
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
771 lines
26 KiB
Rust
771 lines
26 KiB
Rust
//! Elements are the workhorses of GPUI. They are responsible for laying out and painting all of
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//! the contents of a window. Elements form a tree and are laid out according to the web layout
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//! standards as implemented by [taffy](https://github.com/DioxusLabs/taffy). Most of the time,
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//! you won't need to interact with this module or these APIs directly. Elements provide their
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//! own APIs and GPUI, or other element implementation, uses the APIs in this module to convert
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//! that element tree into the pixels you see on the screen.
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//!
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//! # Element Basics
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//!
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//! Elements are constructed by calling [`Render::render()`] on the root view of the window,
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//! which recursively constructs the element tree from the current state of the application,.
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//! These elements are then laid out by Taffy, and painted to the screen according to their own
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//! implementation of [`Element::paint()`]. Before the start of the next frame, the entire element
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//! tree and any callbacks they have registered with GPUI are dropped and the process repeats.
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//!
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//! But some state is too simple and voluminous to store in every view that needs it, e.g.
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//! whether a hover has been started or not. For this, GPUI provides the [`Element::State`], associated type.
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//!
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//! # Implementing your own elements
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//!
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//! Elements are intended to be the low level, imperative API to GPUI. They are responsible for upholding,
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//! or breaking, GPUI's features as they deem necessary. As an example, most GPUI elements are expected
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//! to stay in the bounds that their parent element gives them. But with [`WindowContext::break_content_mask`],
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//! you can ignore this restriction and paint anywhere inside of the window's bounds. This is useful for overlays
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//! and popups and anything else that shows up 'on top' of other elements.
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//! With great power, comes great responsibility.
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//!
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//! However, most of the time, you won't need to implement your own elements. GPUI provides a number of
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//! elements that should cover most common use cases out of the box and it's recommended that you use those
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//! to construct `components`, using the [`RenderOnce`] trait and the `#[derive(IntoElement)]` macro. Only implement
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//! elements when you need to take manual control of the layout and painting process, such as when using
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//! your own custom layout algorithm or rendering a code editor.
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use crate::{
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App, ArenaBox, AvailableSpace, Bounds, Context, DispatchNodeId, ELEMENT_ARENA, ElementId,
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FocusHandle, InspectorElementId, LayoutId, Pixels, Point, Size, Style, Window,
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util::FluentBuilder,
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};
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use derive_more::{Deref, DerefMut};
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pub(crate) use smallvec::SmallVec;
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use std::{
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any::{Any, type_name},
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fmt::{self, Debug, Display},
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mem, panic,
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};
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/// Implemented by types that participate in laying out and painting the contents of a window.
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/// Elements form a tree and are laid out according to web-based layout rules, as implemented by Taffy.
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/// You can create custom elements by implementing this trait, see the module-level documentation
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/// for more details.
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pub trait Element: 'static + IntoElement {
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/// The type of state returned from [`Element::request_layout`]. A mutable reference to this state is subsequently
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/// provided to [`Element::prepaint`] and [`Element::paint`].
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type RequestLayoutState: 'static;
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/// The type of state returned from [`Element::prepaint`]. A mutable reference to this state is subsequently
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/// provided to [`Element::paint`].
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type PrepaintState: 'static;
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/// If this element has a unique identifier, return it here. This is used to track elements across frames, and
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/// will cause a GlobalElementId to be passed to the request_layout, prepaint, and paint methods.
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///
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/// The global id can in turn be used to access state that's connected to an element with the same id across
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/// frames. This id must be unique among children of the first containing element with an id.
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fn id(&self) -> Option<ElementId>;
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/// Source location where this element was constructed, used to disambiguate elements in the
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/// inspector and navigate to their source code.
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fn source_location(&self) -> Option<&'static panic::Location<'static>>;
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/// Before an element can be painted, we need to know where it's going to be and how big it is.
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/// Use this method to request a layout from Taffy and initialize the element's state.
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fn request_layout(
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&mut self,
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id: Option<&GlobalElementId>,
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inspector_id: Option<&InspectorElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, Self::RequestLayoutState);
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/// After laying out an element, we need to commit its bounds to the current frame for hitbox
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/// purposes. The state argument is the same state that was returned from [`Element::request_layout()`].
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fn prepaint(
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&mut self,
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id: Option<&GlobalElementId>,
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inspector_id: Option<&InspectorElementId>,
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bounds: Bounds<Pixels>,
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request_layout: &mut Self::RequestLayoutState,
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window: &mut Window,
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cx: &mut App,
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) -> Self::PrepaintState;
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/// Once layout has been completed, this method will be called to paint the element to the screen.
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/// The state argument is the same state that was returned from [`Element::request_layout()`].
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fn paint(
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&mut self,
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id: Option<&GlobalElementId>,
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inspector_id: Option<&InspectorElementId>,
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bounds: Bounds<Pixels>,
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request_layout: &mut Self::RequestLayoutState,
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prepaint: &mut Self::PrepaintState,
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window: &mut Window,
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cx: &mut App,
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);
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/// Convert this element into a dynamically-typed [`AnyElement`].
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fn into_any(self) -> AnyElement {
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AnyElement::new(self)
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}
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}
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/// Implemented by any type that can be converted into an element.
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pub trait IntoElement: Sized {
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/// The specific type of element into which the implementing type is converted.
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/// Useful for converting other types into elements automatically, like Strings
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type Element: Element;
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/// Convert self into a type that implements [`Element`].
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fn into_element(self) -> Self::Element;
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/// Convert self into a dynamically-typed [`AnyElement`].
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fn into_any_element(self) -> AnyElement {
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self.into_element().into_any()
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}
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}
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impl<T: IntoElement> FluentBuilder for T {}
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/// An object that can be drawn to the screen. This is the trait that distinguishes "views" from
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/// other entities. Views are `Entity`'s which `impl Render` and drawn to the screen.
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pub trait Render: 'static + Sized {
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/// Render this view into an element tree.
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fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement;
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}
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impl Render for Empty {
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fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
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Empty
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}
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}
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/// You can derive [`IntoElement`] on any type that implements this trait.
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/// It is used to construct reusable `components` out of plain data. Think of
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/// components as a recipe for a certain pattern of elements. RenderOnce allows
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/// you to invoke this pattern, without breaking the fluent builder pattern of
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/// the element APIs.
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pub trait RenderOnce: 'static {
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/// Render this component into an element tree. Note that this method
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/// takes ownership of self, as compared to [`Render::render()`] method
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/// which takes a mutable reference.
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fn render(self, window: &mut Window, cx: &mut App) -> impl IntoElement;
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}
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/// This is a helper trait to provide a uniform interface for constructing elements that
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/// can accept any number of any kind of child elements
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pub trait ParentElement {
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/// Extend this element's children with the given child elements.
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fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>);
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/// Add a single child element to this element.
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fn child(mut self, child: impl IntoElement) -> Self
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where
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Self: Sized,
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{
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self.extend(std::iter::once(child.into_element().into_any()));
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self
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}
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/// Add multiple child elements to this element.
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fn children(mut self, children: impl IntoIterator<Item = impl IntoElement>) -> Self
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where
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Self: Sized,
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{
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self.extend(children.into_iter().map(|child| child.into_any_element()));
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self
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}
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}
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/// An element for rendering components. An implementation detail of the [`IntoElement`] derive macro
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/// for [`RenderOnce`]
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#[doc(hidden)]
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pub struct Component<C: RenderOnce> {
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component: Option<C>,
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#[cfg(debug_assertions)]
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source: &'static core::panic::Location<'static>,
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}
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impl<C: RenderOnce> Component<C> {
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/// Create a new component from the given RenderOnce type.
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#[track_caller]
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pub fn new(component: C) -> Self {
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Component {
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component: Some(component),
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#[cfg(debug_assertions)]
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source: core::panic::Location::caller(),
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}
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}
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}
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impl<C: RenderOnce> Element for Component<C> {
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type RequestLayoutState = AnyElement;
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type PrepaintState = ();
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fn id(&self) -> Option<ElementId> {
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None
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}
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fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
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#[cfg(debug_assertions)]
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return Some(self.source);
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#[cfg(not(debug_assertions))]
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return None;
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}
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fn request_layout(
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&mut self,
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_id: Option<&GlobalElementId>,
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_inspector_id: Option<&InspectorElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, Self::RequestLayoutState) {
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window.with_global_id(ElementId::Name(type_name::<C>().into()), |_, window| {
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let mut element = self
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.component
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.take()
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.unwrap()
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.render(window, cx)
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.into_any_element();
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let layout_id = element.request_layout(window, cx);
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(layout_id, element)
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})
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}
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fn prepaint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_inspector_id: Option<&InspectorElementId>,
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_: Bounds<Pixels>,
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element: &mut AnyElement,
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window: &mut Window,
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cx: &mut App,
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) {
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window.with_global_id(ElementId::Name(type_name::<C>().into()), |_, window| {
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element.prepaint(window, cx);
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})
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}
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fn paint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_inspector_id: Option<&InspectorElementId>,
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_: Bounds<Pixels>,
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element: &mut Self::RequestLayoutState,
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_: &mut Self::PrepaintState,
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window: &mut Window,
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cx: &mut App,
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) {
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window.with_global_id(ElementId::Name(type_name::<C>().into()), |_, window| {
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element.paint(window, cx);
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})
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}
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}
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impl<C: RenderOnce> IntoElement for Component<C> {
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type Element = Self;
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fn into_element(self) -> Self::Element {
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self
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}
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}
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/// A globally unique identifier for an element, used to track state across frames.
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#[derive(Deref, DerefMut, Default, Debug, Eq, PartialEq, Hash)]
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pub struct GlobalElementId(pub(crate) SmallVec<[ElementId; 32]>);
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impl Display for GlobalElementId {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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for (i, element_id) in self.0.iter().enumerate() {
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if i > 0 {
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write!(f, ".")?;
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}
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write!(f, "{}", element_id)?;
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}
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Ok(())
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}
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}
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trait ElementObject {
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fn inner_element(&mut self) -> &mut dyn Any;
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fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId;
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fn prepaint(&mut self, window: &mut Window, cx: &mut App);
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fn paint(&mut self, window: &mut Window, cx: &mut App);
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fn layout_as_root(
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&mut self,
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available_space: Size<AvailableSpace>,
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window: &mut Window,
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cx: &mut App,
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) -> Size<Pixels>;
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}
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/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
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pub struct Drawable<E: Element> {
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/// The drawn element.
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pub element: E,
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phase: ElementDrawPhase<E::RequestLayoutState, E::PrepaintState>,
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}
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#[derive(Default)]
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enum ElementDrawPhase<RequestLayoutState, PrepaintState> {
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#[default]
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Start,
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RequestLayout {
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layout_id: LayoutId,
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global_id: Option<GlobalElementId>,
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inspector_id: Option<InspectorElementId>,
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request_layout: RequestLayoutState,
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},
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LayoutComputed {
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layout_id: LayoutId,
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global_id: Option<GlobalElementId>,
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inspector_id: Option<InspectorElementId>,
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available_space: Size<AvailableSpace>,
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request_layout: RequestLayoutState,
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},
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Prepaint {
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node_id: DispatchNodeId,
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global_id: Option<GlobalElementId>,
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inspector_id: Option<InspectorElementId>,
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bounds: Bounds<Pixels>,
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request_layout: RequestLayoutState,
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prepaint: PrepaintState,
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},
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Painted,
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}
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/// A wrapper around an implementer of [`Element`] that allows it to be drawn in a window.
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impl<E: Element> Drawable<E> {
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pub(crate) fn new(element: E) -> Self {
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Drawable {
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element,
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phase: ElementDrawPhase::Start,
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}
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}
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fn request_layout(&mut self, window: &mut Window, cx: &mut App) -> LayoutId {
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match mem::take(&mut self.phase) {
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ElementDrawPhase::Start => {
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let global_id = self.element.id().map(|element_id| {
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window.element_id_stack.push(element_id);
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GlobalElementId(window.element_id_stack.clone())
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});
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let inspector_id;
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#[cfg(any(feature = "inspector", debug_assertions))]
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{
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inspector_id = self.element.source_location().map(|source| {
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let path = crate::InspectorElementPath {
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global_id: GlobalElementId(window.element_id_stack.clone()),
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source_location: source,
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};
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window.build_inspector_element_id(path)
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});
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}
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#[cfg(not(any(feature = "inspector", debug_assertions)))]
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{
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inspector_id = None;
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}
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let (layout_id, request_layout) = self.element.request_layout(
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global_id.as_ref(),
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inspector_id.as_ref(),
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window,
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cx,
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);
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if global_id.is_some() {
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window.element_id_stack.pop();
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}
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self.phase = ElementDrawPhase::RequestLayout {
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layout_id,
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global_id,
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inspector_id,
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request_layout,
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};
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layout_id
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}
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_ => panic!("must call request_layout only once"),
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}
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}
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pub(crate) fn prepaint(&mut self, window: &mut Window, cx: &mut App) {
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match mem::take(&mut self.phase) {
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ElementDrawPhase::RequestLayout {
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layout_id,
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global_id,
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inspector_id,
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mut request_layout,
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}
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| ElementDrawPhase::LayoutComputed {
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layout_id,
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global_id,
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inspector_id,
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mut request_layout,
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..
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} => {
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if let Some(element_id) = self.element.id() {
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window.element_id_stack.push(element_id);
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debug_assert_eq!(global_id.as_ref().unwrap().0, window.element_id_stack);
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}
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let bounds = window.layout_bounds(layout_id);
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let node_id = window.next_frame.dispatch_tree.push_node();
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let prepaint = self.element.prepaint(
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global_id.as_ref(),
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inspector_id.as_ref(),
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bounds,
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&mut request_layout,
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window,
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cx,
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);
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window.next_frame.dispatch_tree.pop_node();
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if global_id.is_some() {
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window.element_id_stack.pop();
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}
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self.phase = ElementDrawPhase::Prepaint {
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node_id,
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global_id,
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inspector_id,
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bounds,
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request_layout,
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prepaint,
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};
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}
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_ => panic!("must call request_layout before prepaint"),
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}
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}
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pub(crate) fn paint(
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&mut self,
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window: &mut Window,
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cx: &mut App,
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) -> (E::RequestLayoutState, E::PrepaintState) {
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match mem::take(&mut self.phase) {
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ElementDrawPhase::Prepaint {
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node_id,
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global_id,
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inspector_id,
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bounds,
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mut request_layout,
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mut prepaint,
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..
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} => {
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if let Some(element_id) = self.element.id() {
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window.element_id_stack.push(element_id);
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debug_assert_eq!(global_id.as_ref().unwrap().0, window.element_id_stack);
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}
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window.next_frame.dispatch_tree.set_active_node(node_id);
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self.element.paint(
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global_id.as_ref(),
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inspector_id.as_ref(),
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bounds,
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&mut request_layout,
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&mut prepaint,
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window,
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cx,
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);
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if global_id.is_some() {
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window.element_id_stack.pop();
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}
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self.phase = ElementDrawPhase::Painted;
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(request_layout, prepaint)
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}
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_ => panic!("must call prepaint before paint"),
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}
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}
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pub(crate) fn layout_as_root(
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&mut self,
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available_space: Size<AvailableSpace>,
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window: &mut Window,
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cx: &mut App,
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) -> Size<Pixels> {
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if matches!(&self.phase, ElementDrawPhase::Start) {
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self.request_layout(window, cx);
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}
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let layout_id = match mem::take(&mut self.phase) {
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ElementDrawPhase::RequestLayout {
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layout_id,
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global_id,
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inspector_id,
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request_layout,
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} => {
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window.compute_layout(layout_id, available_space, cx);
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self.phase = ElementDrawPhase::LayoutComputed {
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layout_id,
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global_id,
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inspector_id,
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available_space,
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request_layout,
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};
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layout_id
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}
|
|
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,
|
|
) {
|
|
}
|
|
}
|