Merge remote-tracking branch 'origin/main' into surfaces

# Conflicts:
#	crates/ui2/src/components/avatar.rs
This commit is contained in:
Antonio Scandurra 2023-11-30 10:43:45 +01:00
commit cc0bc444b1
139 changed files with 8384 additions and 6398 deletions

View file

@ -40,8 +40,8 @@ use util::ResultExt;
/// A global stacking order, which is created by stacking successive z-index values.
/// Each z-index will always be interpreted in the context of its parent z-index.
#[derive(Deref, DerefMut, Ord, PartialOrd, Eq, PartialEq, Clone, Default)]
pub(crate) struct StackingOrder(pub(crate) SmallVec<[u32; 16]>);
#[derive(Deref, DerefMut, Ord, PartialOrd, Eq, PartialEq, Clone, Default, Debug)]
pub struct StackingOrder(pub(crate) SmallVec<[u32; 16]>);
/// Represents the two different phases when dispatching events.
#[derive(Default, Copy, Clone, Debug, Eq, PartialEq)]
@ -198,9 +198,7 @@ pub trait ManagedView: FocusableView + EventEmitter<DismissEvent> {}
impl<M: FocusableView + EventEmitter<DismissEvent>> ManagedView for M {}
pub enum DismissEvent {
Dismiss,
}
pub struct DismissEvent;
// Holds the state for a specific window.
pub struct Window {
@ -244,7 +242,8 @@ pub(crate) struct Frame {
pub(crate) dispatch_tree: DispatchTree,
pub(crate) focus_listeners: Vec<AnyFocusListener>,
pub(crate) scene_builder: SceneBuilder,
z_index_stack: StackingOrder,
pub(crate) depth_map: Vec<(StackingOrder, Bounds<Pixels>)>,
pub(crate) z_index_stack: StackingOrder,
content_mask_stack: Vec<ContentMask<Pixels>>,
element_offset_stack: Vec<Point<Pixels>>,
}
@ -258,6 +257,7 @@ impl Frame {
focus_listeners: Vec::new(),
scene_builder: SceneBuilder::default(),
z_index_stack: StackingOrder::default(),
depth_map: Default::default(),
content_mask_stack: Vec::new(),
element_offset_stack: Vec::new(),
}
@ -807,6 +807,32 @@ impl<'a> WindowContext<'a> {
result
}
/// Called during painting to track which z-index is on top at each pixel position
pub fn add_opaque_layer(&mut self, bounds: Bounds<Pixels>) {
let stacking_order = self.window.current_frame.z_index_stack.clone();
let depth_map = &mut self.window.current_frame.depth_map;
match depth_map.binary_search_by(|(level, _)| stacking_order.cmp(&level)) {
Ok(i) | Err(i) => depth_map.insert(i, (stacking_order, bounds)),
}
}
/// Returns true if the top-most opaque layer painted over this point was part of the
/// same layer as the given stacking order.
pub fn was_top_layer(&self, point: &Point<Pixels>, level: &StackingOrder) -> bool {
for (stack, bounds) in self.window.previous_frame.depth_map.iter() {
if bounds.contains_point(point) {
return level.starts_with(stack) || stack.starts_with(level);
}
}
false
}
/// Called during painting to get the current stacking order.
pub fn stacking_order(&self) -> &StackingOrder {
&self.window.current_frame.z_index_stack
}
/// Paint one or more drop shadows into the scene for the current frame at the current z-index.
pub fn paint_shadows(
&mut self,
@ -1171,6 +1197,7 @@ impl<'a> WindowContext<'a> {
frame.mouse_listeners.values_mut().for_each(Vec::clear);
frame.focus_listeners.clear();
frame.dispatch_tree.clear();
frame.depth_map.clear();
}
/// Dispatch a mouse or keyboard event on the window.
@ -1471,13 +1498,15 @@ impl<'a> WindowContext<'a> {
}
}
pub fn constructor_for<V: Render, R>(
pub fn handler_for<V: Render>(
&self,
view: &View<V>,
f: impl Fn(&mut V, &mut ViewContext<V>) -> R + 'static,
) -> impl Fn(&mut WindowContext) -> R + 'static {
let view = view.clone();
move |cx: &mut WindowContext| view.update(cx, |view, cx| f(view, cx))
f: impl Fn(&mut V, &mut ViewContext<V>) + 'static,
) -> impl Fn(&mut WindowContext) {
let view = view.downgrade();
move |cx: &mut WindowContext| {
view.update(cx, |view, cx| f(view, cx)).ok();
}
}
//========== ELEMENT RELATED FUNCTIONS ===========
@ -1688,7 +1717,7 @@ impl VisualContext for WindowContext<'_> {
where
V: ManagedView,
{
self.update_view(view, |_, cx| cx.emit(DismissEvent::Dismiss))
self.update_view(view, |_, cx| cx.emit(DismissEvent))
}
}
@ -1928,23 +1957,6 @@ pub trait BorrowWindow: BorrowMut<Window> + BorrowMut<AppContext> {
})
}
/// Like `with_element_state`, but for situations where the element_id is optional. If the
/// id is `None`, no state will be retrieved or stored.
fn with_optional_element_state<S, R>(
&mut self,
element_id: Option<ElementId>,
f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
) -> R
where
S: 'static,
{
if let Some(element_id) = element_id {
self.with_element_state(element_id, f)
} else {
f(None, self).0
}
}
/// Obtain the current content mask.
fn content_mask(&self) -> ContentMask<Pixels> {
self.window()
@ -2392,7 +2404,7 @@ impl<'a, V: 'static> ViewContext<'a, V> {
where
V: ManagedView,
{
self.defer(|_, cx| cx.emit(DismissEvent::Dismiss))
self.defer(|_, cx| cx.emit(DismissEvent))
}
pub fn listener<E>(
@ -2588,7 +2600,7 @@ impl<V: 'static + Render> WindowHandle<V> {
cx.read_window(self, |root_view, _cx| root_view.clone())
}
pub fn is_active(&self, cx: &WindowContext) -> Option<bool> {
pub fn is_active(&self, cx: &AppContext) -> Option<bool> {
cx.windows
.get(self.id)
.and_then(|window| window.as_ref().map(|window| window.active))