Do an initial pass on refactoring out ElementContext from WindowContext
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a8990baaac
commit
2f9958621b
7 changed files with 368 additions and 310 deletions
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@ -39,7 +39,7 @@ use std::{
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Arc,
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},
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};
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use util::{post_inc, ResultExt};
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use util::ResultExt;
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const ACTIVE_DRAG_Z_INDEX: u8 = 1;
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@ -50,7 +50,7 @@ pub struct StackingOrder {
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#[deref]
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#[deref_mut]
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context_stack: SmallVec<[u8; 64]>,
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id: u32,
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pub(crate) id: u32,
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}
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impl std::fmt::Debug for StackingOrder {
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@ -258,8 +258,8 @@ pub struct Window {
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pub(crate) platform_window: Box<dyn PlatformWindow>,
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display_id: DisplayId,
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sprite_atlas: Arc<dyn PlatformAtlas>,
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rem_size: Pixels,
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viewport_size: Size<Pixels>,
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pub(crate) rem_size: Pixels,
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pub(crate) viewport_size: Size<Pixels>,
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layout_engine: Option<TaffyLayoutEngine>,
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pub(crate) root_view: Option<AnyView>,
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pub(crate) element_id_stack: GlobalElementId,
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@ -287,13 +287,6 @@ pub struct Window {
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pub(crate) focus_invalidated: bool,
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}
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pub(crate) struct ElementStateBox {
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inner: Box<dyn Any>,
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parent_view_id: EntityId,
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#[cfg(debug_assertions)]
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type_name: &'static str,
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}
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struct RequestedInputHandler {
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view_id: EntityId,
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handler: Option<PlatformInputHandler>,
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@ -304,6 +297,13 @@ struct TooltipRequest {
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tooltip: AnyTooltip,
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}
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pub(crate) struct ElementStateBox {
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pub(crate) inner: Box<dyn Any>,
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pub(crate) parent_view_id: EntityId,
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#[cfg(debug_assertions)]
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pub(crate) type_name: &'static str,
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}
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pub(crate) struct Frame {
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focus: Option<FocusId>,
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window_active: bool,
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@ -314,9 +314,9 @@ pub(crate) struct Frame {
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pub(crate) depth_map: Vec<(StackingOrder, EntityId, Bounds<Pixels>)>,
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pub(crate) z_index_stack: StackingOrder,
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pub(crate) next_stacking_order_id: u32,
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next_root_z_index: u8,
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content_mask_stack: Vec<ContentMask<Pixels>>,
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element_offset_stack: Vec<Point<Pixels>>,
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pub(crate) next_root_z_index: u8,
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pub(crate) content_mask_stack: Vec<ContentMask<Pixels>>,
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pub(crate) element_offset_stack: Vec<Point<Pixels>>,
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requested_input_handler: Option<RequestedInputHandler>,
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tooltip_request: Option<TooltipRequest>,
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cursor_styles: FxHashMap<EntityId, CursorStyle>,
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@ -2078,108 +2078,6 @@ impl<'a> WindowContext<'a> {
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})
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}
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/// Updates or initializes state for an element with the given id that lives across multiple
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/// frames. If an element with this ID existed in the rendered frame, its state will be passed
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/// to the given closure. The state returned by the closure will be stored so it can be referenced
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/// when drawing the next frame.
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pub(crate) fn with_element_state<S, R>(
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&mut self,
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id: ElementId,
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f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
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) -> R
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where
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S: 'static,
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{
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self.with_element_id(Some(id), |cx| {
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let global_id = cx.window().element_id_stack.clone();
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if let Some(any) = cx
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.window_mut()
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.next_frame
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.element_states
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.remove(&global_id)
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.or_else(|| {
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cx.window_mut()
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.rendered_frame
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.element_states
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.remove(&global_id)
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})
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{
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let ElementStateBox {
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inner,
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parent_view_id,
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#[cfg(debug_assertions)]
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type_name
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} = any;
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// Using the extra inner option to avoid needing to reallocate a new box.
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let mut state_box = inner
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.downcast::<Option<S>>()
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.map_err(|_| {
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#[cfg(debug_assertions)]
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{
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anyhow!(
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"invalid element state type for id, requested_type {:?}, actual type: {:?}",
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std::any::type_name::<S>(),
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type_name
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)
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}
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#[cfg(not(debug_assertions))]
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{
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anyhow!(
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"invalid element state type for id, requested_type {:?}",
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std::any::type_name::<S>(),
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)
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}
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})
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.unwrap();
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// Actual: Option<AnyElement> <- View
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// Requested: () <- AnyElement
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let state = state_box
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.take()
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.expect("element state is already on the stack");
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let (result, state) = f(Some(state), cx);
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state_box.replace(state);
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cx.window_mut()
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.next_frame
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.element_states
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.insert(global_id, ElementStateBox {
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inner: state_box,
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parent_view_id,
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#[cfg(debug_assertions)]
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type_name
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});
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result
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} else {
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let (result, state) = f(None, cx);
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let parent_view_id = cx.parent_view_id();
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cx.window_mut()
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.next_frame
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.element_states
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.insert(global_id,
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ElementStateBox {
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inner: Box::new(Some(state)),
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parent_view_id,
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#[cfg(debug_assertions)]
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type_name: std::any::type_name::<S>()
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}
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);
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result
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}
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})
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}
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fn parent_view_id(&self) -> EntityId {
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*self
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.window
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.next_frame
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.view_stack
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.last()
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.expect("a view should always be on the stack while drawing")
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}
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/// Sets an input handler, such as [`ElementInputHandler`][element_input_handler], which interfaces with the
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/// platform to receive textual input with proper integration with concerns such
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/// as IME interactions. This handler will be active for the upcoming frame until the following frame is
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@ -2406,149 +2304,6 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
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fn window_mut(&mut self) -> &mut Window {
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self.borrow_mut()
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}
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/// Pushes the given element id onto the global stack and invokes the given closure
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/// with a `GlobalElementId`, which disambiguates the given id in the context of its ancestor
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/// ids. Because elements are discarded and recreated on each frame, the `GlobalElementId` is
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/// used to associate state with identified elements across separate frames.
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fn with_element_id<R>(
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&mut self,
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id: Option<impl Into<ElementId>>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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if let Some(id) = id.map(Into::into) {
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let window = self.window_mut();
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window.element_id_stack.push(id);
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let result = f(self);
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let window: &mut Window = self.borrow_mut();
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window.element_id_stack.pop();
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result
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} else {
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f(self)
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}
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}
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/// Invoke the given function with the given content mask after intersecting it
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/// with the current mask.
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fn with_content_mask<R>(
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&mut self,
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mask: Option<ContentMask<Pixels>>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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if let Some(mask) = mask {
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let mask = mask.intersect(&self.content_mask());
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self.window_mut().next_frame.content_mask_stack.push(mask);
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let result = f(self);
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self.window_mut().next_frame.content_mask_stack.pop();
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result
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} else {
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f(self)
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}
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}
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/// Invoke the given function with the content mask reset to that
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/// of the window.
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fn break_content_mask<R>(&mut self, f: impl FnOnce(&mut Self) -> R) -> R {
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let mask = ContentMask {
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bounds: Bounds {
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origin: Point::default(),
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size: self.window().viewport_size,
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},
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};
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let new_stacking_order_id =
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post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
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let new_root_z_index = post_inc(&mut self.window_mut().next_frame.next_root_z_index);
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let old_stacking_order = mem::take(&mut self.window_mut().next_frame.z_index_stack);
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self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
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self.window_mut()
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.next_frame
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.z_index_stack
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.push(new_root_z_index);
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self.window_mut().next_frame.content_mask_stack.push(mask);
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let result = f(self);
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self.window_mut().next_frame.content_mask_stack.pop();
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self.window_mut().next_frame.z_index_stack = old_stacking_order;
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result
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}
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/// Called during painting to invoke the given closure in a new stacking context. The given
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/// z-index is interpreted relative to the previous call to `stack`.
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fn with_z_index<R>(&mut self, z_index: u8, f: impl FnOnce(&mut Self) -> R) -> R {
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let new_stacking_order_id =
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post_inc(&mut self.window_mut().next_frame.next_stacking_order_id);
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let old_stacking_order_id = mem::replace(
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&mut self.window_mut().next_frame.z_index_stack.id,
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new_stacking_order_id,
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);
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self.window_mut().next_frame.z_index_stack.id = new_stacking_order_id;
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self.window_mut().next_frame.z_index_stack.push(z_index);
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let result = f(self);
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self.window_mut().next_frame.z_index_stack.id = old_stacking_order_id;
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self.window_mut().next_frame.z_index_stack.pop();
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result
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}
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/// Updates the global element offset relative to the current offset. This is used to implement
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/// scrolling.
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fn with_element_offset<R>(
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&mut self,
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offset: Point<Pixels>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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if offset.is_zero() {
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return f(self);
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};
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let abs_offset = self.element_offset() + offset;
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self.with_absolute_element_offset(abs_offset, f)
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}
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/// Updates the global element offset based on the given offset. This is used to implement
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/// drag handles and other manual painting of elements.
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fn with_absolute_element_offset<R>(
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&mut self,
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offset: Point<Pixels>,
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f: impl FnOnce(&mut Self) -> R,
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) -> R {
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self.window_mut()
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.next_frame
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.element_offset_stack
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.push(offset);
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let result = f(self);
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self.window_mut().next_frame.element_offset_stack.pop();
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result
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}
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/// Obtain the current element offset.
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fn element_offset(&self) -> Point<Pixels> {
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self.window()
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.next_frame
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.element_offset_stack
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.last()
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.copied()
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.unwrap_or_default()
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}
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/// Obtain the current content mask.
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fn content_mask(&self) -> ContentMask<Pixels> {
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self.window()
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.next_frame
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.content_mask_stack
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.last()
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.cloned()
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.unwrap_or_else(|| ContentMask {
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bounds: Bounds {
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origin: Point::default(),
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size: self.window().viewport_size,
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},
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})
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}
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/// The size of an em for the base font of the application. Adjusting this value allows the
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/// UI to scale, just like zooming a web page.
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fn rem_size(&self) -> Pixels {
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self.window().rem_size
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}
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}
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impl Borrow<Window> for WindowContext<'_> {
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