Add Overlay component to gpui2
This commit is contained in:
parent
8c14a8fa95
commit
74afa62a55
6 changed files with 259 additions and 32 deletions
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@ -22,7 +22,6 @@ use util::ResultExt;
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const DRAG_THRESHOLD: f64 = 2.;
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const DRAG_THRESHOLD: f64 = 2.;
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const TOOLTIP_DELAY: Duration = Duration::from_millis(500);
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const TOOLTIP_DELAY: Duration = Duration::from_millis(500);
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const TOOLTIP_OFFSET: Point<Pixels> = Point::new(px(10.0), px(8.0));
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pub struct GroupStyle {
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pub struct GroupStyle {
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pub group: SharedString,
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pub group: SharedString,
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@ -419,9 +418,8 @@ pub trait StatefulInteractiveComponent<V: 'static, E: Element<V>>: InteractiveCo
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self.interactivity().tooltip_builder.is_none(),
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self.interactivity().tooltip_builder.is_none(),
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"calling tooltip more than once on the same element is not supported"
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"calling tooltip more than once on the same element is not supported"
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);
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);
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self.interactivity().tooltip_builder = Some(Rc::new(move |view_state, cx| {
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self.interactivity().tooltip_builder =
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build_tooltip(view_state, cx).into()
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Some(Rc::new(move |view_state, cx| build_tooltip(view_state, cx)));
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}));
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self
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self
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}
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}
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@ -965,7 +963,7 @@ where
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waiting: None,
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waiting: None,
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tooltip: Some(AnyTooltip {
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tooltip: Some(AnyTooltip {
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view: tooltip_builder(view_state, cx),
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view: tooltip_builder(view_state, cx),
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cursor_offset: cx.mouse_position() + TOOLTIP_OFFSET,
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cursor_offset: cx.mouse_position(),
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}),
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}),
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});
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});
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cx.notify();
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cx.notify();
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@ -1,11 +1,13 @@
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mod div;
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mod div;
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mod img;
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mod img;
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mod overlay;
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mod svg;
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mod svg;
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mod text;
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mod text;
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mod uniform_list;
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mod uniform_list;
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pub use div::*;
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pub use div::*;
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pub use img::*;
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pub use img::*;
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pub use overlay::*;
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pub use svg::*;
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pub use svg::*;
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pub use text::*;
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pub use text::*;
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pub use uniform_list::*;
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pub use uniform_list::*;
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203
crates/gpui2/src/elements/overlay.rs
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203
crates/gpui2/src/elements/overlay.rs
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@ -0,0 +1,203 @@
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use smallvec::SmallVec;
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use crate::{
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point, AnyElement, BorrowWindow, Bounds, Element, LayoutId, ParentComponent, Pixels, Point,
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Size, Style,
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};
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pub struct OverlayState {
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child_layout_ids: SmallVec<[LayoutId; 4]>,
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}
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pub struct Overlay<V> {
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children: SmallVec<[AnyElement<V>; 2]>,
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anchor_corner: AnchorCorner,
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fit_mode: OverlayFitMode,
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// todo!();
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// anchor_position: Option<Vector2F>,
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// position_mode: OverlayPositionMode,
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}
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/// overlay gives you a floating element that will avoid overflowing the window bounds.
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/// Its children should have no margin to avoid measurement issues.
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pub fn overlay<V: 'static>() -> Overlay<V> {
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Overlay {
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children: SmallVec::new(),
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anchor_corner: AnchorCorner::TopLeft,
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fit_mode: OverlayFitMode::SwitchAnchor,
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}
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}
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impl<V> Overlay<V> {
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/// Sets which corner of the overlay should be anchored to the current position.
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pub fn anchor(mut self, anchor: AnchorCorner) -> Self {
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self.anchor_corner = anchor;
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self
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}
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/// Snap to window edge instead of switching anchor corner when an overflow would occur.
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pub fn snap_to_window(mut self) -> Self {
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self.fit_mode = OverlayFitMode::SnapToWindow;
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self
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}
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}
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impl<V: 'static> ParentComponent<V> for Overlay<V> {
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fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
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&mut self.children
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}
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}
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impl<V: 'static> Element<V> for Overlay<V> {
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type ElementState = OverlayState;
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fn element_id(&self) -> Option<crate::ElementId> {
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None
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}
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fn layout(
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&mut self,
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view_state: &mut V,
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_: Option<Self::ElementState>,
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cx: &mut crate::ViewContext<V>,
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) -> (crate::LayoutId, Self::ElementState) {
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let child_layout_ids = self
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.children
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.iter_mut()
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.map(|child| child.layout(view_state, cx))
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.collect::<SmallVec<_>>();
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let layout_id = cx.request_layout(&Style::default(), child_layout_ids.iter().copied());
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(layout_id, OverlayState { child_layout_ids })
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}
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fn paint(
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&mut self,
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bounds: crate::Bounds<crate::Pixels>,
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view_state: &mut V,
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element_state: &mut Self::ElementState,
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cx: &mut crate::ViewContext<V>,
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) {
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if element_state.child_layout_ids.is_empty() {
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return;
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}
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let mut child_min = point(Pixels::MAX, Pixels::MAX);
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let mut child_max = Point::default();
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for child_layout_id in &element_state.child_layout_ids {
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let child_bounds = cx.layout_bounds(*child_layout_id);
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child_min = child_min.min(&child_bounds.origin);
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child_max = child_max.max(&child_bounds.lower_right());
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}
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let size: Size<Pixels> = (child_max - child_min).into();
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let origin = bounds.origin;
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let mut desired = self.anchor_corner.get_bounds(origin, size);
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let limits = Bounds {
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origin: Point::zero(),
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size: cx.viewport_size(),
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};
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match self.fit_mode {
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OverlayFitMode::SnapToWindow => {
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// Snap the horizontal edges of the overlay to the horizontal edges of the window if
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// its horizontal bounds overflow
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if desired.right() > limits.right() {
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desired.origin.x -= desired.right() - limits.right();
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} else if desired.left() < limits.left() {
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desired.origin.x = limits.origin.x;
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}
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// Snap the vertical edges of the overlay to the vertical edges of the window if
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// its vertical bounds overflow.
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if desired.bottom() > limits.bottom() {
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desired.origin.y -= desired.bottom() - limits.bottom();
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} else if desired.top() < limits.top() {
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desired.origin.y = limits.origin.y;
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}
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}
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OverlayFitMode::SwitchAnchor => {
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let mut anchor_corner = self.anchor_corner;
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if desired.left() < limits.left() || desired.right() > limits.right() {
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anchor_corner = anchor_corner.switch_axis(Axis::Horizontal);
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}
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if bounds.top() < limits.top() || bounds.bottom() > limits.bottom() {
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anchor_corner = anchor_corner.switch_axis(Axis::Vertical);
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}
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// Update bounds if needed
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if anchor_corner != self.anchor_corner {
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desired = anchor_corner.get_bounds(origin, size)
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}
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}
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OverlayFitMode::None => {}
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}
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cx.with_element_offset(desired.origin - bounds.origin, |cx| {
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for child in &mut self.children {
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child.paint(view_state, cx);
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}
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})
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}
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}
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enum Axis {
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Horizontal,
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Vertical,
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}
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#[derive(Copy, Clone)]
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pub enum OverlayFitMode {
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SnapToWindow,
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SwitchAnchor,
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None,
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}
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#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum AnchorCorner {
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TopLeft,
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TopRight,
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BottomLeft,
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BottomRight,
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}
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impl AnchorCorner {
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fn get_bounds(&self, origin: Point<Pixels>, size: Size<Pixels>) -> Bounds<Pixels> {
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let origin = match self {
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Self::TopLeft => origin,
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Self::TopRight => Point {
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x: origin.x - size.width,
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y: origin.y,
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},
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Self::BottomLeft => Point {
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x: origin.x,
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y: origin.y - size.height,
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},
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Self::BottomRight => Point {
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x: origin.x - size.width,
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y: origin.y - size.height,
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},
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};
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Bounds { origin, size }
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}
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fn switch_axis(self, axis: Axis) -> Self {
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match axis {
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Axis::Vertical => match self {
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AnchorCorner::TopLeft => AnchorCorner::BottomLeft,
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AnchorCorner::TopRight => AnchorCorner::BottomRight,
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AnchorCorner::BottomLeft => AnchorCorner::TopLeft,
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AnchorCorner::BottomRight => AnchorCorner::TopRight,
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},
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Axis::Horizontal => match self {
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AnchorCorner::TopLeft => AnchorCorner::TopRight,
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AnchorCorner::TopRight => AnchorCorner::TopLeft,
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AnchorCorner::BottomLeft => AnchorCorner::BottomRight,
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AnchorCorner::BottomRight => AnchorCorner::BottomLeft,
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},
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}
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}
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}
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@ -421,6 +421,22 @@ impl<T> Bounds<T>
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where
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where
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T: Add<T, Output = T> + Clone + Default + Debug,
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T: Add<T, Output = T> + Clone + Default + Debug,
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{
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{
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pub fn top(&self) -> T {
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self.origin.y.clone()
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}
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pub fn bottom(&self) -> T {
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self.origin.y.clone() + self.size.height.clone()
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}
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pub fn left(&self) -> T {
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self.origin.x.clone()
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}
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pub fn right(&self) -> T {
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self.origin.x.clone() + self.size.width.clone()
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}
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pub fn upper_right(&self) -> Point<T> {
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pub fn upper_right(&self) -> Point<T> {
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Point {
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Point {
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x: self.origin.x.clone() + self.size.width.clone(),
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x: self.origin.x.clone() + self.size.width.clone(),
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@ -1,5 +1,6 @@
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use gpui::{div, prelude::*, px, Div, Render, SharedString, Stateful, Styled, View, WindowContext};
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use gpui::{div, prelude::*, px, Div, Render, SharedString, Stateful, Styled, View, WindowContext};
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use theme2::ActiveTheme;
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use theme2::ActiveTheme;
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use ui::Tooltip;
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pub struct ScrollStory;
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pub struct ScrollStory;
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@ -35,16 +36,18 @@ impl Render for ScrollStory {
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} else {
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} else {
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color_2
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color_2
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};
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};
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div().id(id).bg(bg).size(px(100. as f32)).when(
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div()
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row >= 5 && column >= 5,
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.id(id)
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|d| {
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.tooltip(move |_, cx| Tooltip::text(format!("{}, {}", row, column), cx))
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.bg(bg)
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.size(px(100. as f32))
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.when(row >= 5 && column >= 5, |d| {
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d.overflow_scroll()
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d.overflow_scroll()
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.child(div().size(px(50.)).bg(color_1))
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.child(div().size(px(50.)).bg(color_1))
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.child(div().size(px(50.)).bg(color_2))
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.child(div().size(px(50.)).bg(color_2))
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.child(div().size(px(50.)).bg(color_1))
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.child(div().size(px(50.)).bg(color_1))
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.child(div().size(px(50.)).bg(color_2))
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.child(div().size(px(50.)).bg(color_2))
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},
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})
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)
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}))
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}))
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}))
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}))
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}
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}
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@ -1,4 +1,4 @@
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use gpui::{Action, AnyView, Div, Render, VisualContext};
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use gpui::{overlay, Action, AnyView, Overlay, Render, VisualContext};
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use settings2::Settings;
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use settings2::Settings;
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use theme2::{ActiveTheme, ThemeSettings};
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use theme2::{ActiveTheme, ThemeSettings};
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@ -68,30 +68,35 @@ impl Tooltip {
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}
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}
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impl Render for Tooltip {
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impl Render for Tooltip {
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type Element = Div<Self>;
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type Element = Overlay<Self>;
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fn render(&mut self, cx: &mut ViewContext<Self>) -> Self::Element {
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fn render(&mut self, cx: &mut ViewContext<Self>) -> Self::Element {
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let ui_font = ThemeSettings::get_global(cx).ui_font.family.clone();
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let ui_font = ThemeSettings::get_global(cx).ui_font.family.clone();
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v_stack()
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overlay().child(
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.elevation_2(cx)
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// padding to avoid mouse cursor
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.font(ui_font)
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div().pl_2().pt_2p5().child(
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.text_ui_sm()
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v_stack()
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.text_color(cx.theme().colors().text)
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.elevation_2(cx)
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.py_1()
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.font(ui_font)
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.px_2()
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.text_ui_sm()
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.child(
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.text_color(cx.theme().colors().text)
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h_stack()
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.py_1()
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.child(self.title.clone())
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.px_2()
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.when_some(self.key_binding.clone(), |this, key_binding| {
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.child(
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this.justify_between().child(key_binding)
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h_stack()
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.child(self.title.clone())
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.when_some(self.key_binding.clone(), |this, key_binding| {
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this.justify_between().child(key_binding)
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}),
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)
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.when_some(self.meta.clone(), |this, meta| {
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this.child(
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Label::new(meta)
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.size(LabelSize::Small)
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.color(TextColor::Muted),
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)
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}),
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}),
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)
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),
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.when_some(self.meta.clone(), |this, meta| {
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)
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this.child(
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Label::new(meta)
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.size(LabelSize::Small)
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.color(TextColor::Muted),
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)
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})
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}
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}
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}
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}
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