Rename depth
to height
when referring to stacking contexts
This commit is contained in:
parent
6a4f3aaa56
commit
33ebfc3f10
2 changed files with 15 additions and 15 deletions
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@ -360,14 +360,14 @@ impl Presenter {
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for mut mouse_event in mouse_events {
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for mut mouse_event in mouse_events {
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let mut valid_regions = Vec::new();
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let mut valid_regions = Vec::new();
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// GPUI elements are arranged by depth but sibling elements can register overlapping
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// GPUI elements are arranged by height but sibling elements can register overlapping
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// mouse regions. As such, hover events are only fired on overlapping elements which
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// mouse regions. As such, hover events are only fired on overlapping elements which
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// are at the same depth as the topmost element which overlaps with the mouse.
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// are at the same height as the topmost element which overlaps with the mouse.
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match &mouse_event {
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match &mouse_event {
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MouseEvent::Hover(_) => {
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MouseEvent::Hover(_) => {
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let mut top_most_depth = None;
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let mut top_most_height = None;
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let mouse_position = self.mouse_position.clone();
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let mouse_position = self.mouse_position.clone();
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for (region, depth) in self.mouse_regions.iter().rev() {
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for (region, height) in self.mouse_regions.iter().rev() {
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// Allow mouse regions to appear transparent to hovers
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// Allow mouse regions to appear transparent to hovers
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if !region.hoverable {
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if !region.hoverable {
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continue;
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continue;
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@ -375,15 +375,15 @@ impl Presenter {
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let contains_mouse = region.bounds.contains_point(mouse_position);
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let contains_mouse = region.bounds.contains_point(mouse_position);
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if contains_mouse && top_most_depth.is_none() {
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if contains_mouse && top_most_height.is_none() {
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top_most_depth = Some(depth);
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top_most_height = Some(height);
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}
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}
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// This unwrap relies on short circuiting boolean expressions
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// This unwrap relies on short circuiting boolean expressions
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// The right side of the && is only executed when contains_mouse
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// The right side of the && is only executed when contains_mouse
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// is true, and we know above that when contains_mouse is true
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// is true, and we know above that when contains_mouse is true
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// top_most_depth is set
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// top_most_height is set
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if contains_mouse && depth == top_most_depth.unwrap() {
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if contains_mouse && height == top_most_height.unwrap() {
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//Ensure that hover entrance events aren't sent twice
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//Ensure that hover entrance events aren't sent twice
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if self.hovered_region_ids.insert(region.id()) {
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if self.hovered_region_ids.insert(region.id()) {
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valid_regions.push(region.clone());
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valid_regions.push(region.clone());
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@ -29,7 +29,7 @@ pub struct SceneBuilder {
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struct StackingContext {
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struct StackingContext {
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layers: Vec<Layer>,
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layers: Vec<Layer>,
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active_layer_stack: Vec<usize>,
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active_layer_stack: Vec<usize>,
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depth: usize,
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height: usize,
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}
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}
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#[derive(Default)]
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#[derive(Default)]
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@ -205,7 +205,7 @@ impl Scene {
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.layers
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.layers
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.iter()
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.iter()
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.flat_map(|layer| &layer.mouse_regions)
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.flat_map(|layer| &layer.mouse_regions)
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.map(|region| (region.clone(), context.depth))
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.map(|region| (region.clone(), context.height))
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})
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})
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.collect()
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.collect()
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}
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}
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@ -224,7 +224,7 @@ impl SceneBuilder {
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}
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}
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pub fn build(mut self) -> Scene {
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pub fn build(mut self) -> Scene {
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self.stacking_contexts.sort_by_key(|context| context.depth);
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self.stacking_contexts.sort_by_key(|context| context.height);
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Scene {
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Scene {
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scale_factor: self.scale_factor,
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scale_factor: self.scale_factor,
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stacking_contexts: self.stacking_contexts,
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stacking_contexts: self.stacking_contexts,
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@ -236,11 +236,11 @@ impl SceneBuilder {
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}
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}
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pub fn push_stacking_context(&mut self, clip_bounds: Option<RectF>) {
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pub fn push_stacking_context(&mut self, clip_bounds: Option<RectF>) {
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let depth = self.active_stacking_context().depth + 1;
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let height = self.active_stacking_context().height + 1;
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self.active_stacking_context_stack
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self.active_stacking_context_stack
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.push(self.stacking_contexts.len());
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.push(self.stacking_contexts.len());
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self.stacking_contexts
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self.stacking_contexts
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.push(StackingContext::new(depth, clip_bounds))
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.push(StackingContext::new(height, clip_bounds))
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}
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}
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pub fn pop_stacking_context(&mut self) {
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pub fn pop_stacking_context(&mut self) {
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@ -332,11 +332,11 @@ impl SceneBuilder {
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}
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}
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impl StackingContext {
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impl StackingContext {
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fn new(depth: usize, clip_bounds: Option<RectF>) -> Self {
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fn new(height: usize, clip_bounds: Option<RectF>) -> Self {
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Self {
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Self {
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layers: vec![Layer::new(clip_bounds)],
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layers: vec![Layer::new(clip_bounds)],
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active_layer_stack: vec![0],
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active_layer_stack: vec![0],
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depth,
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height,
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}
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}
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}
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}
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