ui2: Reorganize components (#3228)
This PR reorganizes the components in the `ui2` crate. The distinction between "elements" and "components" is now gone, with all of the reusable components living under `components/`. The components that we built while prototyping but will eventually live in other crates currently reside in the `to_extract/` module. Release Notes: - N/A
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39 changed files with 99 additions and 130 deletions
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@ -1,150 +0,0 @@
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use crate::prelude::*;
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use crate::{Icon, IconButton, Tab};
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#[derive(Component)]
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pub struct TabBar {
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id: ElementId,
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/// Backwards, Forwards
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can_navigate: (bool, bool),
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tabs: Vec<Tab>,
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}
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impl TabBar {
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pub fn new(id: impl Into<ElementId>, tabs: Vec<Tab>) -> Self {
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Self {
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id: id.into(),
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can_navigate: (false, false),
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tabs,
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}
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}
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pub fn can_navigate(mut self, can_navigate: (bool, bool)) -> Self {
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self.can_navigate = can_navigate;
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self
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}
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fn render<V: 'static>(self, _view: &mut V, cx: &mut ViewContext<V>) -> impl Component<V> {
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let (can_navigate_back, can_navigate_forward) = self.can_navigate;
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div()
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.group("tab_bar")
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.id(self.id.clone())
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.w_full()
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.flex()
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.bg(cx.theme().colors().tab_bar)
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// Left Side
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.child(
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div()
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.relative()
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.px_1()
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.flex()
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.flex_none()
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.gap_2()
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// Nav Buttons
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.child(
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div()
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.right_0()
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.flex()
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.items_center()
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.gap_px()
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.child(
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IconButton::new("arrow_left", Icon::ArrowLeft)
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.state(InteractionState::Enabled.if_enabled(can_navigate_back)),
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)
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.child(
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IconButton::new("arrow_right", Icon::ArrowRight).state(
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InteractionState::Enabled.if_enabled(can_navigate_forward),
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),
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),
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),
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)
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.child(
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div().w_0().flex_1().h_full().child(
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div()
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.id("tabs")
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.flex()
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.overflow_x_scroll()
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.children(self.tabs.clone()),
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),
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)
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// Right Side
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.child(
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div()
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// We only use absolute here since we don't
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// have opacity or `hidden()` yet
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.absolute()
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.neg_top_7()
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.px_1()
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.flex()
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.flex_none()
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.gap_2()
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.group_hover("tab_bar", |this| this.top_0())
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// Nav Buttons
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.child(
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div()
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.flex()
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.items_center()
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.gap_px()
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.child(IconButton::new("plus", Icon::Plus))
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.child(IconButton::new("split", Icon::Split)),
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),
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)
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}
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}
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use gpui2::ElementId;
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#[cfg(feature = "stories")]
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pub use stories::*;
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#[cfg(feature = "stories")]
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mod stories {
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use super::*;
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use crate::Story;
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use gpui2::{Div, Render};
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pub struct TabBarStory;
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impl Render for TabBarStory {
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type Element = Div<Self>;
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fn render(&mut self, cx: &mut ViewContext<Self>) -> Self::Element {
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Story::container(cx)
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.child(Story::title_for::<_, TabBar>(cx))
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.child(Story::label(cx, "Default"))
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.child(TabBar::new(
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"tab-bar",
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vec![
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Tab::new(1)
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.title("Cargo.toml".to_string())
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.current(false)
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.git_status(GitStatus::Modified),
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Tab::new(2)
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.title("Channels Panel".to_string())
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.current(false),
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Tab::new(3)
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.title("channels_panel.rs".to_string())
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.current(true)
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.git_status(GitStatus::Modified),
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Tab::new(4)
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.title("workspace.rs".to_string())
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.current(false)
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.git_status(GitStatus::Modified),
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Tab::new(5)
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.title("icon_button.rs".to_string())
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.current(false),
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Tab::new(6)
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.title("storybook.rs".to_string())
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.current(false)
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.git_status(GitStatus::Created),
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Tab::new(7).title("theme.rs".to_string()).current(false),
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Tab::new(8)
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.title("theme_registry.rs".to_string())
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.current(false),
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Tab::new(9)
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.title("styleable_helpers.rs".to_string())
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.current(false),
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],
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))
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}
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}
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}
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