gpui: Rework overlay element (#9911)

There was a problem using deferred draws with `overlay` and tooltips at
the same time.

The `overlay` element was removed and was split up into two separate
elements
- `deferred`
- `anchored` - Mimics the `overlay` behavior but does not render its
children as deferred

`tooltip_container` does not defer its drawing anymore and only uses
`anchored`.

/cc @as-cii 


Release Notes:
- Fixed tooltip for the recent projects popover not showing anymore

---------

Co-authored-by: Antonio <antonio@zed.dev>
This commit is contained in:
Bennet Bo Fenner 2024-03-29 16:26:16 +01:00 committed by GitHub
parent 49144d94bf
commit 77f1cc95b8
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
12 changed files with 144 additions and 136 deletions

View file

@ -6,71 +6,70 @@ use crate::{
Pixels, Point, Size, Style,
};
/// The state that the overlay element uses to track its children.
pub struct OverlayState {
/// The state that the anchored element element uses to track its children.
pub struct AnchoredState {
child_layout_ids: SmallVec<[LayoutId; 4]>,
offset: Point<Pixels>,
}
/// An overlay element that can be used to display UI that
/// floats on top of other UI elements.
pub struct Overlay {
/// An anchored element that can be used to display UI that
/// will avoid overflowing the window bounds.
pub struct Anchored {
children: SmallVec<[AnyElement; 2]>,
anchor_corner: AnchorCorner,
fit_mode: OverlayFitMode,
fit_mode: AnchoredFitMode,
anchor_position: Option<Point<Pixels>>,
position_mode: OverlayPositionMode,
position_mode: AnchoredPositionMode,
}
/// overlay gives you a floating element that will avoid overflowing the window bounds.
/// anchored gives you an element that will avoid overflowing the window bounds.
/// Its children should have no margin to avoid measurement issues.
pub fn overlay() -> Overlay {
Overlay {
pub fn anchored() -> Anchored {
Anchored {
children: SmallVec::new(),
anchor_corner: AnchorCorner::TopLeft,
fit_mode: OverlayFitMode::SwitchAnchor,
fit_mode: AnchoredFitMode::SwitchAnchor,
anchor_position: None,
position_mode: OverlayPositionMode::Window,
position_mode: AnchoredPositionMode::Window,
}
}
impl Overlay {
/// Sets which corner of the overlay should be anchored to the current position.
impl Anchored {
/// Sets which corner of the anchored element should be anchored to the current position.
pub fn anchor(mut self, anchor: AnchorCorner) -> Self {
self.anchor_corner = anchor;
self
}
/// Sets the position in window coordinates
/// (otherwise the location the overlay is rendered is used)
/// (otherwise the location the anchored element is rendered is used)
pub fn position(mut self, anchor: Point<Pixels>) -> Self {
self.anchor_position = Some(anchor);
self
}
/// Sets the position mode for this overlay. Local will have this
/// interpret its [`Overlay::position`] as relative to the parent element.
/// Sets the position mode for this anchored element. Local will have this
/// interpret its [`Anchored::position`] as relative to the parent element.
/// While Window will have it interpret the position as relative to the window.
pub fn position_mode(mut self, mode: OverlayPositionMode) -> Self {
pub fn position_mode(mut self, mode: AnchoredPositionMode) -> Self {
self.position_mode = mode;
self
}
/// Snap to window edge instead of switching anchor corner when an overflow would occur.
pub fn snap_to_window(mut self) -> Self {
self.fit_mode = OverlayFitMode::SnapToWindow;
self.fit_mode = AnchoredFitMode::SnapToWindow;
self
}
}
impl ParentElement for Overlay {
impl ParentElement for Anchored {
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
self.children.extend(elements)
}
}
impl Element for Overlay {
type BeforeLayout = OverlayState;
impl Element for Anchored {
type BeforeLayout = AnchoredState;
type AfterLayout = ();
fn before_layout(&mut self, cx: &mut ElementContext) -> (crate::LayoutId, Self::BeforeLayout) {
@ -80,21 +79,15 @@ impl Element for Overlay {
.map(|child| child.before_layout(cx))
.collect::<SmallVec<_>>();
let overlay_style = Style {
let anchored_style = Style {
position: Position::Absolute,
display: Display::Flex,
..Style::default()
};
let layout_id = cx.request_layout(&overlay_style, child_layout_ids.iter().copied());
let layout_id = cx.request_layout(&anchored_style, child_layout_ids.iter().copied());
(
layout_id,
OverlayState {
child_layout_ids,
offset: Point::default(),
},
)
(layout_id, AnchoredState { child_layout_ids })
}
fn after_layout(
@ -128,7 +121,7 @@ impl Element for Overlay {
size: cx.viewport_size(),
};
if self.fit_mode == OverlayFitMode::SwitchAnchor {
if self.fit_mode == AnchoredFitMode::SwitchAnchor {
let mut anchor_corner = self.anchor_corner;
if desired.left() < limits.left() || desired.right() > limits.right() {
@ -151,7 +144,7 @@ impl Element for Overlay {
}
}
// Snap the horizontal edges of the overlay to the horizontal edges of the window if
// Snap the horizontal edges of the anchored element to the horizontal edges of the window if
// its horizontal bounds overflow, aligning to the left if it is wider than the limits.
if desired.right() > limits.right() {
desired.origin.x -= desired.right() - limits.right();
@ -160,7 +153,7 @@ impl Element for Overlay {
desired.origin.x = limits.origin.x;
}
// Snap the vertical edges of the overlay to the vertical edges of the window if
// Snap the vertical edges of the anchored element to the vertical edges of the window if
// its vertical bounds overflow, aligning to the top if it is taller than the limits.
if desired.bottom() > limits.bottom() {
desired.origin.y -= desired.bottom() - limits.bottom();
@ -169,15 +162,14 @@ impl Element for Overlay {
desired.origin.y = limits.origin.y;
}
before_layout.offset = cx.element_offset() + desired.origin - bounds.origin;
before_layout.offset = point(
before_layout.offset.x.round(),
before_layout.offset.y.round(),
);
let offset = desired.origin - bounds.origin;
let offset = point(offset.x.round(), offset.y.round());
for child in self.children.drain(..) {
cx.defer_draw(child, before_layout.offset, 1);
}
cx.with_element_offset(offset, |cx| {
for child in &mut self.children {
child.after_layout(cx);
}
})
}
fn paint(
@ -185,12 +177,15 @@ impl Element for Overlay {
_bounds: crate::Bounds<crate::Pixels>,
_before_layout: &mut Self::BeforeLayout,
_after_layout: &mut Self::AfterLayout,
_cx: &mut ElementContext,
cx: &mut ElementContext,
) {
for child in &mut self.children {
child.paint(cx);
}
}
}
impl IntoElement for Overlay {
impl IntoElement for Anchored {
type Element = Self;
fn into_element(self) -> Self::Element {
@ -203,25 +198,25 @@ enum Axis {
Vertical,
}
/// Which algorithm to use when fitting the overlay to be inside the window.
/// Which algorithm to use when fitting the anchored element to be inside the window.
#[derive(Copy, Clone, PartialEq)]
pub enum OverlayFitMode {
/// Snap the overlay to the window edge
pub enum AnchoredFitMode {
/// Snap the anchored element to the window edge
SnapToWindow,
/// Switch which corner anchor this overlay is attached to
/// Switch which corner anchor this anchored element is attached to
SwitchAnchor,
}
/// Which algorithm to use when positioning the overlay.
/// Which algorithm to use when positioning the anchored element.
#[derive(Copy, Clone, PartialEq)]
pub enum OverlayPositionMode {
/// Position the overlay relative to the window
pub enum AnchoredPositionMode {
/// Position the anchored element relative to the window
Window,
/// Position the overlay relative to its parent
/// Position the anchored element relative to its parent
Local,
}
impl OverlayPositionMode {
impl AnchoredPositionMode {
fn get_position_and_bounds(
&self,
anchor_position: Option<Point<Pixels>>,
@ -230,12 +225,12 @@ impl OverlayPositionMode {
bounds: Bounds<Pixels>,
) -> (Point<Pixels>, Bounds<Pixels>) {
match self {
OverlayPositionMode::Window => {
AnchoredPositionMode::Window => {
let anchor_position = anchor_position.unwrap_or(bounds.origin);
let bounds = anchor_corner.get_bounds(anchor_position, size);
(anchor_position, bounds)
}
OverlayPositionMode::Local => {
AnchoredPositionMode::Local => {
let anchor_position = anchor_position.unwrap_or_default();
let bounds = anchor_corner.get_bounds(bounds.origin + anchor_position, size);
(anchor_position, bounds)
@ -244,7 +239,7 @@ impl OverlayPositionMode {
}
}
/// Which corner of the overlay should be considered the anchor.
/// Which corner of the anchored element should be considered the anchor.
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum AnchorCorner {
/// The top left corner

View file

@ -1,21 +1,21 @@
mod anchored;
mod animation;
mod canvas;
mod deferred;
mod div;
mod img;
mod list;
mod overlay;
mod svg;
mod text;
mod uniform_list;
pub use anchored::*;
pub use animation::*;
pub use canvas::*;
pub use deferred::*;
pub use div::*;
pub use img::*;
pub use list::*;
pub use overlay::*;
pub use svg::*;
pub use text::*;
pub use uniform_list::*;

View file

@ -356,6 +356,11 @@ impl<'a> ElementContext<'a> {
let mut root_element = self.window.root_view.as_ref().unwrap().clone().into_any();
root_element.layout(Point::default(), self.window.viewport_size.into(), self);
let mut sorted_deferred_draws =
(0..self.window.next_frame.deferred_draws.len()).collect::<SmallVec<[_; 8]>>();
sorted_deferred_draws.sort_by_key(|ix| self.window.next_frame.deferred_draws[*ix].priority);
self.layout_deferred_draws(&sorted_deferred_draws);
let mut prompt_element = None;
let mut active_drag_element = None;
let mut tooltip_element = None;
@ -380,17 +385,14 @@ impl<'a> ElementContext<'a> {
tooltip_element = Some(element);
}
let mut sorted_deferred_draws =
(0..self.window.next_frame.deferred_draws.len()).collect::<SmallVec<[_; 8]>>();
sorted_deferred_draws.sort_by_key(|ix| self.window.next_frame.deferred_draws[*ix].priority);
self.layout_deferred_draws(&sorted_deferred_draws);
self.window.mouse_hit_test = self.window.next_frame.hit_test(self.window.mouse_position);
// Now actually paint the elements.
self.window.draw_phase = DrawPhase::Paint;
root_element.paint(self);
self.paint_deferred_draws(&sorted_deferred_draws);
if let Some(mut prompt_element) = prompt_element {
prompt_element.paint(self)
} else if let Some(mut drag_element) = active_drag_element {
@ -398,8 +400,6 @@ impl<'a> ElementContext<'a> {
} else if let Some(mut tooltip_element) = tooltip_element {
tooltip_element.paint(self);
}
self.paint_deferred_draws(&sorted_deferred_draws);
}
fn layout_deferred_draws(&mut self, deferred_draw_indices: &[usize]) {