Refactor line glyphs drawing methods
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4aaf44df94
commit
95bcd19020
1 changed files with 103 additions and 54 deletions
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@ -868,60 +868,18 @@ impl EditorElement {
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}
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if let Some(visible_text_bounds) = bounds.intersection(visible_bounds) {
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let line_height = layout.position_map.line_height;
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// Draw glyphs
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for (ix, line_with_invisibles) in layout.position_map.line_layouts.iter().enumerate() {
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let row = start_row + ix as u32;
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let line_y = row as f32 * line_height - scroll_top;
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line_with_invisibles.line.paint(
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draw_line_glyphs(
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layout,
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start_row,
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scroll_top,
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scene,
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content_origin + vec2f(-scroll_left, line_y),
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content_origin,
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scroll_left,
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visible_text_bounds,
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layout.position_map.line_height,
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cx,
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selection_ranges,
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visible_bounds,
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);
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let settings = cx.global::<Settings>();
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let regions_to_hit = match settings
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.editor_overrides
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.show_invisibles
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.or(settings.editor_defaults.show_invisibles)
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.unwrap_or_default()
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{
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ShowInvisibles::None => continue,
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ShowInvisibles::Selection => Some(&selection_ranges),
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ShowInvisibles::All => None,
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};
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for invisible in &line_with_invisibles.invisibles {
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let (&token_offset, invisible_symbol) = match invisible {
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Invisible::Tab { line_start_offset } => {
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(line_start_offset, &layout.tab_invisible)
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}
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Invisible::Whitespace { line_offset } => {
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(line_offset, &layout.space_invisible)
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}
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};
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let x_offset = line_with_invisibles.line.x_for_index(token_offset);
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let invisible_offset =
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(layout.position_map.em_width - invisible_symbol.width()).max(0.0) / 2.0;
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let origin =
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content_origin + vec2f(-scroll_left + x_offset + invisible_offset, line_y);
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if let Some(regions_to_hit) = regions_to_hit {
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let invisible_point = DisplayPoint::new(row, token_offset as u32);
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if !regions_to_hit.iter().any(|region| {
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region.start <= invisible_point && invisible_point < region.end
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}) {
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continue;
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}
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}
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invisible_symbol.paint(scene, origin, visible_bounds, line_height, cx);
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}
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}
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}
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scene.paint_layer(Some(bounds), |scene| {
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@ -1641,6 +1599,97 @@ impl EditorElement {
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}
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}
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fn draw_line_glyphs(
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layout: &mut LayoutState,
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start_row: u32,
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scroll_top: f32,
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scene: &mut SceneBuilder,
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content_origin: Vector2F,
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scroll_left: f32,
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visible_text_bounds: RectF,
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cx: &mut ViewContext<Editor>,
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selection_ranges: SmallVec<[Range<DisplayPoint>; 32]>,
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visible_bounds: RectF,
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) {
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let line_height = layout.position_map.line_height;
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for (ix, line_with_invisibles) in layout.position_map.line_layouts.iter().enumerate() {
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let row = start_row + ix as u32;
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let line_y = row as f32 * line_height - scroll_top;
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line_with_invisibles.line.paint(
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scene,
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content_origin + vec2f(-scroll_left, line_y),
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visible_text_bounds,
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line_height,
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cx,
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);
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draw_invisibles(
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cx,
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&selection_ranges,
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line_with_invisibles,
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layout,
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content_origin,
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scroll_left,
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line_y,
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row,
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scene,
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visible_bounds,
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line_height,
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);
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}
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}
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fn draw_invisibles(
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cx: &mut ViewContext<Editor>,
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selection_ranges: &SmallVec<[Range<DisplayPoint>; 32]>,
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line_with_invisibles: &LineWithInvisibles,
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layout: &LayoutState,
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content_origin: Vector2F,
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scroll_left: f32,
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line_y: f32,
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row: u32,
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scene: &mut SceneBuilder,
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visible_bounds: RectF,
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line_height: f32,
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) {
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let settings = cx.global::<Settings>();
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let regions_to_hit = match settings
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.editor_overrides
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.show_invisibles
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.or(settings.editor_defaults.show_invisibles)
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.unwrap_or_default()
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{
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ShowInvisibles::None => return,
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ShowInvisibles::Selection => Some(selection_ranges),
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ShowInvisibles::All => None,
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};
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for invisible in &line_with_invisibles.invisibles {
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let (&token_offset, invisible_symbol) = match invisible {
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Invisible::Tab { line_start_offset } => (line_start_offset, &layout.tab_invisible),
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Invisible::Whitespace { line_offset } => (line_offset, &layout.space_invisible),
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};
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let x_offset = line_with_invisibles.line.x_for_index(token_offset);
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let invisible_offset =
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(layout.position_map.em_width - invisible_symbol.width()).max(0.0) / 2.0;
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let origin = content_origin + vec2f(-scroll_left + x_offset + invisible_offset, line_y);
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if let Some(regions_to_hit) = regions_to_hit {
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let invisible_point = DisplayPoint::new(row, token_offset as u32);
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if !regions_to_hit
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.iter()
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.any(|region| region.start <= invisible_point && invisible_point < region.end)
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{
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continue;
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}
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}
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invisible_symbol.paint(scene, origin, visible_bounds, line_height, cx);
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}
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}
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struct HighlightedChunk<'a> {
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chunk: &'a str,
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style: Option<HighlightStyle>,
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