
There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
88 lines
2.4 KiB
Rust
88 lines
2.4 KiB
Rust
use refineable::Refineable as _;
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use crate::{
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App, Bounds, Element, ElementId, GlobalElementId, IntoElement, Pixels, Style, StyleRefinement,
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Styled, Window,
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};
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/// Construct a canvas element with the given paint callback.
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/// Useful for adding short term custom drawing to a view.
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pub fn canvas<T>(
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prepaint: impl 'static + FnOnce(Bounds<Pixels>, &mut Window, &mut App) -> T,
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paint: impl 'static + FnOnce(Bounds<Pixels>, T, &mut Window, &mut App),
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) -> Canvas<T> {
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Canvas {
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prepaint: Some(Box::new(prepaint)),
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paint: Some(Box::new(paint)),
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style: StyleRefinement::default(),
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}
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}
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/// A canvas element, meant for accessing the low level paint API without defining a whole
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/// custom element
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pub struct Canvas<T> {
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prepaint: Option<Box<dyn FnOnce(Bounds<Pixels>, &mut Window, &mut App) -> T>>,
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paint: Option<Box<dyn FnOnce(Bounds<Pixels>, T, &mut Window, &mut App)>>,
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style: StyleRefinement,
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}
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impl<T: 'static> IntoElement for Canvas<T> {
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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<T: 'static> Element for Canvas<T> {
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type RequestLayoutState = Style;
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type PrepaintState = Option<T>;
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fn id(&self) -> Option<ElementId> {
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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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window: &mut Window,
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cx: &mut App,
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) -> (crate::LayoutId, Self::RequestLayoutState) {
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let mut style = Style::default();
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style.refine(&self.style);
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let layout_id = window.request_layout(style.clone(), [], cx);
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(layout_id, style)
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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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bounds: Bounds<Pixels>,
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_request_layout: &mut Style,
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window: &mut Window,
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cx: &mut App,
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) -> Option<T> {
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Some(self.prepaint.take().unwrap()(bounds, window, cx))
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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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bounds: Bounds<Pixels>,
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style: &mut Style,
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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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let prepaint = prepaint.take().unwrap();
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style.paint(bounds, window, cx, |window, cx| {
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(self.paint.take().unwrap())(bounds, prepaint, window, cx)
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});
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}
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}
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impl<T> Styled for Canvas<T> {
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fn style(&mut self) -> &mut crate::StyleRefinement {
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&mut self.style
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}
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}
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