
This PR reorganizes the components in the `ui2` crate. The distinction between "elements" and "components" is now gone, with all of the reusable components living under `components/`. The components that we built while prototyping but will eventually live in other crates currently reside in the `to_extract/` module. Release Notes: - N/A
63 lines
1.9 KiB
Rust
63 lines
1.9 KiB
Rust
use crate::prelude::*;
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use crate::{v_stack, Buffer, Icon, IconButton, Label};
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#[derive(Component)]
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pub struct MultiBuffer {
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buffers: Vec<Buffer>,
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}
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impl MultiBuffer {
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pub fn new(buffers: Vec<Buffer>) -> Self {
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Self { buffers }
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}
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fn render<V: 'static>(self, _view: &mut V, cx: &mut ViewContext<V>) -> impl Component<V> {
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v_stack()
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.w_full()
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.h_full()
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.flex_1()
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.children(self.buffers.clone().into_iter().map(|buffer| {
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v_stack()
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.child(
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div()
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.flex()
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.items_center()
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.justify_between()
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.p_4()
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.bg(cx.theme().colors().editor_subheader)
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.child(Label::new("main.rs"))
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.child(IconButton::new("arrow_up_right", Icon::ArrowUpRight)),
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)
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.child(buffer)
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}))
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}
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}
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#[cfg(feature = "stories")]
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pub use stories::*;
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#[cfg(feature = "stories")]
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mod stories {
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use super::*;
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use crate::{hello_world_rust_buffer_example, Story};
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use gpui2::{Div, Render};
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pub struct MultiBufferStory;
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impl Render for MultiBufferStory {
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type Element = Div<Self>;
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fn render(&mut self, cx: &mut ViewContext<Self>) -> Self::Element {
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Story::container(cx)
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.child(Story::title_for::<_, MultiBuffer>(cx))
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.child(Story::label(cx, "Default"))
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.child(MultiBuffer::new(vec![
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hello_world_rust_buffer_example(cx),
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hello_world_rust_buffer_example(cx),
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hello_world_rust_buffer_example(cx),
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hello_world_rust_buffer_example(cx),
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hello_world_rust_buffer_example(cx),
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]))
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}
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}
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}
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