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. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
213 lines
5.9 KiB
Rust
213 lines
5.9 KiB
Rust
use std::{cell::RefCell, panic::Location};
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use gpui::{
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AnyElement, App, AvailableSpace, Bounds, Element, ElementId, GlobalElementId,
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InspectorElementId, IntoElement, LayoutId, Pixels, Point, Position, Style, Window, size,
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};
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/// What was raised while a layer prepaints its content, each by its owner's id, with where it sits and its priority.
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type Queue = Vec<(ElementId, AnyElement, Point<Pixels>, usize)>;
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thread_local! {
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static LAYERS: RefCell<Vec<Queue>> = const { RefCell::new(Vec::new()) };
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}
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fn nested() -> bool {
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LAYERS.with_borrow(|layers| !layers.is_empty())
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}
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/// Draws `child` over the page, as gpui's `deferred` does. gpui cannot defer a draw inside a deferred one, so what is raised inside something raised is laid out and drawn last within it, under `id`: a list opened in a dialog lies over the dialog and keeps its state.
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pub fn raise(id: impl Into<ElementId>, child: impl IntoElement) -> Raised {
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let layer = Layer {
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child: child.into_any_element(),
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};
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Raised {
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id: id.into(),
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child: Some(layer.into_any_element()),
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priority: 0,
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nested: false,
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}
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}
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/// An element drawn over the page; see [`raise`].
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pub struct Raised {
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id: ElementId,
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child: Option<AnyElement>,
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priority: usize,
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nested: bool,
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}
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impl Raised {
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/// A higher priority draws later, over the lower.
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pub fn with_priority(mut self, priority: usize) -> Self {
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self.priority = priority;
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self
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}
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}
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impl IntoElement for Raised {
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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 Element for Raised {
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type RequestLayoutState = ();
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type PrepaintState = ();
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fn id(&self) -> Option<ElementId> {
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None
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}
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fn source_location(&self) -> Option<&'static Location<'static>> {
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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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_: Option<&GlobalElementId>,
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_: Option<&InspectorElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, ()) {
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self.nested = nested();
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if self.nested {
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let style = Style {
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position: Position::Absolute,
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..Style::default()
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};
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return (window.request_layout(style, [], cx), ());
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}
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let child = self.child.as_mut().expect("a raised element lays out once");
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(child.request_layout(window, cx), ())
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}
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fn prepaint(
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&mut self,
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_: Option<&GlobalElementId>,
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_: Option<&InspectorElementId>,
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bounds: Bounds<Pixels>,
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_: &mut (),
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window: &mut Window,
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_: &mut App,
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) {
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let child = self.child.take().expect("a raised element prepaints once");
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if !self.nested {
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window.defer_draw(child, window.element_offset(), self.priority, None);
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return;
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}
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LAYERS.with_borrow_mut(|layers| {
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let queue = layers
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.last_mut()
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.expect("a nested element prepaints in its layer");
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queue.push((self.id.clone(), child, bounds.origin, self.priority));
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});
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}
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fn paint(
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&mut self,
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_: Option<&GlobalElementId>,
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_: Option<&InspectorElementId>,
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_: Bounds<Pixels>,
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_: &mut (),
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_: &mut (),
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_: &mut Window,
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_: &mut App,
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) {
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}
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}
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/// What a raised element draws: its content, then what was raised inside it, each laid out on its own and the higher priority last.
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struct Layer {
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child: AnyElement,
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}
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impl IntoElement for Layer {
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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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/// Runs `f` with a fresh queue on the stack, and hands back what was raised meanwhile.
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fn collect(f: impl FnOnce()) -> Queue {
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LAYERS.with_borrow_mut(|layers| layers.push(Vec::new()));
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f();
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LAYERS
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.with_borrow_mut(|layers| layers.pop())
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.expect("a layer pops what it pushed")
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}
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impl Element for Layer {
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type RequestLayoutState = ();
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type PrepaintState = Vec<(ElementId, AnyElement)>;
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fn id(&self) -> Option<ElementId> {
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None
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}
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fn source_location(&self) -> Option<&'static Location<'static>> {
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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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_: Option<&GlobalElementId>,
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_: Option<&InspectorElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, ()) {
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let mut layout = None;
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collect(|| layout = Some(self.child.request_layout(window, cx)));
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(layout.expect("the child laid out"), ())
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}
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fn prepaint(
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&mut self,
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_: Option<&GlobalElementId>,
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_: Option<&InspectorElementId>,
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_: Bounds<Pixels>,
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_: &mut (),
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window: &mut Window,
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cx: &mut App,
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) -> Vec<(ElementId, AnyElement)> {
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let mut raised = collect(|| {
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self.child.prepaint(window, cx);
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});
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raised.sort_by_key(|(_, _, _, priority)| *priority);
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let viewport = window.viewport_size();
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let space = size(
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AvailableSpace::Definite(viewport.width),
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AvailableSpace::Definite(viewport.height),
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);
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raised
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.into_iter()
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.map(|(id, mut element, at, _)| {
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window.with_element_namespace(id.clone(), |window| {
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element.prepaint_as_root(at, space, window, cx)
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});
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(id, element)
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})
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.collect()
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}
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fn paint(
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&mut self,
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_: Option<&GlobalElementId>,
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_: Option<&InspectorElementId>,
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_: Bounds<Pixels>,
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_: &mut (),
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raised: &mut Vec<(ElementId, AnyElement)>,
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window: &mut Window,
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cx: &mut App,
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) {
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self.child.paint(window, cx);
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for (id, element) in raised.iter_mut() {
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window.with_element_namespace(id.clone(), |window| element.paint(window, cx));
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}
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}
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}
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