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Jason Lee 2025-08-25 12:19:17 -04:00 committed by GitHub
commit f9e95b86cf
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11 changed files with 446 additions and 130 deletions

View file

@ -5871,6 +5871,7 @@ impl EditorElement {
window.with_content_mask(
Some(ContentMask {
bounds: layout.position_map.text_hitbox.bounds,
..Default::default()
}),
|window| {
let editor = self.editor.read(cx);
@ -6808,9 +6809,15 @@ impl EditorElement {
} else {
let mut bounds = layout.hitbox.bounds;
bounds.origin.x += layout.gutter_hitbox.bounds.size.width;
window.with_content_mask(Some(ContentMask { bounds }), |window| {
block.element.paint(window, cx);
})
window.with_content_mask(
Some(ContentMask {
bounds,
..Default::default()
}),
|window| {
block.element.paint(window, cx);
},
)
}
}
}
@ -8022,9 +8029,13 @@ impl Element for EditorElement {
}
let rem_size = self.rem_size(cx);
let content_mask = ContentMask {
bounds,
..Default::default()
};
window.with_rem_size(rem_size, |window| {
window.with_text_style(Some(text_style), |window| {
window.with_content_mask(Some(ContentMask { bounds }), |window| {
window.with_content_mask(Some(content_mask), |window| {
let (mut snapshot, is_read_only) = self.editor.update(cx, |editor, cx| {
(editor.snapshot(window, cx), editor.read_only(cx))
});
@ -9124,9 +9135,13 @@ impl Element for EditorElement {
..Default::default()
};
let rem_size = self.rem_size(cx);
let content_mask = ContentMask {
bounds,
..Default::default()
};
window.with_rem_size(rem_size, |window| {
window.with_text_style(Some(text_style), |window| {
window.with_content_mask(Some(ContentMask { bounds }), |window| {
window.with_content_mask(Some(content_mask), |window| {
self.paint_mouse_listeners(layout, window, cx);
self.paint_background(layout, window, cx);
self.paint_indent_guides(layout, window, cx);

View file

@ -0,0 +1,228 @@
use gpui::{
App, Application, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px,
rgb, size,
};
struct Example {}
impl Render for Example {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
div()
.font_family(".SystemUIFont")
.flex()
.flex_col()
.size_full()
.p_4()
.gap_4()
.bg(rgb(0x505050))
.justify_center()
.items_center()
.text_center()
.shadow_lg()
.text_sm()
.text_color(rgb(0xffffff))
.child(
div()
.overflow_hidden()
.rounded(px(32.))
.border(px(8.))
.border_color(gpui::white())
.text_color(gpui::white())
.child(
div()
.bg(gpui::black())
.py_2()
.px_7()
.border_l_2()
.border_r_2()
.border_b_3()
.border_color(gpui::red())
.child("Let build applications with GPUI"),
)
.child(
div()
.bg(rgb(0x222222))
.text_sm()
.py_1()
.px_7()
.border_l_3()
.border_r_3()
.border_color(gpui::green())
.child("The fast, productive UI framework for Rust"),
)
.child(
div()
.bg(rgb(0x222222))
.w_full()
.flex()
.flex_row()
.text_sm()
.text_color(rgb(0xc0c0c0))
.child(
div()
.flex_1()
.p_2()
.border_3()
.border_dashed()
.border_color(gpui::blue())
.child("Rust"),
)
.child(
div()
.flex_1()
.p_2()
.border_t_3()
.border_r_3()
.border_b_3()
.border_dashed()
.border_color(gpui::blue())
.child("GPU Rendering"),
),
),
)
.child(
div()
.flex()
.flex_col()
.w(px(320.))
.gap_1()
.overflow_hidden()
.rounded(px(16.))
.child(
div()
.w_full()
.p_2()
.bg(gpui::red())
.child("Clip background"),
),
)
.child(
div()
.flex()
.flex_col()
.w(px(320.))
.gap_1()
.rounded(px(16.))
.child(
div()
.w_full()
.p_2()
.bg(gpui::yellow())
.text_color(gpui::black())
.child("No content mask"),
),
)
.child(
div()
.flex()
.flex_col()
.w(px(320.))
.gap_1()
.overflow_hidden()
.rounded(px(16.))
.child(
div()
.w_full()
.p_2()
.border_4()
.border_color(gpui::blue())
.bg(gpui::blue().alpha(0.4))
.child("Clip borders"),
),
)
.child(
div()
.flex()
.flex_col()
.w(px(320.))
.gap_1()
.overflow_hidden()
.rounded(px(20.))
.child(
div().w_full().border_2().border_color(gpui::black()).child(
div()
.size_full()
.bg(gpui::green().alpha(0.4))
.p_2()
.border_8()
.border_color(gpui::green())
.child("Clip nested elements"),
),
),
)
.child(
div()
.flex()
.flex_col()
.w(px(320.))
.gap_1()
.overflow_hidden()
.rounded(px(32.))
.child(
div()
.w_full()
.p_2()
.bg(gpui::black())
.border_2()
.border_dashed()
.rounded_lg()
.border_color(gpui::white())
.child("dash border full and rounded"),
)
.child(
div()
.w_full()
.flex()
.flex_row()
.gap_2()
.child(
div()
.w_full()
.p_2()
.bg(gpui::black())
.border_x_2()
.border_dashed()
.rounded_lg()
.border_color(gpui::white())
.child("border x"),
)
.child(
div()
.w_full()
.p_2()
.bg(gpui::black())
.border_y_2()
.border_dashed()
.rounded_lg()
.border_color(gpui::white())
.child("border y"),
),
)
.child(
div()
.w_full()
.p_2()
.bg(gpui::black())
.border_2()
.border_dashed()
.border_color(gpui::white())
.child("border full and no rounded"),
),
)
}
}
fn main() {
Application::new().run(|cx: &mut App| {
let bounds = Bounds::centered(None, size(px(800.), px(600.)), cx);
cx.open_window(
WindowOptions {
window_bounds: Some(WindowBounds::Windowed(bounds)),
..Default::default()
},
|_, cx| cx.new(|_| Example {}),
)
.unwrap();
cx.activate(true);
});
}

View file

@ -8,10 +8,10 @@
//! If all of your elements are the same height, see [`UniformList`] for a simpler API
use crate::{
AnyElement, App, AvailableSpace, Bounds, ContentMask, DispatchPhase, Edges, Element, EntityId,
FocusHandle, GlobalElementId, Hitbox, HitboxBehavior, InspectorElementId, IntoElement,
Overflow, Pixels, Point, ScrollDelta, ScrollWheelEvent, Size, Style, StyleRefinement, Styled,
Window, point, px, size,
AnyElement, App, AvailableSpace, Bounds, ContentMask, Corners, DispatchPhase, Edges, Element,
EntityId, FocusHandle, GlobalElementId, Hitbox, HitboxBehavior, InspectorElementId,
IntoElement, Overflow, Pixels, Point, ScrollDelta, ScrollWheelEvent, Size, Style,
StyleRefinement, Styled, Window, point, px, size,
};
use collections::VecDeque;
use refineable::Refineable as _;
@ -705,6 +705,7 @@ impl StateInner {
&mut self,
bounds: Bounds<Pixels>,
padding: Edges<Pixels>,
corner_radii: Corners<Pixels>,
autoscroll: bool,
render_item: &mut RenderItemFn,
window: &mut Window,
@ -728,9 +729,15 @@ impl StateInner {
let mut item_origin = bounds.origin + Point::new(px(0.), padding.top);
item_origin.y -= layout_response.scroll_top.offset_in_item;
for item in &mut layout_response.item_layouts {
window.with_content_mask(Some(ContentMask { bounds }), |window| {
item.element.prepaint_at(item_origin, window, cx);
});
window.with_content_mask(
Some(ContentMask {
bounds,
corner_radii,
}),
|window| {
item.element.prepaint_at(item_origin, window, cx);
},
);
if let Some(autoscroll_bounds) = window.take_autoscroll()
&& autoscroll
@ -952,19 +959,34 @@ impl Element for List {
state.items = new_items;
}
let padding = style
.padding
.to_pixels(bounds.size.into(), window.rem_size());
let layout =
match state.prepaint_items(bounds, padding, true, &mut self.render_item, window, cx) {
Ok(layout) => layout,
Err(autoscroll_request) => {
state.logical_scroll_top = Some(autoscroll_request);
state
.prepaint_items(bounds, padding, false, &mut self.render_item, window, cx)
.unwrap()
}
};
let rem_size = window.rem_size();
let padding = style.padding.to_pixels(bounds.size.into(), rem_size);
let corner_radii = style.corner_radii.to_pixels(rem_size);
let layout = match state.prepaint_items(
bounds,
padding,
corner_radii,
true,
&mut self.render_item,
window,
cx,
) {
Ok(layout) => layout,
Err(autoscroll_request) => {
state.logical_scroll_top = Some(autoscroll_request);
state
.prepaint_items(
bounds,
padding,
corner_radii,
false,
&mut self.render_item,
window,
cx,
)
.unwrap()
}
};
state.last_layout_bounds = Some(bounds);
state.last_padding = Some(padding);
@ -982,11 +1004,17 @@ impl Element for List {
cx: &mut App,
) {
let current_view = window.current_view();
window.with_content_mask(Some(ContentMask { bounds }), |window| {
for item in &mut prepaint.layout.item_layouts {
item.element.paint(window, cx);
}
});
window.with_content_mask(
Some(ContentMask {
bounds,
..Default::default()
}),
|window| {
for item in &mut prepaint.layout.item_layouts {
item.element.paint(window, cx);
}
},
);
let list_state = self.state.clone();
let height = bounds.size.height;

View file

@ -411,7 +411,10 @@ impl Element for UniformList {
(self.render_items)(visible_range.clone(), window, cx)
};
let content_mask = ContentMask { bounds };
let content_mask = ContentMask {
bounds,
..Default::default()
};
window.with_content_mask(Some(content_mask), |window| {
for (mut item, ix) in items.into_iter().zip(visible_range.clone()) {
let item_origin = padded_bounds.origin

View file

@ -53,6 +53,11 @@ struct Corners {
bottom_left: f32,
}
struct ContentMask {
bounds: Bounds,
corner_radii: Corners,
}
struct Edges {
top: f32,
right: f32,
@ -440,7 +445,7 @@ struct Quad {
order: u32,
border_style: u32,
bounds: Bounds,
content_mask: Bounds,
content_mask: ContentMask,
background: Background,
border_color: Hsla,
corner_radii: Corners,
@ -478,7 +483,7 @@ fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) insta
out.background_color1 = gradient.color1;
out.border_color = hsla_to_rgba(quad.border_color);
out.quad_id = instance_id;
out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask.bounds);
return out;
}
@ -491,8 +496,19 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
let quad = b_quads[input.quad_id];
let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
// Signed distance field threshold for inclusion of pixels. 0.5 is the
// minimum distance between the center of the pixel and the edge.
let antialias_threshold = 0.5;
var background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
input.background_solid, input.background_color0, input.background_color1);
var border_color = input.border_color;
// Apply content_mask corner radii clipping
let clip_sdf = quad_sdf(input.position.xy, quad.content_mask.bounds, quad.content_mask.corner_radii);
let clip_alpha = saturate(antialias_threshold - clip_sdf);
background_color.a *= clip_alpha;
border_color.a *= clip_alpha;
let unrounded = quad.corner_radii.top_left == 0.0 &&
quad.corner_radii.bottom_left == 0.0 &&
@ -513,10 +529,6 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
let point = input.position.xy - quad.bounds.origin;
let center_to_point = point - half_size;
// Signed distance field threshold for inclusion of pixels. 0.5 is the
// minimum distance between the center of the pixel and the edge.
let antialias_threshold = 0.5;
// Radius of the nearest corner
let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
@ -607,8 +619,6 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
var color = background_color;
if (border_sdf < antialias_threshold) {
var border_color = input.border_color;
// Dashed border logic when border_style == 1
if (quad.border_style == 1) {
// Position along the perimeter in "dash space", where each dash
@ -644,7 +654,11 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
let is_horizontal =
corner_center_to_point.x <
corner_center_to_point.y;
let border_width = select(border.y, border.x, is_horizontal);
var border_width = select(border.y, border.x, is_horizontal);
// When border width of some side is 0, we need to use the other side width for dash velocity.
if (border_width == 0.0) {
border_width = select(border.x, border.y, is_horizontal);
}
dash_velocity = dv_numerator / border_width;
t = select(point.y, point.x, is_horizontal) * dash_velocity;
max_t = select(size.y, size.x, is_horizontal) * dash_velocity;
@ -856,7 +870,7 @@ struct Shadow {
blur_radius: f32,
bounds: Bounds,
corner_radii: Corners,
content_mask: Bounds,
content_mask: ContentMask,
color: Hsla,
}
var<storage, read> b_shadows: array<Shadow>;
@ -884,7 +898,7 @@ fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) ins
out.position = to_device_position(unit_vertex, shadow.bounds);
out.color = hsla_to_rgba(shadow.color);
out.shadow_id = instance_id;
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask.bounds);
return out;
}
@ -899,7 +913,6 @@ fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
let half_size = shadow.bounds.size / 2.0;
let center = shadow.bounds.origin + half_size;
let center_to_point = input.position.xy - center;
let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
// The signal is only non-zero in a limited range, so don't waste samples
@ -1027,7 +1040,7 @@ struct Underline {
order: u32,
pad: u32,
bounds: Bounds,
content_mask: Bounds,
content_mask: ContentMask,
color: Hsla,
thickness: f32,
wavy: u32,
@ -1051,7 +1064,7 @@ fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index)
out.position = to_device_position(unit_vertex, underline.bounds);
out.color = hsla_to_rgba(underline.color);
out.underline_id = instance_id;
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask.bounds);
return out;
}
@ -1093,7 +1106,7 @@ struct MonochromeSprite {
order: u32,
pad: u32,
bounds: Bounds,
content_mask: Bounds,
content_mask: ContentMask,
color: Hsla,
tile: AtlasTile,
transformation: TransformationMatrix,
@ -1117,7 +1130,7 @@ fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
out.color = hsla_to_rgba(sprite.color);
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask.bounds);
return out;
}
@ -1139,7 +1152,7 @@ struct PolychromeSprite {
grayscale: u32,
opacity: f32,
bounds: Bounds,
content_mask: Bounds,
content_mask: ContentMask,
corner_radii: Corners,
tile: AtlasTile,
}
@ -1161,7 +1174,7 @@ fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index
out.position = to_device_position(unit_vertex, sprite.bounds);
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
out.sprite_id = instance_id;
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask.bounds);
return out;
}
@ -1234,3 +1247,12 @@ fn fs_surface(input: SurfaceVarying) -> @location(0) vec4<f32> {
return ycbcr_to_RGB * y_cb_cr;
}
fn max_corner_radii(a: Corners, b: Corners) -> Corners {
return Corners(
max(a.top_left, b.top_left),
max(a.top_right, b.top_right),
max(a.bottom_right, b.bottom_right),
max(a.bottom_left, b.bottom_left)
);
}

View file

@ -99,8 +99,21 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
constant Quad *quads
[[buffer(QuadInputIndex_Quads)]]) {
Quad quad = quads[input.quad_id];
// Signed distance field threshold for inclusion of pixels. 0.5 is the
// minimum distance between the center of the pixel and the edge.
const float antialias_threshold = 0.5;
float4 background_color = fill_color(quad.background, input.position.xy, quad.bounds,
input.background_solid, input.background_color0, input.background_color1);
float4 border_color = input.border_color;
// Apply content_mask corner radii clipping
float clip_sdf = quad_sdf(input.position.xy, quad.content_mask.bounds,
quad.content_mask.corner_radii);
float clip_alpha = saturate(antialias_threshold - clip_sdf);
background_color.a *= clip_alpha;
border_color *= clip_alpha;
bool unrounded = quad.corner_radii.top_left == 0.0 &&
quad.corner_radii.bottom_left == 0.0 &&
@ -121,10 +134,6 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
float2 point = input.position.xy - float2(quad.bounds.origin.x, quad.bounds.origin.y);
float2 center_to_point = point - half_size;
// Signed distance field threshold for inclusion of pixels. 0.5 is the
// minimum distance between the center of the pixel and the edge.
const float antialias_threshold = 0.5;
// Radius of the nearest corner
float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
@ -164,7 +173,6 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
straight_border_inner_corner_to_point.x > 0.0 ||
straight_border_inner_corner_to_point.y > 0.0;
// Whether the point is far enough inside the quad, such that the pixels are
// not affected by the straight border.
bool is_within_inner_straight_border =
@ -208,8 +216,6 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
float4 color = background_color;
if (border_sdf < antialias_threshold) {
float4 border_color = input.border_color;
// Dashed border logic when border_style == 1
if (quad.border_style == 1) {
// Position along the perimeter in "dash space", where each dash
@ -244,6 +250,10 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
// perimeter. This way each line starts and ends with a dash.
bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
float border_width = is_horizontal ? border.x : border.y;
// When border width of some side is 0, we need to use the other side width for dash velocity.
if (border_width == 0.0) {
border_width = is_horizontal ? border.y : border.x;
}
dash_velocity = dv_numerator / border_width;
t = is_horizontal ? point.x : point.y;
t *= dash_velocity;

View file

@ -449,11 +449,16 @@ float quarter_ellipse_sdf(float2 pt, float2 radii) {
**
*/
struct ContentMask {
Bounds bounds;
Corners corner_radii;
};
struct Quad {
uint order;
uint border_style;
Bounds bounds;
Bounds content_mask;
ContentMask content_mask;
Background background;
Hsla border_color;
Corners corner_radii;
@ -492,7 +497,7 @@ QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_Insta
quad.background.solid,
quad.background.colors
);
float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask.bounds);
float4 border_color = hsla_to_rgba(quad.border_color);
QuadVertexOutput output;
@ -508,8 +513,21 @@ QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_Insta
float4 quad_fragment(QuadFragmentInput input): SV_Target {
Quad quad = quads[input.quad_id];
// Signed distance field threshold for inclusion of pixels. 0.5 is the
// minimum distance between the center of the pixel and the edge.
const float antialias_threshold = 0.5;
float4 background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
input.background_solid, input.background_color0, input.background_color1);
input.background_solid, input.background_color0, input.background_color1);
float4 border_color = input.border_color;
// Apply content_mask corner radii clipping
float clip_sdf = quad_sdf(input.position.xy, quad.content_mask.bounds,
quad.content_mask.corner_radii);
float clip_alpha = saturate(antialias_threshold - clip_sdf);
background_color.a *= clip_alpha;
border_color *= clip_alpha;
bool unrounded = quad.corner_radii.top_left == 0.0 &&
quad.corner_radii.top_right == 0.0 &&
@ -530,10 +548,6 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
float2 the_point = input.position.xy - quad.bounds.origin;
float2 center_to_point = the_point - half_size;
// Signed distance field threshold for inclusion of pixels. 0.5 is the
// minimum distance between the center of the pixel and the edge.
const float antialias_threshold = 0.5;
// Radius of the nearest corner
float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
@ -616,7 +630,6 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
float4 color = background_color;
if (border_sdf < antialias_threshold) {
float4 border_color = input.border_color;
// Dashed border logic when border_style == 1
if (quad.border_style == 1) {
// Position along the perimeter in "dash space", where each dash
@ -651,6 +664,10 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
// perimeter. This way each line starts and ends with a dash.
bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
float border_width = is_horizontal ? border.x : border.y;
// When border width of some side is 0, we need to use the other side width for dash velocity.
if (border_width == 0.0) {
border_width = is_horizontal ? border.y : border.x;
}
dash_velocity = dv_numerator / border_width;
t = is_horizontal ? the_point.x : the_point.y;
t *= dash_velocity;
@ -801,7 +818,7 @@ struct Shadow {
float blur_radius;
Bounds bounds;
Corners corner_radii;
Bounds content_mask;
ContentMask content_mask;
Hsla color;
};
@ -830,7 +847,7 @@ ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV
bounds.size += 2.0 * margin;
float4 device_position = to_device_position(unit_vertex, bounds);
float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
float4 color = hsla_to_rgba(shadow.color);
ShadowVertexOutput output;
@ -983,7 +1000,7 @@ struct Underline {
uint order;
uint pad;
Bounds bounds;
Bounds content_mask;
ContentMask content_mask;
Hsla color;
float thickness;
uint wavy;
@ -1009,7 +1026,7 @@ UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underli
Underline underline = underlines[underline_id];
float4 device_position = to_device_position(unit_vertex, underline.bounds);
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
underline.content_mask);
underline.content_mask.bounds);
float4 color = hsla_to_rgba(underline.color);
UnderlineVertexOutput output;
@ -1057,7 +1074,7 @@ struct MonochromeSprite {
uint order;
uint pad;
Bounds bounds;
Bounds content_mask;
ContentMask content_mask;
Hsla color;
AtlasTile tile;
TransformationMatrix transformation;
@ -1084,7 +1101,7 @@ MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexI
MonochromeSprite sprite = mono_sprites[sprite_id];
float4 device_position =
to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask.bounds);
float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
float4 color = hsla_to_rgba(sprite.color);
@ -1113,7 +1130,7 @@ struct PolychromeSprite {
uint grayscale;
float opacity;
Bounds bounds;
Bounds content_mask;
ContentMask content_mask;
Corners corner_radii;
AtlasTile tile;
};
@ -1138,7 +1155,7 @@ PolychromeSpriteVertexOutput polychrome_sprite_vertex(uint vertex_id: SV_VertexI
PolychromeSprite sprite = poly_sprites[sprite_id];
float4 device_position = to_device_position(unit_vertex, sprite.bounds);
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
sprite.content_mask);
sprite.content_mask.bounds);
float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
PolychromeSpriteVertexOutput output;

View file

@ -601,7 +601,19 @@ impl Style {
(false, false) => Bounds::from_corners(min, max),
};
Some(ContentMask { bounds })
let corner_radii = self.corner_radii.to_pixels(rem_size);
let border_widths = self.border_widths.to_pixels(rem_size);
Some(ContentMask {
bounds: Bounds {
origin: bounds.origin - point(border_widths.left, border_widths.top),
size: bounds.size
+ size(
border_widths.left + border_widths.right,
border_widths.top + border_widths.bottom,
),
},
corner_radii,
})
}
}
}
@ -661,64 +673,16 @@ impl Style {
if self.is_border_visible() {
let border_widths = self.border_widths.to_pixels(rem_size);
let max_border_width = border_widths.max();
let max_corner_radius = corner_radii.max();
let top_bounds = Bounds::from_corners(
bounds.origin,
bounds.top_right() + point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
);
let bottom_bounds = Bounds::from_corners(
bounds.bottom_left() - point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
bounds.bottom_right(),
);
let left_bounds = Bounds::from_corners(
top_bounds.bottom_left(),
bottom_bounds.origin + point(max_border_width, Pixels::ZERO),
);
let right_bounds = Bounds::from_corners(
top_bounds.bottom_right() - point(max_border_width, Pixels::ZERO),
bottom_bounds.top_right(),
);
let mut background = self.border_color.unwrap_or_default();
background.a = 0.;
let quad = quad(
window.paint_quad(quad(
bounds,
corner_radii,
background,
border_widths,
self.border_color.unwrap_or_default(),
self.border_style,
);
window.with_content_mask(Some(ContentMask { bounds: top_bounds }), |window| {
window.paint_quad(quad.clone());
});
window.with_content_mask(
Some(ContentMask {
bounds: right_bounds,
}),
|window| {
window.paint_quad(quad.clone());
},
);
window.with_content_mask(
Some(ContentMask {
bounds: bottom_bounds,
}),
|window| {
window.paint_quad(quad.clone());
},
);
window.with_content_mask(
Some(ContentMask {
bounds: left_bounds,
}),
|window| {
window.paint_quad(quad);
},
);
));
}
#[cfg(debug_assertions)]

View file

@ -1209,6 +1209,8 @@ pub(crate) struct DispatchEventResult {
pub struct ContentMask<P: Clone + Debug + Default + PartialEq> {
/// The bounds
pub bounds: Bounds<P>,
/// The corner radii of the content mask.
pub corner_radii: Corners<P>,
}
impl ContentMask<Pixels> {
@ -1216,13 +1218,31 @@ impl ContentMask<Pixels> {
pub fn scale(&self, factor: f32) -> ContentMask<ScaledPixels> {
ContentMask {
bounds: self.bounds.scale(factor),
corner_radii: self.corner_radii.scale(factor),
}
}
/// Intersect the content mask with the given content mask.
pub fn intersect(&self, other: &Self) -> Self {
let bounds = self.bounds.intersect(&other.bounds);
ContentMask { bounds }
ContentMask {
bounds,
corner_radii: Corners {
top_left: self.corner_radii.top_left.max(other.corner_radii.top_left),
top_right: self
.corner_radii
.top_right
.max(other.corner_radii.top_right),
bottom_right: self
.corner_radii
.bottom_right
.max(other.corner_radii.bottom_right),
bottom_left: self
.corner_radii
.bottom_left
.max(other.corner_radii.bottom_left),
},
}
}
}
@ -2483,6 +2503,7 @@ impl Window {
origin: Point::default(),
size: self.viewport_size,
},
..Default::default()
})
}

View file

@ -1184,7 +1184,7 @@ impl Element for TerminalElement {
cx: &mut App,
) {
let paint_start = Instant::now();
window.with_content_mask(Some(ContentMask { bounds }), |window| {
window.with_content_mask(Some(ContentMask { bounds, ..Default::default() }), |window| {
let scroll_top = self.terminal_view.read(cx).scroll_top;
window.paint_quad(fill(bounds, layout.background_color));

View file

@ -303,9 +303,13 @@ impl Element for Scrollbar {
window: &mut Window,
_: &mut App,
) -> Self::PrepaintState {
window.with_content_mask(Some(ContentMask { bounds }), |window| {
window.insert_hitbox(bounds, HitboxBehavior::Normal)
})
window.with_content_mask(
Some(ContentMask {
bounds,
..Default::default()
}),
|window| window.insert_hitbox(bounds, HitboxBehavior::Normal),
)
}
fn paint(
@ -319,7 +323,11 @@ impl Element for Scrollbar {
cx: &mut App,
) {
const EXTRA_PADDING: Pixels = px(5.0);
window.with_content_mask(Some(ContentMask { bounds }), |window| {
let content_mask = ContentMask {
bounds,
..Default::default()
};
window.with_content_mask(Some(content_mask), |window| {
let axis = self.kind;
let colors = cx.theme().colors();
let thumb_state = self.state.thumb_state.get();