Merge branch 'main' into dispatch-tree

This commit is contained in:
Conrad Irwin 2023-11-13 12:50:30 -07:00
commit f464d69ff8
20 changed files with 2801 additions and 2730 deletions

View file

@ -3,6 +3,7 @@ mod button;
mod checkbox;
mod context_menu;
mod details;
mod divider;
mod elevated_surface;
mod facepile;
mod icon;
@ -31,6 +32,7 @@ pub use button::*;
pub use checkbox::*;
pub use context_menu::*;
pub use details::*;
pub use divider::*;
pub use elevated_surface::*;
pub use facepile::*;
pub use icon::*;

View file

@ -0,0 +1,46 @@
use crate::prelude::*;
enum DividerDirection {
Horizontal,
Vertical,
}
#[derive(Component)]
pub struct Divider {
direction: DividerDirection,
inset: bool,
}
impl Divider {
pub fn horizontal() -> Self {
Self {
direction: DividerDirection::Horizontal,
inset: false,
}
}
pub fn vertical() -> Self {
Self {
direction: DividerDirection::Vertical,
inset: false,
}
}
pub fn inset(mut self) -> Self {
self.inset = true;
self
}
fn render<V: 'static>(self, _view: &mut V, cx: &mut ViewContext<V>) -> impl Component<V> {
div()
.map(|this| match self.direction {
DividerDirection::Horizontal => {
this.h_px().w_full().when(self.inset, |this| this.mx_1p5())
}
DividerDirection::Vertical => {
this.w_px().h_full().when(self.inset, |this| this.my_1p5())
}
})
.bg(cx.theme().colors().border_variant)
}
}

View file

@ -24,5 +24,5 @@ pub fn elevated_surface<V: 'static>(level: ElevationIndex, cx: &mut ViewContext<
}
pub fn modal<V>(cx: &mut ViewContext<V>) -> Div<V> {
elevated_surface(ElevationIndex::ModalSurfaces, cx)
elevated_surface(ElevationIndex::ModalSurface, cx)
}

View file

@ -401,7 +401,7 @@ impl List {
v_stack()
.w_full()
.py_1()
.children(self.header.map(|header| header))
.children(self.header)
.child(list_content)
}
}

View file

@ -34,9 +34,9 @@ Material Design 3 has a some great visualizations of elevation that may be helpf
The app background constitutes the lowest elevation layer, appearing behind all other surfaces and components. It is predominantly used for the background color of the app.
### UI Surface
### Surface
The UI Surface, located above the app background, is the standard level for all elements
The Surface elevation level, located above the app background, is the standard level for all elements
Example Elements: Title Bar, Panel, Tab Bar, Editor

View file

@ -11,43 +11,53 @@ pub enum Elevation {
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ElevationIndex {
AppBackground,
UISurface,
Background,
Surface,
ElevatedSurface,
Wash,
ModalSurfaces,
ModalSurface,
DraggedElement,
}
impl ElevationIndex {
pub fn z_index(self) -> u32 {
match self {
ElevationIndex::AppBackground => 0,
ElevationIndex::UISurface => 100,
ElevationIndex::Background => 0,
ElevationIndex::Surface => 100,
ElevationIndex::ElevatedSurface => 200,
ElevationIndex::Wash => 300,
ElevationIndex::ModalSurfaces => 400,
ElevationIndex::ModalSurface => 400,
ElevationIndex::DraggedElement => 900,
}
}
pub fn shadow(self) -> SmallVec<[BoxShadow; 2]> {
match self {
ElevationIndex::AppBackground => smallvec![],
ElevationIndex::Surface => smallvec![],
ElevationIndex::UISurface => smallvec![BoxShadow {
ElevationIndex::ElevatedSurface => smallvec![BoxShadow {
color: hsla(0., 0., 0., 0.12),
offset: point(px(0.), px(1.)),
blur_radius: px(3.),
spread_radius: px(0.),
}],
_ => smallvec![BoxShadow {
color: hsla(0., 0., 0., 0.32),
offset: point(px(1.), px(3.)),
blur_radius: px(12.),
spread_radius: px(0.),
}],
ElevationIndex::ModalSurface => smallvec![
BoxShadow {
color: hsla(0., 0., 0., 0.12),
offset: point(px(0.), px(1.)),
blur_radius: px(3.),
spread_radius: px(0.),
},
BoxShadow {
color: hsla(0., 0., 0., 0.16),
offset: point(px(3.), px(1.)),
blur_radius: px(12.),
spread_radius: px(0.),
},
],
_ => smallvec![],
}
}
}

View file

@ -1,33 +1,33 @@
use gpui::{Div, ElementInteractivity, KeyDispatch, Styled};
use gpui::{Div, ElementInteractivity, KeyDispatch, Styled, UniformList, ViewContext};
use theme2::ActiveTheme;
use crate::UITextSize;
use crate::{ElevationIndex, UITextSize};
fn elevated<E: Styled, V: 'static>(this: E, cx: &mut ViewContext<V>, index: ElevationIndex) -> E {
this.bg(cx.theme().colors().elevated_surface_background)
.rounded_lg()
.border()
.border_color(cx.theme().colors().border_variant)
.shadow(index.shadow())
}
/// Extends [`Styled`](gpui::Styled) with Zed specific styling methods.
pub trait StyledExt: Styled {
pub trait StyledExt: Styled + Sized {
/// Horizontally stacks elements.
///
/// Sets `flex()`, `flex_row()`, `items_center()`
fn h_flex(self) -> Self
where
Self: Sized,
{
fn h_flex(self) -> Self {
self.flex().flex_row().items_center()
}
/// Vertically stacks elements.
///
/// Sets `flex()`, `flex_col()`
fn v_flex(self) -> Self
where
Self: Sized,
{
fn v_flex(self) -> Self {
self.flex().flex_col()
}
fn text_ui_size(self, size: UITextSize) -> Self
where
Self: Sized,
{
fn text_ui_size(self, size: UITextSize) -> Self {
let size = size.rems();
self.text_size(size)
@ -40,10 +40,7 @@ pub trait StyledExt: Styled {
/// Note: The absolute size of this text will change based on a user's `ui_scale` setting.
///
/// Use [`text_ui_sm`] for regular-sized text.
fn text_ui(self) -> Self
where
Self: Sized,
{
fn text_ui(self) -> Self {
let size = UITextSize::default().rems();
self.text_size(size)
@ -56,14 +53,44 @@ pub trait StyledExt: Styled {
/// Note: The absolute size of this text will change based on a user's `ui_scale` setting.
///
/// Use [`text_ui`] for regular-sized text.
fn text_ui_sm(self) -> Self
where
Self: Sized,
{
fn text_ui_sm(self) -> Self {
let size = UITextSize::Small.rems();
self.text_size(size)
}
/// The [`Surface`](ui2::ElevationIndex::Surface) elevation level, located above the app background, is the standard level for all elements
///
/// Sets `bg()`, `rounded_lg()`, `border()`, `border_color()`, `shadow()`
///
/// Example Elements: Title Bar, Panel, Tab Bar, Editor
fn elevation_1<V: 'static>(self, cx: &mut ViewContext<V>) -> Self {
elevated(self, cx, ElevationIndex::Surface)
}
/// Non-Modal Elevated Surfaces appear above the [`Surface`](ui2::ElevationIndex::Surface) layer and is used for things that should appear above most UI elements like an editor or panel, but not elements like popovers, context menus, modals, etc.
///
/// Sets `bg()`, `rounded_lg()`, `border()`, `border_color()`, `shadow()`
///
/// Examples: Notifications, Palettes, Detached/Floating Windows, Detached/Floating Panels
fn elevation_2<V: 'static>(self, cx: &mut ViewContext<V>) -> Self {
elevated(self, cx, ElevationIndex::ElevatedSurface)
}
// There is no elevation 3, as the third elevation level is reserved for wash layers. See [`Elevation`](ui2::Elevation).
/// Modal Surfaces are used for elements that should appear above all other UI elements and are located above the wash layer. This is the maximum elevation at which UI elements can be rendered in their default state.
///
/// Elements rendered at this layer should have an enforced behavior: Any interaction outside of the modal will either dismiss the modal or prompt an action (Save your progress, etc) then dismiss the modal.
///
/// If the element does not have this behavior, it should be rendered at the [`Elevated Surface`](ui2::ElevationIndex::ElevatedSurface) layer.
///
/// Sets `bg()`, `rounded_lg()`, `border()`, `border_color()`, `shadow()`
///
/// Examples: Settings Modal, Channel Management, Wizards/Setup UI, Dialogs
fn elevation_4<V: 'static>(self, cx: &mut ViewContext<V>) -> Self {
elevated(self, cx, ElevationIndex::ModalSurface)
}
}
impl<V, I, F> StyledExt for Div<V, I, F>
@ -72,3 +99,5 @@ where
F: KeyDispatch<V>,
{
}
impl<V> StyledExt for UniformList<V> {}