ZIm/crates/gpui/src/elements/uniform_list.rs
Nathan Sobo 5f98b9617a
Start on a database-backed prompt library (#12468)
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>
2024-06-03 15:58:43 +02:00

332 lines
13 KiB
Rust

//! A scrollable list of elements with uniform height, optimized for large lists.
//! Rather than use the full taffy layout system, uniform_list simply measures
//! the first element and then lays out all remaining elements in a line based on that
//! measurement. This is much faster than the full layout system, but only works for
//! elements with uniform height.
use crate::{
point, px, size, AnyElement, AvailableSpace, Bounds, ContentMask, Element, ElementId,
GlobalElementId, Hitbox, InteractiveElement, Interactivity, IntoElement, LayoutId,
ListSizingBehavior, Pixels, Render, ScrollHandle, Size, StyleRefinement, Styled, View,
ViewContext, WindowContext,
};
use smallvec::SmallVec;
use std::{cell::RefCell, cmp, ops::Range, rc::Rc};
use taffy::style::Overflow;
/// uniform_list provides lazy rendering for a set of items that are of uniform height.
/// When rendered into a container with overflow-y: hidden and a fixed (or max) height,
/// uniform_list will only render the visible subset of items.
#[track_caller]
pub fn uniform_list<I, R, V>(
view: View<V>,
id: I,
item_count: usize,
f: impl 'static + Fn(&mut V, Range<usize>, &mut ViewContext<V>) -> Vec<R>,
) -> UniformList
where
I: Into<ElementId>,
R: IntoElement,
V: Render,
{
let id = id.into();
let mut base_style = StyleRefinement::default();
base_style.overflow.y = Some(Overflow::Scroll);
let render_range = move |range, cx: &mut WindowContext| {
view.update(cx, |this, cx| {
f(this, range, cx)
.into_iter()
.map(|component| component.into_any_element())
.collect()
})
};
UniformList {
item_count,
item_to_measure_index: 0,
render_items: Box::new(render_range),
interactivity: Interactivity {
element_id: Some(id),
base_style: Box::new(base_style),
#[cfg(debug_assertions)]
location: Some(*core::panic::Location::caller()),
..Default::default()
},
scroll_handle: None,
sizing_behavior: ListSizingBehavior::default(),
}
}
/// A list element for efficiently laying out and displaying a list of uniform-height elements.
pub struct UniformList {
item_count: usize,
item_to_measure_index: usize,
render_items:
Box<dyn for<'a> Fn(Range<usize>, &'a mut WindowContext) -> SmallVec<[AnyElement; 64]>>,
interactivity: Interactivity,
scroll_handle: Option<UniformListScrollHandle>,
sizing_behavior: ListSizingBehavior,
}
/// Frame state used by the [UniformList].
pub struct UniformListFrameState {
item_size: Size<Pixels>,
items: SmallVec<[AnyElement; 32]>,
}
/// A handle for controlling the scroll position of a uniform list.
/// This should be stored in your view and passed to the uniform_list on each frame.
#[derive(Clone, Default)]
pub struct UniformListScrollHandle {
base_handle: ScrollHandle,
deferred_scroll_to_item: Rc<RefCell<Option<usize>>>,
}
impl UniformListScrollHandle {
/// Create a new scroll handle to bind to a uniform list.
pub fn new() -> Self {
Self {
base_handle: ScrollHandle::new(),
deferred_scroll_to_item: Rc::new(RefCell::new(None)),
}
}
/// Scroll the list to the given item index.
pub fn scroll_to_item(&mut self, ix: usize) {
self.deferred_scroll_to_item.replace(Some(ix));
}
}
impl Styled for UniformList {
fn style(&mut self) -> &mut StyleRefinement {
&mut self.interactivity.base_style
}
}
impl Element for UniformList {
type RequestLayoutState = UniformListFrameState;
type PrepaintState = Option<Hitbox>;
fn id(&self) -> Option<ElementId> {
self.interactivity.element_id.clone()
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
cx: &mut WindowContext,
) -> (LayoutId, Self::RequestLayoutState) {
let max_items = self.item_count;
let item_size = self.measure_item(None, cx);
let layout_id = self
.interactivity
.request_layout(global_id, cx, |style, cx| match self.sizing_behavior {
ListSizingBehavior::Infer => {
cx.with_text_style(style.text_style().cloned(), |cx| {
cx.request_measured_layout(
style,
move |known_dimensions, available_space, _cx| {
let desired_height = item_size.height * max_items;
let width = known_dimensions.width.unwrap_or(match available_space
.width
{
AvailableSpace::Definite(x) => x,
AvailableSpace::MinContent | AvailableSpace::MaxContent => {
item_size.width
}
});
let height = match available_space.height {
AvailableSpace::Definite(height) => desired_height.min(height),
AvailableSpace::MinContent | AvailableSpace::MaxContent => {
desired_height
}
};
size(width, height)
},
)
})
}
ListSizingBehavior::Auto => cx.with_text_style(style.text_style().cloned(), |cx| {
cx.request_layout(style, None)
}),
});
(
layout_id,
UniformListFrameState {
item_size,
items: SmallVec::new(),
},
)
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
bounds: Bounds<Pixels>,
frame_state: &mut Self::RequestLayoutState,
cx: &mut WindowContext,
) -> Option<Hitbox> {
let style = self.interactivity.compute_style(global_id, None, cx);
let border = style.border_widths.to_pixels(cx.rem_size());
let padding = style.padding.to_pixels(bounds.size.into(), cx.rem_size());
let padded_bounds = Bounds::from_corners(
bounds.origin + point(border.left + padding.left, border.top + padding.top),
bounds.lower_right()
- point(border.right + padding.right, border.bottom + padding.bottom),
);
let content_size = Size {
width: padded_bounds.size.width,
height: frame_state.item_size.height * self.item_count + padding.top + padding.bottom,
};
let shared_scroll_offset = self.interactivity.scroll_offset.clone().unwrap();
let item_height = self.measure_item(Some(padded_bounds.size.width), cx).height;
let shared_scroll_to_item = self
.scroll_handle
.as_mut()
.and_then(|handle| handle.deferred_scroll_to_item.take());
self.interactivity.prepaint(
global_id,
bounds,
content_size,
cx,
|style, mut scroll_offset, hitbox, cx| {
let border = style.border_widths.to_pixels(cx.rem_size());
let padding = style.padding.to_pixels(bounds.size.into(), cx.rem_size());
let padded_bounds = Bounds::from_corners(
bounds.origin + point(border.left + padding.left, border.top),
bounds.lower_right() - point(border.right + padding.right, border.bottom),
);
if self.item_count > 0 {
let content_height =
item_height * self.item_count + padding.top + padding.bottom;
let min_scroll_offset = padded_bounds.size.height - content_height;
let is_scrolled = scroll_offset.y != px(0.);
if is_scrolled && scroll_offset.y < min_scroll_offset {
shared_scroll_offset.borrow_mut().y = min_scroll_offset;
scroll_offset.y = min_scroll_offset;
}
if let Some(ix) = shared_scroll_to_item {
let list_height = padded_bounds.size.height;
let mut updated_scroll_offset = shared_scroll_offset.borrow_mut();
let item_top = item_height * ix + padding.top;
let item_bottom = item_top + item_height;
let scroll_top = -updated_scroll_offset.y;
if item_top < scroll_top + padding.top {
updated_scroll_offset.y = -(item_top) + padding.top;
} else if item_bottom > scroll_top + list_height - padding.bottom {
updated_scroll_offset.y = -(item_bottom - list_height) - padding.bottom;
}
scroll_offset = *updated_scroll_offset;
}
let first_visible_element_ix =
(-(scroll_offset.y + padding.top) / item_height).floor() as usize;
let last_visible_element_ix = ((-scroll_offset.y + padded_bounds.size.height)
/ item_height)
.ceil() as usize;
let visible_range = first_visible_element_ix
..cmp::min(last_visible_element_ix, self.item_count);
let mut items = (self.render_items)(visible_range.clone(), cx);
let content_mask = ContentMask { bounds };
cx.with_content_mask(Some(content_mask), |cx| {
for (mut item, ix) in items.into_iter().zip(visible_range) {
let item_origin = padded_bounds.origin
+ point(px(0.), item_height * ix + scroll_offset.y + padding.top);
let available_space = size(
AvailableSpace::Definite(padded_bounds.size.width),
AvailableSpace::Definite(item_height),
);
item.layout_as_root(available_space, cx);
item.prepaint_at(item_origin, cx);
frame_state.items.push(item);
}
});
}
hitbox
},
)
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
bounds: Bounds<crate::Pixels>,
request_layout: &mut Self::RequestLayoutState,
hitbox: &mut Option<Hitbox>,
cx: &mut WindowContext,
) {
self.interactivity
.paint(global_id, bounds, hitbox.as_ref(), cx, |_, cx| {
for item in &mut request_layout.items {
item.paint(cx);
}
})
}
}
impl IntoElement for UniformList {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
impl UniformList {
/// Selects a specific list item for measurement.
pub fn with_width_from_item(mut self, item_index: Option<usize>) -> Self {
self.item_to_measure_index = item_index.unwrap_or(0);
self
}
/// Sets the sizing behavior, similar to the `List` element.
pub fn with_sizing_behavior(mut self, behavior: ListSizingBehavior) -> Self {
self.sizing_behavior = behavior;
self
}
fn measure_item(&self, list_width: Option<Pixels>, cx: &mut WindowContext) -> Size<Pixels> {
if self.item_count == 0 {
return Size::default();
}
let item_ix = cmp::min(self.item_to_measure_index, self.item_count - 1);
let mut items = (self.render_items)(item_ix..item_ix + 1, cx);
let mut item_to_measure = items.pop().unwrap();
let available_space = size(
list_width.map_or(AvailableSpace::MinContent, |width| {
AvailableSpace::Definite(width)
}),
AvailableSpace::MinContent,
);
item_to_measure.layout_as_root(available_space, cx)
}
/// Track and render scroll state of this list with reference to the given scroll handle.
pub fn track_scroll(mut self, handle: UniformListScrollHandle) -> Self {
self.interactivity.tracked_scroll_handle = Some(handle.base_handle.clone());
self.scroll_handle = Some(handle);
self
}
}
impl InteractiveElement for UniformList {
fn interactivity(&mut self) -> &mut crate::Interactivity {
&mut self.interactivity
}
}