Finish documenting the action, asset, color, and element modules in GPUI

Remove SmallVec from the public API of GPUI
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Mikayla 2024-01-20 18:31:31 -08:00
parent 3b84291343
commit a44aae9e91
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23 changed files with 197 additions and 83 deletions

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@ -1,3 +1,39 @@
//! Elements are the workhorses of GPUI. They are responsible for laying out and painting all of
//! the contents of a window. Elements form a tree and are laid out according to the web layout
//! standards as implemented by [taffy](https://github.com/DioxusLabs/taffy). Most of the time,
//! you won't need to interact with this module or these APIs directly. Elements provide their
//! own APIs and GPUI, or other element implementation, uses the APIs in this module to convert
//! that element tree into the pixels you see on the screen.
//!
//! # Element Basics
//!
//! Elements are constructed by calling [`Render::render()`] on the root view of the window, which
//! which recursively constructs the element tree from the current state of the application.
//! These elements are then laid out by Taffy, and painted to the screen according to their own
//! implementation of [`Element::paint()`]. Before the start of the next frame, the entire element
//! tree and any callbacks they have registered with GPUI are dropped and the process repeats.
//!
//! But some state is too simple and voluminous to store in every view that needs it, e.g.
//! whether a hover has been started or not. For this, GPUI provides the [`Element::State`], type.
//! If an element returns an [`ElementId`] from [`IntoElement::element_id()`], and that element id
//! appears in the same place relative to other views and ElementIds in the frame, then the previous
//! frame's state will be passed to the element's layout and paint methods.
//!
//! # Implementing your own elements
//!
//! Elements are intended to be the low level, imperative API to GPUI. They are responsible for upholding,
//! or breaking, GPUI's features as they deem nescessary. As an example, most GPUI elements are expected
//! to stay in the bounds that their parent element gives them. But with [`WindowContext::break_content_mask`],
//! you can ignore this restriction and paint anywhere inside of the window's bounds. This is useful for overlays
//! and popups and anything else that shows up 'on top' of other elements.
//! With great power, comes great responsibility.
//!
//! However, most of the time, you won't need to implement your own elements. GPUI provides a number of
//! elements that should cover most common use cases out of the box and it's recommended that you use those.
//! to construct `components`, using the `RenderOnce` trait and the `#[derive(IntoElement)]` macro. Only implement
//! components when you need to take manual control of the layout and painting process, such as when using
//! your own custom layout algorithm or rendering a code editor.
use crate::{
util::FluentBuilder, ArenaBox, AvailableSpace, BorrowWindow, Bounds, ElementId, LayoutId,
Pixels, Point, Size, ViewContext, WindowContext, ELEMENT_ARENA,
@ -7,20 +43,27 @@ pub(crate) use smallvec::SmallVec;
use std::{any::Any, fmt::Debug};
/// Implemented by types that participate in laying out and painting the contents of a window.
/// Elements form a tree and are laid out according to web-based layout rules.
/// Rather than calling methods on implementers of this trait directly, you'll usually call `into_any` to convert them into an AnyElement, which manages state internally.
/// You can create custom elements by implementing this trait.
/// Elements form a tree and are laid out according to web-based layout rules, as implemented by Taffy.
/// You can create custom elements by implementing this trait, see the module-level documentation
/// for more details.
pub trait Element: 'static + IntoElement {
/// The type of state to store for this element between frames. See the module-level documentation
/// for details.
type State: 'static;
/// Before an element can be painted, we need to know where it's going to be and how big it is.
/// Use this method to request a layout from Taffy and initialize the element's state.
fn request_layout(
&mut self,
state: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State);
/// Once layout has been completed, this method will be called to paint the element to the screen.
/// The state argument is the same state that was returned from [`Element::request_layout()`].
fn paint(&mut self, bounds: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext);
/// Convert this element into a dynamically-typed [`AnyElement`].
fn into_any(self) -> AnyElement {
AnyElement::new(self)
}
@ -29,6 +72,7 @@ pub trait Element: 'static + IntoElement {
/// Implemented by any type that can be converted into an element.
pub trait IntoElement: Sized {
/// The specific type of element into which the implementing type is converted.
/// Useful for converting other types into elements automatically, like Strings
type Element: Element;
/// The [`ElementId`] of self once converted into an [`Element`].
@ -81,7 +125,10 @@ pub trait IntoElement: Sized {
impl<T: IntoElement> FluentBuilder for T {}
/// An object that can be drawn to the screen. This is the trait that distinguishes `Views` from
/// models. Views are drawn to the screen and care about the current window's state, models are not and do not.
pub trait Render: 'static + Sized {
/// Render this view into an element tree.
fn render(&mut self, cx: &mut ViewContext<Self>) -> impl IntoElement;
}
@ -92,35 +139,49 @@ impl Render for () {
}
/// You can derive [`IntoElement`] on any type that implements this trait.
/// It is used to allow views to be expressed in terms of abstract data.
/// It is used to construct reusable `components` out of plain data. Think of
/// components as a recipe for a certain pattern of elements. RenderOnce allows
/// you to invoke this pattern, without breaking the fluent builder pattern of
/// the element APIs.
pub trait RenderOnce: 'static {
/// Render this component into an element tree. Note that this method
/// takes ownership of self, as compared to [`Render::render()`] method
/// which takes a mutable reference.
fn render(self, cx: &mut WindowContext) -> impl IntoElement;
}
/// This is a helper trait to provide a uniform interface for constructing elements that
/// can accept any number of any kind of child elements
pub trait ParentElement {
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]>;
/// Extend this element's children with the given child elements.
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>);
/// Add a single child element to this element.
fn child(mut self, child: impl IntoElement) -> Self
where
Self: Sized,
{
self.children_mut().push(child.into_element().into_any());
self.extend(std::iter::once(child.into_element().into_any()));
self
}
/// Add multiple child elements to this element.
fn children(mut self, children: impl IntoIterator<Item = impl IntoElement>) -> Self
where
Self: Sized,
{
self.children_mut()
.extend(children.into_iter().map(|child| child.into_any_element()));
self.extend(children.into_iter().map(|child| child.into_any_element()));
self
}
}
/// An element for rendering components. An implementation detail of the [`IntoElement`] derive macro
/// for [`RenderOnce`]
#[doc(hidden)]
pub struct Component<C: RenderOnce>(Option<C>);
impl<C: RenderOnce> Component<C> {
/// Create a new component from the given RenderOnce type.
pub fn new(component: C) -> Self {
Component(Some(component))
}
@ -156,8 +217,9 @@ impl<C: RenderOnce> IntoElement for Component<C> {
}
}
/// A globally unique identifier for an element, used to track state across frames.
#[derive(Deref, DerefMut, Default, Clone, Debug, Eq, PartialEq, Hash)]
pub struct GlobalElementId(SmallVec<[ElementId; 32]>);
pub(crate) struct GlobalElementId(SmallVec<[ElementId; 32]>);
trait ElementObject {
fn element_id(&self) -> Option<ElementId>;
@ -180,7 +242,8 @@ trait ElementObject {
);
}
pub struct DrawableElement<E: Element> {
/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
pub(crate) struct DrawableElement<E: Element> {
element: Option<E>,
phase: ElementDrawPhase<E::State>,
}
@ -363,10 +426,11 @@ where
}
}
/// A dynamically typed element that can be used to store any element type.
pub struct AnyElement(ArenaBox<dyn ElementObject>);
impl AnyElement {
pub fn new<E>(element: E) -> Self
pub(crate) fn new<E>(element: E) -> Self
where
E: 'static + Element,
E::State: Any,
@ -377,10 +441,13 @@ impl AnyElement {
AnyElement(element)
}
/// Request the layout ID of the element stored in this `AnyElement`.
/// Used for laying out child elements in a parent element.
pub fn request_layout(&mut self, cx: &mut WindowContext) -> LayoutId {
self.0.request_layout(cx)
}
/// Paints the element stored in this `AnyElement`.
pub fn paint(&mut self, cx: &mut WindowContext) {
self.0.paint(cx)
}
@ -404,6 +471,7 @@ impl AnyElement {
self.0.draw(origin, available_space, cx)
}
/// Returns the element ID of the element stored in this `AnyElement`, if any.
pub fn inner_id(&self) -> Option<ElementId> {
self.0.element_id()
}