gpui and gpui_platform now come from Zed's repo by git at 1a28cff, the code gpui-pre 0.3.7 republishes, so the gallery can later build for the browser. gpui takes stacker, as 0.2.2 always did, and gpui_platform takes font-kit, without which macOS draws no text; runtime_shaders moves to gpui_platform. The API moved: focus, blur and Tab steps take cx, Corner is Anchor, shaped lines paint with an alignment, defer_draw takes a content mask, the inspector registers a factory, async updates return their value, and wrapped lines are shared, not cloned. Updates through a window context go through the window, so a closed window still ends them as it did. Where the new gpui behaves differently, Ely keeps its old intent. Holds and reveals under a resting pointer survive typing through gpui's input-modality-independent hover; previews the keyboard also moves keep the default, and the calendar's leave ignores a key press. Enter reaches a button inside the code editor, since gpui now arms a key click on the press. The event logger skips a lone modifier. A video and an image grid keep their shape in a flex column under taffy 0.13, as a picture does. AGENTS.md records the new stack and the rules this port changes; the rest of the old gpui and taffy rules are re-tested in T44c.
141 lines
4.4 KiB
Rust
141 lines
4.4 KiB
Rust
use std::{cell::RefCell, rc::Rc};
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use gpui::{
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Context, IntoElement, KeyUpEvent, Keystroke, Modifiers, ParentElement, Render, Styled,
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TestAppContext, VisualTestContext, Window, div, point, px,
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};
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use super::{Breakpoint, BreakpointList, Disassembly, Instruction, Span, TimelineProfiler};
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use crate::theme::Theme;
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fn settle(cx: &mut VisualTestContext) {
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cx.run_until_parked();
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cx.update(|window, _| window.refresh());
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cx.run_until_parked();
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}
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/// Two plain instructions; it keeps the gutter presses.
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struct Listing(Rc<RefCell<Vec<usize>>>);
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impl Render for Listing {
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fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
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let store = self.0.clone();
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let plain = |address| Instruction {
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address,
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bytes: vec![0x90],
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mnemonic: "nop".into(),
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operands: "".into(),
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comment: None,
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source: None,
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};
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div().w(px(400.0)).h(px(200.0)).child(
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Disassembly::new("listing", vec![plain(0x10), plain(0x11)])
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.on_breakpoint(move |ix, _, _| store.borrow_mut().push(ix)),
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)
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}
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}
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#[gpui::test]
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fn an_empty_gutter_takes_a_press_across_its_row(cx: &mut TestAppContext) {
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cx.update(Theme::init);
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let seen = Rc::new(RefCell::new(Vec::new()));
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let store = seen.clone();
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let (_, cx) = cx.add_window_view(|_, _| Listing(store));
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settle(cx);
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cx.simulate_click(point(px(10.0), px(2.0)), Modifiers::none());
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settle(cx);
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assert_eq!(*seen.borrow(), [0]);
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}
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/// One breakpoint; it keeps what its toggle and open report.
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struct Points {
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toggles: Rc<RefCell<Vec<(usize, bool)>>>,
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opens: Rc<RefCell<Vec<usize>>>,
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}
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impl Render for Points {
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fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
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let (toggles, opens) = (self.toggles.clone(), self.opens.clone());
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let point = Breakpoint {
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path: "src/lift.rs".into(),
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line: 3,
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enabled: true,
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condition: None,
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hits: 0,
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};
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div().w(px(400.0)).child(
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BreakpointList::new("points", [point])
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.on_toggle(move |ix, on, _, _| toggles.borrow_mut().push((ix, on)))
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.on_open(move |ix, _, _| opens.borrow_mut().push(ix)),
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)
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}
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}
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#[gpui::test]
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fn a_breakpoints_box_toggles_without_opening_it(cx: &mut TestAppContext) {
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cx.update(Theme::init);
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let (toggles, opens) = (
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Rc::new(RefCell::new(Vec::new())),
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Rc::new(RefCell::new(Vec::new())),
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);
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let view = Points {
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toggles: toggles.clone(),
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opens: opens.clone(),
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};
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let (_, cx) = cx.add_window_view(|_, _| view);
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settle(cx);
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cx.simulate_click(point(px(14.0), px(12.0)), Modifiers::none());
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settle(cx);
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assert_eq!(*toggles.borrow(), [(0, false)]);
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assert!(
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opens.borrow().is_empty(),
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"the box press stays with the box"
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);
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cx.simulate_click(point(px(200.0), px(12.0)), Modifiers::none());
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settle(cx);
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assert_eq!(*opens.borrow(), [0], "the row still opens");
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}
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/// Two spans on one track; it keeps the spans picked.
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struct Spans(Rc<RefCell<Vec<usize>>>);
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impl Render for Spans {
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fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
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let store = self.0.clone();
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let span = |name: &str, start, end| Span {
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track: 0,
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name: name.to_string().into(),
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start,
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end,
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};
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let spans = vec![span("a", 0.0, 4.0), span("b", 5.0, 9.0)];
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div().w(px(400.0)).child(
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TimelineProfiler::new("spans", ["Main"], spans, (0.0, 10.0))
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.on_select(move |ix, _, _| store.borrow_mut().push(ix)),
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)
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}
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}
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#[gpui::test]
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fn tab_reaches_each_span_and_enter_picks_it(cx: &mut TestAppContext) {
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cx.update(Theme::init);
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let picked = Rc::new(RefCell::new(Vec::new()));
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let store = picked.clone();
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let (_, cx) = cx.add_window_view(|_, _| Spans(store));
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cx.update(|window, _| window.activate_window());
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settle(cx);
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cx.update(|window, cx| window.focus_next(cx));
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cx.update(|window, cx| window.focus_next(cx));
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cx.simulate_keystrokes("enter");
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settle(cx);
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cx.simulate_event(KeyUpEvent {
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keystroke: Keystroke::parse("enter").expect("a key"),
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});
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settle(cx);
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assert_eq!(
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*picked.borrow(),
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[1],
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"the second Tab stands on the second span"
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);
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}
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