ZIm/crates/gpui/playground/src/element.rs
2023-08-21 16:14:59 -06:00

147 lines
3.9 KiB
Rust

use anyhow::Result;
use derive_more::{Deref, DerefMut};
use gpui::geometry::rect::RectF;
use gpui::EngineLayout;
use std::marker::PhantomData;
use util::ResultExt;
use crate::layout_context::LayoutContext;
use crate::paint_context::PaintContext;
type LayoutId = gpui::LayoutId;
#[derive(Deref, DerefMut)]
pub struct Layout<V, D> {
id: LayoutId,
engine_layout: Option<EngineLayout>,
#[deref]
#[deref_mut]
element_data: D,
view_type: PhantomData<V>,
}
impl<V: 'static, D> Layout<V, D> {
pub fn new(id: LayoutId, engine_layout: Option<EngineLayout>, element_data: D) -> Self {
Self {
id,
engine_layout,
element_data,
view_type: PhantomData,
}
}
pub fn bounds(&mut self, cx: &mut PaintContext<V>) -> RectF {
self.engine_layout(cx).bounds
}
pub fn order(&mut self, cx: &mut PaintContext<V>) -> u32 {
self.engine_layout(cx).order
}
fn engine_layout(&mut self, cx: &mut PaintContext<'_, '_, '_, '_, V>) -> &mut EngineLayout {
self.engine_layout
.get_or_insert_with(|| cx.computed_layout(self.id).log_err().unwrap_or_default())
}
}
pub trait Element<V: 'static>: 'static {
type Layout;
fn layout(
&mut self,
view: &mut V,
cx: &mut LayoutContext<V>,
) -> Result<Layout<V, Self::Layout>>
where
Self: Sized;
fn paint(
&mut self,
view: &mut V,
layout: &mut Layout<V, Self::Layout>,
cx: &mut PaintContext<V>,
) where
Self: Sized;
fn into_any(self) -> AnyElement<V>
where
Self: 'static + Sized,
{
AnyElement(Box::new(ElementState {
element: self,
layout: None,
}))
}
}
/// Used to make ElementState<V, E> into a trait object, so we can wrap it in AnyElement<V>.
trait ElementStateObject<V> {
fn layout(&mut self, view: &mut V, cx: &mut LayoutContext<V>) -> Result<LayoutId>;
fn paint(&mut self, view: &mut V, layout_id: LayoutId, cx: &mut PaintContext<V>);
}
/// A wrapper around an element that stores its layout state.
struct ElementState<V: 'static, E: Element<V>> {
element: E,
layout: Option<Layout<V, E::Layout>>,
}
/// We blanket-implement the object-safe ElementStateObject interface to make ElementStates into trait objects
impl<V, E: Element<V>> ElementStateObject<V> for ElementState<V, E> {
fn layout(&mut self, view: &mut V, cx: &mut LayoutContext<V>) -> Result<LayoutId> {
let layout = self.element.layout(view, cx)?;
let layout_id = layout.id;
self.layout = Some(layout);
Ok(layout_id)
}
fn paint(&mut self, view: &mut V, layout_id: LayoutId, cx: &mut PaintContext<V>) {
let layout = self.layout.as_mut().expect("paint called before layout");
self.element.paint(view, layout, cx)
}
}
/// A dynamic element.
pub struct AnyElement<V>(Box<dyn ElementStateObject<V>>);
impl<V> AnyElement<V> {
pub fn layout(&mut self, view: &mut V, cx: &mut LayoutContext<V>) -> Result<LayoutId> {
self.0.layout(view, cx)
}
pub fn paint(&mut self, view: &mut V, layout_id: LayoutId, cx: &mut PaintContext<V>) {
self.0.paint(view, layout_id, cx)
}
}
pub trait ParentElement<V: 'static> {
fn children_mut(&mut self) -> &mut Vec<AnyElement<V>>;
fn child(mut self, child: impl IntoElement<V>) -> Self
where
Self: Sized,
{
self.children_mut().push(child.into_element().into_any());
self
}
fn children<I, E>(mut self, children: I) -> Self
where
I: IntoIterator<Item = E>,
E: IntoElement<V>,
Self: Sized,
{
self.children_mut().extend(
children
.into_iter()
.map(|child| child.into_element().into_any()),
);
self
}
}
pub trait IntoElement<V: 'static> {
type Element: Element<V>;
fn into_element(self) -> Self::Element;
}