ZIm/crates/gpui2/src/view.rs
2023-12-13 18:44:21 -07:00

338 lines
8.1 KiB
Rust

use crate::{
private::Sealed, AnyElement, AnyModel, AnyWeakModel, AppContext, AvailableSpace, BorrowWindow,
Bounds, Element, ElementId, Entity, EntityId, Flatten, FocusHandle, FocusableView, IntoElement,
LayoutId, Model, Pixels, Point, Render, Size, ViewContext, VisualContext, WeakModel,
WindowContext,
};
use anyhow::{Context, Result};
use std::{
any::TypeId,
hash::{Hash, Hasher},
};
pub struct View<V> {
pub model: Model<V>,
}
impl<V> Sealed for View<V> {}
impl<V: 'static> Entity<V> for View<V> {
type Weak = WeakView<V>;
fn entity_id(&self) -> EntityId {
self.model.entity_id
}
fn downgrade(&self) -> Self::Weak {
WeakView {
model: self.model.downgrade(),
}
}
fn upgrade_from(weak: &Self::Weak) -> Option<Self>
where
Self: Sized,
{
let model = weak.model.upgrade()?;
Some(View { model })
}
}
impl<V: 'static> View<V> {
/// Convert this strong view reference into a weak view reference.
pub fn downgrade(&self) -> WeakView<V> {
Entity::downgrade(self)
}
pub fn update<C, R>(
&self,
cx: &mut C,
f: impl FnOnce(&mut V, &mut ViewContext<'_, V>) -> R,
) -> C::Result<R>
where
C: VisualContext,
{
cx.update_view(self, f)
}
pub fn read<'a>(&self, cx: &'a AppContext) -> &'a V {
self.model.read(cx)
}
// pub fn render_with<E>(&self, component: E) -> RenderViewWith<E, V>
// where
// E: 'static + Element,
// {
// RenderViewWith {
// view: self.clone(),
// element: Some(component),
// }
// }
pub fn focus_handle(&self, cx: &AppContext) -> FocusHandle
where
V: FocusableView,
{
self.read(cx).focus_handle(cx)
}
}
impl<V: Render> Element for View<V> {
type State = Option<AnyElement>;
fn layout(
&mut self,
_state: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State) {
let mut element = self.update(cx, |view, cx| view.render(cx).into_any());
let layout_id = element.layout(cx);
(layout_id, Some(element))
}
fn paint(self, _: Bounds<Pixels>, element: &mut Self::State, cx: &mut WindowContext) {
element.take().unwrap().paint(cx);
}
}
impl<V> Clone for View<V> {
fn clone(&self) -> Self {
Self {
model: self.model.clone(),
}
}
}
impl<V> Hash for View<V> {
fn hash<H: Hasher>(&self, state: &mut H) {
self.model.hash(state);
}
}
impl<V> PartialEq for View<V> {
fn eq(&self, other: &Self) -> bool {
self.model == other.model
}
}
impl<V> Eq for View<V> {}
pub struct WeakView<V> {
pub(crate) model: WeakModel<V>,
}
impl<V: 'static> WeakView<V> {
pub fn entity_id(&self) -> EntityId {
self.model.entity_id
}
pub fn upgrade(&self) -> Option<View<V>> {
Entity::upgrade_from(self)
}
pub fn update<C, R>(
&self,
cx: &mut C,
f: impl FnOnce(&mut V, &mut ViewContext<'_, V>) -> R,
) -> Result<R>
where
C: VisualContext,
Result<C::Result<R>>: Flatten<R>,
{
let view = self.upgrade().context("error upgrading view")?;
Ok(view.update(cx, f)).flatten()
}
}
impl<V> Clone for WeakView<V> {
fn clone(&self) -> Self {
Self {
model: self.model.clone(),
}
}
}
impl<V> Hash for WeakView<V> {
fn hash<H: Hasher>(&self, state: &mut H) {
self.model.hash(state);
}
}
impl<V> PartialEq for WeakView<V> {
fn eq(&self, other: &Self) -> bool {
self.model == other.model
}
}
impl<V> Eq for WeakView<V> {}
#[derive(Clone, Debug)]
pub struct AnyView {
model: AnyModel,
layout: fn(&AnyView, &mut WindowContext) -> (LayoutId, AnyElement),
paint: fn(&AnyView, AnyElement, &mut WindowContext),
}
impl AnyView {
pub fn downgrade(&self) -> AnyWeakView {
AnyWeakView {
model: self.model.downgrade(),
layout: self.layout,
paint: self.paint,
}
}
pub fn downcast<T: 'static>(self) -> Result<View<T>, Self> {
match self.model.downcast() {
Ok(model) => Ok(View { model }),
Err(model) => Err(Self {
model,
layout: self.layout,
paint: self.paint,
}),
}
}
pub fn entity_type(&self) -> TypeId {
self.model.entity_type
}
pub fn entity_id(&self) -> EntityId {
self.model.entity_id()
}
pub(crate) fn draw(
&self,
origin: Point<Pixels>,
available_space: Size<AvailableSpace>,
cx: &mut WindowContext,
) {
cx.with_absolute_element_offset(origin, |cx| {
let (layout_id, rendered_element) = (self.layout)(self, cx);
let start_time = std::time::Instant::now();
cx.compute_layout(layout_id, available_space);
let duration = start_time.elapsed();
println!("compute layout: {:?}", duration);
let start_time = std::time::Instant::now();
(self.paint)(self, rendered_element, cx);
let duration = start_time.elapsed();
println!("paint: {:?}", duration);
})
}
}
impl<V: Render> From<View<V>> for AnyView {
fn from(value: View<V>) -> Self {
AnyView {
model: value.model.into_any(),
layout: any_view::layout::<V>,
paint: any_view::paint::<V>,
}
}
}
impl Element for AnyView {
type State = Option<AnyElement>;
fn layout(
&mut self,
_state: Option<Self::State>,
cx: &mut WindowContext,
) -> (LayoutId, Self::State) {
let (layout_id, state) = (self.layout)(self, cx);
(layout_id, Some(state))
}
fn paint(self, _: Bounds<Pixels>, state: &mut Self::State, cx: &mut WindowContext) {
debug_assert!(
state.is_some(),
"state is None. Did you include an AnyView twice in the tree?"
);
(self.paint)(&self, state.take().unwrap(), cx)
}
}
impl<V: 'static + Render> IntoElement for View<V> {
type Element = View<V>;
fn element_id(&self) -> Option<ElementId> {
Some(ElementId::from_entity_id(self.model.entity_id))
}
fn into_element(self) -> Self::Element {
self
}
}
impl IntoElement for AnyView {
type Element = Self;
fn element_id(&self) -> Option<ElementId> {
Some(ElementId::from_entity_id(self.model.entity_id))
}
fn into_element(self) -> Self::Element {
self
}
}
pub struct AnyWeakView {
model: AnyWeakModel,
layout: fn(&AnyView, &mut WindowContext) -> (LayoutId, AnyElement),
paint: fn(&AnyView, AnyElement, &mut WindowContext),
}
impl AnyWeakView {
pub fn upgrade(&self) -> Option<AnyView> {
let model = self.model.upgrade()?;
Some(AnyView {
model,
layout: self.layout,
paint: self.paint,
})
}
}
impl<V: 'static + Render> From<WeakView<V>> for AnyWeakView {
fn from(view: WeakView<V>) -> Self {
Self {
model: view.model.into(),
layout: any_view::layout::<V>,
paint: any_view::paint::<V>,
}
}
}
impl<T, E> Render for T
where
T: 'static + FnMut(&mut WindowContext) -> E,
E: 'static + Send + Element,
{
type Element = E;
fn render(&mut self, cx: &mut ViewContext<Self>) -> Self::Element {
(self)(cx)
}
}
mod any_view {
use crate::{AnyElement, AnyView, Element, LayoutId, Render, WindowContext};
pub(crate) fn layout<V: 'static + Render>(
view: &AnyView,
cx: &mut WindowContext,
) -> (LayoutId, AnyElement) {
let view = view.clone().downcast::<V>().unwrap();
let mut element = view.update(cx, |view, cx| view.render(cx).into_any());
let layout_id = element.layout(cx);
(layout_id, element)
}
pub(crate) fn paint<V: 'static + Render>(
_view: &AnyView,
element: AnyElement,
cx: &mut WindowContext,
) {
element.paint(cx);
}
}