
Using the file system as a database seems like it's easy, but it's actually a real pain. I'd like to use LMDB to store the prompts locally so we have more control. We can always add an export option, but I want the source of truth to be somewhere other than the file system. So far, I have a PromptStore which is global to the application and can be initialized on startup. Then there's a `PromptLibrary` which is intended to be the root of a new kind of Zed window. I haven't actually seen pixels yet, but I've sketched out the basics needed to create a new prompt, save, etc. Still lots to figure out but the foundations of being backed by a DB and rendering in an independent window are in place. /cc @iamnbutler @as-cii Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com>
332 lines
13 KiB
Rust
332 lines
13 KiB
Rust
//! A scrollable list of elements with uniform height, optimized for large lists.
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//! Rather than use the full taffy layout system, uniform_list simply measures
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//! the first element and then lays out all remaining elements in a line based on that
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//! measurement. This is much faster than the full layout system, but only works for
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//! elements with uniform height.
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use crate::{
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point, px, size, AnyElement, AvailableSpace, Bounds, ContentMask, Element, ElementId,
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GlobalElementId, Hitbox, InteractiveElement, Interactivity, IntoElement, LayoutId,
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ListSizingBehavior, Pixels, Render, ScrollHandle, Size, StyleRefinement, Styled, View,
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ViewContext, WindowContext,
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};
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use smallvec::SmallVec;
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use std::{cell::RefCell, cmp, ops::Range, rc::Rc};
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use taffy::style::Overflow;
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/// uniform_list provides lazy rendering for a set of items that are of uniform height.
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/// When rendered into a container with overflow-y: hidden and a fixed (or max) height,
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/// uniform_list will only render the visible subset of items.
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#[track_caller]
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pub fn uniform_list<I, R, V>(
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view: View<V>,
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id: I,
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item_count: usize,
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f: impl 'static + Fn(&mut V, Range<usize>, &mut ViewContext<V>) -> Vec<R>,
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) -> UniformList
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where
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I: Into<ElementId>,
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R: IntoElement,
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V: Render,
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{
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let id = id.into();
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let mut base_style = StyleRefinement::default();
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base_style.overflow.y = Some(Overflow::Scroll);
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let render_range = move |range, cx: &mut WindowContext| {
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view.update(cx, |this, cx| {
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f(this, range, cx)
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.into_iter()
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.map(|component| component.into_any_element())
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.collect()
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})
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};
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UniformList {
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item_count,
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item_to_measure_index: 0,
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render_items: Box::new(render_range),
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interactivity: Interactivity {
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element_id: Some(id),
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base_style: Box::new(base_style),
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#[cfg(debug_assertions)]
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location: Some(*core::panic::Location::caller()),
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..Default::default()
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},
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scroll_handle: None,
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sizing_behavior: ListSizingBehavior::default(),
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}
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}
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/// A list element for efficiently laying out and displaying a list of uniform-height elements.
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pub struct UniformList {
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item_count: usize,
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item_to_measure_index: usize,
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render_items:
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Box<dyn for<'a> Fn(Range<usize>, &'a mut WindowContext) -> SmallVec<[AnyElement; 64]>>,
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interactivity: Interactivity,
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scroll_handle: Option<UniformListScrollHandle>,
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sizing_behavior: ListSizingBehavior,
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}
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/// Frame state used by the [UniformList].
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pub struct UniformListFrameState {
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item_size: Size<Pixels>,
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items: SmallVec<[AnyElement; 32]>,
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}
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/// A handle for controlling the scroll position of a uniform list.
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/// This should be stored in your view and passed to the uniform_list on each frame.
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#[derive(Clone, Default)]
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pub struct UniformListScrollHandle {
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base_handle: ScrollHandle,
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deferred_scroll_to_item: Rc<RefCell<Option<usize>>>,
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}
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impl UniformListScrollHandle {
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/// Create a new scroll handle to bind to a uniform list.
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pub fn new() -> Self {
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Self {
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base_handle: ScrollHandle::new(),
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deferred_scroll_to_item: Rc::new(RefCell::new(None)),
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}
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}
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/// Scroll the list to the given item index.
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pub fn scroll_to_item(&mut self, ix: usize) {
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self.deferred_scroll_to_item.replace(Some(ix));
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}
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}
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impl Styled for UniformList {
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fn style(&mut self) -> &mut StyleRefinement {
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&mut self.interactivity.base_style
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}
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}
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impl Element for UniformList {
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type RequestLayoutState = UniformListFrameState;
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type PrepaintState = Option<Hitbox>;
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fn id(&self) -> Option<ElementId> {
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self.interactivity.element_id.clone()
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}
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fn request_layout(
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&mut self,
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global_id: Option<&GlobalElementId>,
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cx: &mut WindowContext,
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) -> (LayoutId, Self::RequestLayoutState) {
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let max_items = self.item_count;
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let item_size = self.measure_item(None, cx);
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let layout_id = self
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.interactivity
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.request_layout(global_id, cx, |style, cx| match self.sizing_behavior {
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ListSizingBehavior::Infer => {
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cx.with_text_style(style.text_style().cloned(), |cx| {
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cx.request_measured_layout(
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style,
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move |known_dimensions, available_space, _cx| {
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let desired_height = item_size.height * max_items;
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let width = known_dimensions.width.unwrap_or(match available_space
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.width
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{
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AvailableSpace::Definite(x) => x,
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AvailableSpace::MinContent | AvailableSpace::MaxContent => {
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item_size.width
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}
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});
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let height = match available_space.height {
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AvailableSpace::Definite(height) => desired_height.min(height),
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AvailableSpace::MinContent | AvailableSpace::MaxContent => {
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desired_height
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}
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};
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size(width, height)
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},
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)
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})
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}
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ListSizingBehavior::Auto => cx.with_text_style(style.text_style().cloned(), |cx| {
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cx.request_layout(style, None)
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}),
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});
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(
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layout_id,
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UniformListFrameState {
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item_size,
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items: SmallVec::new(),
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},
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)
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}
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fn prepaint(
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&mut self,
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global_id: Option<&GlobalElementId>,
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bounds: Bounds<Pixels>,
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frame_state: &mut Self::RequestLayoutState,
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cx: &mut WindowContext,
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) -> Option<Hitbox> {
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let style = self.interactivity.compute_style(global_id, None, cx);
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let border = style.border_widths.to_pixels(cx.rem_size());
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let padding = style.padding.to_pixels(bounds.size.into(), cx.rem_size());
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let padded_bounds = Bounds::from_corners(
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bounds.origin + point(border.left + padding.left, border.top + padding.top),
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bounds.lower_right()
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- point(border.right + padding.right, border.bottom + padding.bottom),
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);
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let content_size = Size {
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width: padded_bounds.size.width,
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height: frame_state.item_size.height * self.item_count + padding.top + padding.bottom,
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};
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let shared_scroll_offset = self.interactivity.scroll_offset.clone().unwrap();
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let item_height = self.measure_item(Some(padded_bounds.size.width), cx).height;
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let shared_scroll_to_item = self
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.scroll_handle
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.as_mut()
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.and_then(|handle| handle.deferred_scroll_to_item.take());
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self.interactivity.prepaint(
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global_id,
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bounds,
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content_size,
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cx,
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|style, mut scroll_offset, hitbox, cx| {
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let border = style.border_widths.to_pixels(cx.rem_size());
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let padding = style.padding.to_pixels(bounds.size.into(), cx.rem_size());
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let padded_bounds = Bounds::from_corners(
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bounds.origin + point(border.left + padding.left, border.top),
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bounds.lower_right() - point(border.right + padding.right, border.bottom),
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);
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if self.item_count > 0 {
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let content_height =
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item_height * self.item_count + padding.top + padding.bottom;
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let min_scroll_offset = padded_bounds.size.height - content_height;
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let is_scrolled = scroll_offset.y != px(0.);
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if is_scrolled && scroll_offset.y < min_scroll_offset {
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shared_scroll_offset.borrow_mut().y = min_scroll_offset;
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scroll_offset.y = min_scroll_offset;
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}
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if let Some(ix) = shared_scroll_to_item {
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let list_height = padded_bounds.size.height;
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let mut updated_scroll_offset = shared_scroll_offset.borrow_mut();
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let item_top = item_height * ix + padding.top;
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let item_bottom = item_top + item_height;
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let scroll_top = -updated_scroll_offset.y;
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if item_top < scroll_top + padding.top {
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updated_scroll_offset.y = -(item_top) + padding.top;
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} else if item_bottom > scroll_top + list_height - padding.bottom {
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updated_scroll_offset.y = -(item_bottom - list_height) - padding.bottom;
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}
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scroll_offset = *updated_scroll_offset;
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}
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let first_visible_element_ix =
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(-(scroll_offset.y + padding.top) / item_height).floor() as usize;
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let last_visible_element_ix = ((-scroll_offset.y + padded_bounds.size.height)
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/ item_height)
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.ceil() as usize;
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let visible_range = first_visible_element_ix
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..cmp::min(last_visible_element_ix, self.item_count);
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let mut items = (self.render_items)(visible_range.clone(), cx);
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let content_mask = ContentMask { bounds };
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cx.with_content_mask(Some(content_mask), |cx| {
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for (mut item, ix) in items.into_iter().zip(visible_range) {
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let item_origin = padded_bounds.origin
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+ point(px(0.), item_height * ix + scroll_offset.y + padding.top);
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let available_space = size(
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AvailableSpace::Definite(padded_bounds.size.width),
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AvailableSpace::Definite(item_height),
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);
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item.layout_as_root(available_space, cx);
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item.prepaint_at(item_origin, cx);
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frame_state.items.push(item);
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}
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});
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}
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hitbox
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},
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)
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}
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fn paint(
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&mut self,
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global_id: Option<&GlobalElementId>,
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bounds: Bounds<crate::Pixels>,
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request_layout: &mut Self::RequestLayoutState,
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hitbox: &mut Option<Hitbox>,
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cx: &mut WindowContext,
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) {
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self.interactivity
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.paint(global_id, bounds, hitbox.as_ref(), cx, |_, cx| {
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for item in &mut request_layout.items {
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item.paint(cx);
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}
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})
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}
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}
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impl IntoElement for UniformList {
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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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impl UniformList {
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/// Selects a specific list item for measurement.
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pub fn with_width_from_item(mut self, item_index: Option<usize>) -> Self {
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self.item_to_measure_index = item_index.unwrap_or(0);
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self
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}
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/// Sets the sizing behavior, similar to the `List` element.
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pub fn with_sizing_behavior(mut self, behavior: ListSizingBehavior) -> Self {
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self.sizing_behavior = behavior;
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self
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}
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fn measure_item(&self, list_width: Option<Pixels>, cx: &mut WindowContext) -> Size<Pixels> {
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if self.item_count == 0 {
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return Size::default();
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}
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let item_ix = cmp::min(self.item_to_measure_index, self.item_count - 1);
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let mut items = (self.render_items)(item_ix..item_ix + 1, cx);
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let mut item_to_measure = items.pop().unwrap();
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let available_space = size(
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list_width.map_or(AvailableSpace::MinContent, |width| {
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AvailableSpace::Definite(width)
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}),
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AvailableSpace::MinContent,
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);
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item_to_measure.layout_as_root(available_space, cx)
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}
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/// Track and render scroll state of this list with reference to the given scroll handle.
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pub fn track_scroll(mut self, handle: UniformListScrollHandle) -> Self {
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self.interactivity.tracked_scroll_handle = Some(handle.base_handle.clone());
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self.scroll_handle = Some(handle);
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self
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}
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}
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impl InteractiveElement for UniformList {
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fn interactivity(&mut self) -> &mut crate::Interactivity {
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&mut self.interactivity
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}
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}
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