ZIm/crates/gpui/src/element.rs
Mikayla Maki 5ed98bfd9d gpui: Add use state APIs (#34741)
This PR adds a component level state API to GPUI, as well as a few
utilities for simplified interactions with entities

Release Notes:

- N/A
2025-07-23 12:16:25 -04:00

771 lines
26 KiB
Rust

//! 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 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`], associated type.
//!
//! # 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 necessary. 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
//! elements 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::{
App, ArenaBox, AvailableSpace, Bounds, Context, DispatchNodeId, ELEMENT_ARENA, ElementId,
FocusHandle, InspectorElementId, LayoutId, Pixels, Point, Size, Style, Window,
util::FluentBuilder,
};
use derive_more::{Deref, DerefMut};
pub(crate) use smallvec::SmallVec;
use std::{
any::{Any, type_name},
fmt::{self, Debug, Display},
mem, panic,
};
/// 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, 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 returned from [`Element::request_layout`]. A mutable reference to this state is subsequently
/// provided to [`Element::prepaint`] and [`Element::paint`].
type RequestLayoutState: 'static;
/// The type of state returned from [`Element::prepaint`]. A mutable reference to this state is subsequently
/// provided to [`Element::paint`].
type PrepaintState: 'static;
/// If this element has a unique identifier, return it here. This is used to track elements across frames, and
/// will cause a GlobalElementId to be passed to the request_layout, prepaint, and paint methods.
///
/// The global id can in turn be used to access state that's connected to an element with the same id across
/// frames. This id must be unique among children of the first containing element with an id.
fn id(&self) -> Option<ElementId>;
/// Source location where this element was constructed, used to disambiguate elements in the
/// inspector and navigate to their source code.
fn source_location(&self) -> Option<&'static panic::Location<'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,
id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState);
/// After laying out an element, we need to commit its bounds to the current frame for hitbox
/// purposes. The state argument is the same state that was returned from [`Element::request_layout()`].
fn prepaint(
&mut self,
id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
request_layout: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) -> Self::PrepaintState;
/// 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,
id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
request_layout: &mut Self::RequestLayoutState,
prepaint: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App,
);
/// Convert this element into a dynamically-typed [`AnyElement`].
fn into_any(self) -> AnyElement {
AnyElement::new(self)
}
}
/// 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;
/// Convert self into a type that implements [`Element`].
fn into_element(self) -> Self::Element;
/// Convert self into a dynamically-typed [`AnyElement`].
fn into_any_element(self) -> AnyElement {
self.into_element().into_any()
}
}
impl<T: IntoElement> FluentBuilder for T {}
/// An object that can be drawn to the screen. This is the trait that distinguishes "views" from
/// other entities. Views are `Entity`'s which `impl Render` and drawn to the screen.
pub trait Render: 'static + Sized {
/// Render this view into an element tree.
fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement;
}
impl Render for Empty {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
Empty
}
}
/// You can derive [`IntoElement`] on any type that implements this trait.
/// 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, window: &mut Window, cx: &mut App) -> 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 {
/// Extend this element's children with the given child elements.
fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>);
/// Add a single child element to this element.
fn child(mut self, child: impl IntoElement) -> Self
where
Self: Sized,
{
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.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> {
component: Option<C>,
#[cfg(debug_assertions)]
source: &'static core::panic::Location<'static>,
}
impl<C: RenderOnce> Component<C> {
/// Create a new component from the given RenderOnce type.
#[track_caller]
pub fn new(component: C) -> Self {
Component {
component: Some(component),
#[cfg(debug_assertions)]
source: core::panic::Location::caller(),
}
}
}
impl<C: RenderOnce> Element for Component<C> {
type RequestLayoutState = AnyElement;
type PrepaintState = ();
fn id(&self) -> Option<ElementId> {
None
}
fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
#[cfg(debug_assertions)]
return Some(self.source);
#[cfg(not(debug_assertions))]
return None;
}
fn request_layout(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState) {
window.with_global_id(ElementId::Name(type_name::<C>().into()), |_, window| {
let mut element = self
.component
.take()
.unwrap()
.render(window, cx)
.into_any_element();
let layout_id = element.request_layout(window, cx);
(layout_id, element)
})
}
fn prepaint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_: Bounds<Pixels>,
element: &mut AnyElement,
window: &mut Window,
cx: &mut App,
) {
window.with_global_id(ElementId::Name(type_name::<C>().into()), |_, window| {
element.prepaint(window, cx);
})
}
fn paint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_: Bounds<Pixels>,
element: &mut Self::RequestLayoutState,
_: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App,
) {
window.with_global_id(ElementId::Name(type_name::<C>().into()), |_, window| {
element.paint(window, cx);
})
}
}
impl<C: RenderOnce> IntoElement for Component<C> {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
/// A globally unique identifier for an element, used to track state across frames.
#[derive(Deref, DerefMut, Default, Debug, Eq, PartialEq, Hash)]
pub struct GlobalElementId(pub(crate) SmallVec<[ElementId; 32]>);
impl Display for GlobalElementId {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
for (i, element_id) in self.0.iter().enumerate() {
if i > 0 {
write!(f, ".")?;
}
write!(f, "{}", element_id)?;
}
Ok(())
}
}
trait ElementObject {
fn inner_element(&mut self) -> &mut dyn Any;
fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId;
fn prepaint(&mut self, window: &mut Window, cx: &mut App);
fn paint(&mut self, window: &mut Window, cx: &mut App);
fn layout_as_root(
&mut self,
available_space: Size<AvailableSpace>,
window: &mut Window,
cx: &mut App,
) -> Size<Pixels>;
}
/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
pub struct Drawable<E: Element> {
/// The drawn element.
pub element: E,
phase: ElementDrawPhase<E::RequestLayoutState, E::PrepaintState>,
}
#[derive(Default)]
enum ElementDrawPhase<RequestLayoutState, PrepaintState> {
#[default]
Start,
RequestLayout {
layout_id: LayoutId,
global_id: Option<GlobalElementId>,
inspector_id: Option<InspectorElementId>,
request_layout: RequestLayoutState,
},
LayoutComputed {
layout_id: LayoutId,
global_id: Option<GlobalElementId>,
inspector_id: Option<InspectorElementId>,
available_space: Size<AvailableSpace>,
request_layout: RequestLayoutState,
},
Prepaint {
node_id: DispatchNodeId,
global_id: Option<GlobalElementId>,
inspector_id: Option<InspectorElementId>,
bounds: Bounds<Pixels>,
request_layout: RequestLayoutState,
prepaint: PrepaintState,
},
Painted,
}
/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
impl<E: Element> Drawable<E> {
pub(crate) fn new(element: E) -> Self {
Drawable {
element,
phase: ElementDrawPhase::Start,
}
}
fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId {
match mem::take(&mut self.phase) {
ElementDrawPhase::Start => {
let global_id = self.element.id().map(|element_id| {
window.element_id_stack.push(element_id);
GlobalElementId(window.element_id_stack.clone())
});
let inspector_id;
#[cfg(any(feature = "inspector", debug_assertions))]
{
inspector_id = self.element.source_location().map(|source| {
let path = crate::InspectorElementPath {
global_id: GlobalElementId(window.element_id_stack.clone()),
source_location: source,
};
window.build_inspector_element_id(path)
});
}
#[cfg(not(any(feature = "inspector", debug_assertions)))]
{
inspector_id = None;
}
let (layout_id, request_layout) = self.element.request_layout(
global_id.as_ref(),
inspector_id.as_ref(),
window,
cx,
);
if global_id.is_some() {
window.element_id_stack.pop();
}
self.phase = ElementDrawPhase::RequestLayout {
layout_id,
global_id,
inspector_id,
request_layout,
};
layout_id
}
_ => panic!("must call request_layout only once"),
}
}
pub(crate) fn prepaint(&mut self, window: &mut Window, cx: &mut App) {
match mem::take(&mut self.phase) {
ElementDrawPhase::RequestLayout {
layout_id,
global_id,
inspector_id,
mut request_layout,
}
| ElementDrawPhase::LayoutComputed {
layout_id,
global_id,
inspector_id,
mut request_layout,
..
} => {
if let Some(element_id) = self.element.id() {
window.element_id_stack.push(element_id);
debug_assert_eq!(global_id.as_ref().unwrap().0, window.element_id_stack);
}
let bounds = window.layout_bounds(layout_id);
let node_id = window.next_frame.dispatch_tree.push_node();
let prepaint = self.element.prepaint(
global_id.as_ref(),
inspector_id.as_ref(),
bounds,
&mut request_layout,
window,
cx,
);
window.next_frame.dispatch_tree.pop_node();
if global_id.is_some() {
window.element_id_stack.pop();
}
self.phase = ElementDrawPhase::Prepaint {
node_id,
global_id,
inspector_id,
bounds,
request_layout,
prepaint,
};
}
_ => panic!("must call request_layout before prepaint"),
}
}
pub(crate) fn paint(
&mut self,
window: &mut Window,
cx: &mut App,
) -> (E::RequestLayoutState, E::PrepaintState) {
match mem::take(&mut self.phase) {
ElementDrawPhase::Prepaint {
node_id,
global_id,
inspector_id,
bounds,
mut request_layout,
mut prepaint,
..
} => {
if let Some(element_id) = self.element.id() {
window.element_id_stack.push(element_id);
debug_assert_eq!(global_id.as_ref().unwrap().0, window.element_id_stack);
}
window.next_frame.dispatch_tree.set_active_node(node_id);
self.element.paint(
global_id.as_ref(),
inspector_id.as_ref(),
bounds,
&mut request_layout,
&mut prepaint,
window,
cx,
);
if global_id.is_some() {
window.element_id_stack.pop();
}
self.phase = ElementDrawPhase::Painted;
(request_layout, prepaint)
}
_ => panic!("must call prepaint before paint"),
}
}
pub(crate) fn layout_as_root(
&mut self,
available_space: Size<AvailableSpace>,
window: &mut Window,
cx: &mut App,
) -> Size<Pixels> {
if matches!(&self.phase, ElementDrawPhase::Start) {
self.request_layout(window, cx);
}
let layout_id = match mem::take(&mut self.phase) {
ElementDrawPhase::RequestLayout {
layout_id,
global_id,
inspector_id,
request_layout,
} => {
window.compute_layout(layout_id, available_space, cx);
self.phase = ElementDrawPhase::LayoutComputed {
layout_id,
global_id,
inspector_id,
available_space,
request_layout,
};
layout_id
}
ElementDrawPhase::LayoutComputed {
layout_id,
global_id,
inspector_id,
available_space: prev_available_space,
request_layout,
} => {
if available_space != prev_available_space {
window.compute_layout(layout_id, available_space, cx);
}
self.phase = ElementDrawPhase::LayoutComputed {
layout_id,
global_id,
inspector_id,
available_space,
request_layout,
};
layout_id
}
_ => panic!("cannot measure after painting"),
};
window.layout_bounds(layout_id).size
}
}
impl<E> ElementObject for Drawable<E>
where
E: Element,
E::RequestLayoutState: 'static,
{
fn inner_element(&mut self) -> &mut dyn Any {
&mut self.element
}
fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId {
Drawable::request_layout(self, window, cx)
}
fn prepaint(&mut self, window: &mut Window, cx: &mut App) {
Drawable::prepaint(self, window, cx);
}
fn paint(&mut self, window: &mut Window, cx: &mut App) {
Drawable::paint(self, window, cx);
}
fn layout_as_root(
&mut self,
available_space: Size<AvailableSpace>,
window: &mut Window,
cx: &mut App,
) -> Size<Pixels> {
Drawable::layout_as_root(self, available_space, window, cx)
}
}
/// A dynamically typed element that can be used to store any element type.
pub struct AnyElement(ArenaBox<dyn ElementObject>);
impl AnyElement {
pub(crate) fn new<E>(element: E) -> Self
where
E: 'static + Element,
E::RequestLayoutState: Any,
{
let element = ELEMENT_ARENA
.with_borrow_mut(|arena| arena.alloc(|| Drawable::new(element)))
.map(|element| element as &mut dyn ElementObject);
AnyElement(element)
}
/// Attempt to downcast a reference to the boxed element to a specific type.
pub fn downcast_mut<T: 'static>(&mut self) -> Option<&mut T> {
self.0.inner_element().downcast_mut::<T>()
}
/// 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, window: &mut Window, cx: &mut App) -> LayoutId {
self.0.request_layout(window, cx)
}
/// Prepares the element to be painted by storing its bounds, giving it a chance to draw hitboxes and
/// request autoscroll before the final paint pass is confirmed.
pub fn prepaint(&mut self, window: &mut Window, cx: &mut App) -> Option<FocusHandle> {
let focus_assigned = window.next_frame.focus.is_some();
self.0.prepaint(window, cx);
if !focus_assigned {
if let Some(focus_id) = window.next_frame.focus {
return FocusHandle::for_id(focus_id, &cx.focus_handles);
}
}
None
}
/// Paints the element stored in this `AnyElement`.
pub fn paint(&mut self, window: &mut Window, cx: &mut App) {
self.0.paint(window, cx);
}
/// Performs layout for this element within the given available space and returns its size.
pub fn layout_as_root(
&mut self,
available_space: Size<AvailableSpace>,
window: &mut Window,
cx: &mut App,
) -> Size<Pixels> {
self.0.layout_as_root(available_space, window, cx)
}
/// Prepaints this element at the given absolute origin.
/// If any element in the subtree beneath this element is focused, its FocusHandle is returned.
pub fn prepaint_at(
&mut self,
origin: Point<Pixels>,
window: &mut Window,
cx: &mut App,
) -> Option<FocusHandle> {
window.with_absolute_element_offset(origin, |window| self.prepaint(window, cx))
}
/// Performs layout on this element in the available space, then prepaints it at the given absolute origin.
/// If any element in the subtree beneath this element is focused, its FocusHandle is returned.
pub fn prepaint_as_root(
&mut self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
window: &mut Window,
cx: &mut App,
) -> Option<FocusHandle> {
self.layout_as_root(available_space, window, cx);
window.with_absolute_element_offset(origin, |window| self.prepaint(window, cx))
}
}
impl Element for AnyElement {
type RequestLayoutState = ();
type PrepaintState = ();
fn id(&self) -> Option<ElementId> {
None
}
fn source_location(&self) -> Option<&'static panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
_: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState) {
let layout_id = self.request_layout(window, cx);
(layout_id, ())
}
fn prepaint(
&mut self,
_: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_: Bounds<Pixels>,
_: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) {
self.prepaint(window, cx);
}
fn paint(
&mut self,
_: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_: Bounds<Pixels>,
_: &mut Self::RequestLayoutState,
_: &mut Self::PrepaintState,
window: &mut Window,
cx: &mut App,
) {
self.paint(window, cx);
}
}
impl IntoElement for AnyElement {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
fn into_any_element(self) -> AnyElement {
self
}
}
/// The empty element, which renders nothing.
pub struct Empty;
impl IntoElement for Empty {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl Element for Empty {
type RequestLayoutState = ();
type PrepaintState = ();
fn id(&self) -> Option<ElementId> {
None
}
fn source_location(&self) -> Option<&'static panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState) {
(window.request_layout(Style::default(), None, cx), ())
}
fn prepaint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_bounds: Bounds<Pixels>,
_state: &mut Self::RequestLayoutState,
_window: &mut Window,
_cx: &mut App,
) {
}
fn paint(
&mut self,
_id: Option<&GlobalElementId>,
_inspector_id: Option<&InspectorElementId>,
_bounds: Bounds<Pixels>,
_request_layout: &mut Self::RequestLayoutState,
_prepaint: &mut Self::PrepaintState,
_window: &mut Window,
_cx: &mut App,
) {
}
}