPopover<T>
47where
48    T: Selectable + IntoElement + 'static,
49{
50    fn new(
51        id: ElementId,
52        anchor: impl Into<Anchor>,
53        trigger: T,
54        builder: impl Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu + 'static,
55    ) -> Self {
56        Self {
57            id: SharedString::from(format!("dropdown-menu:{:?}", id)).into(),
58            style: StyleRefinement::default(),
59            anchor: anchor.into(),
60            trigger,
61            builder: Rc::new(builder),
62            on_open_change: None,
63        }
64    }
65
66    /// Set the anchor corner for the dropdown menu popover.
67    pub fn anchor(mut self, anchor: impl Into<Anchor>) -> Self {
68        self.anchor = anchor.into();
69        self
70    }
71
72    /// Set the style refinement for the dropdown menu trigger.
73    fn trigger_style(mut self, style: StyleRefinement) -> Self {
74        self.style = style;
75        self
76    }
77
78    /// Add a callback to be called when the menu opens or closes.
79    ///
80    /// The `&bool` parameter is the **new open state**.
81    pub fn on_open_change(
82        mut self,
83        callback: impl Fn(&bool, &mut Window, &mut App) + 'static,
84    ) -> Self {
85        self.on_open_change = Some(Rc::new(callback));
86        self
87    }
88}
89
90#[derive(Default)]
91struct DropdownMenuState {
92    menu: Option<Entity<PopupMenu>>,
93}
94
95impl<T> RenderOnce for DropdownMenuPopover<T>
96where
97    T: Selectable + IntoElement + 'static,
98{
99    fn render(self, _: &mut Window, _: &mut App) -> impl IntoElement {
100        TriggerFocus::new(self.id.clone(), move |trigger_focus, window, cx| {
101            self.render_popover(trigger_focus, window, cx)
102                .into_any_element()
103        })
104    }
105}
106
107impl<T> DropdownMenuPopover<T>
108where
109    T: Selectable + IntoElement + 'static,
110{
111    fn render_popover(
112        self,
113        trigger_focus: FocusHandle,
114        window: &mut Window,
115        cx: &mut App,
116    ) -> Popover {
117        let builder = self.builder.clone();
118        let menu_state =
119            window.use_keyed_state(self.id.clone(), cx, |_, _| DropdownMenuState::default());
120
121        Popover::new(SharedString::from(format!("popover:{}", self.id)))
122            .appearance(false)
123            .overlay_closable(false)
124            .trigger(self.trigger)
125            .trigger_style(self.style)
126            .anchor(self.anchor)
127            .when_some(self.on_open_change, |this, callback| {
128                this.on_open_change(move |open, window, cx| callback(open, window, cx))
129            })
130            .content(move |_, window, cx| {
131                // Here is special logic to only create the PopupMenu once and reuse it.
132                // Because this `content` will called in every time render, so we need to store the menu
133                // in state to avoid recreating at every render.
134                //
135                // And we also need to rebuild the menu when it is dismissed, to rebuild menu items
136                // dynamically for support `dropdown_menu` method, so we listen for DismissEvent below.
137                let menu = match menu_state.read(cx).menu.clone() {
138                    Some(menu) => menu,
139                    None => {
140                        let builder = builder.clone();
141                        let menu = PopupMenu::build(window, cx, move |menu, window, cx| {
142                            builder(menu, window, cx)
143                        });
144                        menu.update(cx, |menu, cx| {
145                            menu.set_trigger_focus(Some(trigger_focus.clone()), cx)
146                        });
147                        menu_state.update(cx, |state, _| {
148                            state.menu = Some(menu.clone());
149                        });
150                        menu.focus_handle(cx).focus(window, cx);
151
152                        // Listen for dismiss events from the PopupMenu to close the popover.
153                        let popover_state = cx.entity();
154                        window
155                            .subscribe(&menu, cx, {
156                                let menu_state = menu_state.clone();
157                                move |_, _: &DismissEvent, window, cx| {
158                                    popover_state.update(cx, |state, cx| {
159                                        state.dismiss(window, cx);
160                                    });
161                                    menu_state.update(cx, |state, _| {
162                                        state.menu = None;
163                                    });
164                                }
165                            })
166                            .detach();
167
168                        menu.clone()
169                    }
170                };
171
172                menu.clone()
173            })
174    }
175}
176
177type TriggerFocusBuild = Box<dyn FnOnce(FocusHandle, &mut Window, &mut App) -> AnyElement>;
178
179/// Registers a focus handle on the trigger's dispatch node without ever
180/// focusing it, so the menu opened from the trigger can resolve its shortcut
181/// hints against the trigger's key contexts on the frame it opens. GPUI looks
182/// a handle up in the previously rendered frame; the trigger was in it when
183/// the menu was not yet.
184struct TriggerFocus {
185    id: ElementId,
186    build: Option<TriggerFocusBuild>,
187}
188
189#[derive(Default)]
190struct TriggerFocusState {
191    focus_handle: Option<FocusHandle>,
192}
193
194struct TriggerFocusFrame {
195    focus_handle: FocusHandle,
196    child: AnyElement,
197}
198
199impl TriggerFocus {
200    fn new(
201        id: ElementId,
202        build: impl FnOnce(FocusHandle, &mut Window, &mut App) -> AnyElement + 'static,
203    ) -> Self {
204        Self {
205            id,
206            build: Some(Box::new(build)),
207        }
208    }
209}
210
211impl IntoElement for TriggerFocus {
212    type Element = Self;
213
214    fn into_element(self) -> Self::Element {
215        self
216    }
217}
218
219impl Element for TriggerFocus {
220    type RequestLayoutState = TriggerFocusFrame;
221    type PrepaintState = ();
222
223    fn id(&self) -> Option<ElementId> {
224        Some(self.id.clone())
225    }
226
227    fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
228        None
229    }
230
231    fn request_layout(
232        &mut self,
233        id: Option<&GlobalElementId>,
234        _: Option<&InspectorElementId>,
235        window: &mut Window,
236        cx: &mut App,
237    ) -> (LayoutId, Self::RequestLayoutState) {
238        let focus_handle =
239            window.with_optional_element_state::<TriggerFocusState, _>(id, |state, _| {
240                let mut state = state.flatten().unwrap_or_default();
241                let focus_handle = state
242                    .focus_handle
243                    .get_or_insert_with(|| cx.focus_handle())
244                    .clone();
245                (focus_handle, Some(state))
246            });
247        let build = self.build.take().expect("TriggerFocus is laid out once");
248        let mut child = build(focus_handle.clone(), window, cx);
249        let layout_id = child.request_layout(window, cx);
250
251        (
252            layout_id,
253            TriggerFocusFrame {
254                focus_handle,
255                child,
256            },
257        )
258    }
259
260    fn prepaint(
261        &mut self,
262        _: Option<&GlobalElementId>,
263        _: Option<&InspectorElementId>,
264        _: gpui::Bounds<gpui::Pixels>,
265        frame: &mut Self::RequestLayoutState,
266        window: &mut Window,
267        cx: &mut App,
268    ) {
269        window.set_focus_handle(&frame.focus_handle, cx);
270        frame.child.prepaint(window, cx);
271    }
272
273    fn paint(
274        &mut self,
275        _: Option<&GlobalElementId>,
276        _: Option<&InspectorElementId>,
277        _: gpui::Bounds<gpui::Pixels>,
278        frame: &mut Self::RequestLayoutState,
279        _: &mut Self::PrepaintState,
280        window: &mut Window,
281        cx: &mut App,
282    ) {
283        frame.child.paint(window, cx);
284    }
285}
286
287#[cfg(test)]
288mod tests {
289    use super::*;
290    use gpui::{
291        KeyBinding, MouseButton, ParentElement as _, Render, TestAppContext, actions, div, point,
292        px,
293    };
294    use std::cell::Cell;
295
296    actions!(dropdown_menu_test, [CopyText]);
297
298    const CONTEXT: &str = "dropdown_menu_test";
299
300    /// The story shape: the key binding lives in the key context of the
301    /// trigger's ancestor, the menu names no `action_context`, and other
302    /// content outside that context paints after the trigger.
303    struct TestRoot {
304        frames: Rc<Cell<usize>>,
305    }
306
307    impl Render for TestRoot {
308        fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
309            self.frames.set(self.frames.get() + 1);
310            div()
311                .size_full()
312                .child(
313                    div()
314                        .key_context(CONTEXT)
315                        .on_action(|_: &CopyText, _, _| {})
316                        .child(
317                            Button::new("trigger")
318                                .label("Edit")
319                                .w(px(100.))
320                                .h(px(30.))
321                                .dropdown_menu(|menu, _, _| menu.menu("Copy", Box::new(CopyText))),
322                        ),
323                )
324                .child(div().child("Status"))
325        }
326    }
327
328    #[gpui::test]
329    fn shortcut_hint_is_painted_on_the_frame_the_menu_opens(cx: &mut TestAppContext) {
330        cx.update(|cx| {
331            crate::init(cx);
332            cx.bind_keys([KeyBinding::new("ctrl-c", CopyText, Some(CONTEXT))]);
333        });
334        let frames = Rc::new(Cell::new(0));
335        let (_, cx) = cx.add_window_view({
336            let frames = frames.clone();
337            move |_, _| TestRoot { frames }
338        });
339        // The popup host captures its trigger bounds on the first frame.
340        cx.update(|window, cx| window.draw(cx).clear(cx));
341        let frames_before_open = frames.get();
342
343        cx.simulate_mouse_down(
344            point(px(10.), px(10.)),
345            MouseButton::Left,
346            Default::default(),
347        );
348
349        assert_eq!(
350            frames.get(),
351            frames_before_open + 1,
352            "the press must be followed by exactly one frame for this to test the first one"
353        );
354        assert!(
355            cx.debug_bounds("kbd:ctrl-c").is_some(),
356            "the shortcut hint must be painted on the same frame as its item"
357        );
358    }
359}