Files
ElyOffice/vendor/gpui-pre/src/window.rs
T
ZacharyZhang-NYandClaude Opus 5.5 d6ddd3c3e1 gpui: the topmost window control wins the hit test (Windows caption buttons)
The title bar's drag area is painted before its buttons and was matched
first, so Windows saw a caption over minimize, maximize and close and
started a window drag on every click.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 00:30:21 -04:00

9532 lines
362 KiB
Rust

#[cfg(feature = "profiler")]
use crate::DebugFrameOverlayMode;
#[cfg(any(feature = "inspector", debug_assertions))]
use crate::Inspector;
#[cfg(feature = "profiler")]
use crate::profiler;
use crate::{
Action, AnyDrag, AnyElement, AnyImageCache, AnyTooltip, AnyView, App, AppContext, Arena, Asset,
AsyncWindowContext, AtlasTile, AvailableSpace, Background, BorderStyle, Bounds, BoxShadow,
Capslock, Context, Corners, CursorHideMode, CursorStyle, Decorations, DevicePixels,
DispatchActionListener, DispatchNodeId, DispatchTree, DisplayId, Edges, Effect, Entity,
EntityId, EventEmitter, FileDropEvent, FontId, Global, GlobalElementId, GlyphId, GpuSpecs,
Hsla, InputHandler, InputPreference, IsZero, KeyBinding, KeyContext, KeyDownEvent, KeyEvent,
Keystroke, KeystrokeEvent, LayoutId, LineLayoutIndex, Modifiers, ModifiersChangedEvent,
MonochromeSprite, MouseButton, MouseEvent, MouseMoveEvent, MouseUpEvent, Path, Pixels,
PlatformAtlas, PlatformDisplay, PlatformInput, PlatformInputHandler, PlatformWindow, Point,
PolychromeSprite, Priority, PromptButton, PromptLevel, Quad, Render, RenderGlyphParams,
RenderImage, RenderImageParams, RenderSvgParams, Replay, ResizeEdge, SMOOTH_SVG_SCALE_FACTOR,
SUBPIXEL_VARIANTS_X, SUBPIXEL_VARIANTS_Y, ScaledPixels, Scene, Shadow, SharedString, Size,
StrikethroughStyle, Style, SubpixelSprite, SubscriberSet, Subscription, SystemWindowTab,
SystemWindowTabController, TabStopMap, TaffyLayoutEngine, Task, TextInputConfiguration,
TextInputStateChange, TextRenderingMode, TextStyle, TextStyleRefinement, ThermalState,
TransformationMatrix, Underline, UnderlineStyle, WindowAppearance, WindowBackgroundAppearance,
WindowBounds, WindowControls, WindowDecorations, WindowOptions, WindowParams, WindowTextSystem,
WindowVisibility, point, prelude::*, px, rems, size, transparent_black,
};
use crate::gestures::{GestureTuning, RecognizedTouchGesture, TouchGestureRecognizer};
use crate::interactive::TouchEvent;
use anyhow::{Context as _, Result, anyhow};
use collections::{FxHashMap, FxHashSet};
#[cfg(any(target_os = "macos", target_os = "ios"))]
use core_video::pixel_buffer::CVPixelBuffer;
use derive_more::{Deref, DerefMut};
use futures::channel::oneshot;
use gpui_util::post_inc;
use gpui_util::{ResultExt, measure};
use itertools::FoldWhile::{Continue, Done};
use itertools::Itertools;
use parking_lot::RwLock;
use raw_window_handle::{HandleError, HasDisplayHandle, HasWindowHandle};
use refineable::Refineable;
use scheduler::Instant;
use slotmap::SlotMap;
use smallvec::SmallVec;
use std::{
any::{Any, TypeId},
borrow::Cow,
cell::{Cell, RefCell},
cmp,
fmt::{Debug, Display},
hash::{Hash, Hasher},
marker::PhantomData,
mem,
ops::{DerefMut, Range},
rc::Rc,
sync::{
Arc, Weak,
atomic::{AtomicBool, AtomicUsize, Ordering::SeqCst},
},
thread::AccessError,
time::Duration,
};
use uuid::Uuid;
pub(crate) mod a11y;
mod prompts;
pub use a11y::A11ySubtreeBuilder;
use self::a11y::A11y;
#[cfg(not(target_family = "wasm"))]
use self::a11y::ROOT_NODE_ID;
use crate::util::{
atomic_incr_if_not_zero, ceil_to_device_pixel, floor_to_device_pixel, round_half_toward_zero,
round_half_toward_zero_f64, round_stroke_to_device_pixel, round_to_device_pixel,
};
pub use prompts::*;
/// Default window size used when no explicit size is provided.
pub const DEFAULT_WINDOW_SIZE: Size<Pixels> = size(px(1536.), px(1095.));
/// A 6:5 aspect ratio minimum window size to be used for functional,
/// additional-to-main-Zed windows, like the settings and rules library windows.
pub const DEFAULT_ADDITIONAL_WINDOW_SIZE: Size<Pixels> = Size {
width: Pixels(900.),
height: Pixels(750.),
};
/// Represents the two different phases when dispatching events.
#[derive(Default, Copy, Clone, Debug, Eq, PartialEq)]
pub enum DispatchPhase {
/// After the capture phase comes the bubble phase, in which mouse event listeners are
/// invoked front to back and keyboard event listeners are invoked from the focused element
/// to the root of the element tree. This is the phase you'll most commonly want to use when
/// registering event listeners.
#[default]
Bubble,
/// During the initial capture phase, mouse event listeners are invoked back to front, and keyboard
/// listeners are invoked from the root of the tree downward toward the focused element. This phase
/// is used for special purposes such as clearing the "pressed" state for click events. If
/// you stop event propagation during this phase, you need to know what you're doing. Handlers
/// outside of the immediate region may rely on detecting non-local events during this phase.
Capture,
}
impl DispatchPhase {
/// Returns true if this represents the "bubble" phase.
#[inline]
pub fn bubble(self) -> bool {
self == DispatchPhase::Bubble
}
/// Returns true if this represents the "capture" phase.
#[inline]
pub fn capture(self) -> bool {
self == DispatchPhase::Capture
}
}
struct WindowInvalidatorInner {
#[cfg(feature = "profiler")]
pub window_id: WindowId,
pub dirty: bool,
pub draw_phase: DrawPhase,
pub dirty_views: FxHashSet<EntityId>,
pub update_count: usize,
#[cfg(feature = "profiler")]
pub frame_dirty: FrameDirtyAccumulator,
pub platform_waker: Option<Rc<dyn Fn()>>,
}
/// Per-frame invalidation bookkeeping, drained at draw time and emitted to the
/// frame profiler. Tracks when the current frame first became dirty and how
/// many invalidations were coalesced into it, whenever the profiler is
/// compiled in. Retention of the resulting per-frame records is what
/// `profiler::trace_enabled()` controls, not this measurement.
#[cfg(feature = "profiler")]
#[derive(Default)]
struct FrameDirtyAccumulator {
dirty_at: Option<Instant>,
invalidations: u64,
}
/// Why GPUI capped a window's frame rate.
#[derive(Clone, Copy)]
enum FrameRateLimit {
/// The window isn't focused.
Inactive,
/// The system is under thermal pressure.
Thermal,
}
#[derive(Clone)]
pub(crate) struct WindowInvalidator {
inner: Rc<RefCell<WindowInvalidatorInner>>,
}
impl WindowInvalidator {
pub fn new(#[allow(unused_variables)] window_id: WindowId) -> Self {
WindowInvalidator {
inner: Rc::new(RefCell::new(WindowInvalidatorInner {
#[cfg(feature = "profiler")]
window_id,
dirty: true,
draw_phase: DrawPhase::None,
dirty_views: FxHashSet::default(),
update_count: 0,
#[cfg(feature = "profiler")]
frame_dirty: FrameDirtyAccumulator::default(),
platform_waker: None,
})),
}
}
pub fn invalidate_view(&self, entity: EntityId, cx: &mut App) -> bool {
let mut inner = self.inner.borrow_mut();
inner.update_count += 1;
inner.dirty_views.insert(entity);
if inner.draw_phase == DrawPhase::None {
#[cfg(feature = "profiler")]
let dirty_at = Self::record_frame_dirty(&mut inner);
let became_dirty = !inner.dirty;
inner.dirty = true;
let waker = became_dirty.then(|| inner.platform_waker.clone()).flatten();
#[cfg(feature = "profiler")]
let window_id = inner.window_id;
drop(inner);
#[cfg(feature = "profiler")]
if became_dirty {
profiler::journal::record_frame_pending(window_id, dirty_at);
}
cx.push_effect(Effect::Notify { emitter: entity });
if let Some(waker) = waker {
waker();
}
true
} else {
false
}
}
pub fn is_dirty(&self) -> bool {
self.inner.borrow().dirty
}
pub fn set_dirty(&self, dirty: bool) {
let mut inner = self.inner.borrow_mut();
let became_dirty = dirty && !inner.dirty;
inner.dirty = dirty;
if dirty {
inner.update_count += 1;
}
#[cfg(feature = "profiler")]
let dirty_at = dirty.then(|| Self::record_frame_dirty(&mut inner));
let waker = became_dirty.then(|| inner.platform_waker.clone()).flatten();
#[cfg(feature = "profiler")]
let window_id = inner.window_id;
drop(inner);
#[cfg(feature = "profiler")]
if became_dirty && let Some(dirty_at) = dirty_at {
profiler::journal::record_frame_pending(window_id, dirty_at);
}
if let Some(waker) = waker {
waker();
}
}
pub fn set_platform_waker(&self, waker: Option<Rc<dyn Fn()>>) {
let mut inner = self.inner.borrow_mut();
inner.platform_waker = waker;
let waker = inner.dirty.then(|| inner.platform_waker.clone()).flatten();
drop(inner);
if let Some(waker) = waker {
waker();
}
}
/// Wakes the platform's frame-request source so a frame request is
/// delivered even if the platform stops requesting frames for idle
/// windows. No-op on platforms without a frame waker.
pub fn wake_platform(&self) {
let waker = self.inner.borrow().platform_waker.clone();
if let Some(waker) = waker {
waker();
}
}
pub fn set_phase(&self, phase: DrawPhase) {
self.inner.borrow_mut().draw_phase = phase
}
pub fn update_count(&self) -> usize {
self.inner.borrow().update_count
}
#[cfg(feature = "profiler")]
fn record_frame_dirty(inner: &mut WindowInvalidatorInner) -> Instant {
let dirty_at = *inner.frame_dirty.dirty_at.get_or_insert_with(Instant::now);
inner.frame_dirty.invalidations += 1;
dirty_at
}
#[cfg(feature = "profiler")]
fn take_frame_dirty(&self) -> FrameDirtyAccumulator {
mem::take(&mut self.inner.borrow_mut().frame_dirty)
}
pub fn take_views(&self) -> FxHashSet<EntityId> {
mem::take(&mut self.inner.borrow_mut().dirty_views)
}
pub fn replace_views(&self, views: FxHashSet<EntityId>) {
self.inner.borrow_mut().dirty_views = views;
}
pub fn not_drawing(&self) -> bool {
self.inner.borrow().draw_phase == DrawPhase::None
}
#[track_caller]
pub fn debug_assert_paint(&self) {
debug_assert!(
matches!(self.inner.borrow().draw_phase, DrawPhase::Paint),
"this method can only be called during paint"
);
}
#[track_caller]
pub fn debug_assert_prepaint(&self) {
debug_assert!(
matches!(self.inner.borrow().draw_phase, DrawPhase::Prepaint),
"this method can only be called during request_layout, or prepaint"
);
}
#[track_caller]
pub fn debug_assert_paint_or_prepaint(&self) {
debug_assert!(
matches!(
self.inner.borrow().draw_phase,
DrawPhase::Paint | DrawPhase::Prepaint
),
"this method can only be called during request_layout, prepaint, or paint"
);
}
}
type AnyObserver = Box<dyn FnMut(&mut Window, &mut App) -> bool + 'static>;
pub(crate) type AnyWindowFocusListener =
Box<dyn FnMut(&WindowFocusEvent, &mut Window, &mut App) -> bool + 'static>;
pub(crate) struct WindowFocusEvent {
pub(crate) previous_focus_path: SmallVec<[FocusId; 8]>,
pub(crate) current_focus_path: SmallVec<[FocusId; 8]>,
}
impl WindowFocusEvent {
pub fn is_focus_in(&self, focus_id: FocusId) -> bool {
!self.previous_focus_path.contains(&focus_id) && self.current_focus_path.contains(&focus_id)
}
pub fn is_focus_out(&self, focus_id: FocusId) -> bool {
self.previous_focus_path.contains(&focus_id) && !self.current_focus_path.contains(&focus_id)
}
}
/// This is provided when subscribing for `Context::on_focus_out` events.
pub struct FocusOutEvent {
/// A weak focus handle representing what was blurred.
pub blurred: WeakFocusHandle,
}
slotmap::new_key_type! {
/// A globally unique identifier for a focusable element.
pub struct FocusId;
}
thread_local! {
/// Fallback arena used when no app-specific arena is active.
/// In production, each window draw sets CURRENT_ELEMENT_ARENA to the app's arena.
pub(crate) static ELEMENT_ARENA: RefCell<Arena> = RefCell::new(Arena::new(1024 * 1024));
/// Points to the current App's element arena during draw operations.
/// This allows multiple test Apps to have isolated arenas, preventing
/// cross-session corruption when the scheduler interleaves their tasks.
static CURRENT_ELEMENT_ARENA: Cell<Option<*const RefCell<Arena>>> = const { Cell::new(None) };
}
/// Whether a window draw is currently in progress on this thread.
///
/// This holds exactly while an `ElementArenaScope` is active: nested scopes
/// restore the previous (still set) arena pointer, so `CURRENT_ELEMENT_ARENA`
/// is `Some` from the outermost draw's start to its end.
///
/// The `on_request_frame` callback uses this to defer draw requests that
/// arrive re-entrantly while a draw is already on the stack (e.g. via nested
/// message pumping in the Windows window procedure), instead of running a
/// nested draw or panicking on the already-borrowed App.
fn draw_in_progress() -> bool {
CURRENT_ELEMENT_ARENA.with(|current| current.get().is_some())
}
/// Allocates an element in the current arena. Uses the app-specific arena if one
/// is active (during draw), otherwise falls back to the thread-local ELEMENT_ARENA.
#[inline(always)]
pub(crate) fn with_element_arena<R>(callback: impl FnOnce(&mut Arena) -> R) -> R {
let mut callback = Some(callback);
let mut result = None;
let access = with_element_arena_erased(&mut |arena| {
result = Some(callback.take().expect("arena callback runs once")(arena));
});
drop(callback);
access.expect("cannot access a Thread Local Storage value during or after destruction");
result.expect("arena callback produces a result")
}
/// Scope guard that sets CURRENT_ELEMENT_ARENA for the duration of a draw
/// operation and tracks the arena's scope depth, so that a nested draw's
/// `ArenaClearNeeded::clear` is deferred rather than freeing memory the outer
/// draw still references (see `Arena::clear`).
///
/// Call [`ElementArenaScope::exit`] with the same arena that was entered to
/// obtain the [`ArenaClearNeeded`] token the draw now owes; requiring `exit`
/// makes it impossible to request a clear before the scope has ended. The
/// scope's teardown — restoring the thread-local and balancing `begin_scope`
/// with `end_scope` — happens in `Drop`, so the arena's scope depth stays
/// balanced on every path, including when a panic unwinds a draw before `exit`
/// is reached. (If teardown lived only in `exit`, such a panic would leave the
/// scope depth permanently elevated and defer every future clear, leaking
/// memory unboundedly.)
pub(crate) struct ElementArenaScope {
/// The entered arena: compared against the argument in `exit`, and
/// dereferenced in `Drop` to end its scope (see the SAFETY note there).
entered: *const RefCell<Arena>,
previous: Option<*const RefCell<Arena>>,
exited: bool,
}
impl ElementArenaScope {
/// Enter a scope where element allocations use the given arena.
pub(crate) fn enter(arena: &RefCell<Arena>) -> Self {
arena.borrow_mut().begin_scope();
let previous = CURRENT_ELEMENT_ARENA.with(|current| {
let prev = current.get();
current.set(Some(arena as *const RefCell<Arena>));
prev
});
Self {
entered: arena as *const RefCell<Arena>,
previous,
exited: false,
}
}
/// End the scope: restores the previously-current arena and ends the
/// arena's clear-deferral scope. Returns the token for the arena clear the
/// draw now owes; producing it here makes it impossible to request a clear
/// before the scope has ended (which would be silently deferred forever).
///
/// Panics if passed a different arena than was entered: ending the scope
/// of the wrong arena would unbalance two arenas' scope depths, allowing
/// one of them to clear while a draw still references its memory.
pub(crate) fn exit(mut self, arena: &RefCell<Arena>) -> ArenaClearNeeded {
assert!(
std::ptr::eq(self.entered, arena),
"ElementArenaScope::exit called with a different arena than was entered"
);
self.exited = true;
// Teardown (restoring the thread-local and ending the arena's
// clear-deferral scope) runs in `Drop`, which fires both here — `self`
// is dropped as `exit` returns, before the token reaches the caller —
// and when a panic unwinds the draw before `exit` is reached.
ArenaClearNeeded::new(arena)
}
}
impl Drop for ElementArenaScope {
fn drop(&mut self) {
// Teardown lives here (rather than in `exit`) so it runs exactly once on
// every path: `exit` consumes and drops the guard on the normal path,
// and unwinding drops it on the panic path. Balancing `begin_scope` here
// keeps the arena's scope depth correct even when a draw panics; if this
// only happened in `exit`, a panic between `enter` and `exit` would leave
// the depth elevated and defer every future clear.
CURRENT_ELEMENT_ARENA.with(|current| {
current.set(self.previous);
});
// SAFETY: `entered` came from a `&RefCell<Arena>` in `enter`, and the
// arena (owned by the `App` being drawn) outlives this guard on both the
// normal and unwinding paths, since the guard is a local of the draw.
unsafe { &*self.entered }.borrow_mut().end_scope();
if !self.exited && !std::thread::panicking() {
debug_assert!(false, "ElementArenaScope dropped without calling exit()");
log::error!(
"ElementArenaScope dropped without calling exit(); \
the arena clear for this draw was never requested"
);
}
}
}
/// Returned when the element arena has been used and so must be cleared before the next draw.
#[must_use]
pub struct ArenaClearNeeded {
/// Identity of the arena that was drawn into. Only ever compared against
/// another pointer in `clear`; never dereferenced.
arena: *const RefCell<Arena>,
}
impl ArenaClearNeeded {
/// Create a new ArenaClearNeeded token for the App whose arena was drawn
/// into. Private: the only way to obtain one is [`ElementArenaScope::exit`].
fn new(arena: &RefCell<Arena>) -> Self {
Self {
arena: arena as *const RefCell<Arena>,
}
}
/// Clear the element arena of the App the draw ran against. If an enclosing
/// draw is still in progress (this draw was nested inside it), the clear is
/// deferred to the enclosing draw's own `ArenaClearNeeded` so that its live
/// allocations aren't freed.
///
/// Panics if passed a different App than the draw ran against, since
/// clearing another App's arena could free memory its draws still
/// reference.
pub fn clear(self, cx: &mut App) {
assert!(
std::ptr::eq(self.arena, &cx.element_arena),
"ArenaClearNeeded::clear called with a different App than the draw ran against"
);
cx.element_arena.borrow_mut().clear();
}
}
pub(crate) type FocusMap = RwLock<SlotMap<FocusId, FocusRef>>;
pub(crate) struct FocusRef {
pub(crate) ref_count: AtomicUsize,
pub(crate) tab_index: isize,
pub(crate) tab_stop: bool,
}
impl FocusId {
/// Obtains whether the element associated with this handle is currently focused.
pub fn is_focused(&self, window: &Window) -> bool {
window.focus == Some(*self)
}
/// Obtains whether the element associated with this handle contains the focused
/// element or is itself focused.
pub fn contains_focused(&self, window: &Window, cx: &App) -> bool {
window
.focused(cx)
.is_some_and(|focused| self.contains(focused.id, window))
}
/// Obtains whether the element associated with this handle is contained within the
/// focused element or is itself focused.
pub fn within_focused(&self, window: &Window, cx: &App) -> bool {
let focused = window.focused(cx);
focused.is_some_and(|focused| focused.id.contains(*self, window))
}
/// Obtains whether this handle contains the given handle in the most recently rendered frame.
pub(crate) fn contains(&self, other: Self, window: &Window) -> bool {
window
.rendered_frame
.dispatch_tree
.focus_contains(*self, other)
}
}
/// A handle which can be used to track and manipulate the focused element in a window.
pub struct FocusHandle {
pub(crate) id: FocusId,
handles: Arc<FocusMap>,
/// The index of this element in the tab order.
pub tab_index: isize,
/// Whether this element can be focused by tab navigation.
pub tab_stop: bool,
}
impl std::fmt::Debug for FocusHandle {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.write_fmt(format_args!("FocusHandle({:?})", self.id))
}
}
impl FocusHandle {
pub(crate) fn new(handles: &Arc<FocusMap>) -> Self {
let id = handles.write().insert(FocusRef {
ref_count: AtomicUsize::new(1),
tab_index: 0,
tab_stop: false,
});
Self {
id,
tab_index: 0,
tab_stop: false,
handles: handles.clone(),
}
}
pub(crate) fn for_id(id: FocusId, handles: &Arc<FocusMap>) -> Option<Self> {
let lock = handles.read();
let focus = lock.get(id)?;
if atomic_incr_if_not_zero(&focus.ref_count) == 0 {
return None;
}
Some(Self {
id,
tab_index: focus.tab_index,
tab_stop: focus.tab_stop,
handles: handles.clone(),
})
}
/// Sets the tab index of the element associated with this handle.
pub fn tab_index(mut self, index: isize) -> Self {
self.tab_index = index;
if let Some(focus) = self.handles.write().get_mut(self.id) {
focus.tab_index = index;
}
self
}
/// Sets whether the element associated with this handle is a tab stop.
///
/// When `false`, the element will not be included in the tab order.
pub fn tab_stop(mut self, tab_stop: bool) -> Self {
self.tab_stop = tab_stop;
if let Some(focus) = self.handles.write().get_mut(self.id) {
focus.tab_stop = tab_stop;
}
self
}
/// Converts this focus handle into a weak variant, which does not prevent it from being released.
pub fn downgrade(&self) -> WeakFocusHandle {
WeakFocusHandle {
id: self.id,
handles: Arc::downgrade(&self.handles),
}
}
/// Moves the focus to the element associated with this handle.
pub fn focus(&self, window: &mut Window, cx: &mut App) {
window.focus(self, cx)
}
/// Obtains whether the element associated with this handle is currently focused.
pub fn is_focused(&self, window: &Window) -> bool {
self.id.is_focused(window)
}
/// Obtains whether the element associated with this handle contains the focused
/// element or is itself focused.
pub fn contains_focused(&self, window: &Window, cx: &App) -> bool {
self.id.contains_focused(window, cx)
}
/// Obtains whether the element associated with this handle is contained within the
/// focused element or is itself focused.
pub fn within_focused(&self, window: &Window, cx: &mut App) -> bool {
self.id.within_focused(window, cx)
}
/// Obtains whether this handle contains the given handle in the most recently rendered frame.
pub fn contains(&self, other: &Self, window: &Window) -> bool {
self.id.contains(other.id, window)
}
/// Dispatch an action on the element that rendered this focus handle
pub fn dispatch_action(&self, action: &dyn Action, window: &mut Window, cx: &mut App) {
if let Some(node_id) = window
.rendered_frame
.dispatch_tree
.focusable_node_id(self.id)
{
window.dispatch_action_on_node(node_id, action, cx)
}
}
}
impl Clone for FocusHandle {
fn clone(&self) -> Self {
Self::for_id(self.id, &self.handles).unwrap()
}
}
impl PartialEq for FocusHandle {
fn eq(&self, other: &Self) -> bool {
self.id == other.id
}
}
impl Eq for FocusHandle {}
impl Drop for FocusHandle {
fn drop(&mut self) {
self.handles
.read()
.get(self.id)
.unwrap()
.ref_count
.fetch_sub(1, SeqCst);
}
}
/// A weak reference to a focus handle.
#[derive(Clone, Debug)]
pub struct WeakFocusHandle {
pub(crate) id: FocusId,
pub(crate) handles: Weak<FocusMap>,
}
impl WeakFocusHandle {
/// Attempts to upgrade the [WeakFocusHandle] to a [FocusHandle].
pub fn upgrade(&self) -> Option<FocusHandle> {
let handles = self.handles.upgrade()?;
FocusHandle::for_id(self.id, &handles)
}
}
impl PartialEq for WeakFocusHandle {
fn eq(&self, other: &WeakFocusHandle) -> bool {
self.id == other.id
}
}
impl Eq for WeakFocusHandle {}
impl PartialEq<FocusHandle> for WeakFocusHandle {
fn eq(&self, other: &FocusHandle) -> bool {
self.id == other.id
}
}
impl PartialEq<WeakFocusHandle> for FocusHandle {
fn eq(&self, other: &WeakFocusHandle) -> bool {
self.id == other.id
}
}
/// Focusable allows users of your view to easily
/// focus it (using window.focus_view(cx, view))
pub trait Focusable: 'static {
/// Returns the focus handle associated with this view.
fn focus_handle(&self, cx: &App) -> FocusHandle;
}
impl<V: Focusable> Focusable for Entity<V> {
fn focus_handle(&self, cx: &App) -> FocusHandle {
self.read(cx).focus_handle(cx)
}
}
/// ManagedView is a view (like a Modal, Popover, Menu, etc.)
/// where the lifecycle of the view is handled by another view.
pub trait ManagedView: Focusable + EventEmitter<DismissEvent> + Render {}
impl<M: Focusable + EventEmitter<DismissEvent> + Render> ManagedView for M {}
/// Emitted by implementers of [`ManagedView`] to indicate the view should be dismissed, such as when a view is presented as a modal.
pub struct DismissEvent;
type FrameCallback = Box<dyn FnOnce(&mut Window, &mut App)>;
pub(crate) type AnyMouseListener =
Box<dyn FnMut(&dyn Any, DispatchPhase, &mut Window, &mut App) + 'static>;
#[derive(Clone)]
pub(crate) struct CursorStyleRequest {
pub(crate) hitbox_id: Option<HitboxId>,
pub(crate) style: CursorStyle,
}
#[derive(Default, Eq, PartialEq)]
pub(crate) struct HitTest {
pub(crate) ids: SmallVec<[HitboxId; 8]>,
pub(crate) hover_hitbox_count: usize,
}
/// A type of window control area that corresponds to the platform window.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum WindowControlArea {
/// An area that allows dragging of the platform window.
Drag,
/// An area that allows closing of the platform window.
Close,
/// An area that allows maximizing of the platform window.
Max,
/// An area that allows minimizing of the platform window.
Min,
}
/// An identifier for a [Hitbox] which also includes [HitboxBehavior].
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
pub struct HitboxId(u64);
#[cfg(feature = "test-support")]
impl HitboxId {
/// A placeholder HitboxId exclusively for integration testing API's that
/// need a hitbox but where the value of the hitbox does not matter. The
/// alternative is to make the Hitbox optional but that complicates the
/// implementation.
pub const fn placeholder() -> Self {
Self(0)
}
}
impl HitboxId {
/// Checks if the hitbox with this ID is currently hovered. Returns `false` during keyboard
/// input modality so that keyboard navigation suppresses hover highlights. Except when handling
/// `ScrollWheelEvent`, this is typically what you want when determining whether to handle mouse
/// events or paint hover styles.
///
/// See [`Hitbox::is_hovered`] for details.
pub fn is_hovered(self, window: &Window) -> bool {
// If this hitbox has captured the pointer, it's always considered hovered
if window.captured_hitbox == Some(self) {
return true;
}
if window.last_input_was_keyboard() {
return false;
}
self.hit_test(window)
}
/// Checks if the hitbox with this ID is currently hovered, regardless of the last
/// input modality used.
///
/// See [`HitboxId::is_hovered`] for more details.
pub(crate) fn is_hovered_ignoring_last_input(self, window: &Window) -> bool {
// If this hitbox has captured the pointer, it's always considered hovered
if window.captured_hitbox == Some(self) {
return true;
}
self.hit_test(window)
}
fn hit_test(self, window: &Window) -> bool {
let hit_test = &window.mouse_hit_test;
for id in hit_test.ids.iter().take(hit_test.hover_hitbox_count) {
if self == *id {
return true;
}
}
false
}
/// Checks if the hitbox with this ID contains the mouse and should handle scroll events.
/// Typically this should only be used when handling `ScrollWheelEvent`, and otherwise
/// `is_hovered` should be used. See the documentation of `Hitbox::is_hovered` for details about
/// this distinction.
pub fn should_handle_scroll(self, window: &Window) -> bool {
window.mouse_hit_test.ids.contains(&self)
}
fn next(mut self) -> HitboxId {
HitboxId(self.0.wrapping_add(1))
}
}
/// A rectangular region that potentially blocks hitboxes inserted prior.
/// See [Window::insert_hitbox] for more details.
#[derive(Clone, Debug, Deref)]
pub struct Hitbox {
/// A unique identifier for the hitbox.
pub id: HitboxId,
/// The bounds of the hitbox.
#[deref]
pub bounds: Bounds<Pixels>,
/// The content mask when the hitbox was inserted.
pub content_mask: ContentMask<Pixels>,
/// Flags that specify hitbox behavior.
pub behavior: HitboxBehavior,
}
impl Hitbox {
/// Checks if the hitbox is currently hovered. Returns `false` during keyboard input modality
/// so that keyboard navigation suppresses hover highlights. Except when handling
/// `ScrollWheelEvent`, this is typically what you want when determining whether to handle mouse
/// events or paint hover styles.
///
/// This can return `false` even when the hitbox contains the mouse, if a hitbox in front of
/// this sets `HitboxBehavior::BlockMouse` (`InteractiveElement::occlude`) or
/// `HitboxBehavior::BlockMouseExceptScroll` (`InteractiveElement::block_mouse_except_scroll`),
/// or if the current input modality is keyboard (see [`Window::last_input_was_keyboard`]).
///
/// Handling of `ScrollWheelEvent` should typically use `should_handle_scroll` instead.
/// Concretely, this is due to use-cases like overlays that cause the elements under to be
/// non-interactive while still allowing scrolling. More abstractly, this is because
/// `is_hovered` is about element interactions directly under the mouse - mouse moves, clicks,
/// hover styling, etc. In contrast, scrolling is about finding the current outer scrollable
/// container.
pub fn is_hovered(&self, window: &Window) -> bool {
self.id.is_hovered(window)
}
/// Checks whether this hitbox would be hovered at `position`, regardless of the current input
/// modality or mouse position.
pub fn is_hovered_at(&self, position: Point<Pixels>, window: &Window) -> bool {
let hit_test = window.rendered_frame.hit_test(position);
hit_test
.ids
.iter()
.take(hit_test.hover_hitbox_count)
.any(|id| self.id == *id)
}
/// Checks if the hitbox contains the mouse and should handle scroll events. Typically this
/// should only be used when handling `ScrollWheelEvent`, and otherwise `is_hovered` should be
/// used. See the documentation of `Hitbox::is_hovered` for details about this distinction.
///
/// This can return `false` even when the hitbox contains the mouse, if a hitbox in front of
/// this sets `HitboxBehavior::BlockMouse` (`InteractiveElement::occlude`).
pub fn should_handle_scroll(&self, window: &Window) -> bool {
self.id.should_handle_scroll(window)
}
}
/// How the hitbox affects mouse behavior.
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq)]
pub enum HitboxBehavior {
/// Normal hitbox mouse behavior, doesn't affect mouse handling for other hitboxes.
#[default]
Normal,
/// All hitboxes behind this hitbox will be ignored and so will have `hitbox.is_hovered() ==
/// false` and `hitbox.should_handle_scroll() == false`. Typically for elements this causes
/// skipping of all mouse events, hover styles, and tooltips. This flag is set by
/// [`InteractiveElement::occlude`].
///
/// For mouse handlers that check those hitboxes, this behaves the same as registering a
/// bubble-phase handler for every mouse event type:
///
/// ```ignore
/// window.on_mouse_event(move |_: &EveryMouseEventTypeHere, phase, window, cx| {
/// if phase == DispatchPhase::Capture && hitbox.is_hovered(window) {
/// cx.stop_propagation();
/// }
/// })
/// ```
///
/// This has effects beyond event handling - any use of hitbox checking, such as hover
/// styles and tooltips. These other behaviors are the main point of this mechanism. An
/// alternative might be to not affect mouse event handling - but this would allow
/// inconsistent UI where clicks and moves interact with elements that are not considered to
/// be hovered.
BlockMouse,
/// All hitboxes behind this hitbox will have `hitbox.is_hovered() == false`, even when
/// `hitbox.should_handle_scroll() == true`. Typically for elements this causes all mouse
/// interaction except scroll events to be ignored - see the documentation of
/// [`Hitbox::is_hovered`] for details. This flag is set by
/// [`InteractiveElement::block_mouse_except_scroll`].
///
/// For mouse handlers that check those hitboxes, this behaves the same as registering a
/// bubble-phase handler for every mouse event type **except** `ScrollWheelEvent`:
///
/// ```ignore
/// window.on_mouse_event(move |_: &EveryMouseEventTypeExceptScroll, phase, window, cx| {
/// if phase == DispatchPhase::Bubble && hitbox.should_handle_scroll(window) {
/// cx.stop_propagation();
/// }
/// })
/// ```
///
/// See the documentation of [`Hitbox::is_hovered`] for details of why `ScrollWheelEvent` is
/// handled differently than other mouse events. If also blocking these scroll events is
/// desired, then a `cx.stop_propagation()` handler like the one above can be used.
///
/// This has effects beyond event handling - this affects any use of `is_hovered`, such as
/// hover styles and tooltips. These other behaviors are the main point of this mechanism.
/// An alternative might be to not affect mouse event handling - but this would allow
/// inconsistent UI where clicks and moves interact with elements that are not considered to
/// be hovered.
BlockMouseExceptScroll,
}
/// An identifier for a tooltip.
#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
pub struct TooltipId(usize);
impl TooltipId {
/// Checks if the tooltip is currently hovered.
pub fn is_hovered(&self, window: &Window) -> bool {
window
.tooltip_bounds
.as_ref()
.is_some_and(|tooltip_bounds| {
tooltip_bounds.id == *self
&& tooltip_bounds.bounds.contains(&window.mouse_position())
})
}
}
pub(crate) struct TooltipBounds {
id: TooltipId,
bounds: Bounds<Pixels>,
}
#[derive(Clone)]
pub(crate) struct TooltipRequest {
id: TooltipId,
tooltip: AnyTooltip,
}
pub(crate) struct DeferredDraw {
current_view: EntityId,
priority: usize,
parent_node: DispatchNodeId,
element_id_stack: SmallVec<[ElementId; 32]>,
text_style_stack: Vec<TextStyleRefinement>,
content_mask: Option<ContentMask<Pixels>>,
rem_size: Pixels,
element: Option<AnyElement>,
absolute_offset: Point<Pixels>,
prepaint_range: Range<PrepaintStateIndex>,
paint_range: Range<PaintIndex>,
}
pub(crate) struct Frame {
pub(crate) focus: Option<FocusId>,
pub(crate) window_active: bool,
pub(crate) element_states: FxHashMap<(GlobalElementId, TypeId), ElementStateBox>,
accessed_element_states: Vec<(GlobalElementId, TypeId)>,
pub(crate) mouse_listeners: Vec<Option<AnyMouseListener>>,
pub(crate) dispatch_tree: DispatchTree,
pub(crate) scene: Scene,
pub(crate) hitboxes: Vec<Hitbox>,
pub(crate) window_control_hitboxes: Vec<(WindowControlArea, Hitbox)>,
pub(crate) deferred_draws: Vec<DeferredDraw>,
pub(crate) input_handlers: Vec<Option<PlatformInputHandler>>,
pub(crate) tooltip_requests: Vec<Option<TooltipRequest>>,
pub(crate) cursor_styles: Vec<CursorStyleRequest>,
#[cfg(any(test, feature = "test-support"))]
pub(crate) debug_bounds: FxHashMap<String, Bounds<Pixels>>,
#[cfg(any(test, feature = "test-support"))]
debug_bounds_records: Vec<(String, Bounds<Pixels>)>,
#[cfg(any(feature = "inspector", debug_assertions))]
pub(crate) next_inspector_instance_ids: FxHashMap<Rc<crate::InspectorElementPath>, usize>,
#[cfg(any(feature = "inspector", debug_assertions))]
pub(crate) inspector_hitboxes: FxHashMap<HitboxId, crate::InspectorElementId>,
pub(crate) tab_stops: TabStopMap,
}
#[derive(Clone, Default)]
pub(crate) struct PrepaintStateIndex {
hitboxes_index: usize,
tooltips_index: usize,
deferred_draws_index: usize,
dispatch_tree_index: usize,
accessed_element_states_index: usize,
line_layout_index: LineLayoutIndex,
}
#[derive(Clone, Default)]
pub(crate) struct PaintIndex {
scene_index: usize,
#[cfg(any(test, feature = "test-support"))]
debug_bounds_index: usize,
mouse_listeners_index: usize,
input_handlers_index: usize,
cursor_styles_index: usize,
accessed_element_states_index: usize,
tab_handle_index: usize,
line_layout_index: LineLayoutIndex,
}
impl Frame {
#[cfg(any(test, feature = "test-support"))]
pub(crate) fn record_debug_bounds(&mut self, selector: String, bounds: Bounds<Pixels>) {
self.debug_bounds.insert(selector.clone(), bounds);
self.debug_bounds_records.push((selector, bounds));
}
pub(crate) fn new(dispatch_tree: DispatchTree) -> Self {
Frame {
focus: None,
window_active: false,
element_states: FxHashMap::default(),
accessed_element_states: Vec::new(),
mouse_listeners: Vec::new(),
dispatch_tree,
scene: Scene::default(),
hitboxes: Vec::new(),
window_control_hitboxes: Vec::new(),
deferred_draws: Vec::new(),
input_handlers: Vec::new(),
tooltip_requests: Vec::new(),
cursor_styles: Vec::new(),
#[cfg(any(test, feature = "test-support"))]
debug_bounds: FxHashMap::default(),
#[cfg(any(test, feature = "test-support"))]
debug_bounds_records: Vec::new(),
#[cfg(any(feature = "inspector", debug_assertions))]
next_inspector_instance_ids: FxHashMap::default(),
#[cfg(any(feature = "inspector", debug_assertions))]
inspector_hitboxes: FxHashMap::default(),
tab_stops: TabStopMap::default(),
}
}
pub(crate) fn clear(&mut self) {
self.element_states.clear();
self.accessed_element_states.clear();
self.mouse_listeners.clear();
self.dispatch_tree.clear();
self.scene.clear();
self.input_handlers.clear();
self.tooltip_requests.clear();
self.cursor_styles.clear();
self.hitboxes.clear();
self.window_control_hitboxes.clear();
self.deferred_draws.clear();
self.tab_stops.clear();
self.focus = None;
#[cfg(any(test, feature = "test-support"))]
{
self.debug_bounds.clear();
self.debug_bounds_records.clear();
}
#[cfg(any(feature = "inspector", debug_assertions))]
{
self.next_inspector_instance_ids.clear();
self.inspector_hitboxes.clear();
}
}
pub(crate) fn cursor_style(&self, window: &Window) -> Option<CursorStyle> {
self.cursor_styles
.iter()
.rev()
.fold_while(None, |style, request| match request.hitbox_id {
None => Done(Some(request.style)),
Some(hitbox_id) => Continue(style.or_else(|| {
hitbox_id
.is_hovered_ignoring_last_input(window)
.then_some(request.style)
})),
})
.into_inner()
}
pub(crate) fn hit_test(&self, position: Point<Pixels>) -> HitTest {
let mut set_hover_hitbox_count = false;
let mut hit_test = HitTest::default();
for hitbox in self.hitboxes.iter().rev() {
let bounds = hitbox.bounds.intersect(&hitbox.content_mask.bounds);
if bounds.contains(&position) {
hit_test.ids.push(hitbox.id);
if !set_hover_hitbox_count
&& hitbox.behavior == HitboxBehavior::BlockMouseExceptScroll
{
hit_test.hover_hitbox_count = hit_test.ids.len();
set_hover_hitbox_count = true;
}
if hitbox.behavior == HitboxBehavior::BlockMouse {
break;
}
}
}
if !set_hover_hitbox_count {
hit_test.hover_hitbox_count = hit_test.ids.len();
}
hit_test
}
pub(crate) fn focus_path(&self) -> SmallVec<[FocusId; 8]> {
self.focus
.map(|focus_id| self.dispatch_tree.focus_path(focus_id))
.unwrap_or_default()
}
pub(crate) fn finish(&mut self, prev_frame: &mut Self) {
for element_state_key in &self.accessed_element_states {
if let Some((element_state_key, element_state)) =
prev_frame.element_states.remove_entry(element_state_key)
{
self.element_states.insert(element_state_key, element_state);
}
}
self.scene.finish();
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Ord, PartialOrd)]
enum InputModality {
Mouse,
Keyboard,
Touch,
}
/// Holds the state for a specific window.
pub struct Window {
pub(crate) handle: AnyWindowHandle,
pub(crate) invalidator: WindowInvalidator,
pub(crate) removed: bool,
pub(crate) platform_window: Box<dyn PlatformWindow>,
display_id: Option<DisplayId>,
is_resizable: bool,
is_minimizable: bool,
sprite_atlas: Arc<dyn PlatformAtlas>,
text_system: Arc<WindowTextSystem>,
text_rendering_mode: Rc<Cell<TextRenderingMode>>,
rem_size: Pixels,
/// The stack of override values for the window's rem size.
///
/// This is used by `with_rem_size` to allow rendering an element tree with
/// a given rem size.
rem_size_override_stack: SmallVec<[Pixels; 8]>,
pub(crate) viewport_size: Size<Pixels>,
layout_engine: Option<TaffyLayoutEngine>,
pub(crate) root: Option<AnyView>,
pub(crate) element_id_stack: SmallVec<[ElementId; 32]>,
pub(crate) text_style_stack: Vec<TextStyleRefinement>,
pub(crate) rendered_entity_stack: Vec<EntityId>,
pub(crate) element_offset_stack: Vec<Point<Pixels>>,
pub(crate) element_opacity: f32,
pub(crate) content_mask_stack: Vec<ContentMask<Pixels>>,
pub(crate) requested_autoscroll: Option<Bounds<Pixels>>,
/// The [`TextInputConfiguration`] most recently forwarded to the platform
/// window, so that only actual changes are forwarded (reconfiguring a live
/// input session can restart the IME connection).
last_text_input_configuration: Option<TextInputConfiguration>,
focused_text_input_active: bool,
pub(crate) image_cache_stack: Vec<AnyImageCache>,
pub(crate) rendered_frame: Frame,
pub(crate) next_frame: Frame,
next_hitbox_id: HitboxId,
pub(crate) next_tooltip_id: TooltipId,
pub(crate) tooltip_bounds: Option<TooltipBounds>,
pub(crate) next_frame_callbacks: Rc<RefCell<Vec<FrameCallback>>>,
pub(crate) dirty_views: FxHashSet<EntityId>,
focus_listeners: SubscriberSet<(), AnyWindowFocusListener>,
pub(crate) focus_lost_listeners: SubscriberSet<(), AnyObserver>,
focus_lost_path: SmallVec<[FocusId; 8]>,
default_prevented: bool,
mouse_position: Point<Pixels>,
mouse_hit_test: HitTest,
modifiers: Modifiers,
capslock: Capslock,
scale_factor: f32,
pub(crate) bounds_observers: SubscriberSet<(), AnyObserver>,
appearance: WindowAppearance,
pub(crate) appearance_observers: SubscriberSet<(), AnyObserver>,
pub(crate) button_layout_observers: SubscriberSet<(), AnyObserver>,
active: Rc<Cell<bool>>,
visibility: WindowVisibility,
pub(crate) visibility_observers:
SubscriberSet<(), Box<dyn FnMut(WindowVisibility, &mut Window, &mut App) -> bool>>,
hovered: Rc<Cell<bool>>,
pub(crate) needs_present: Rc<Cell<bool>>,
/// Tracks recent input event timestamps to determine if input is arriving at a high rate.
/// Used to selectively enable VRR optimization only when input rate exceeds 60fps.
pub(crate) input_rate_tracker: Rc<RefCell<InputRateTracker>>,
#[cfg(feature = "profiler")]
window_profiler: profiler::WindowProfiler,
last_input_modality: InputModality,
touch_gestures: TouchGestureRecognizer,
touch_prediction_enabled: bool,
long_press_timer: Option<Task<()>>,
long_press_capture: Option<EntityId>,
pub(crate) refreshing: bool,
pub(crate) activation_observers: SubscriberSet<(), AnyObserver>,
pub(crate) focus: Option<FocusId>,
focus_enabled: bool,
/// Incremented every time focus moves. Used to invalidate a
/// pending keyboard activation state when focus changes.
pub(crate) focus_generation: u64,
pending_input: Option<PendingInput>,
pending_modifier: ModifierState,
pub(crate) pending_input_observers: SubscriberSet<(), AnyObserver>,
prompt: Option<RenderablePromptHandle>,
pub(crate) client_inset: Option<Pixels>,
/// The hitbox that has captured the pointer, if any.
/// While captured, mouse events route to this hitbox regardless of hit testing.
captured_hitbox: Option<HitboxId>,
#[cfg(any(feature = "inspector", debug_assertions))]
inspector: Option<Entity<Inspector>>,
#[cfg(feature = "profiler")]
debug_frame_overlay: crate::debug_overlay::DebugFrameOverlay,
pub(crate) a11y: A11y,
}
#[derive(Clone, Debug, Default)]
struct ModifierState {
modifiers: Modifiers,
saw_other_input: bool,
}
/// Tracks input event timestamps to determine if input is arriving at a high rate.
/// Used for selective VRR (Variable Refresh Rate) optimization.
#[derive(Clone, Debug)]
pub(crate) struct InputRateTracker {
timestamps: Vec<Instant>,
window: Duration,
inputs_per_second: u32,
sustain_until: Instant,
sustain_duration: Duration,
}
impl Default for InputRateTracker {
fn default() -> Self {
Self {
timestamps: Vec::new(),
window: Duration::from_millis(100),
inputs_per_second: 60,
sustain_until: Instant::now(),
sustain_duration: Duration::from_secs(1),
}
}
}
impl InputRateTracker {
pub fn record_input(&mut self) {
let now = Instant::now();
self.timestamps.push(now);
self.prune_old_timestamps(now);
let min_events = self.inputs_per_second as u128 * self.window.as_millis() / 1000;
if self.timestamps.len() as u128 >= min_events {
self.sustain_until = now + self.sustain_duration;
}
}
pub fn is_high_rate(&self) -> bool {
Instant::now() < self.sustain_until
}
fn prune_old_timestamps(&mut self, now: Instant) {
self.timestamps
.retain(|&t| now.duration_since(t) <= self.window);
}
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub(crate) enum DrawPhase {
None,
Prepaint,
Paint,
Focus,
}
pub(crate) const PENDING_INPUT_TIMEOUT: Duration = Duration::from_secs(1);
/// Pending input for a potential multi-stroke key binding.
pub struct PendingInputStatus<'a> {
keystrokes: &'a [Keystroke],
timeout: Option<PendingInputTimeoutStatus>,
}
impl<'a> PendingInputStatus<'a> {
/// Returns the keystrokes entered so far.
pub fn keystrokes(&self) -> &'a [Keystroke] {
self.keystrokes
}
/// Returns the timeout state for flushing this input, if it needs a timeout.
pub fn timeout(&self) -> Option<PendingInputTimeoutStatus> {
self.timeout
}
}
/// The timeout state for pending input.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct PendingInputTimeoutStatus {
duration: Duration,
remaining: Duration,
started_at: Option<Instant>,
paused: bool,
}
impl PendingInputTimeoutStatus {
/// Returns the full timeout duration.
pub fn duration(&self) -> Duration {
self.duration
}
/// Returns the duration remaining before pending input is flushed.
pub fn remaining(&self, cx: &App) -> Duration {
self.started_at
.map(|started_at| {
self.remaining
.saturating_sub(cx.background_executor().now() - started_at)
})
.unwrap_or(self.remaining)
}
/// Returns whether the timeout is paused.
pub fn is_paused(&self) -> bool {
self.paused
}
}
#[derive(Debug)]
struct PendingInputTimeout {
duration: Duration,
remaining: Duration,
state: PendingInputTimeoutState,
}
#[derive(Debug)]
enum PendingInputTimeoutState {
Running { started_at: Instant, task: Task<()> },
Paused { pause: PendingInputTimeoutPause },
}
#[derive(Debug)]
struct PendingInputTimeoutPause {
owner_id: EntityId,
_release_subscription: Subscription,
}
impl PendingInputTimeout {
fn is_paused(&self) -> bool {
matches!(&self.state, PendingInputTimeoutState::Paused { .. })
}
fn pause(&mut self, pause: PendingInputTimeoutPause, now: Instant) -> bool {
match std::mem::replace(&mut self.state, PendingInputTimeoutState::Paused { pause }) {
PendingInputTimeoutState::Running { started_at, task } => {
self.remaining = self.remaining.saturating_sub(now - started_at);
drop(task);
true
}
previous_state @ PendingInputTimeoutState::Paused { .. } => {
self.state = previous_state;
false
}
}
}
fn pause_owner_id(&self) -> Option<EntityId> {
match &self.state {
PendingInputTimeoutState::Running { .. } => None,
PendingInputTimeoutState::Paused { pause } => Some(pause.owner_id),
}
}
fn resume(&mut self, owner_id: EntityId, started_at: Instant, task: Task<()>) -> bool {
match std::mem::replace(
&mut self.state,
PendingInputTimeoutState::Running { started_at, task },
) {
PendingInputTimeoutState::Paused { pause } if pause.owner_id == owner_id => true,
previous_state => {
self.state = previous_state;
false
}
}
}
fn reset_duration(&mut self, duration: Duration) {
self.duration = duration;
self.remaining = duration;
}
fn status(&self) -> PendingInputTimeoutStatus {
let (started_at, paused) = match &self.state {
PendingInputTimeoutState::Running { started_at, .. } => (Some(*started_at), false),
PendingInputTimeoutState::Paused { .. } => (None, true),
};
PendingInputTimeoutStatus {
duration: self.duration,
remaining: self.remaining,
started_at,
paused,
}
}
}
#[derive(Default, Debug)]
struct PendingInput {
keystrokes: SmallVec<[Keystroke; 1]>,
focus: Option<FocusId>,
timeout: Option<PendingInputTimeout>,
}
pub(crate) struct ElementStateBox {
pub(crate) inner: Box<dyn Any>,
#[cfg(debug_assertions)]
pub(crate) type_name: &'static str,
}
fn default_bounds(display_id: Option<DisplayId>, cx: &mut App) -> WindowBounds {
// TODO, BUG: if you open a window with the currently active window
// on the stack, this will erroneously fallback to `None`
//
// TODO these should be the initial window bounds not considering maximized/fullscreen
let active_window_bounds = cx
.active_window()
.and_then(|w| w.update(cx, |_, window, _| window.window_bounds()).ok());
const CASCADE_OFFSET: f32 = 25.0;
let display = display_id
.map(|id| cx.find_display(id))
.unwrap_or_else(|| cx.primary_display());
let default_placement = || Bounds::new(point(px(0.), px(0.)), DEFAULT_WINDOW_SIZE);
// Use visible_bounds to exclude taskbar/dock areas
let display_bounds = display
.as_ref()
.map(|d| d.visible_bounds())
.unwrap_or_else(default_placement);
let (
Bounds {
origin: base_origin,
size: base_size,
},
window_bounds_ctor,
): (_, fn(Bounds<Pixels>) -> WindowBounds) = match active_window_bounds {
Some(bounds) => match bounds {
WindowBounds::Windowed(bounds) => (bounds, WindowBounds::Windowed),
WindowBounds::Maximized(bounds) => (bounds, WindowBounds::Maximized),
WindowBounds::Fullscreen(bounds) => (bounds, WindowBounds::Fullscreen),
},
None => (
display
.as_ref()
.map(|d| d.default_bounds())
.unwrap_or_else(default_placement),
WindowBounds::Windowed,
),
};
let cascade_offset = point(px(CASCADE_OFFSET), px(CASCADE_OFFSET));
let proposed_origin = base_origin + cascade_offset;
let proposed_bounds = Bounds::new(proposed_origin, base_size);
let display_right = display_bounds.origin.x + display_bounds.size.width;
let display_bottom = display_bounds.origin.y + display_bounds.size.height;
let window_right = proposed_bounds.origin.x + proposed_bounds.size.width;
let window_bottom = proposed_bounds.origin.y + proposed_bounds.size.height;
let fits_horizontally = window_right <= display_right;
let fits_vertically = window_bottom <= display_bottom;
let final_origin = match (fits_horizontally, fits_vertically) {
(true, true) => proposed_origin,
(false, true) => point(display_bounds.origin.x, base_origin.y),
(true, false) => point(base_origin.x, display_bounds.origin.y),
(false, false) => display_bounds.origin,
};
window_bounds_ctor(Bounds::new(final_origin, base_size))
}
impl Window {
pub(crate) fn new(
handle: AnyWindowHandle,
options: WindowOptions,
cx: &mut App,
) -> Result<Self> {
let WindowOptions {
window_bounds,
titlebar,
focus,
show,
kind,
is_movable,
app_owns_titlebar_drag,
inactive_frame_interval,
is_resizable,
is_minimizable,
display_id,
window_background,
app_id,
window_min_size,
window_decorations,
#[cfg_attr(
not(any(target_os = "linux", target_os = "freebsd")),
allow(unused_variables)
)]
icon,
#[cfg_attr(not(target_os = "macos"), allow(unused_variables))]
tabbing_identifier,
} = options;
let initial_window_title = titlebar
.as_ref()
.and_then(|titlebar| titlebar.title.clone());
let window_bounds = window_bounds.unwrap_or_else(|| default_bounds(display_id, cx));
let mut platform_window = cx.platform.open_window(
handle,
WindowParams {
bounds: window_bounds.get_bounds(),
titlebar,
kind,
is_movable,
app_owns_titlebar_drag,
is_resizable,
is_minimizable,
focus,
show,
display_id,
window_min_size,
app_id: app_id.clone(),
icon,
#[cfg(target_os = "macos")]
tabbing_identifier,
},
)?;
let tab_bar_visible = platform_window.tab_bar_visible();
SystemWindowTabController::init_visible(cx, tab_bar_visible);
if let Some(tabs) = platform_window.tabbed_windows() {
SystemWindowTabController::add_tab(cx, handle.window_id(), tabs);
}
let display_id = platform_window.display().map(|display| display.id());
let sprite_atlas = platform_window.sprite_atlas();
let mouse_position = platform_window.mouse_position();
let modifiers = platform_window.modifiers();
let capslock = platform_window.capslock();
let content_size = platform_window.content_size();
let scale_factor = platform_window.scale_factor();
let appearance = platform_window.appearance();
let text_system = Arc::new(WindowTextSystem::new(cx.text_system().clone()));
let invalidator = WindowInvalidator::new(handle.window_id());
let active = Rc::new(Cell::new(platform_window.is_active()));
let visibility = platform_window.visibility();
#[cfg(feature = "profiler")]
profiler::journal::record_window_visibility(handle.window_id(), visibility);
let hovered = Rc::new(Cell::new(platform_window.is_hovered()));
let needs_present = Rc::new(Cell::new(false));
let next_frame_callbacks: Rc<RefCell<Vec<FrameCallback>>> = Default::default();
let input_rate_tracker = Rc::new(RefCell::new(InputRateTracker::default()));
let last_frame_time = Rc::new(Cell::new(None));
platform_window
.request_decorations(window_decorations.unwrap_or(WindowDecorations::Server));
platform_window.set_background_appearance(window_background);
match window_bounds {
WindowBounds::Fullscreen(_) => platform_window.toggle_fullscreen(),
WindowBounds::Maximized(_) => platform_window.zoom(),
WindowBounds::Windowed(_) => {}
}
let accessibility_force_disabled = cx.accessibility_force_disabled;
let a11y_active_flag = Arc::new(AtomicBool::new(false));
#[cfg(not(target_family = "wasm"))]
if !accessibility_force_disabled {
let mut initial_root_node = accesskit::Node::new(accesskit::Role::Window);
if let Some(title) = &initial_window_title {
initial_root_node.set_label(title.to_string());
}
let initial_tree = accesskit::TreeUpdate {
nodes: vec![(ROOT_NODE_ID, initial_root_node)],
tree: Some(accesskit::Tree::new(ROOT_NODE_ID)),
tree_id: accesskit::TreeId::ROOT,
focus: ROOT_NODE_ID,
};
let (activation_sender, activation_receiver) = async_channel::unbounded::<()>();
let (deactivation_sender, deactivation_receiver) = async_channel::unbounded::<()>();
let (action_sender, action_receiver) =
async_channel::unbounded::<accesskit::ActionRequest>();
platform_window.a11y_init(crate::A11yCallbacks {
activation: {
let active_flag = a11y_active_flag.clone();
Box::new(move || {
log::info!("Accessibility activated");
active_flag.store(true, SeqCst);
activation_sender.send_blocking(()).log_err();
Some(initial_tree.clone())
})
},
action: Box::new(move |request| {
action_sender.send_blocking(request).log_err();
}),
deactivation: {
let active_flag = a11y_active_flag.clone();
Box::new(move || {
log::info!("Accessibility deactivated");
active_flag.store(false, SeqCst);
deactivation_sender.send_blocking(()).log_err();
})
},
});
// A11y can be activated at any time, and so we cannot compute a
// correct `TreeUpdate` on-demand. When this happens, we return a
// default empty `TreeUpdate`.
//
// So we force a new frame, which will then send a correct `TreeUpdate`.
let mut async_cx = cx.to_async();
cx.foreground_executor()
.spawn(async move {
while activation_receiver.recv().await.is_ok() {
handle
.update(&mut async_cx, |_, window, _| window.refresh())
.log_err();
}
})
.detach();
let mut async_cx = cx.to_async();
cx.foreground_executor()
.spawn(async move {
while deactivation_receiver.recv().await.is_ok() {
handle
.update(&mut async_cx, |_, window, _| window.refresh())
.log_err();
}
})
.detach();
let mut async_cx = cx.to_async();
cx.foreground_executor()
.spawn(async move {
while let Ok(request) = action_receiver.recv().await {
handle
.update(&mut async_cx, |_, window, cx| {
window.handle_a11y_action(request, cx);
})
.log_err();
}
})
.detach();
}
platform_window.on_close(Box::new({
let window_id = handle.window_id();
let mut cx = cx.to_async();
move || {
let _ = handle.update(&mut cx, |_, window, _| window.remove_window());
let _ = cx.update(|cx| {
SystemWindowTabController::remove_tab(cx, window_id);
});
}
}));
platform_window.on_request_frame(Box::new({
let mut cx = cx.to_async();
let invalidator = invalidator.clone();
let active = active.clone();
let needs_present = needs_present.clone();
let next_frame_callbacks = next_frame_callbacks.clone();
let input_rate_tracker = input_rate_tracker.clone();
let mut deferred_force_render = false;
move |request_frame_options| {
#[cfg(feature = "profiler")]
let (_foreground_turn, window_id) = {
let foreground_turn = profiler::journal::foreground_turn();
let window_id = handle.window_id();
profiler::journal::record_platform_signal(profiler::journal::PlatformSignal {
window_id,
signal_at: request_frame_options.signal_at,
handled_at: Instant::now(),
source: request_frame_options.signal_source,
});
(foreground_turn, window_id)
};
// This must be checked before accessing App: if this request
// arrived re-entrantly while a draw is on this thread's stack
// (e.g. via a nested message pump in the Windows window
// procedure), drawing would nest draws, and even touching the
// App would panic on its already-mutable borrow. Skip instead;
// the platform leaves the window invalidated (or re-invalidates
// it), so a fresh request arrives once the in-progress draw
// unwinds. Remember force_render so the deferred frame still
// bypasses the view cache.
//
// Returning here skips `complete_frame`, which on Wayland would
// stall the window's frame callbacks (no `surface.commit()`) —
// but calling it would hit the App borrow panic above, and this
// branch is unreachable there in practice: only Windows pumps
// platform events (and thus requests frames) mid-draw.
if draw_in_progress() {
log::debug!("deferring re-entrant window draw request");
deferred_force_render |= request_frame_options.force_render;
#[cfg(feature = "profiler")]
profiler::journal::record_reentrant_frame_skipped(window_id, Instant::now());
return;
}
// Take the deferred flag first: `||` short-circuits, and leaving
// the flag set when this request already forces a render would
// force a second, redundant render on the next frame.
let force_render =
mem::take(&mut deferred_force_render) || request_frame_options.force_render;
let thermal_state = handle
.update(&mut cx, |_, _, cx| cx.thermal_state())
.log_err();
// Throttle frame rate based on conditions:
// - Thermal pressure (Serious/Critical): cap to ~60fps
// - Inactive window (not focused): cap to ~30fps to save energy
let min_frame_interval = if request_frame_options.require_presentation
|| (!request_frame_options.force_render
&& next_frame_callbacks.borrow().is_empty())
{
None
} else if !active.get() && !input_rate_tracker.borrow_mut().is_high_rate() {
inactive_frame_interval.map(|interval| (interval, FrameRateLimit::Inactive))
} else if let Some(ThermalState::Critical | ThermalState::Serious) = thermal_state {
Some((Duration::from_micros(16667), FrameRateLimit::Thermal))
} else {
None
};
let now = Instant::now();
#[cfg_attr(not(feature = "profiler"), expect(unused_variables))]
if let Some((min_interval, limit)) = min_frame_interval {
if let Some(last_frame) = last_frame_time.get()
&& now.duration_since(last_frame) < min_interval
{
// Don't lose a pending forced render to throttling.
deferred_force_render |= force_render;
// Deferred by throttling: ask demand-driven platforms to retry.
handle
.update(&mut cx, |_, window, _| {
window.platform_window.schedule_frame();
})
.log_err();
// The demand that entered this branch (a deferred forced
// render or pending next-frame callbacks) is still
// unserved; platforms that stop requesting frames for
// idle windows need a wakeup to deliver the retry.
invalidator.wake_platform();
#[cfg(feature = "profiler")]
profiler::journal::record_frame_skipped(
window_id,
Instant::now(),
match limit {
FrameRateLimit::Inactive => {
profiler::journal::FrameSkipReason::InactiveFrameRateLimit
}
FrameRateLimit::Thermal => {
profiler::journal::FrameSkipReason::ThermalFrameRateLimit
}
},
);
return;
}
}
last_frame_time.set(Some(now));
let pending_next_frame_callbacks = next_frame_callbacks.take();
if !pending_next_frame_callbacks.is_empty() {
handle
.update(&mut cx, |_, window, cx| {
for callback in pending_next_frame_callbacks {
callback(window, cx);
}
})
.log_err();
}
// Keep presenting if input was recently arriving at a high rate (>= 60fps).
// Once high-rate input is detected, we sustain presentation for 1 second
// to prevent display underclocking during active input.
let needs_present = request_frame_options.require_presentation
|| needs_present.get()
|| input_rate_tracker.borrow_mut().is_high_rate();
let should_draw = invalidator.is_dirty() || force_render;
if should_draw {
measure("frame duration", || {
handle
.update(&mut cx, |_, window, cx| {
if force_render {
// Bypass cached view reuse so we don't replay stale
// atlas tile references after a GPU device recovery.
window.refresh();
}
let arena_clear_needed = window.draw(cx);
window.present();
arena_clear_needed.clear(cx);
})
.log_err();
})
} else if needs_present {
handle
.update(&mut cx, |_, window, _| window.present())
.log_err();
}
handle
.update(&mut cx, |_, window, _| {
if window.invalidator.is_dirty()
|| !window.next_frame_callbacks.borrow().is_empty()
{
window.platform_window.schedule_frame();
}
})
.log_err();
// Platforms that stop requesting frames for idle windows only
// deliver another request after a wakeup. If demand remains
// after this frame (the window was re-invalidated mid-draw, or
// animations scheduled next-frame callbacks), re-arm the frame
// source explicitly.
if invalidator.is_dirty() || !next_frame_callbacks.borrow().is_empty() {
invalidator.wake_platform();
}
#[cfg(feature = "profiler")]
if !should_draw {
profiler::journal::record_frame_skipped(
window_id,
Instant::now(),
profiler::journal::FrameSkipReason::NoRenderNeeded,
);
}
}
}));
invalidator.set_platform_waker(platform_window.frame_waker());
platform_window.on_visual_viewport_changed(Box::new({
let mut cx = cx.to_async();
move || {
handle
.update(&mut cx, |_, window, _| window.refresh())
.log_err();
}
}));
platform_window.on_insets_changed(Box::new({
let mut cx = cx.to_async();
move |_| {
handle
.update(&mut cx, |_, window, _| window.refresh())
.log_err();
}
}));
platform_window.on_resize(Box::new({
let mut cx = cx.to_async();
move |_, _| {
handle
.update(&mut cx, |_, window, cx| window.bounds_changed(cx))
.log_err();
}
}));
platform_window.on_moved(Box::new({
let mut cx = cx.to_async();
move || {
handle
.update(&mut cx, |_, window, cx| window.bounds_changed(cx))
.log_err();
}
}));
platform_window.on_appearance_changed(Box::new({
let cx = cx.to_async();
let foreground_executor = cx.foreground_executor().clone();
move || {
let mut cx = cx.clone();
// Defer the update because changing the AppKit appearance may
// synchronously invoke this callback while App is already borrowed.
foreground_executor
.spawn(async move {
handle
.update(&mut cx, |_, window, cx| window.appearance_changed(cx))
.log_err();
})
.detach();
}
}));
platform_window.on_button_layout_changed(Box::new({
let mut cx = cx.to_async();
move || {
handle
.update(&mut cx, |_, window, cx| window.button_layout_changed(cx))
.log_err();
}
}));
platform_window.on_active_status_change(Box::new({
let mut cx = cx.to_async();
move |active| {
handle
.update(&mut cx, |_, window, cx| {
window.active.set(active);
window.modifiers = window.platform_window.modifiers();
window.capslock = window.platform_window.capslock();
window
.activation_observers
.clone()
.retain(&(), |callback| callback(window, cx));
window.bounds_changed(cx);
window.refresh();
SystemWindowTabController::update_last_active(cx, window.handle.id);
})
.log_err();
}
}));
platform_window.on_visibility_change(Box::new({
let mut cx = cx.to_async();
move |_| {
handle
.update(&mut cx, |_, window, cx| {
window.refresh_visibility(cx);
})
.log_err();
}
}));
platform_window.on_hover_status_change(Box::new({
let mut cx = cx.to_async();
move |active| {
handle
.update(&mut cx, |_, window, _| {
window.hovered.set(active);
window.refresh();
})
.log_err();
}
}));
platform_window.on_input({
let mut cx = cx.to_async();
Box::new(move |event| {
handle
.update(&mut cx, |_, window, cx| window.dispatch_event(event, cx))
.log_err()
.unwrap_or(DispatchEventResult::default())
})
});
platform_window.on_hit_test_window_control({
let mut cx = cx.to_async();
Box::new(move || {
handle
.update(&mut cx, |_, window, _cx| {
// Topmost first: a button wins over its bar.
let areas = &window.rendered_frame.window_control_hitboxes;
let hit = &window.mouse_hit_test;
hit.ids.iter().take(hit.hover_hitbox_count).find_map(|id| {
areas
.iter()
.find(|(_, hitbox)| hitbox.id == *id)
.map(|(area, _)| *area)
})
})
.log_err()
.unwrap_or(None)
})
});
platform_window.on_move_tab_to_new_window({
let mut cx = cx.to_async();
Box::new(move || {
handle
.update(&mut cx, |_, _window, cx| {
SystemWindowTabController::move_tab_to_new_window(cx, handle.window_id());
})
.log_err();
})
});
platform_window.on_merge_all_windows({
let mut cx = cx.to_async();
Box::new(move || {
handle
.update(&mut cx, |_, _window, cx| {
SystemWindowTabController::merge_all_windows(cx, handle.window_id());
})
.log_err();
})
});
platform_window.on_select_next_tab({
let mut cx = cx.to_async();
Box::new(move || {
handle
.update(&mut cx, |_, _window, cx| {
SystemWindowTabController::select_next_tab(cx, handle.window_id());
})
.log_err();
})
});
platform_window.on_select_previous_tab({
let mut cx = cx.to_async();
Box::new(move || {
handle
.update(&mut cx, |_, _window, cx| {
SystemWindowTabController::select_previous_tab(cx, handle.window_id())
})
.log_err();
})
});
platform_window.on_toggle_tab_bar({
let mut cx = cx.to_async();
Box::new(move || {
handle
.update(&mut cx, |_, window, cx| {
let tab_bar_visible = window.platform_window.tab_bar_visible();
SystemWindowTabController::set_visible(cx, tab_bar_visible);
})
.log_err();
})
});
if let Some(app_id) = app_id {
platform_window.set_app_id(&app_id);
}
platform_window.map_window().unwrap();
Ok(Window {
handle,
invalidator,
removed: false,
platform_window,
display_id,
is_resizable,
is_minimizable,
sprite_atlas,
text_system,
text_rendering_mode: cx.text_rendering_mode.clone(),
rem_size: px(16.),
rem_size_override_stack: SmallVec::new(),
viewport_size: content_size,
layout_engine: Some(TaffyLayoutEngine::new()),
root: None,
element_id_stack: SmallVec::default(),
text_style_stack: Vec::new(),
rendered_entity_stack: Vec::new(),
element_offset_stack: Vec::new(),
content_mask_stack: Vec::new(),
element_opacity: 1.0,
requested_autoscroll: None,
last_text_input_configuration: None,
focused_text_input_active: false,
rendered_frame: Frame::new(DispatchTree::new(cx.keymap.clone(), cx.actions.clone())),
next_frame: Frame::new(DispatchTree::new(cx.keymap.clone(), cx.actions.clone())),
next_frame_callbacks,
next_hitbox_id: HitboxId(0),
next_tooltip_id: TooltipId::default(),
tooltip_bounds: None,
dirty_views: FxHashSet::default(),
focus_listeners: SubscriberSet::new(),
focus_lost_listeners: SubscriberSet::new(),
focus_lost_path: SmallVec::new(),
default_prevented: true,
mouse_position,
mouse_hit_test: HitTest::default(),
modifiers,
capslock,
scale_factor,
bounds_observers: SubscriberSet::new(),
appearance,
appearance_observers: SubscriberSet::new(),
button_layout_observers: SubscriberSet::new(),
active,
visibility,
visibility_observers: SubscriberSet::new(),
hovered,
needs_present,
input_rate_tracker,
#[cfg(feature = "profiler")]
window_profiler: profiler::WindowProfiler::new(handle.window_id())?,
last_input_modality: InputModality::Mouse,
touch_gestures: TouchGestureRecognizer::new(
cx.platform
.gestures()
.map_or_else(GestureTuning::default, |gestures| gestures.tuning()),
),
touch_prediction_enabled: true,
long_press_timer: None,
long_press_capture: None,
refreshing: false,
activation_observers: SubscriberSet::new(),
focus: None,
focus_enabled: true,
focus_generation: 0,
pending_input: None,
pending_modifier: ModifierState::default(),
pending_input_observers: SubscriberSet::new(),
prompt: None,
client_inset: None,
image_cache_stack: Vec::new(),
captured_hitbox: None,
#[cfg(any(feature = "inspector", debug_assertions))]
inspector: None,
#[cfg(feature = "profiler")]
debug_frame_overlay: crate::debug_overlay::DebugFrameOverlay::new(),
a11y: A11y::new(
a11y_active_flag,
accessibility_force_disabled,
initial_window_title,
),
})
}
pub(crate) fn new_focus_listener(
&self,
value: AnyWindowFocusListener,
) -> (Subscription, impl FnOnce() + use<>) {
self.focus_listeners.insert((), value)
}
}
#[derive(Clone, Debug, Default, PartialEq, Eq)]
#[expect(missing_docs)]
pub struct DispatchEventResult {
pub propagate: bool,
pub default_prevented: bool,
}
/// Indicates which region of the window is visible. Content falling outside of this mask will not be
/// rendered. Currently, only rectangular content masks are supported, but we give the mask its own type
/// to leave room to support more complex shapes in the future.
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq)]
#[repr(C)]
pub struct ContentMask<P: Clone + Debug + Default + PartialEq> {
/// The bounds
pub bounds: Bounds<P>,
}
impl ContentMask<Pixels> {
/// Scale the content mask's pixel units by the given scaling factor.
pub fn scale(&self, factor: f32) -> ContentMask<ScaledPixels> {
ContentMask {
bounds: self.bounds.scale(factor),
}
}
/// Intersect the content mask with the given content mask.
pub fn intersect(&self, other: &Self) -> Self {
let bounds = self.bounds.intersect(&other.bounds);
ContentMask { bounds }
}
}
impl Window {
fn mark_view_dirty(&mut self, view_id: EntityId) {
// Mark ancestor views as dirty. If already in the `dirty_views` set, then all its ancestors
// should already be dirty.
for view_id in self
.rendered_frame
.dispatch_tree
.view_path_reversed(view_id)
{
if !self.dirty_views.insert(view_id) {
break;
}
}
}
pub(crate) fn refresh_visibility(&mut self, cx: &mut App) {
let visibility = self.platform_window.visibility();
if self.visibility != visibility {
self.visibility = visibility;
#[cfg(feature = "profiler")]
profiler::journal::record_window_visibility(self.handle.window_id(), visibility);
self.visibility_observers
.clone()
.retain(&(), |callback| callback(visibility, self, cx));
}
#[cfg(feature = "profiler")]
if self.invalidator.is_dirty() || self.needs_present.get() {
profiler::journal::record_frame_pending(self.handle.window_id(), Instant::now());
}
}
/// Whether the platform is presenting this window's frames (see
/// [`WindowVisibility`]).
pub fn visibility(&self) -> WindowVisibility {
self.visibility
}
/// Whether frames drawn for this window will be shown.
///
/// This is not the window's shown/hidden state: a shown window that is
/// fully behind another window, minimized, or on a sleeping display is not
/// visible here.
pub fn is_visible(&self) -> bool {
self.visibility.is_visible()
}
/// Registers a callback to be invoked when the window's visibility changes.
pub fn observe_window_visibility(
&self,
mut callback: impl FnMut(WindowVisibility, &mut Window, &mut App) + 'static,
) -> Subscription {
let (subscription, activate) = self.visibility_observers.insert(
(),
Box::new(move |visibility, window, cx| {
callback(visibility, window, cx);
true
}),
);
activate();
subscription
}
/// Registers a callback to be invoked when the window appearance changes.
pub fn observe_window_appearance(
&self,
mut callback: impl FnMut(&mut Window, &mut App) + 'static,
) -> Subscription {
let (subscription, activate) = self.appearance_observers.insert(
(),
Box::new(move |window, cx| {
callback(window, cx);
true
}),
);
activate();
subscription
}
/// Registers a callback to be invoked when the window button layout changes.
pub fn observe_button_layout_changed(
&self,
mut callback: impl FnMut(&mut Window, &mut App) + 'static,
) -> Subscription {
let (subscription, activate) = self.button_layout_observers.insert(
(),
Box::new(move |window, cx| {
callback(window, cx);
true
}),
);
activate();
subscription
}
/// Replaces the root entity of the window with a new one.
pub fn replace_root<E>(
&mut self,
cx: &mut App,
build_view: impl FnOnce(&mut Window, &mut Context<E>) -> E,
) -> Entity<E>
where
E: 'static + Render,
{
let view = cx.new(|cx| build_view(self, cx));
self.root = Some(view.clone().into());
self.refresh();
view
}
/// Returns the root entity of the window, if it has one.
pub fn root<E>(&self) -> Option<Option<Entity<E>>>
where
E: 'static + Render,
{
self.root
.as_ref()
.map(|view| view.clone().downcast::<E>().ok())
}
/// Obtain a handle to the window that belongs to this context.
pub fn window_handle(&self) -> AnyWindowHandle {
self.handle
}
/// Mark the window as dirty, scheduling it to be redrawn on the next frame.
pub fn refresh(&mut self) {
if self.invalidator.not_drawing() {
self.refreshing = true;
self.invalidator.set_dirty(true);
}
}
/// Close this window.
pub fn remove_window(&mut self) {
self.removed = true;
}
/// Obtain the currently focused [`FocusHandle`]. If no elements are focused, returns `None`.
pub fn focused(&self, cx: &App) -> Option<FocusHandle> {
self.focus
.and_then(|id| FocusHandle::for_id(id, &cx.focus_handles))
}
/// While focus-lost listeners are being dispatched, returns the closest ancestor of the
/// previously focused element that can still receive focus, making it a suitable target
/// for focus restoration. Returns `None` at all other times, or when no such ancestor exists.
pub fn focus_lost_restore_target(&self, cx: &App) -> Option<FocusHandle> {
let (_leaf, ancestors) = self.focus_lost_path.split_last()?;
ancestors.iter().rev().find_map(|id| {
self.rendered_frame.dispatch_tree.focusable_node_id(*id)?;
FocusHandle::for_id(*id, &cx.focus_handles)
})
}
/// Move focus to the element associated with the given [`FocusHandle`].
pub fn focus(&mut self, handle: &FocusHandle, cx: &mut App) {
if !self.focus_enabled || self.focus == Some(handle.id) {
return;
}
self.focus = Some(handle.id);
self.focus_generation = self.focus_generation.wrapping_add(1);
self.clear_pending_keystrokes(cx);
self.refresh();
}
/// Remove focus from all elements within this context's window.
pub fn blur(&mut self, cx: &mut App) {
self.clear_pending_keystrokes(cx);
if !self.focus_enabled {
return;
}
if self.focus.is_some() {
self.focus_generation = self.focus_generation.wrapping_add(1);
}
self.focus = None;
self.refresh();
}
/// Blur the window and don't allow anything in it to be focused again.
pub fn disable_focus(&mut self, cx: &mut App) {
self.blur(cx);
self.focus_enabled = false;
}
/// Move focus to next tab stop.
pub fn focus_next(&mut self, cx: &mut App) {
if !self.focus_enabled {
return;
}
if let Some(handle) = self.rendered_frame.tab_stops.next(self.focus.as_ref()) {
self.focus(&handle, cx)
}
}
/// Move focus to previous tab stop.
pub fn focus_prev(&mut self, cx: &mut App) {
if !self.focus_enabled {
return;
}
if let Some(handle) = self.rendered_frame.tab_stops.prev(self.focus.as_ref()) {
self.focus(&handle, cx)
}
}
/// Accessor for the text system.
pub fn text_system(&self) -> &Arc<WindowTextSystem> {
&self.text_system
}
/// The current text style. Which is composed of all the style refinements provided to `with_text_style`.
pub fn text_style(&self) -> TextStyle {
let mut style = TextStyle::default();
for refinement in &self.text_style_stack {
style.refine(refinement);
}
style
}
/// Check if the platform window is maximized.
///
/// On some platforms (namely Windows) this is different than the bounds being the size of the display
pub fn is_maximized(&self) -> bool {
self.platform_window.is_maximized()
}
/// request a certain window decoration (Wayland)
pub fn request_decorations(&self, decorations: WindowDecorations) {
self.platform_window.request_decorations(decorations);
}
/// Set the exclusive zone for a layer-shell surface: how much screen space it
/// reserves so other surfaces avoid occluding it (e.g. a panel reserving space).
/// Positive values reserve that distance from the anchored edge, 0 lets the
/// surface be moved out of others' exclusive zones, and -1 ignores reserved
/// space and may extend under other surfaces. (Wayland layer-shell windows only)
pub fn set_exclusive_zone(&self, zone: Pixels) {
self.platform_window.set_exclusive_zone(zone);
}
/// Set which anchored edge a layer-shell surface's exclusive zone applies to.
/// This is only needed to disambiguate a corner-anchored surface; otherwise the
/// edge is deduced from the anchor. The edge must be a single edge the surface
/// is anchored to, or it is ignored. (Wayland layer-shell windows only)
#[cfg(all(target_os = "linux", feature = "wayland"))]
pub fn set_exclusive_edge(&self, edge: crate::layer_shell::Anchor) {
self.platform_window.set_exclusive_edge(edge);
}
/// Start an interactive window resize operation if this window is resizable.
pub fn start_window_resize(&self, edge: ResizeEdge) {
if self.is_resizable {
self.platform_window.start_window_resize(edge);
}
}
/// Linux (wayland) only: Set the window's input region, the area that receives pointer
/// and touch input. Events outside it pass through to whatever is below the window.
///
/// - `Some(rects)` restricts input to the union of `rects`, in window coordinates.
/// - `Some(&[])` is an empty region, so the window receives no pointer or touch input.
/// - `None` resets the region to the default, so the whole window receives input again.
pub fn set_input_region(&self, region: Option<&[Bounds<Pixels>]>) {
self.platform_window.set_input_region(region);
}
/// Return the `WindowBounds` to indicate that how a window should be opened
/// after it has been closed
pub fn window_bounds(&self) -> WindowBounds {
self.platform_window.window_bounds()
}
/// Return the `WindowBounds` excluding insets (Wayland and X11)
pub fn inner_window_bounds(&self) -> WindowBounds {
self.platform_window.inner_window_bounds()
}
/// Encode the window's native restorable state into an opaque blob.
/// Returns `None` on platforms without native state restoration or if encoding fails.
pub fn native_window_state(&self) -> Option<Vec<u8>> {
self.platform_window.native_window_state()
}
/// Restore the window's native state from a blob previously produced
/// by [`Window::native_window_state`]. A no-op on platforms without native state restoration.
pub fn restore_native_window_state(&self, state: &[u8]) {
self.platform_window.restore_native_window_state(state);
}
/// Dispatch the given action on the currently focused element.
pub fn dispatch_action(&mut self, action: Box<dyn Action>, cx: &mut App) {
let focus_id = self.focused(cx).map(|handle| handle.id);
let window = self.handle;
cx.defer(move |cx| {
window
.update(cx, |_, window, cx| {
let node_id = window.focus_node_id_in_rendered_frame(focus_id);
window.dispatch_action_on_node(node_id, action.as_ref(), cx);
})
.log_err();
})
}
pub(crate) fn dispatch_keystroke_observers(
&mut self,
keystroke: &Keystroke,
input_preference: InputPreference,
action: Option<&dyn Action>,
context_stack: Vec<KeyContext>,
cx: &mut App,
) {
cx.keystroke_observers.clone().retain(&(), move |callback| {
(callback)(
&KeystrokeEvent {
keystroke: keystroke.clone(),
input_preference,
action: action.map(|action| action.boxed_clone()),
context_stack: context_stack.clone(),
},
self,
cx,
)
});
}
pub(crate) fn dispatch_keystroke_interceptors(
&mut self,
keystroke: &Keystroke,
input_preference: InputPreference,
context_stack: Vec<KeyContext>,
cx: &mut App,
) {
cx.keystroke_interceptors
.clone()
.retain(&(), move |callback| {
(callback)(
&KeystrokeEvent {
keystroke: keystroke.clone(),
input_preference,
action: None,
context_stack: context_stack.clone(),
},
self,
cx,
)
});
}
/// Schedules the given function to be run at the end of the current effect cycle, allowing entities
/// that are currently on the stack to be returned to the app.
pub fn defer(&self, cx: &mut App, f: impl FnOnce(&mut Window, &mut App) + 'static) {
let handle = self.handle;
cx.defer(move |cx| {
handle.update(cx, |_, window, cx| f(window, cx)).ok();
});
}
/// Subscribe to events emitted by a entity.
/// The entity to which you're subscribing must implement the [`EventEmitter`] trait.
/// The callback will be invoked a handle to the emitting entity, the event, and a window context for the current window.
pub fn observe<T: 'static>(
&mut self,
observed: &Entity<T>,
cx: &mut App,
mut on_notify: impl FnMut(Entity<T>, &mut Window, &mut App) + 'static,
) -> Subscription {
let entity_id = observed.entity_id();
let observed = observed.downgrade();
let window_handle = self.handle;
cx.new_observer(
entity_id,
Box::new(move |cx| {
window_handle
.update(cx, |_, window, cx| {
if let Some(handle) = observed.upgrade() {
on_notify(handle, window, cx);
true
} else {
false
}
})
.unwrap_or(false)
}),
)
}
/// Subscribe to events emitted by a entity.
/// The entity to which you're subscribing must implement the [`EventEmitter`] trait.
/// The callback will be invoked a handle to the emitting entity, the event, and a window context for the current window.
pub fn subscribe<Emitter, Evt>(
&mut self,
entity: &Entity<Emitter>,
cx: &mut App,
mut on_event: impl FnMut(Entity<Emitter>, &Evt, &mut Window, &mut App) + 'static,
) -> Subscription
where
Emitter: EventEmitter<Evt>,
Evt: 'static,
{
let entity_id = entity.entity_id();
let handle = entity.downgrade();
let window_handle = self.handle;
cx.new_subscription(
entity_id,
(
TypeId::of::<Evt>(),
Box::new(move |event, cx| {
window_handle
.update(cx, |_, window, cx| {
if let Some(entity) = handle.upgrade() {
let event = event.downcast_ref().expect("invalid event type");
on_event(entity, event, window, cx);
true
} else {
false
}
})
.unwrap_or(false)
}),
),
)
}
/// Register a callback to be invoked when the given `Entity` is released.
pub fn observe_release<T>(
&self,
entity: &Entity<T>,
cx: &mut App,
mut on_release: impl FnOnce(&mut T, &mut Window, &mut App) + 'static,
) -> Subscription
where
T: 'static,
{
let entity_id = entity.entity_id();
let window_handle = self.handle;
let (subscription, activate) = cx.release_listeners.insert(
entity_id,
Box::new(move |entity, cx| {
let entity = entity.downcast_mut().expect("invalid entity type");
let _ = window_handle.update(cx, |_, window, cx| on_release(entity, window, cx));
}),
);
activate();
subscription
}
/// Creates an [`AsyncWindowContext`], which has a static lifetime and can be held across
/// await points in async code.
pub fn to_async(&self, cx: &App) -> AsyncWindowContext {
AsyncWindowContext::new_context(cx.to_async(), self.handle)
}
/// Schedule the given closure to be run directly after the current frame is rendered.
pub fn on_next_frame(&self, callback: impl FnOnce(&mut Window, &mut App) + 'static) {
RefCell::borrow_mut(&self.next_frame_callbacks).push(Box::new(callback));
self.platform_window.schedule_frame();
// Next-frame callbacks create frame demand without dirtying the
// window, so the platform's frame source must be woken explicitly.
self.invalidator.wake_platform();
}
/// Schedule a frame to be drawn on the next animation frame.
///
/// This is useful for elements that need to animate continuously, such as a video player or an animated GIF.
/// It will cause the window to redraw on the next frame, even if no other changes have occurred.
///
/// If called from within a view, it will notify that view on the next frame. Otherwise, it will refresh the entire window.
///
/// Callers driving purely decorative animations (spinners, pulses, and the
/// like) should prefer [`AnimationExt::with_animation`](crate::AnimationExt::with_animation),
/// which automatically respects [`App::reduce_motion`]. When using this
/// method directly for decorative motion, check [`App::reduce_motion`]
/// and skip the frame request when it is set.
pub fn request_animation_frame(&self) {
let entity = self.current_view();
self.on_next_frame(move |_, cx| cx.notify(entity));
}
/// Runs all callbacks scheduled via [`Self::on_next_frame`], returning how many ran.
///
/// Tests have no platform frame loop, so this simulates the delivery of the
/// next frame.
#[cfg(any(test, feature = "test-support"))]
pub fn simulate_next_frame(&mut self, cx: &mut App) -> usize {
let callbacks = self.next_frame_callbacks.take();
let count = callbacks.len();
for callback in callbacks {
callback(self, cx);
}
count
}
/// Spawn the future returned by the given closure on the application thread pool.
/// The closure is provided a handle to the current window and an `AsyncWindowContext` for
/// use within your future.
#[track_caller]
pub fn spawn<AsyncFn, R>(&self, cx: &App, f: AsyncFn) -> Task<R>
where
R: 'static,
AsyncFn: AsyncFnOnce(&mut AsyncWindowContext) -> R + 'static,
{
let handle = self.handle;
cx.spawn(async move |app| {
let mut async_window_cx = AsyncWindowContext::new_context(app.clone(), handle);
f(&mut async_window_cx).await
})
}
/// Spawn the future returned by the given closure on the application thread
/// pool, with the given priority. The closure is provided a handle to the
/// current window and an `AsyncWindowContext` for use within your future.
#[track_caller]
pub fn spawn_with_priority<AsyncFn, R>(
&self,
priority: Priority,
cx: &App,
f: AsyncFn,
) -> Task<R>
where
R: 'static,
AsyncFn: AsyncFnOnce(&mut AsyncWindowContext) -> R + 'static,
{
let handle = self.handle;
cx.spawn_with_priority(priority, async move |app| {
let mut async_window_cx = AsyncWindowContext::new_context(app.clone(), handle);
f(&mut async_window_cx).await
})
}
/// Notify the window that its bounds have changed.
///
/// This updates internal state like `viewport_size` and `scale_factor` from
/// the platform window, then notifies observers. Normally called automatically
/// by the platform's resize callback, but exposed publicly for test infrastructure.
pub fn bounds_changed(&mut self, cx: &mut App) {
self.scale_factor = self.platform_window.scale_factor();
self.viewport_size = self.platform_window.content_size();
self.display_id = self.platform_window.display().map(|display| display.id());
self.mouse_position = self.platform_window.mouse_position();
self.refresh();
self.bounds_observers
.clone()
.retain(&(), |callback| callback(self, cx));
}
/// Returns the bounds of the current window in the global coordinate space, which could span across multiple displays.
pub fn bounds(&self) -> Bounds<Pixels> {
self.platform_window.bounds()
}
/// Renders the current frame's scene to a texture and returns the pixel data as an RGBA image.
/// This does not present the frame to screen - useful for visual testing where we want
/// to capture what would be rendered without displaying it or requiring the window to be visible.
#[cfg(any(test, feature = "test-support"))]
pub fn render_to_image(&self) -> anyhow::Result<image::RgbaImage> {
self.platform_window
.render_to_image(&self.rendered_frame.scene)
}
/// Returns the quads in the most recently rendered frame's scene, so tests can assert on
/// painted output without rasterizing the frame. Quad bounds are in scaled pixels and are
/// not clipped; each quad carries the content mask it will be clipped to when drawn. Quads
/// whose bounds don't intersect their content mask are culled at paint time and won't appear.
#[cfg(any(test, feature = "test-support"))]
pub fn painted_quads(&self) -> Vec<Quad> {
self.rendered_frame.scene.quads.clone()
}
/// Returns the underlines in the most recently rendered frame's scene.
#[cfg(any(test, feature = "test-support"))]
pub fn painted_underlines(&self) -> Vec<Underline> {
self.rendered_frame.scene.underlines.clone()
}
/// Set the content size of the window.
pub fn resize(&mut self, size: Size<Pixels>) {
self.platform_window.resize(size);
}
/// Returns whether or not the window is currently fullscreen
pub fn is_fullscreen(&self) -> bool {
self.platform_window.is_fullscreen()
}
/// Returns whether the window is currently in simple (borderless) fullscreen,
/// where it covers the entire screen including the menu bar and notch area.
/// Always `false` on platforms other than macOS.
pub fn is_simple_fullscreen(&self) -> bool {
self.platform_window.is_simple_fullscreen()
}
pub(crate) fn appearance_changed(&mut self, cx: &mut App) {
self.appearance = self.platform_window.appearance();
self.appearance_observers
.clone()
.retain(&(), |callback| callback(self, cx));
}
pub(crate) fn button_layout_changed(&mut self, cx: &mut App) {
self.button_layout_observers
.clone()
.retain(&(), |callback| callback(self, cx));
}
/// Returns the appearance of the current window.
pub fn appearance(&self) -> WindowAppearance {
self.appearance
}
/// Returns the size of the drawable area within the window.
pub fn viewport_size(&self) -> Size<Pixels> {
self.viewport_size
}
/// Returns the platform's visible viewport in window-local logical pixels.
///
/// Unlike `viewport_size`, this can shrink or move when the keyboard opens.
/// During drawing this is a consistent frame snapshot. Outside drawing it
/// reflects the latest platform sample, not a synchronous geometry query.
pub fn visual_viewport_bounds(&self) -> Bounds<Pixels> {
self.platform_window.visual_viewport_bounds()
}
/// Returns a conservative rectangle avoiding platform-known obscured content.
///
/// Intersects the visual viewport with the full layout area inset by system
/// safe areas and keyboard occlusion. Unknown overlays cannot be excluded.
pub fn fully_visible_bounds(&self) -> Bounds<Pixels> {
let insets = self.platform_window.insets().effective();
let viewport = self.viewport_size();
let left = insets.left.max(Pixels::ZERO).min(viewport.width);
let top = insets.top.max(Pixels::ZERO).min(viewport.height);
let right = (viewport.width - insets.right.max(Pixels::ZERO)).max(left);
let bottom = (viewport.height - insets.bottom.max(Pixels::ZERO)).max(top);
let safe_bounds = Bounds::from_corners(point(left, top), point(right, bottom));
let mut visible = safe_bounds.intersect(&self.visual_viewport_bounds());
visible.size.width = visible.size.width.max(Pixels::ZERO);
visible.size.height = visible.size.height.max(Pixels::ZERO);
visible
}
/// Requests the virtual keyboard for the currently focused text input.
///
/// Call from a user gesture on platforms that require one. The platform may
/// decline the request; this does not change focus or the layout viewport.
pub fn request_virtual_keyboard(&self) {
self.platform_window.show_soft_keyboard();
}
/// Requests dismissal of the virtual keyboard without changing GPUI focus.
pub fn dismiss_virtual_keyboard(&self) {
self.platform_window.hide_soft_keyboard();
}
/// Returns whether this window is focused by the operating system (receiving key events).
pub fn is_window_active(&self) -> bool {
self.active.get()
}
/// Returns whether this window is considered to be the window
/// that currently owns the mouse cursor.
/// On mac, this is equivalent to `is_window_active`.
pub fn is_window_hovered(&self) -> bool {
if cfg!(any(
target_os = "windows",
target_os = "linux",
target_os = "freebsd"
)) {
self.hovered.get()
} else {
self.is_window_active()
}
}
/// Toggle zoom on the window.
pub fn zoom_window(&self) {
self.platform_window.zoom();
}
/// Opens the native title bar context menu, useful when implementing client side decorations (Wayland and X11)
pub fn show_window_menu(&self, position: Point<Pixels>) {
self.platform_window.show_window_menu(position)
}
/// Handle window movement for Linux and macOS.
/// Tells the compositor to take control of window movement (Wayland and X11)
///
/// Events may not be received during a move operation.
pub fn start_window_move(&self) {
self.platform_window.start_window_move()
}
/// When using client side decorations, set this to the width of the invisible decorations (Wayland and X11)
pub fn set_client_inset(&mut self, inset: Pixels) {
self.client_inset = Some(inset);
self.platform_window.set_client_inset(inset);
}
/// Returns the client_inset value by [`Self::set_client_inset`].
pub fn client_inset(&self) -> Option<Pixels> {
self.client_inset
}
/// Returns whether the title bar window controls need to be rendered by the application (Wayland and X11)
pub fn window_decorations(&self) -> Decorations {
self.platform_window.window_decorations()
}
/// Returns whether this window is resizable.
pub fn is_resizable(&self) -> bool {
self.is_resizable
}
/// Returns whether this window is minimizable.
pub fn is_minimizable(&self) -> bool {
self.is_minimizable
}
/// Returns the controls supported by the platform.
pub fn window_controls(&self) -> WindowControls {
self.platform_window.window_controls()
}
/// Updates the window's title at the platform level.
pub fn set_window_title(&mut self, title: &str) {
self.platform_window.set_title(title);
self.a11y.set_window_title(title.to_string());
}
/// Sets the position of the macOS traffic light buttons.
#[cfg(target_os = "macos")]
pub fn set_traffic_light_position(&self, position: Point<Pixels>) {
self.platform_window.set_traffic_light_position(position);
}
/// Sets the application identifier.
pub fn set_app_id(&mut self, app_id: &str) {
self.platform_window.set_app_id(app_id);
}
/// Sets the window background appearance.
pub fn set_background_appearance(&self, background_appearance: WindowBackgroundAppearance) {
self.platform_window
.set_background_appearance(background_appearance);
}
/// Mark the window as dirty at the platform level.
pub fn set_window_edited(&mut self, edited: bool) {
self.platform_window.set_edited(edited);
}
/// Set the path of the file this window represents.
/// On macOS, this sets the window's accessibility document property (AXDocument).
pub fn set_document_path(&self, path: Option<&std::path::Path>) {
self.platform_window.set_document_path(path);
}
/// Determine the display on which the window is visible.
pub fn display(&self, cx: &App) -> Option<Rc<dyn PlatformDisplay>> {
cx.platform
.displays()
.into_iter()
.find(|display| Some(display.id()) == self.display_id)
}
/// Show the platform character palette.
pub fn show_character_palette(&self) {
self.platform_window.show_character_palette();
}
/// The scale factor of the display associated with the window. For example, it could
/// return 2.0 for a "retina" display, indicating that each logical pixel should actually
/// be rendered as two pixels on screen.
pub fn scale_factor(&self) -> f32 {
self.scale_factor
}
/// Overrides the display scale factor for tests.
#[cfg(any(test, feature = "test-support"))]
pub fn set_scale_factor(&mut self, scale_factor: f32) {
self.scale_factor = scale_factor;
self.refresh();
}
/// The size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
pub fn rem_size(&self) -> Pixels {
self.rem_size_override_stack
.last()
.copied()
.unwrap_or(self.rem_size)
}
/// Sets the size of an em for the base font of the application. Adjusting this value allows the
/// UI to scale, just like zooming a web page.
pub fn set_rem_size(&mut self, rem_size: impl Into<Pixels>) {
self.rem_size = rem_size.into();
}
/// Acquire a globally unique identifier for the given ElementId.
/// Only valid for the duration of the provided closure.
pub fn with_global_id<R>(
&mut self,
element_id: ElementId,
f: impl FnOnce(&GlobalElementId, &mut Self) -> R,
) -> R {
self.with_id(element_id, |this| {
let global_id = GlobalElementId(Arc::from(&*this.element_id_stack));
f(&global_id, this)
})
}
/// Calls the provided closure with the element ID pushed on the stack.
#[inline]
pub fn with_id<R>(
&mut self,
element_id: impl Into<ElementId>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.element_id_stack.push(element_id.into());
let result = f(self);
self.element_id_stack.pop();
result
}
/// Executes the provided function with the specified rem size.
///
/// This method must only be called as part of element drawing.
// This function is called in a highly recursive manner in editor
// prepainting, make sure its inlined to reduce the stack burden
#[inline]
pub fn with_rem_size<F, R>(&mut self, rem_size: Option<impl Into<Pixels>>, f: F) -> R
where
F: FnOnce(&mut Self) -> R,
{
self.invalidator.debug_assert_paint_or_prepaint();
if let Some(rem_size) = rem_size {
self.rem_size_override_stack.push(rem_size.into());
let result = f(self);
self.rem_size_override_stack.pop();
result
} else {
f(self)
}
}
/// The line height associated with the current text style.
pub fn line_height(&self) -> Pixels {
self.text_style().line_height_in_pixels(self.rem_size())
}
/// Rounds a logical value to the nearest device pixel.
#[inline]
pub fn pixel_snap(&self, value: Pixels) -> Pixels {
px(round_to_device_pixel(value.0, self.scale_factor()) / self.scale_factor())
}
/// f64 variant of [`Self::pixel_snap`].
#[inline]
pub fn pixel_snap_f64(&self, value: f64) -> f64 {
let scale_factor = f64::from(self.scale_factor());
round_half_toward_zero_f64(value * scale_factor) / scale_factor
}
/// Snaps a bounds' origin and size to the nearest device pixel.
#[inline]
pub fn pixel_snap_bounds(&self, bounds: Bounds<Pixels>) -> Bounds<Pixels> {
bounds.map(|c| self.pixel_snap(c))
}
/// Snaps a point's coordinates to the nearest device pixel.
#[inline]
pub fn pixel_snap_point(&self, position: Point<Pixels>) -> Point<Pixels> {
position.map(|c| self.pixel_snap(c))
}
/// Returns the snapped device-space bounds used to paint an underline.
pub fn underline_bounds(
&self,
origin: Point<Pixels>,
width: Pixels,
style: &UnderlineStyle,
) -> Bounds<ScaledPixels> {
let scale_factor = self.scale_factor();
let thickness = self.snap_stroke(style.thickness);
let height = if style.wavy {
ScaledPixels(thickness.0 * 3.)
} else {
thickness
};
Bounds {
origin: origin.map(|c| ScaledPixels(round_to_device_pixel(c.0, scale_factor))),
size: size(self.snap_stroke(width), height),
}
}
/// Paints an underline excluding absolute device-space horizontal spans.
pub fn paint_underline_with_exclusions(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &UnderlineStyle,
exclusions: &[Range<ScaledPixels>],
) {
self.invalidator.debug_assert_paint();
let underline = self.underline(origin, width, style);
if exclusions.is_empty() {
self.next_frame.scene.insert_primitive(underline);
return;
}
let bounds = underline.bounds.intersect(&underline.content_mask.bounds);
if bounds.is_empty() {
return;
}
let mut exclusions = exclusions
.iter()
.filter_map(|span| {
let start = span.start.max(bounds.left());
let end = span.end.min(bounds.right());
(start < end).then_some(start..end)
})
.collect::<SmallVec<[_; 4]>>();
if exclusions.is_empty() {
self.next_frame.scene.insert_primitive(underline);
return;
}
exclusions.sort_unstable_by_key(|span| span.start);
let mut paint_span = |start, end| {
self.next_frame.scene.insert_primitive(Underline {
content_mask: ContentMask {
bounds: Bounds::from_corners(
point(start, bounds.top()),
point(end, bounds.bottom()),
),
},
..underline
});
};
let mut start = bounds.left();
for exclusion in exclusions {
if start < exclusion.start {
paint_span(start, exclusion.start);
}
start = start.max(exclusion.end);
}
if start < bounds.right() {
paint_span(start, bounds.right());
}
}
fn underline(&self, origin: Point<Pixels>, width: Pixels, style: &UnderlineStyle) -> Underline {
Underline {
order: 0,
pad: 0,
bounds: self.underline_bounds(origin, width, style),
content_mask: self.snapped_content_mask(),
color: style
.color
.unwrap_or_default()
.opacity(self.element_opacity()),
thickness: self.snap_stroke(style.thickness),
wavy: style.wavy.into(),
}
}
#[inline]
fn snap_bounds(&self, bounds: Bounds<Pixels>) -> Bounds<ScaledPixels> {
let scale_factor = self.scale_factor();
let left = round_to_device_pixel(bounds.left().0, scale_factor);
let top = round_to_device_pixel(bounds.top().0, scale_factor);
let right = round_to_device_pixel(bounds.right().0, scale_factor).max(left);
let bottom = round_to_device_pixel(bounds.bottom().0, scale_factor).max(top);
Bounds::from_corners(
point(ScaledPixels(left), ScaledPixels(top)),
point(ScaledPixels(right), ScaledPixels(bottom)),
)
}
/// Rounds half-to-zero but clamps any non-zero input up to 1 dp so thin strokes do not disappear.
#[inline]
fn snap_stroke(&self, value: Pixels) -> ScaledPixels {
ScaledPixels(round_stroke_to_device_pixel(value.0, self.scale_factor()))
}
#[inline]
fn snap_border_widths(&self, edges: Edges<Pixels>) -> Edges<ScaledPixels> {
edges.map(|e| self.snap_stroke(*e))
}
/// Floors the near edge and ceils the far edge, producing a strict superset of the raw region.
#[inline]
fn cover_bounds(&self, bounds: Bounds<Pixels>) -> Bounds<ScaledPixels> {
let scale_factor = self.scale_factor();
let left = floor_to_device_pixel(bounds.left().0, scale_factor);
let top = floor_to_device_pixel(bounds.top().0, scale_factor);
let right = ceil_to_device_pixel(bounds.right().0, scale_factor).max(left);
let bottom = ceil_to_device_pixel(bounds.bottom().0, scale_factor).max(top);
Bounds::from_corners(
point(ScaledPixels(left), ScaledPixels(top)),
point(ScaledPixels(right), ScaledPixels(bottom)),
)
}
#[inline]
fn snapped_content_mask(&self) -> ContentMask<ScaledPixels> {
ContentMask {
bounds: self.cover_bounds(self.content_mask().bounds),
}
}
/// Call to prevent the default action of an event. Currently only used to prevent
/// parent elements from becoming focused on mouse down.
pub fn prevent_default(&mut self) {
self.default_prevented = true;
}
/// Obtain whether default has been prevented for the event currently being dispatched.
pub fn default_prevented(&self) -> bool {
self.default_prevented
}
/// Determine whether the given action is available along the dispatch path to the currently focused element.
pub fn is_action_available(&self, action: &dyn Action, cx: &App) -> bool {
let node_id =
self.focus_node_id_in_rendered_frame(self.focused(cx).map(|handle| handle.id));
self.rendered_frame
.dispatch_tree
.is_action_available(action, node_id)
}
/// Determine whether the given action is available along the dispatch path to the given focus_handle.
pub fn is_action_available_in(&self, action: &dyn Action, focus_handle: &FocusHandle) -> bool {
let node_id = self.focus_node_id_in_rendered_frame(Some(focus_handle.id));
self.rendered_frame
.dispatch_tree
.is_action_available(action, node_id)
}
/// The position of the mouse relative to the window.
pub fn mouse_position(&self) -> Point<Pixels> {
self.mouse_position
}
/// Captures the pointer for the given hitbox. While captured, all mouse move and mouse up
/// events will be routed to listeners that check this hitbox's `is_hovered` status,
/// regardless of actual hit testing. This enables drag operations that continue
/// even when the pointer moves outside the element's bounds.
///
/// The capture is automatically released on mouse up.
pub fn capture_pointer(&mut self, hitbox_id: HitboxId) {
self.captured_hitbox = Some(hitbox_id);
}
/// Releases any active pointer capture.
pub fn release_pointer(&mut self) {
self.captured_hitbox = None;
}
/// Returns the hitbox that has captured the pointer, if any.
pub fn captured_hitbox(&self) -> Option<HitboxId> {
self.captured_hitbox
}
/// Captures the current long press for the given entity.
///
/// The capture is released when the gesture ends or is cancelled, or when
/// a replacement touch begins. A listener must also call
/// [`Self::prevent_default`] on the started event to claim the gesture.
pub fn capture_long_press<T: 'static>(&mut self, entity: &Entity<T>) {
self.long_press_capture = Some(entity.entity_id());
}
/// Returns whether the given entity has captured the current long press.
pub fn has_long_press_capture<T: 'static>(&self, entity: &Entity<T>) -> bool {
self.long_press_capture == Some(entity.entity_id())
}
/// The current state of the keyboard's modifiers
pub fn modifiers(&self) -> Modifiers {
self.modifiers
}
/// Returns true if the last input event was keyboard-based (key press, tab navigation, etc.)
/// This is used for focus-visible styling to show focus indicators only for keyboard navigation.
pub fn last_input_was_keyboard(&self) -> bool {
self.last_input_modality == InputModality::Keyboard
}
pub(crate) fn last_input_was_touch(&self) -> bool {
self.last_input_modality == InputModality::Touch
}
/// The current state of the keyboard's capslock
pub fn capslock(&self) -> Capslock {
self.capslock
}
/// Produces a new frame and assigns it to `rendered_frame`. To actually show
/// the contents of the new [`Scene`], use [`Self::present`].
#[profiling::function]
pub fn draw(&mut self, cx: &mut App) -> ArenaClearNeeded {
// Drain every draw in profiler builds so a previous frame's
// first-invalidation timestamp can't be attributed to this one.
#[cfg(feature = "profiler")]
let frame_dirty = self.invalidator.take_frame_dirty();
#[cfg(feature = "profiler")]
self.window_profiler.begin_draw();
// Set up the per-App arena for element allocation during this draw.
// This ensures that multiple test Apps have isolated arenas.
let arena_scope = ElementArenaScope::enter(&cx.element_arena);
if self.platform_window.prepare_frame() {
self.refresh();
}
self.invalidate_entities();
cx.entities.clear_accessed();
debug_assert!(self.rendered_entity_stack.is_empty());
self.invalidator.set_dirty(false);
self.requested_autoscroll = None;
// Restore the previously-used input handler.
// Place it back into a None slot (left by a previous .take()) so that
// cached paint_range indices in reuse_paint find the handler at the
// expected position.
if let Some(input_handler) = self.platform_window.take_input_handler() {
if let Some(slot) = self
.rendered_frame
.input_handlers
.iter_mut()
.rev()
.find(|h| h.is_none())
{
*slot = Some(input_handler);
} else {
self.rendered_frame.input_handlers.push(Some(input_handler));
}
}
if !cx.mode.skip_drawing() {
self.draw_roots(cx);
#[cfg(feature = "profiler")]
{
let viewport_size = self.viewport_size;
let scale_factor = self.scale_factor();
self.debug_frame_overlay.paint(
&mut self.next_frame.scene,
viewport_size,
scale_factor,
);
}
}
self.dirty_views.clear();
self.next_frame.window_active = self.active.get();
// Register requested input handler with the platform window.
// Use .take() instead of .pop() to preserve Vec length, so that cached
// paint_range indices remain valid for reuse_paint on the next frame.
// Search backwards to find the last Some entry, since reuse_paint may
// have copied None slots from the previous frame. (Fixes #50456)
let focused_text_input_active = if let Some(mut input_handler) = self
.next_frame
.input_handlers
.iter_mut()
.rev()
.find_map(|h| h.take())
{
let accepts_text_input = input_handler.accepts_text_input(self, cx);
self.platform_window.set_input_handler(input_handler);
accepts_text_input
} else {
false
};
self.apply_text_input_configuration(cx);
if focused_text_input_active != self.focused_text_input_active {
self.focused_text_input_active = focused_text_input_active;
self.platform_window
.text_input_state_changed(if focused_text_input_active {
TextInputStateChange::FocusGained
} else {
TextInputStateChange::FocusLost
});
}
self.layout_engine.as_mut().unwrap().clear();
self.text_system().finish_frame();
self.next_frame.finish(&mut self.rendered_frame);
self.invalidator.set_phase(DrawPhase::Focus);
let previous_focus_path = self.rendered_frame.focus_path();
let previous_window_active = self.rendered_frame.window_active;
mem::swap(&mut self.rendered_frame, &mut self.next_frame);
self.next_frame.clear();
let current_focus_path = self.rendered_frame.focus_path();
let current_window_active = self.rendered_frame.window_active;
let mut focus_before_listeners = self.focus;
if previous_focus_path != current_focus_path
|| previous_window_active != current_window_active
{
if !previous_focus_path.is_empty() && current_focus_path.is_empty() {
self.focus_lost_path = previous_focus_path.clone();
self.focus_lost_listeners
.clone()
.retain(&(), |listener| listener(self, cx));
self.focus_lost_path = SmallVec::new();
// The focus-lost fallback (e.g. a workspace refocusing itself) may target
// an element that isn't part of the element tree, in which case scheduling
// a redraw below would dispatch focus-lost again, looping forever. Only
// track focus movement caused by the focus listeners.
focus_before_listeners = self.focus;
}
let event = WindowFocusEvent {
previous_focus_path: if previous_window_active {
previous_focus_path
} else {
Default::default()
},
current_focus_path: if current_window_active {
current_focus_path
} else {
Default::default()
},
};
self.focus_listeners
.clone()
.retain(&(), |listener| listener(&event, self, cx));
}
debug_assert!(self.rendered_entity_stack.is_empty());
self.record_entities_accessed(cx);
self.reset_cursor_style(cx);
self.refreshing = false;
self.invalidator.set_phase(DrawPhase::None);
// Focus listeners may move focus (e.g. a dock forwarding focus to its active
// panel). `Window::focus` suppresses `refresh` while a draw is in progress, so
// schedule another frame here to render the new focus state and dispatch the
// resulting focus events.
if self.focus != focus_before_listeners {
self.refresh();
}
self.needs_present.set(true);
#[cfg(feature = "profiler")]
{
let draw_duration = self
.window_profiler
.end_draw(frame_dirty.dirty_at, frame_dirty.invalidations);
self.debug_frame_overlay.record_frame(draw_duration);
}
// Exit the scope to obtain the arena-clear token this draw owes; the
// scope's teardown itself happens in `ElementArenaScope::drop`.
arena_scope.exit(&cx.element_arena)
}
fn record_entities_accessed(&mut self, cx: &mut App) {
let mut entities_ref = cx.entities.accessed_entities.get_mut();
let mut entities = mem::take(entities_ref.deref_mut());
let handle = self.handle;
cx.record_entities_accessed(
handle,
// Try moving window invalidator into the Window
self.invalidator.clone(),
&entities,
);
let mut entities_ref = cx.entities.accessed_entities.get_mut();
mem::swap(&mut entities, entities_ref.deref_mut());
}
fn invalidate_entities(&mut self) {
let mut views = self.invalidator.take_views();
for entity in views.drain() {
self.mark_view_dirty(entity);
}
self.invalidator.replace_views(views);
}
#[profiling::function]
fn present(&mut self) {
#[cfg(feature = "profiler")]
let _foreground_turn = profiler::journal::foreground_turn();
#[cfg(feature = "profiler")]
let present_start = Instant::now();
self.platform_window.draw(&self.rendered_frame.scene);
#[cfg(feature = "profiler")]
self.window_profiler.record_present(
present_start,
Instant::now(),
self.active.get(),
!self.next_frame_callbacks.borrow().is_empty(),
);
self.needs_present.set(false);
profiling::finish_frame!();
}
/// Presents the most recently drawn frame if it hasn't been presented yet.
#[cfg(all(test, feature = "profiler"))]
pub fn present_if_needed(&mut self) {
if self.needs_present.get() {
self.present();
}
}
/// Returns a snapshot of the current input-latency histograms.
#[cfg(feature = "profiler")]
pub fn input_latency_snapshot(&self) -> profiler::InputLatencySnapshot {
self.window_profiler.input_latency_snapshot()
}
/// Returns a snapshot of the current frame-duration histograms.
#[cfg(feature = "profiler")]
pub fn frame_duration_snapshot(&self) -> profiler::FrameDurationSnapshot {
self.window_profiler.frame_duration_snapshot()
}
/// Returns the current mode of the debug frame overlay.
#[cfg(feature = "profiler")]
pub fn debug_frame_overlay_mode(&self) -> DebugFrameOverlayMode {
self.debug_frame_overlay.mode()
}
/// Sets the mode of the debug frame overlay and schedules a redraw.
#[cfg(feature = "profiler")]
pub fn set_debug_frame_overlay_mode(&mut self, mode: DebugFrameOverlayMode) {
self.debug_frame_overlay.set_mode(mode);
self.refresh();
}
/// Advances the debug frame overlay through its hidden, frame-time-only,
/// and detailed modes.
#[cfg(feature = "profiler")]
pub fn cycle_debug_frame_overlay_mode(&mut self) {
self.set_debug_frame_overlay_mode(self.debug_frame_overlay.mode().next());
}
/// Clears the debug frame overlay's frame-time statistics, except for the
/// total frame count, and schedules a redraw.
#[cfg(feature = "profiler")]
pub fn reset_debug_frame_overlay_stats(&mut self) {
self.debug_frame_overlay.reset_stats();
self.refresh();
}
fn draw_roots(&mut self, cx: &mut App) {
self.invalidator.set_phase(DrawPhase::Prepaint);
self.tooltip_bounds.take();
self.a11y.sync_active_flag();
if self.a11y.is_active() {
self.a11y.begin_frame();
}
let _inspector_width: Pixels = rems(30.0).to_pixels(self.rem_size());
let root_size = {
#[cfg(any(feature = "inspector", debug_assertions))]
{
if self.inspector.is_some() {
let mut size = self.viewport_size;
size.width = (size.width - _inspector_width).max(px(0.0));
size
} else {
self.viewport_size
}
}
#[cfg(not(any(feature = "inspector", debug_assertions)))]
{
self.viewport_size
}
};
// Layout all root elements. Like the root element on the web, which
// stretches to fill the viewport unless explicitly sized, window roots
// fill the window when their size is `auto`.
let scale_factor = self.scale_factor();
let mut root_element = self.root.as_ref().unwrap().clone().into_any_element();
let root_layout_id = root_element.request_layout(self, cx);
self.layout_engine
.as_mut()
.unwrap()
.stretch_auto_size_to_fill(root_layout_id, root_size, scale_factor);
root_element.prepaint_as_root(Point::default(), root_size.into(), self, cx);
#[cfg(any(feature = "inspector", debug_assertions))]
let inspector_element = self.prepaint_inspector(_inspector_width, cx);
self.prepaint_deferred_draws(cx);
let mut prompt_element = None;
let mut active_drag_element = None;
let mut tooltip_element = None;
if let Some(prompt) = self.prompt.take() {
let mut element = prompt.view.any_view().into_any_element();
let prompt_layout_id = element.request_layout(self, cx);
self.layout_engine
.as_mut()
.unwrap()
.stretch_auto_size_to_fill(prompt_layout_id, root_size, scale_factor);
element.prepaint_as_root(Point::default(), root_size.into(), self, cx);
prompt_element = Some(element);
self.prompt = Some(prompt);
} else if let Some(active_drag) = cx.active_drag.take() {
let mut element = active_drag.view.clone().into_any_element();
let offset = self.mouse_position() - active_drag.cursor_offset;
element.prepaint_as_root(offset, AvailableSpace::min_size(), self, cx);
active_drag_element = Some(element);
cx.active_drag = Some(active_drag);
} else {
tooltip_element = self.prepaint_tooltip(cx);
}
self.mouse_hit_test = self.next_frame.hit_test(self.mouse_position);
// Now actually paint the elements.
self.invalidator.set_phase(DrawPhase::Paint);
root_element.paint(self, cx);
#[cfg(any(feature = "inspector", debug_assertions))]
self.paint_inspector(inspector_element, cx);
self.paint_deferred_draws(cx);
if let Some(mut prompt_element) = prompt_element {
prompt_element.paint(self, cx);
} else if let Some(mut drag_element) = active_drag_element {
drag_element.paint(self, cx);
} else if let Some(mut tooltip_element) = tooltip_element {
tooltip_element.paint(self, cx);
}
#[cfg(any(feature = "inspector", debug_assertions))]
self.paint_inspector_hitbox(cx);
// a11y may have been activated/deactivated halfway through the frame
let a11y_active_start_of_frame = self.a11y.is_active();
self.a11y.sync_active_flag();
let a11y_active_end_of_frame = self.a11y.is_active();
let should_send_a11y_update = a11y_active_start_of_frame && a11y_active_end_of_frame;
if a11y_active_start_of_frame {
// Harvest frame metadata for the debug dump while the live window
// and frame are still in scope.
let frame_info = crate::window::a11y::debug::FrameDebugInfo {
viewport_size: self.viewport_size,
scale_factor: self.scale_factor,
tab_stop_count: self.next_frame.tab_stops.tab_stop_count(),
};
// clear the builder state regardless
let tree_update = self.a11y.end_frame(frame_info);
if should_send_a11y_update {
log::debug!(
"Sending a11y tree update: {} nodes",
tree_update.nodes.len()
);
self.platform_window.a11y_tree_update(tree_update);
}
}
}
fn prepaint_tooltip(&mut self, cx: &mut App) -> Option<AnyElement> {
// Use indexing instead of iteration to avoid borrowing self for the duration of the loop.
for tooltip_request_index in (0..self.next_frame.tooltip_requests.len()).rev() {
let Some(Some(tooltip_request)) = self
.next_frame
.tooltip_requests
.get(tooltip_request_index)
.cloned()
else {
log::error!("Unexpectedly absent TooltipRequest");
continue;
};
let mut element = tooltip_request.tooltip.view.clone().into_any_element();
let mouse_position = tooltip_request.tooltip.mouse_position;
let tooltip_size = element.layout_as_root(AvailableSpace::min_size(), self, cx);
let mut tooltip_bounds =
Bounds::new(mouse_position + point(px(1.), px(1.)), tooltip_size);
let window_bounds = Bounds {
origin: Point::default(),
size: self.viewport_size(),
};
if tooltip_bounds.right() > window_bounds.right() {
let new_x = mouse_position.x - tooltip_bounds.size.width - px(1.);
if new_x >= Pixels::ZERO {
tooltip_bounds.origin.x = new_x;
} else {
tooltip_bounds.origin.x = cmp::max(
Pixels::ZERO,
tooltip_bounds.origin.x - tooltip_bounds.right() - window_bounds.right(),
);
}
}
if tooltip_bounds.bottom() > window_bounds.bottom() {
let new_y = mouse_position.y - tooltip_bounds.size.height - px(1.);
if new_y >= Pixels::ZERO {
tooltip_bounds.origin.y = new_y;
} else {
tooltip_bounds.origin.y = cmp::max(
Pixels::ZERO,
tooltip_bounds.origin.y - tooltip_bounds.bottom() - window_bounds.bottom(),
);
}
}
// It's possible for an element to have an active tooltip while not being painted (e.g.
// via the `visible_on_hover` method). Since mouse listeners are not active in this
// case, instead update the tooltip's visibility here.
let is_visible =
(tooltip_request.tooltip.check_visible_and_update)(tooltip_bounds, self, cx);
if !is_visible {
continue;
}
self.with_absolute_element_offset(tooltip_bounds.origin, |window| {
element.prepaint(window, cx)
});
self.tooltip_bounds = Some(TooltipBounds {
id: tooltip_request.id,
bounds: tooltip_bounds,
});
return Some(element);
}
None
}
fn prepaint_deferred_draws(&mut self, cx: &mut App) {
assert_eq!(self.element_id_stack.len(), 0);
// Process deferred draws in multiple rounds to support nesting.
// Each round processes all current deferred draws, which may push new ones.
//
// The draws are processed in place rather than being moved out of
// `next_frame.deferred_draws`: `prepaint_index` snapshots that vector's
// length, so any prepaint range recorded during a round (view caches,
// nested deferred draws) must index the same vector `reuse_prepaint`
// slices on the next frame. Moving the draws out and re-appending them
// shifts the indices of nested draws, causing reused subtrees to graft
// the wrong deferred draws and panic in the dispatch tree.
let mut round_start = 0;
let mut depth = 0;
loop {
let round_end = self.next_frame.deferred_draws.len();
if round_start == round_end {
break;
}
// Limit maximum nesting depth to prevent infinite loops.
assert!(depth < 10, "Exceeded maximum (10) deferred depth");
depth += 1;
// Sort this round by priority.
let mut traversal_order = (round_start..round_end).collect::<SmallVec<[usize; 8]>>();
traversal_order.sort_by_key(|ix| self.next_frame.deferred_draws[*ix].priority);
for deferred_draw_ix in traversal_order {
let (element, parent_node, current_view, rem_size, absolute_offset, prepaint_range) = {
let deferred_draw = &mut self.next_frame.deferred_draws[deferred_draw_ix];
self.element_id_stack
.clone_from(&deferred_draw.element_id_stack);
self.text_style_stack
.clone_from(&deferred_draw.text_style_stack);
(
deferred_draw.element.take(),
deferred_draw.parent_node,
deferred_draw.current_view,
deferred_draw.rem_size,
deferred_draw.absolute_offset,
deferred_draw.prepaint_range.clone(),
)
};
self.next_frame.dispatch_tree.set_active_node(parent_node);
let prepaint_start = self.prepaint_index();
if let Some(mut element) = element {
self.with_rendered_view(current_view, |window| {
window.with_rem_size(Some(rem_size), |window| {
window.with_absolute_element_offset(absolute_offset, |window| {
element.prepaint(window, cx);
});
});
});
self.next_frame.deferred_draws[deferred_draw_ix].element = Some(element);
} else {
self.reuse_prepaint(prepaint_range);
}
let prepaint_end = self.prepaint_index();
self.next_frame.deferred_draws[deferred_draw_ix].prepaint_range =
prepaint_start..prepaint_end;
}
self.element_id_stack.clear();
self.text_style_stack.clear();
round_start = round_end;
}
}
fn paint_deferred_draws(&mut self, cx: &mut App) {
assert_eq!(self.element_id_stack.len(), 0);
// Paint all deferred draws in priority order.
// Since prepaint has already processed nested deferreds, we just paint them all.
if self.next_frame.deferred_draws.len() == 0 {
return;
}
let traversal_order = self.deferred_draw_traversal_order();
let mut deferred_draws = mem::take(&mut self.next_frame.deferred_draws);
for deferred_draw_ix in traversal_order {
let mut deferred_draw = &mut deferred_draws[deferred_draw_ix];
self.element_id_stack
.clone_from(&deferred_draw.element_id_stack);
self.next_frame
.dispatch_tree
.set_active_node(deferred_draw.parent_node);
let paint_start = self.paint_index();
let content_mask = deferred_draw.content_mask;
if let Some(element) = deferred_draw.element.as_mut() {
self.with_rendered_view(deferred_draw.current_view, |window| {
window.with_content_mask(content_mask, |window| {
window.with_rem_size(Some(deferred_draw.rem_size), |window| {
element.paint(window, cx);
});
})
})
} else {
self.reuse_paint(deferred_draw.paint_range.clone());
}
let paint_end = self.paint_index();
deferred_draw.paint_range = paint_start..paint_end;
}
self.next_frame.deferred_draws = deferred_draws;
self.element_id_stack.clear();
}
fn deferred_draw_traversal_order(&mut self) -> SmallVec<[usize; 8]> {
let deferred_count = self.next_frame.deferred_draws.len();
let mut sorted_indices = (0..deferred_count).collect::<SmallVec<[_; 8]>>();
sorted_indices.sort_by_key(|ix| self.next_frame.deferred_draws[*ix].priority);
sorted_indices
}
pub(crate) fn prepaint_index(&self) -> PrepaintStateIndex {
PrepaintStateIndex {
hitboxes_index: self.next_frame.hitboxes.len(),
tooltips_index: self.next_frame.tooltip_requests.len(),
deferred_draws_index: self.next_frame.deferred_draws.len(),
dispatch_tree_index: self.next_frame.dispatch_tree.len(),
accessed_element_states_index: self.next_frame.accessed_element_states.len(),
line_layout_index: self.text_system.layout_index(),
}
}
pub(crate) fn reuse_prepaint(&mut self, range: Range<PrepaintStateIndex>) {
self.next_frame.hitboxes.extend(
self.rendered_frame.hitboxes[range.start.hitboxes_index..range.end.hitboxes_index]
.iter()
.cloned(),
);
self.next_frame.tooltip_requests.extend(
self.rendered_frame.tooltip_requests
[range.start.tooltips_index..range.end.tooltips_index]
.iter_mut()
.map(|request| request.take()),
);
self.next_frame.accessed_element_states.extend(
self.rendered_frame.accessed_element_states[range.start.accessed_element_states_index
..range.end.accessed_element_states_index]
.iter()
.map(|(id, type_id)| (id.clone(), *type_id)),
);
self.text_system
.reuse_layouts(range.start.line_layout_index..range.end.line_layout_index);
let reused_subtree = self.next_frame.dispatch_tree.reuse_subtree(
range.start.dispatch_tree_index..range.end.dispatch_tree_index,
&mut self.rendered_frame.dispatch_tree,
self.focus,
);
if reused_subtree.contains_focus() {
self.next_frame.focus = self.focus;
}
self.next_frame.deferred_draws.extend(
self.rendered_frame.deferred_draws
[range.start.deferred_draws_index..range.end.deferred_draws_index]
.iter()
.map(|deferred_draw| DeferredDraw {
current_view: deferred_draw.current_view,
parent_node: reused_subtree.refresh_node_id(deferred_draw.parent_node),
element_id_stack: deferred_draw.element_id_stack.clone(),
text_style_stack: deferred_draw.text_style_stack.clone(),
content_mask: deferred_draw.content_mask,
rem_size: deferred_draw.rem_size,
priority: deferred_draw.priority,
element: None,
absolute_offset: deferred_draw.absolute_offset,
prepaint_range: deferred_draw.prepaint_range.clone(),
paint_range: deferred_draw.paint_range.clone(),
}),
);
}
pub(crate) fn paint_index(&self) -> PaintIndex {
PaintIndex {
scene_index: self.next_frame.scene.len(),
#[cfg(any(test, feature = "test-support"))]
debug_bounds_index: self.next_frame.debug_bounds_records.len(),
mouse_listeners_index: self.next_frame.mouse_listeners.len(),
input_handlers_index: self.next_frame.input_handlers.len(),
cursor_styles_index: self.next_frame.cursor_styles.len(),
accessed_element_states_index: self.next_frame.accessed_element_states.len(),
tab_handle_index: self.next_frame.tab_stops.paint_index(),
line_layout_index: self.text_system.layout_index(),
}
}
pub(crate) fn reuse_paint(&mut self, range: Range<PaintIndex>) {
// Cached elements still exist in the frame even when their paint methods don't run.
#[cfg(any(test, feature = "test-support"))]
for (selector, bounds) in &self.rendered_frame.debug_bounds_records
[range.start.debug_bounds_index..range.end.debug_bounds_index]
{
self.next_frame
.record_debug_bounds(selector.clone(), *bounds);
}
self.next_frame.cursor_styles.extend(
self.rendered_frame.cursor_styles
[range.start.cursor_styles_index..range.end.cursor_styles_index]
.iter()
.cloned(),
);
self.next_frame.input_handlers.extend(
self.rendered_frame.input_handlers
[range.start.input_handlers_index..range.end.input_handlers_index]
.iter_mut()
.map(|handler| handler.take()),
);
self.next_frame.mouse_listeners.extend(
self.rendered_frame.mouse_listeners
[range.start.mouse_listeners_index..range.end.mouse_listeners_index]
.iter_mut()
.map(|listener| listener.take()),
);
self.next_frame.accessed_element_states.extend(
self.rendered_frame.accessed_element_states[range.start.accessed_element_states_index
..range.end.accessed_element_states_index]
.iter()
.map(|(id, type_id)| (id.clone(), *type_id)),
);
self.next_frame.tab_stops.replay(
&self.rendered_frame.tab_stops.insertion_history
[range.start.tab_handle_index..range.end.tab_handle_index],
);
self.text_system
.reuse_layouts(range.start.line_layout_index..range.end.line_layout_index);
self.next_frame.scene.replay(
range.start.scene_index..range.end.scene_index,
&self.rendered_frame.scene,
);
}
/// Push a text style onto the stack, and call a function with that style active.
/// Use [`Window::text_style`] to get the current, combined text style. This method
/// should only be called as part of element drawing.
pub fn with_text_style<F, R>(&mut self, style: Option<TextStyleRefinement>, f: F) -> R
where
F: FnOnce(&mut Self) -> R,
{
self.invalidator.debug_assert_paint_or_prepaint();
if let Some(style) = style {
self.text_style_stack.push(style);
let result = f(self);
self.text_style_stack.pop();
result
} else {
f(self)
}
}
/// Updates the cursor style at the platform level. This method should only be called
/// during the paint phase of element drawing.
pub fn set_cursor_style(&mut self, style: CursorStyle, hitbox: &Hitbox) {
self.invalidator.debug_assert_paint();
self.next_frame.cursor_styles.push(CursorStyleRequest {
hitbox_id: Some(hitbox.id),
style,
});
}
/// Updates the cursor style for the entire window at the platform level. A cursor
/// style using this method will have precedence over any cursor style set using
/// `set_cursor_style`. This method should only be called during the paint
/// phase of element drawing.
pub fn set_window_cursor_style(&mut self, style: CursorStyle) {
self.invalidator.debug_assert_paint();
self.next_frame.cursor_styles.push(CursorStyleRequest {
hitbox_id: None,
style,
})
}
/// Sets a tooltip to be rendered for the upcoming frame. This method should only be called
/// during the paint phase of element drawing.
pub fn set_tooltip(&mut self, tooltip: AnyTooltip) -> TooltipId {
self.invalidator.debug_assert_prepaint();
let id = TooltipId(post_inc(&mut self.next_tooltip_id.0));
self.next_frame
.tooltip_requests
.push(Some(TooltipRequest { id, tooltip }));
id
}
/// Invoke the given function with the given content mask after intersecting it
/// with the current mask. This method should only be called during element drawing.
// This function is called in a highly recursive manner in editor
// prepainting, make sure its inlined to reduce the stack burden
#[inline]
pub fn with_content_mask<R>(
&mut self,
mask: Option<ContentMask<Pixels>>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.invalidator.debug_assert_paint_or_prepaint();
if let Some(mask) = mask {
let mask = mask.intersect(&self.content_mask());
self.content_mask_stack.push(mask);
let result = f(self);
self.content_mask_stack.pop();
result
} else {
f(self)
}
}
/// Updates the global element offset relative to the current offset. This is used to implement
/// scrolling. This method should only be called during the prepaint phase of element drawing.
pub fn with_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.invalidator.debug_assert_prepaint();
if offset.is_zero() {
return f(self);
};
let abs_offset = self.element_offset() + offset;
self.with_absolute_element_offset(abs_offset, f)
}
/// Updates the global element offset based on the given offset. This is used to implement
/// drag handles and other manual painting of elements. This method should only be called during
/// the prepaint phase of element drawing.
pub fn with_absolute_element_offset<R>(
&mut self,
offset: Point<Pixels>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.invalidator.debug_assert_prepaint();
self.element_offset_stack.push(offset);
let result = f(self);
self.element_offset_stack.pop();
result
}
pub(crate) fn with_element_opacity<R>(
&mut self,
opacity: Option<f32>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.invalidator.debug_assert_paint_or_prepaint();
let Some(opacity) = opacity else {
return f(self);
};
let previous_opacity = self.element_opacity;
self.element_opacity = previous_opacity * opacity;
let result = f(self);
self.element_opacity = previous_opacity;
result
}
/// Perform prepaint on child elements in a "retryable" manner, so that any side effects
/// of prepaints can be discarded before prepainting again. This is used to support autoscroll
/// where we need to prepaint children to detect the autoscroll bounds, then adjust the
/// element offset and prepaint again. See [`crate::List`] for an example. This method should only be
/// called during the prepaint phase of element drawing.
pub fn transact<T, U>(&mut self, f: impl FnOnce(&mut Self) -> Result<T, U>) -> Result<T, U> {
self.invalidator.debug_assert_prepaint();
let index = self.prepaint_index();
let result = f(self);
if result.is_err() {
self.next_frame.hitboxes.truncate(index.hitboxes_index);
self.next_frame
.tooltip_requests
.truncate(index.tooltips_index);
self.next_frame
.deferred_draws
.truncate(index.deferred_draws_index);
self.next_frame
.dispatch_tree
.truncate(index.dispatch_tree_index);
self.next_frame
.accessed_element_states
.truncate(index.accessed_element_states_index);
self.text_system.truncate_layouts(index.line_layout_index);
}
result
}
/// When you call this method during [`Element::prepaint`], containing elements will attempt to
/// scroll to cause the specified bounds to become visible. When they decide to autoscroll, they will call
/// [`Element::prepaint`] again with a new set of bounds. See [`crate::List`] for an example of an element
/// that supports this method being called on the elements it contains. This method should only be
/// called during the prepaint phase of element drawing.
pub fn request_autoscroll(&mut self, bounds: Bounds<Pixels>) {
self.invalidator.debug_assert_prepaint();
self.requested_autoscroll = Some(bounds);
}
/// This method can be called from a containing element such as [`crate::List`] to support the autoscroll behavior
/// described in [`Self::request_autoscroll`].
pub fn take_autoscroll(&mut self) -> Option<Bounds<Pixels>> {
self.invalidator.debug_assert_prepaint();
self.requested_autoscroll.take()
}
/// Asynchronously load an asset, if the asset hasn't finished loading this will return None.
/// Your view will be re-drawn once the asset has finished loading.
///
/// Note that the multiple calls to this method will only result in one `Asset::load` call at a
/// time.
pub fn use_asset<A: Asset>(&mut self, source: &A::Source, cx: &mut App) -> Option<A::Output> {
cx.asset_entry::<A>(source).use_by(self.current_view())
}
/// Asynchronously load an asset, if the asset hasn't finished loading or doesn't exist this will return None.
/// Your view will not be re-drawn once the asset has finished loading.
///
/// Note that the multiple calls to this method will only result in one `Asset::load` call at a
/// time.
pub fn get_asset<A: Asset>(&mut self, source: &A::Source, cx: &mut App) -> Option<A::Output> {
cx.fetch_asset::<A>(source)
}
/// Obtain the current element offset. This method should only be called during the
/// prepaint phase of element drawing.
pub fn element_offset(&self) -> Point<Pixels> {
self.invalidator.debug_assert_prepaint();
self.element_offset_stack
.last()
.copied()
.unwrap_or_default()
}
/// Obtain the current element opacity. This method should only be called during the
/// prepaint phase of element drawing.
#[inline]
pub(crate) fn element_opacity(&self) -> f32 {
self.invalidator.debug_assert_paint_or_prepaint();
self.element_opacity
}
/// Obtain the current content mask. This method should only be called during element drawing.
pub fn content_mask(&self) -> ContentMask<Pixels> {
self.invalidator.debug_assert_paint_or_prepaint();
self.content_mask_stack
.last()
.cloned()
.unwrap_or_else(|| ContentMask {
bounds: Bounds {
origin: Point::default(),
size: self.viewport_size,
},
})
}
/// Provide elements in the called function with a new namespace in which their identifiers must be unique.
/// This can be used within a custom element to distinguish multiple sets of child elements.
pub fn with_element_namespace<R>(
&mut self,
element_id: impl Into<ElementId>,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.element_id_stack.push(element_id.into());
let result = f(self);
self.element_id_stack.pop();
result
}
/// Use a piece of state that exists as long this element is being rendered in consecutive frames.
pub fn use_keyed_state<S: 'static>(
&mut self,
key: impl Into<ElementId>,
cx: &mut App,
init: impl FnOnce(&mut Self, &mut Context<S>) -> S,
) -> Entity<S> {
let current_view = self.current_view();
self.with_global_id(key.into(), |global_id, window| {
window.with_element_state(global_id, |state: Option<Entity<S>>, window| {
if let Some(state) = state {
(state.clone(), state)
} else {
let new_state = cx.new(|cx| init(window, cx));
Self::observe_keyed_state(&new_state, current_view, cx);
(new_state.clone(), new_state)
}
})
})
}
/// Use a piece of state that exists as long this element is being rendered in consecutive frames, without needing to specify a key
///
/// NOTE: This method uses the location of the caller to generate an ID for this state.
/// If this is not sufficient to identify your state (e.g. you're rendering a list item),
/// you can provide a custom ElementID using the `use_keyed_state` method.
#[track_caller]
pub fn use_state<S: 'static>(
&mut self,
cx: &mut App,
init: impl FnOnce(&mut Self, &mut Context<S>) -> S,
) -> Entity<S> {
self.use_keyed_state(
ElementId::CodeLocation(*core::panic::Location::caller()),
cx,
init,
)
}
/// Updates or initializes state for an element with the given id that lives across multiple
/// frames. If an element with this ID existed in the rendered frame, its state will be passed
/// to the given closure. The state returned by the closure will be stored so it can be referenced
/// when drawing the next frame. This method should only be called as part of element drawing.
#[inline(always)]
pub fn with_element_state<S, R>(
&mut self,
global_id: &GlobalElementId,
f: impl FnOnce(Option<S>, &mut Self) -> (R, S),
) -> R
where
S: 'static,
{
self.invalidator.debug_assert_paint_or_prepaint();
let (key, state) = self.take_element_state(global_id, TypeId::of::<S>());
if let Some(any) = state {
let ElementStateBox {
inner,
#[cfg(debug_assertions)]
type_name,
} = any;
// Using the extra inner option to avoid needing to reallocate a new box.
let mut state_box = inner
.downcast::<Option<S>>()
.map_err(|_| {
#[cfg(debug_assertions)]
{
anyhow::anyhow!(
"invalid element state type for id, requested {:?}, actual: {:?}",
std::any::type_name::<S>(),
type_name
)
}
#[cfg(not(debug_assertions))]
{
anyhow::anyhow!(
"invalid element state type for id, requested {:?}",
std::any::type_name::<S>(),
)
}
})
.unwrap();
let state = state_box.take().expect(
"reentrant call to with_element_state for the same state type and element id",
);
let (result, state) = f(Some(state), self);
state_box.replace(state);
self.insert_element_state(
key,
ElementStateBox {
inner: state_box,
#[cfg(debug_assertions)]
type_name,
},
);
result
} else {
let (result, state) = f(None, self);
self.insert_element_state(
key,
ElementStateBox {
inner: Box::new(Some(state)),
#[cfg(debug_assertions)]
type_name: std::any::type_name::<S>(),
},
);
result
}
}
/// A variant of `with_element_state` that allows the element's id to be optional. This is a convenience
/// method for elements where the element id may or may not be assigned. Prefer using `with_element_state`
/// when the element is guaranteed to have an id.
///
/// The first option means 'no ID provided'
/// The second option means 'not yet initialized'
pub fn with_optional_element_state<S, R>(
&mut self,
global_id: Option<&GlobalElementId>,
f: impl FnOnce(Option<Option<S>>, &mut Self) -> (R, Option<S>),
) -> R
where
S: 'static,
{
self.invalidator.debug_assert_paint_or_prepaint();
if let Some(global_id) = global_id {
self.with_element_state(global_id, |state, cx| {
let (result, state) = f(Some(state), cx);
let state =
state.expect("you must return some state when you pass some element id");
(result, state)
})
} else {
let (result, state) = f(None, self);
debug_assert!(
state.is_none(),
"you must not return an element state when passing None for the global id"
);
result
}
}
/// Executes the given closure within the context of a tab group.
#[inline]
pub fn with_tab_group<R>(&mut self, index: Option<isize>, f: impl FnOnce(&mut Self) -> R) -> R {
if let Some(index) = index {
self.next_frame.tab_stops.begin_group(index);
let result = f(self);
self.next_frame.tab_stops.end_group();
result
} else {
f(self)
}
}
/// Defers the drawing of the given element, scheduling it to be painted on top of the currently-drawn tree
/// at a later time. The `priority` parameter determines the drawing order relative to other deferred elements,
/// with higher values being drawn on top.
///
/// When `content_mask` is provided, the deferred element will be clipped to that region during
/// both prepaint and paint. When `None`, no additional clipping is applied.
///
/// This method should only be called as part of the prepaint phase of element drawing.
pub fn defer_draw(
&mut self,
element: AnyElement,
absolute_offset: Point<Pixels>,
priority: usize,
content_mask: Option<ContentMask<Pixels>>,
) {
self.invalidator.debug_assert_prepaint();
let parent_node = self.next_frame.dispatch_tree.active_node_id().unwrap();
self.next_frame.deferred_draws.push(DeferredDraw {
current_view: self.current_view(),
parent_node,
element_id_stack: self.element_id_stack.clone(),
text_style_stack: self.text_style_stack.clone(),
content_mask,
rem_size: self.rem_size(),
priority,
element: Some(element),
absolute_offset,
prepaint_range: PrepaintStateIndex::default()..PrepaintStateIndex::default(),
paint_range: PaintIndex::default()..PaintIndex::default(),
});
}
/// Creates a new painting layer for the specified bounds. A "layer" is a batch
/// of geometry that are non-overlapping and have the same draw order. This is typically used
/// for performance reasons.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_layer<R>(&mut self, bounds: Bounds<Pixels>, f: impl FnOnce(&mut Self) -> R) -> R {
self.invalidator.debug_assert_paint();
let content_mask = self.content_mask();
let clipped_bounds = bounds.intersect(&content_mask.bounds);
if !clipped_bounds.is_empty() {
self.next_frame
.scene
.push_layer(self.cover_bounds(clipped_bounds));
}
let result = f(self);
if !clipped_bounds.is_empty() {
self.next_frame.scene.pop_layer();
}
result
}
/// Paint the drop (non-inset) shadows from `shadows` into the scene at the current
/// z-index. Inset shadows are skipped; paint those with [`Self::paint_inset_shadows`]
/// after the element's background so they layer on top of the fill.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_drop_shadows(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
shadows: &[BoxShadow],
) {
self.invalidator.debug_assert_paint();
let scale_factor = self.scale_factor();
let content_mask = self.snapped_content_mask();
let opacity = self.element_opacity();
let element_bounds = self.cover_bounds(bounds);
let element_corner_radii = corner_radii.scale(scale_factor);
for shadow in shadows {
if shadow.inset {
continue;
}
let shadow_bounds = (bounds + shadow.offset).dilate(shadow.spread_radius);
self.next_frame.scene.insert_primitive(Shadow {
order: 0,
blur_radius: shadow.blur_radius.scale(scale_factor),
bounds: self.cover_bounds(shadow_bounds),
content_mask,
corner_radii: corner_radii.scale(scale_factor),
color: shadow.color.opacity(opacity),
element_bounds,
element_corner_radii,
inset: 0,
pad: 0,
});
}
}
/// Paint the inset shadows from `shadows` into the scene at the current z-index. Should
/// be called after the element's background so the shadow layers on top of the fill.
/// Drop shadows are skipped; paint those with [`Self::paint_drop_shadows`] before the background.
pub fn paint_inset_shadows(
&mut self,
bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
shadows: &[BoxShadow],
) {
self.invalidator.debug_assert_paint();
let scale_factor = self.scale_factor();
let content_mask = self.snapped_content_mask();
let opacity = self.element_opacity();
let element_bounds = self.cover_bounds(bounds);
let element_corner_radii = corner_radii.scale(scale_factor);
for shadow in shadows {
if !shadow.inset {
continue;
}
let hole = (bounds + shadow.offset).dilate(-shadow.spread_radius);
// Clamp at zero so a large spread can't produce negative radii, which would
// break the SDF in the shader.
let zero = Pixels::ZERO;
let hole_corner_radii = Corners {
top_left: (corner_radii.top_left - shadow.spread_radius).max(zero),
top_right: (corner_radii.top_right - shadow.spread_radius).max(zero),
bottom_right: (corner_radii.bottom_right - shadow.spread_radius).max(zero),
bottom_left: (corner_radii.bottom_left - shadow.spread_radius).max(zero),
};
self.next_frame.scene.insert_primitive(Shadow {
order: 0,
blur_radius: shadow.blur_radius.scale(scale_factor),
bounds: self.cover_bounds(hole),
content_mask,
corner_radii: hole_corner_radii.scale(scale_factor),
color: shadow.color.opacity(opacity),
element_bounds,
element_corner_radii,
inset: 1,
pad: 0,
});
}
}
fn largest_border_interior(quad: &Quad) -> Bounds<ScaledPixels> {
let radii = &quad.corner_radii;
let widths = &quad.border_widths;
let edge_radii = Edges {
top: radii.top_left.max(radii.top_right),
right: radii.top_right.max(radii.bottom_right),
bottom: radii.bottom_left.max(radii.bottom_right),
left: radii.top_left.max(radii.bottom_left),
};
let antialias_inset = point(ScaledPixels(1.0), ScaledPixels(1.0));
let inset_bounds = |top_left_inset, bottom_right_inset| {
Bounds::from_corners(
quad.bounds.origin + top_left_inset + antialias_inset,
quad.bounds.bottom_right() - bottom_right_inset - antialias_inset,
)
};
// Rounded corners need only be excluded on one axis. Either candidate
// is empty of border pixels, so use the larger interior.
let horizontal_band = inset_bounds(
point(widths.left, widths.top.max(edge_radii.top)),
point(widths.right, widths.bottom.max(edge_radii.bottom)),
);
let vertical_band = inset_bounds(
point(widths.left.max(edge_radii.left), widths.top),
point(widths.right.max(edge_radii.right), widths.bottom),
);
let area = |bounds: &Bounds<ScaledPixels>| {
bounds.size.width.0.max(0.) * bounds.size.height.0.max(0.)
};
if area(&horizontal_band) >= area(&vertical_band) {
horizontal_band
} else {
vertical_band
}
}
/// Paint one or more quads into the scene for the next frame at the current stacking context.
/// Quads are colored rectangular regions with an optional background, border, and corner radius.
/// see [`fill`], [`outline`], and [`quad`] to construct this type.
///
/// This method should only be called as part of the paint phase of element drawing.
///
/// Note that the `quad.corner_radii` are allowed to exceed the bounds, creating sharp corners
/// where the circular arcs meet. This will not display well when combined with dashed borders.
/// Use `Corners::clamp_radii_for_quad_size` if the radii should fit within the bounds.
pub fn paint_quad(&mut self, quad: PaintQuad) {
self.invalidator.debug_assert_paint();
let opacity = self.element_opacity();
let snapped_bounds = self.snap_bounds(quad.bounds);
let snapped_border_widths = self.snap_border_widths(quad.border_widths);
let quad = Quad {
order: 0,
bounds: snapped_bounds,
content_mask: self.snapped_content_mask(),
background: quad.background.opacity(opacity),
border_color: quad.border_color.opacity(opacity),
corner_radii: quad.corner_radii.scale(self.scale_factor()),
border_widths: snapped_border_widths,
border_style: quad.border_style,
};
if !quad.background.is_transparent() {
self.next_frame.scene.insert_primitive(quad);
return;
}
// Splitting a border-only quad around its empty interior avoids shading
// every transparent pixel inside large outlines.
let outer_bounds = quad.bounds;
let inner_bounds = Self::largest_border_interior(&quad);
if inner_bounds.is_empty() {
self.next_frame.scene.insert_primitive(quad);
return;
}
let strips = [
// Top
Bounds::from_corners(
outer_bounds.origin,
point(outer_bounds.right(), inner_bounds.top()),
),
// Bottom
Bounds::from_corners(
point(outer_bounds.left(), inner_bounds.bottom()),
outer_bounds.bottom_right(),
),
// Left
Bounds::from_corners(
point(outer_bounds.left(), inner_bounds.top()),
inner_bounds.bottom_left(),
),
// Right
Bounds::from_corners(
inner_bounds.top_right(),
point(outer_bounds.right(), inner_bounds.bottom()),
),
];
for strip in strips {
let content_mask_bounds = quad.content_mask.bounds.intersect(&strip);
if !content_mask_bounds.is_empty() {
self.next_frame.scene.insert_primitive(Quad {
content_mask: ContentMask {
bounds: content_mask_bounds,
},
..quad
});
}
}
}
/// Paint the given `Path` into the scene for the next frame at the current z-index.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_path(&mut self, mut path: Path<Pixels>, color: impl Into<Background>) {
self.invalidator.debug_assert_paint();
let scale_factor = self.scale_factor();
let content_mask = self.content_mask();
let opacity = self.element_opacity();
path.content_mask = content_mask;
let color: Background = color.into();
path.color = color.opacity(opacity);
self.next_frame
.scene
.insert_primitive(path.scale(scale_factor));
}
/// Paint an underline into the scene for the next frame at the current z-index.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_underline(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &UnderlineStyle,
) {
self.invalidator.debug_assert_paint();
let underline = self.underline(origin, width, style);
self.next_frame.scene.insert_primitive(underline);
}
/// Paint a strikethrough into the scene for the next frame at the current z-index.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_strikethrough(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &StrikethroughStyle,
) {
self.invalidator.debug_assert_paint();
let scale_factor = self.scale_factor();
let height = style.thickness;
let bounds = Bounds {
origin: origin.map(|c| ScaledPixels(round_to_device_pixel(c.0, scale_factor))),
size: size(self.snap_stroke(width), self.snap_stroke(height)),
};
let opacity = self.element_opacity();
self.next_frame.scene.insert_primitive(Underline {
order: 0,
pad: 0,
bounds,
content_mask: self.snapped_content_mask(),
thickness: self.snap_stroke(style.thickness),
color: style.color.unwrap_or_default().opacity(opacity),
wavy: false.into(),
});
}
/// Paints a monochrome (non-emoji) glyph into the scene for the next frame at the current z-index.
///
/// The y component of the origin is the baseline of the glyph.
/// You should generally prefer to use the [`ShapedLine::paint`](crate::ShapedLine::paint) or
/// [`WrappedLine::paint`](crate::WrappedLine::paint) methods in the [`TextSystem`](crate::TextSystem).
/// This method is only useful if you need to paint a single glyph that has already been shaped.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_glyph(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
color: Hsla,
) -> Result<()> {
self.invalidator.debug_assert_paint();
let element_opacity = self.element_opacity();
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let quantized_origin = Point::new(
round_half_toward_zero(glyph_origin.x.0 * SUBPIXEL_VARIANTS_X as f32)
/ SUBPIXEL_VARIANTS_X as f32,
round_half_toward_zero(glyph_origin.y.0 * SUBPIXEL_VARIANTS_Y as f32)
/ SUBPIXEL_VARIANTS_Y as f32,
);
let subpixel_variant = Point::new(
(quantized_origin.x.fract() * SUBPIXEL_VARIANTS_X as f32) as u8,
(quantized_origin.y.fract() * SUBPIXEL_VARIANTS_Y as f32) as u8,
);
let integer_origin = quantized_origin.map(|c| ScaledPixels(c.trunc()));
let subpixel_rendering = self.should_use_subpixel_rendering(font_id, font_size);
let dilation = self.text_system().glyph_dilation_for_color(color);
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
subpixel_variant,
scale_factor,
is_emoji: false,
subpixel_rendering,
dilation,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile = self
.sprite_atlas
.get_or_insert_with(params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok(Some((size, Cow::Owned(bytes))))
})?
.expect("Callback above only errors or returns Some");
let bounds = Bounds {
origin: integer_origin + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.snapped_content_mask();
if subpixel_rendering {
self.next_frame.scene.insert_primitive(SubpixelSprite {
order: 0,
pad: 0,
bounds,
content_mask,
color: color.opacity(element_opacity),
tile,
transformation: TransformationMatrix::unit(),
});
} else {
self.next_frame.scene.insert_primitive(MonochromeSprite {
order: 0,
pad: 0,
bounds,
content_mask,
color: color.opacity(element_opacity),
tile,
transformation: TransformationMatrix::unit(),
});
}
}
Ok(())
}
fn should_use_subpixel_rendering(&self, font_id: FontId, font_size: Pixels) -> bool {
if self.platform_window.background_appearance() != WindowBackgroundAppearance::Opaque {
return false;
}
if !self.platform_window.is_subpixel_rendering_supported() {
return false;
}
let mode = match self.text_rendering_mode.get() {
TextRenderingMode::PlatformDefault => self
.text_system()
.recommended_rendering_mode(font_id, font_size),
mode => mode,
};
mode == TextRenderingMode::Subpixel
}
/// Paints an emoji glyph into the scene for the next frame at the current z-index.
///
/// The y component of the origin is the baseline of the glyph.
/// You should generally prefer to use the [`ShapedLine::paint`](crate::ShapedLine::paint) or
/// [`WrappedLine::paint`](crate::WrappedLine::paint) methods in the [`TextSystem`](crate::TextSystem).
/// This method is only useful if you need to paint a single emoji that has already been shaped.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_emoji(
&mut self,
origin: Point<Pixels>,
font_id: FontId,
glyph_id: GlyphId,
font_size: Pixels,
) -> Result<()> {
self.invalidator.debug_assert_paint();
let scale_factor = self.scale_factor();
let glyph_origin = origin.scale(scale_factor);
let integer_origin = glyph_origin.map(|c| ScaledPixels(round_half_toward_zero(c.0)));
let params = RenderGlyphParams {
font_id,
glyph_id,
font_size,
subpixel_variant: Default::default(),
scale_factor,
is_emoji: true,
subpixel_rendering: false,
dilation: 0,
};
let raster_bounds = self.text_system().raster_bounds(&params)?;
if !raster_bounds.is_zero() {
let tile = self
.sprite_atlas
.get_or_insert_with(params.clone().into(), &mut || {
let (size, bytes) = self.text_system().rasterize_glyph(&params)?;
Ok(Some((size, Cow::Owned(bytes))))
})?
.expect("Callback above only errors or returns Some");
let bounds = Bounds {
origin: integer_origin + raster_bounds.origin.map(Into::into),
size: tile.bounds.size.map(Into::into),
};
let content_mask = self.snapped_content_mask();
let opacity = self.element_opacity();
self.next_frame.scene.insert_primitive(PolychromeSprite {
order: 0,
pad: 0,
grayscale: false.into(),
bounds,
corner_radii: Default::default(),
content_mask,
tile,
opacity,
});
}
Ok(())
}
/// Paint a monochrome SVG into the scene for the next frame at the current stacking context.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn paint_svg(
&mut self,
bounds: Bounds<Pixels>,
path: SharedString,
mut data: Option<&[u8]>,
transformation: TransformationMatrix,
color: Hsla,
cx: &App,
) -> Result<()> {
self.invalidator.debug_assert_paint();
let element_opacity = self.element_opacity();
let bounds = self.snap_bounds(bounds);
let params = RenderSvgParams {
path,
size: bounds.size.map(|pixels| {
DevicePixels::from((pixels.0 * SMOOTH_SVG_SCALE_FACTOR).ceil() as i32)
}),
};
let Some(tile) =
self.sprite_atlas
.get_or_insert_with(params.clone().into(), &mut || {
let Some((size, bytes)) = cx.svg_renderer.render_alpha_mask(&params, data)?
else {
return Ok(None);
};
Ok(Some((size, Cow::Owned(bytes))))
})?
else {
return Ok(());
};
let content_mask = self.snapped_content_mask();
let svg_bounds = Bounds {
origin: bounds.center()
- Point::new(
ScaledPixels(tile.bounds.size.width.0 as f32 / SMOOTH_SVG_SCALE_FACTOR / 2.),
ScaledPixels(tile.bounds.size.height.0 as f32 / SMOOTH_SVG_SCALE_FACTOR / 2.),
),
size: tile
.bounds
.size
.map(|value| ScaledPixels(value.0 as f32 / SMOOTH_SVG_SCALE_FACTOR)),
};
let final_bounds = svg_bounds
.map_origin(|value| ScaledPixels(round_half_toward_zero(value.0)))
.map_size(|size| size.ceil());
self.next_frame.scene.insert_primitive(MonochromeSprite {
order: 0,
pad: 0,
bounds: final_bounds,
content_mask,
color: color.opacity(element_opacity),
tile,
transformation,
});
Ok(())
}
/// Paint an image into the scene for the next frame at the current z-index.
/// This method will panic if the frame_index is not valid
///
/// This method should only be called as part of the paint phase of element drawing.
/// Paint an image into `bounds`, positioning and scaling it according to `image_bounds`.
///
/// The visible region rendered is `bounds.intersect(&image_bounds)`, with `corner_radii`
/// applied to `bounds`.
pub fn paint_image(
&mut self,
bounds: Bounds<Pixels>,
image_bounds: Bounds<Pixels>,
corner_radii: Corners<Pixels>,
data: Arc<RenderImage>,
frame_index: usize,
grayscale: bool,
) -> Result<()> {
self.invalidator.debug_assert_paint();
let visible_bounds = bounds.intersect(&image_bounds);
if visible_bounds.size.width <= Pixels::ZERO || visible_bounds.size.height <= Pixels::ZERO {
return Ok(());
}
if image_bounds.size.width <= Pixels::ZERO || image_bounds.size.height <= Pixels::ZERO {
return Ok(());
}
let params = RenderImageParams {
image_id: data.id,
frame_index,
};
let tile = self
.sprite_atlas
.get_or_insert_with(params.into(), &mut || {
Ok(Some((
data.size(frame_index),
Cow::Borrowed(
data.as_bytes(frame_index)
.expect("It's the caller's job to pass a valid frame index"),
),
)))
})?
.expect("Callback above only returns Some");
let visible_bounds_snapped = self.snap_bounds(visible_bounds);
let sub_tile = if visible_bounds == image_bounds {
tile
} else {
let x_offset_ratio =
(visible_bounds.origin.x - image_bounds.origin.x) / image_bounds.size.width;
let y_offset_ratio =
(visible_bounds.origin.y - image_bounds.origin.y) / image_bounds.size.height;
let width_ratio = visible_bounds.size.width / image_bounds.size.width;
let height_ratio = visible_bounds.size.height / image_bounds.size.height;
let tile_origin_x = tile.bounds.origin.x.0;
let tile_origin_y = tile.bounds.origin.y.0;
let tile_width = tile.bounds.size.width.0;
let tile_height = tile.bounds.size.height.0;
let sub_origin_x = tile_origin_x + (x_offset_ratio * tile_width as f32).round() as i32;
let sub_origin_y = tile_origin_y + (y_offset_ratio * tile_height as f32).round() as i32;
let sub_width = (width_ratio * tile_width as f32).round() as i32;
let sub_height = (height_ratio * tile_height as f32).round() as i32;
let max_x = tile_origin_x + tile_width;
let max_y = tile_origin_y + tile_height;
let clamped_origin_x = sub_origin_x.clamp(tile_origin_x, max_x);
let clamped_origin_y = sub_origin_y.clamp(tile_origin_y, max_y);
let clamped_width = sub_width.min(max_x - clamped_origin_x).max(0);
let clamped_height = sub_height.min(max_y - clamped_origin_y).max(0);
AtlasTile {
bounds: Bounds {
origin: point(
DevicePixels(clamped_origin_x),
DevicePixels(clamped_origin_y),
),
size: size(DevicePixels(clamped_width), DevicePixels(clamped_height)),
},
..tile
}
};
let content_mask = self.snapped_content_mask();
let corner_radii = corner_radii
.clamp_radii_for_quad_size(visible_bounds.size)
.scale(self.scale_factor());
let opacity = self.element_opacity();
self.next_frame.scene.insert_primitive(PolychromeSprite {
order: 0,
pad: 0,
grayscale: grayscale.into(),
bounds: visible_bounds_snapped,
content_mask,
corner_radii,
tile: sub_tile,
opacity,
});
Ok(())
}
/// Paint a surface into the scene for the next frame at the current z-index.
///
/// This method should only be called as part of the paint phase of element drawing.
#[cfg(any(target_os = "macos", target_os = "ios"))]
pub fn paint_surface(&mut self, bounds: Bounds<Pixels>, image_buffer: CVPixelBuffer) {
use crate::PaintSurface;
self.invalidator.debug_assert_paint();
let bounds = self.snap_bounds(bounds);
let content_mask = self.snapped_content_mask();
self.next_frame.scene.insert_primitive(PaintSurface {
order: 0,
bounds,
content_mask,
image_buffer,
});
}
/// Removes an image from the sprite atlas.
pub fn drop_image(&mut self, data: Arc<RenderImage>) -> Result<()> {
for frame_index in 0..data.frame_count() {
let params = RenderImageParams {
image_id: data.id,
frame_index,
};
self.sprite_atlas.remove(&params.clone().into());
}
Ok(())
}
/// Returns whether every frame of an image is present in the sprite atlas.
#[cfg(any(test, feature = "test-support"))]
pub fn has_image_atlas_entry(&self, data: &RenderImage) -> bool {
data.frame_count() > 0
&& (0..data.frame_count()).all(|frame_index| {
self.sprite_atlas.contains(
&RenderImageParams {
image_id: data.id,
frame_index,
}
.into(),
)
})
}
/// Add a node to the layout tree for the current frame. Takes the `Style` of the element for which
/// layout is being requested, along with the layout ids of any children. This method is called during
/// calls to the [`Element::request_layout`] trait method and enables any element to participate in layout.
///
/// This method should only be called as part of the request_layout or prepaint phase of element drawing.
#[must_use]
pub fn request_layout(
&mut self,
style: Style,
children: impl IntoIterator<Item = LayoutId>,
cx: &mut App,
) -> LayoutId {
self.invalidator.debug_assert_prepaint();
cx.layout_id_buffer.clear();
cx.layout_id_buffer.extend(children);
let rem_size = self.rem_size();
let scale_factor = self.scale_factor();
self.layout_engine.as_mut().unwrap().request_layout(
style,
rem_size,
scale_factor,
&cx.layout_id_buffer,
)
}
/// Add a node to the layout tree for the current frame. Instead of taking a `Style` and children,
/// this variant takes a function that is invoked during layout so you can use arbitrary logic to
/// determine the element's size. One place this is used internally is when measuring text.
///
/// The given closure is invoked at layout time with the known dimensions and available space and
/// returns a `Size`.
///
/// This method should only be called as part of the request_layout or prepaint phase of element drawing.
pub fn request_measured_layout<F>(&mut self, style: Style, measure: F) -> LayoutId
where
F: Fn(Size<Option<Pixels>>, Size<AvailableSpace>, &mut Window, &mut App) -> Size<Pixels>
+ 'static,
{
self.invalidator.debug_assert_prepaint();
let rem_size = self.rem_size();
let scale_factor = self.scale_factor();
self.layout_engine
.as_mut()
.unwrap()
.request_measured_layout(style, rem_size, scale_factor, measure)
}
/// Compute the layout for the given id within the given available space.
/// This method is called for its side effect, typically by the framework prior to painting.
/// After calling it, you can request the bounds of the given layout node id or any descendant.
///
/// This method should only be called as part of the prepaint phase of element drawing.
pub fn compute_layout(
&mut self,
layout_id: LayoutId,
available_space: Size<AvailableSpace>,
cx: &mut App,
) {
self.invalidator.debug_assert_prepaint();
let mut layout_engine = self.layout_engine.take().unwrap();
layout_engine.compute_layout(layout_id, available_space, self, cx);
self.layout_engine = Some(layout_engine);
}
/// Obtain the bounds computed for the given LayoutId relative to the window. This method will usually be invoked by
/// GPUI itself automatically in order to pass your element its `Bounds` automatically.
///
/// This method should only be called as part of element drawing.
pub fn layout_bounds(&mut self, layout_id: LayoutId) -> Bounds<Pixels> {
self.invalidator.debug_assert_prepaint();
let scale_factor = self.scale_factor();
let mut bounds = self
.layout_engine
.as_mut()
.unwrap()
.layout_bounds(layout_id, scale_factor)
.map(Into::into);
let snapped_offset = self.pixel_snap_point(self.element_offset());
bounds.origin += snapped_offset;
bounds
}
/// This method should be called during `prepaint`. You can use
/// the returned [Hitbox] during `paint` or in an event handler
/// to determine whether the inserted hitbox was the topmost.
///
/// This method should only be called as part of the prepaint phase of element drawing.
pub fn insert_hitbox(&mut self, bounds: Bounds<Pixels>, behavior: HitboxBehavior) -> Hitbox {
self.invalidator.debug_assert_prepaint();
let content_mask = self.content_mask();
let mut id = self.next_hitbox_id;
self.next_hitbox_id = self.next_hitbox_id.next();
let hitbox = Hitbox {
id,
bounds,
content_mask,
behavior,
};
self.next_frame.hitboxes.push(hitbox.clone());
hitbox
}
/// Set a hitbox which will act as a control area of the platform window.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn insert_window_control_hitbox(&mut self, area: WindowControlArea, hitbox: Hitbox) {
self.invalidator.debug_assert_paint();
self.next_frame.window_control_hitboxes.push((area, hitbox));
}
/// Sets the key context for the current element. This context will be used to translate
/// keybindings into actions.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn set_key_context(&mut self, context: KeyContext) {
self.invalidator.debug_assert_paint();
self.next_frame.dispatch_tree.set_key_context(context);
}
/// Sets the focus handle for the current element. This handle will be used to manage focus state
/// and keyboard event dispatch for the element.
///
/// This method should only be called as part of the prepaint phase of element drawing.
pub fn set_focus_handle(&mut self, focus_handle: &FocusHandle, _: &App) {
self.invalidator.debug_assert_prepaint();
if focus_handle.is_focused(self) {
self.next_frame.focus = Some(focus_handle.id);
}
self.next_frame.dispatch_tree.set_focus_id(focus_handle.id);
}
/// Sets the view id for the current element, which will be used to manage view caching.
///
/// This method should only be called as part of element prepaint. We plan on removing this
/// method eventually when we solve some issues that require us to construct editor elements
/// directly instead of always using editors via views.
pub fn set_view_id(&mut self, view_id: EntityId) {
self.invalidator.debug_assert_prepaint();
self.next_frame.dispatch_tree.set_view_id(view_id);
}
/// Get the entity ID for the currently rendering view
pub fn current_view(&self) -> EntityId {
self.invalidator.debug_assert_paint_or_prepaint();
self.rendered_entity_stack.last().copied().unwrap()
}
#[inline]
pub(crate) fn with_rendered_view<R>(
&mut self,
id: EntityId,
f: impl FnOnce(&mut Self) -> R,
) -> R {
self.rendered_entity_stack.push(id);
let result = f(self);
self.rendered_entity_stack.pop();
result
}
/// Executes the provided function with the specified image cache.
pub fn with_image_cache<F, R>(&mut self, image_cache: Option<AnyImageCache>, f: F) -> R
where
F: FnOnce(&mut Self) -> R,
{
if let Some(image_cache) = image_cache {
self.image_cache_stack.push(image_cache);
let result = f(self);
self.image_cache_stack.pop();
result
} else {
f(self)
}
}
/// Sets an input handler, such as [`ElementInputHandler`][element_input_handler], which interfaces with the
/// platform to receive textual input with proper integration with concerns such
/// as IME interactions. This handler will be active for the upcoming frame until the following frame is
/// rendered.
///
/// This method should only be called as part of the paint phase of element drawing.
///
/// [element_input_handler]: crate::ElementInputHandler
pub fn handle_input(
&mut self,
focus_handle: &FocusHandle,
input_handler: impl InputHandler,
cx: &App,
) {
self.invalidator.debug_assert_paint();
if focus_handle.is_focused(self) {
let cx = self.to_async(cx);
self.next_frame
.input_handlers
.push(Some(PlatformInputHandler::new(cx, Box::new(input_handler))));
}
}
/// Forwards the focused input handler's [`TextInputConfiguration`] to the
/// platform window when it differs from the last forwarded value. With no
/// input handler the default configuration applies, so a field's
/// preferences don't outlive its focus.
fn apply_text_input_configuration(&mut self, cx: &mut App) {
let configuration = match self.platform_window.take_input_handler() {
Some(mut input_handler) => {
let configuration = input_handler.text_input_configuration(self, cx);
self.platform_window.set_input_handler(input_handler);
configuration
}
None => TextInputConfiguration::default(),
};
if self.last_text_input_configuration.as_ref() != Some(&configuration) {
self.platform_window
.set_text_input_configuration(configuration.clone());
self.last_text_input_configuration = Some(configuration);
}
}
/// Register a mouse event listener on the window for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn on_mouse_event<Event: MouseEvent>(
&mut self,
mut listener: impl FnMut(&Event, DispatchPhase, &mut Window, &mut App) + 'static,
) {
self.invalidator.debug_assert_paint();
self.next_frame.mouse_listeners.push(Some(Box::new(
move |event: &dyn Any, phase: DispatchPhase, window: &mut Window, cx: &mut App| {
if let Some(event) = event.downcast_ref() {
listener(event, phase, window, cx)
}
},
)));
}
/// Register a key event listener on this node for the next frame. The type of event
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using event handlers on elements unless you have
/// a specific need to register a listener yourself.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn on_key_event<Event: KeyEvent>(
&mut self,
listener: impl Fn(&Event, DispatchPhase, &mut Window, &mut App) + 'static,
) {
self.invalidator.debug_assert_paint();
self.next_frame.dispatch_tree.on_key_event(Rc::new(
move |event: &dyn Any, phase, window: &mut Window, cx: &mut App| {
if let Some(event) = event.downcast_ref::<Event>() {
listener(event, phase, window, cx)
}
},
));
}
/// Register a modifiers changed event listener on the window for the next frame.
///
/// This is a fairly low-level method, so prefer using event handlers on elements unless you have
/// a specific need to register a global listener.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn on_modifiers_changed(
&mut self,
listener: impl Fn(&ModifiersChangedEvent, &mut Window, &mut App) + 'static,
) {
self.invalidator.debug_assert_paint();
self.next_frame.dispatch_tree.on_modifiers_changed(Rc::new(
move |event: &ModifiersChangedEvent, window: &mut Window, cx: &mut App| {
listener(event, window, cx)
},
));
}
/// Register a listener to be called when the given focus handle or one of its descendants receives focus.
/// This does not fire if the given focus handle - or one of its descendants - was previously focused.
/// Returns a subscription and persists until the subscription is dropped.
pub fn on_focus_in(
&mut self,
handle: &FocusHandle,
cx: &mut App,
mut listener: impl FnMut(&mut Window, &mut App) + 'static,
) -> Subscription {
let focus_id = handle.id;
let (subscription, activate) =
self.new_focus_listener(Box::new(move |event, window, cx| {
if event.is_focus_in(focus_id) {
listener(window, cx);
}
true
}));
cx.defer(move |_| activate());
subscription
}
/// Register a listener to be called when the given focus handle or one of its descendants loses focus.
/// Returns a subscription and persists until the subscription is dropped.
pub fn on_focus_out(
&mut self,
handle: &FocusHandle,
cx: &mut App,
mut listener: impl FnMut(FocusOutEvent, &mut Window, &mut App) + 'static,
) -> Subscription {
let focus_id = handle.id;
let (subscription, activate) =
self.new_focus_listener(Box::new(move |event, window, cx| {
if let Some(blurred_id) = event.previous_focus_path.last().copied()
&& event.is_focus_out(focus_id)
{
let event = FocusOutEvent {
blurred: WeakFocusHandle {
id: blurred_id,
handles: Arc::downgrade(&cx.focus_handles),
},
};
listener(event, window, cx)
}
true
}));
cx.defer(move |_| activate());
subscription
}
fn reset_cursor_style(&self, cx: &mut App) {
// Set the cursor only if we're the active window.
if self.is_window_hovered() {
let style = self
.rendered_frame
.cursor_style(self)
.unwrap_or(CursorStyle::Arrow);
cx.platform.set_cursor_style(style);
}
}
/// Dispatch a given keystroke as though the user had typed it.
/// You can create a keystroke with Keystroke::parse("").
pub fn dispatch_keystroke(&mut self, keystroke: Keystroke, cx: &mut App) -> bool {
let keystroke = keystroke.with_simulated_ime();
let result = self.dispatch_event(
PlatformInput::KeyDown(KeyDownEvent {
keystroke: keystroke.clone(),
is_held: false,
prefer_character_input: false,
}),
cx,
);
if !result.propagate {
return true;
}
if let Some(input) = keystroke.key_char
&& let Some(mut input_handler) = self.platform_window.take_input_handler()
{
input_handler.dispatch_input(&input, self, cx);
self.platform_window.set_input_handler(input_handler);
return true;
}
false
}
/// Return a key binding string for an action, to display in the UI. Uses the highest precedence
/// binding for the action (last binding added to the keymap).
pub fn keystroke_text_for(&self, action: &dyn Action) -> String {
self.highest_precedence_binding_for_action(action)
.map(|binding| {
binding
.keystrokes()
.iter()
.map(ToString::to_string)
.collect::<Vec<_>>()
.join(" ")
})
.unwrap_or_else(|| action.name().to_string())
}
/// Dispatch a mouse, keyboard, or touch event on the window.
#[profiling::function]
pub fn dispatch_event(&mut self, event: PlatformInput, cx: &mut App) -> DispatchEventResult {
#[cfg(feature = "profiler")]
self.window_profiler.begin_input(event.kind_name());
let update_count_before = self.invalidator.update_count();
// Track input modality for focus-visible styling and hover suppression.
// Hover is suppressed during keyboard modality so that keyboard navigation
// doesn't show hover highlights on the item under the mouse cursor.
let old_modality = self.last_input_modality;
self.last_input_modality = match &event {
PlatformInput::KeyDown(_) => InputModality::Keyboard,
PlatformInput::MouseMove(_) | PlatformInput::MouseDown(_) => InputModality::Mouse,
PlatformInput::Touch(_) => InputModality::Touch,
_ => self.last_input_modality,
};
if self.last_input_modality != old_modality {
self.refresh();
}
// Handlers may set this to false by calling `stop_propagation`.
cx.propagate_event = true;
// Handlers may set this to true by calling `prevent_default`.
self.default_prevented = false;
let event = match event {
// Track the mouse position with our own state, since accessing the platform
// API for the mouse position can only occur on the main thread.
PlatformInput::MouseMove(mouse_move) => {
self.mouse_position = mouse_move.position;
self.modifiers = mouse_move.modifiers;
PlatformInput::MouseMove(mouse_move)
}
PlatformInput::MouseDown(mouse_down) => {
self.mouse_position = mouse_down.position;
self.modifiers = mouse_down.modifiers;
PlatformInput::MouseDown(mouse_down)
}
PlatformInput::MouseUp(mouse_up) => {
self.mouse_position = mouse_up.position;
self.modifiers = mouse_up.modifiers;
PlatformInput::MouseUp(mouse_up)
}
PlatformInput::MousePressure(mouse_pressure) => {
PlatformInput::MousePressure(mouse_pressure)
}
PlatformInput::MouseExited(mouse_exited) => {
self.modifiers = mouse_exited.modifiers;
PlatformInput::MouseExited(mouse_exited)
}
PlatformInput::ModifiersChanged(modifiers_changed) => {
self.modifiers = modifiers_changed.modifiers;
self.capslock = modifiers_changed.capslock;
PlatformInput::ModifiersChanged(modifiers_changed)
}
PlatformInput::ScrollWheel(scroll_wheel) => {
self.mouse_position = scroll_wheel.position;
self.modifiers = scroll_wheel.modifiers;
PlatformInput::ScrollWheel(scroll_wheel)
}
PlatformInput::Pinch(pinch) => {
self.mouse_position = pinch.position;
self.modifiers = pinch.modifiers;
PlatformInput::Pinch(pinch)
}
// Translate dragging and dropping of external files from the operating system
// to internal drag and drop events.
PlatformInput::FileDrop(file_drop) => match file_drop {
FileDropEvent::Entered { position, paths } => {
self.mouse_position = position;
let source_window = self.handle.window_id();
if !cx.restore_platform_drag(source_window) && cx.active_drag.is_none() {
cx.active_drag = Some(AnyDrag {
value: Arc::new(paths.clone()),
view: cx.new(|_| paths).into(),
cursor_offset: position,
cursor_style: None,
external_payload_source: None,
});
}
PlatformInput::MouseMove(MouseMoveEvent {
position,
pressed_button: Some(MouseButton::Left),
modifiers: Modifiers::default(),
})
}
FileDropEvent::Pending { position } => {
self.mouse_position = position;
PlatformInput::MouseMove(MouseMoveEvent {
position,
pressed_button: Some(MouseButton::Left),
modifiers: Modifiers::default(),
})
}
FileDropEvent::Submit { position } => {
cx.activate(true);
self.mouse_position = position;
PlatformInput::MouseUp(MouseUpEvent {
button: MouseButton::Left,
position,
modifiers: Modifiers::default(),
click_count: 1,
})
}
FileDropEvent::Exited => {
if !cx.hand_restored_drag_to_platform(self.handle.window_id()) {
cx.active_drag.take();
}
self.refresh();
PlatformInput::FileDrop(FileDropEvent::Exited)
}
FileDropEvent::Ended => {
cx.end_platform_drag(self.handle.window_id());
self.refresh();
PlatformInput::FileDrop(FileDropEvent::Ended)
}
},
PlatformInput::Touch(touch) => PlatformInput::Touch(touch),
PlatformInput::LongPress(long_press) => {
self.mouse_position = if long_press.phase == crate::TouchPhase::Started {
long_press.start_position
} else {
long_press.position
};
if long_press.phase == crate::TouchPhase::Started {
self.long_press_capture = None;
}
PlatformInput::LongPress(long_press)
}
PlatformInput::TouchDrag(touch_drag) => {
self.mouse_position = touch_drag.start_position;
PlatformInput::TouchDrag(touch_drag)
}
PlatformInput::KeyDown(_) | PlatformInput::KeyUp(_) => event,
};
if let Some(any_mouse_event) = event.mouse_event() {
self.dispatch_mouse_event(any_mouse_event, cx);
} else if let Some(any_key_event) = event.keyboard_event() {
self.dispatch_key_event(any_key_event, cx);
} else if let Some(touch_event) = event.touch_event() {
self.dispatch_touch_event(touch_event, cx);
}
if let PlatformInput::LongPress(long_press) = &event {
match long_press.phase {
crate::TouchPhase::Started if !self.default_prevented => {
self.long_press_capture = None;
}
crate::TouchPhase::Ended | crate::TouchPhase::Cancelled => {
self.long_press_capture = None;
}
crate::TouchPhase::Started | crate::TouchPhase::Moved => {}
}
}
// Must run after the move is dispatched: the platform owns the gesture afterwards, so this
// is the last chance for drag listeners to see the pointer leave and reset their state.
self.promote_external_drag_to_platform(&event, cx);
let caused_invalidation = self.invalidator.update_count() > update_count_before;
if caused_invalidation {
self.input_rate_tracker.borrow_mut().record_input();
}
#[cfg(feature = "profiler")]
self.window_profiler.end_input(caused_invalidation);
DispatchEventResult {
propagate: cx.propagate_event,
default_prevented: self.default_prevented,
}
}
fn promote_external_drag_to_platform(&mut self, event: &PlatformInput, cx: &mut App) {
let PlatformInput::MouseMove(mouse_move) = event else {
return;
};
if mouse_move.pressed_button != Some(MouseButton::Left) {
return;
}
if Bounds::new(Point::default(), self.viewport_size).contains(&mouse_move.position) {
return;
}
if !self.platform_window.can_start_external_drag() {
return;
}
let Some(payload_source) = cx
.active_drag
.as_mut()
.and_then(|drag| drag.external_payload_source.take())
else {
return;
};
let Some(payload) = payload_source(self, cx) else {
return;
};
if self.platform_window.start_external_drag(&payload)
&& cx.hand_active_drag_to_platform(self.handle.window_id())
{
self.refresh();
}
}
/// Whether recognized touch pans may use the platform's predicted touch
/// positions ([`TouchEvent::predicted_position`]) to compensate for input
/// latency. Defaults to true.
pub fn touch_prediction_enabled(&self) -> bool {
self.touch_prediction_enabled
}
/// Sets whether recognized touch pans may use the platform's predicted
/// touch positions. Disabling drops [`TouchEvent::predicted_position`]
/// before gesture recognition, so pans track only raw touch positions.
pub fn set_touch_prediction_enabled(&mut self, enabled: bool) {
self.touch_prediction_enabled = enabled;
}
/// Runs the portable gesture recognizer over a raw touch event and
/// dispatches whatever it resolves (scroll steps, synthesized taps)
/// through the ordinary mouse-event path.
fn dispatch_touch_event(&mut self, event: &TouchEvent, cx: &mut App) {
let mut event = event.clone();
if !self.touch_prediction_enabled {
event.predicted_position = None;
}
let recognized_gestures = self.touch_gestures.handle_event(&event);
if event.phase == crate::TouchPhase::Started
&& let Some(touch_drag) = self.touch_gestures.offer_touch_drag(event.id)
{
self.dispatch_recognized_touch_gesture(touch_drag, cx);
}
if event.phase == crate::TouchPhase::Started
&& self.touch_gestures.pending_long_press().is_some()
{
self.long_press_capture = None;
}
let mut tapped = false;
for gesture in recognized_gestures {
tapped |= matches!(gesture, RecognizedTouchGesture::Tap { .. });
self.dispatch_recognized_touch_gesture(gesture, cx);
}
if event.phase == crate::TouchPhase::Started {
self.schedule_long_press_timer(cx);
} else if self.touch_gestures.pending_long_press().is_none() {
self.long_press_timer.take();
}
// The platform's touch-release handler may inspect the input handler
// as soon as this dispatch returns (the web platform decides virtual
// keyboard visibility there, inside the user gesture). Input handlers
// are registered during draw, so draw now to make them reflect any
// focus change the tap just caused.
if tapped && self.invalidator.is_dirty() {
self.draw(cx).clear(cx);
}
if self.touch_gestures.has_momentum() {
self.schedule_touch_momentum_tick();
}
}
fn dispatch_recognized_touch_gesture(&mut self, gesture: RecognizedTouchGesture, cx: &mut App) {
match gesture {
RecognizedTouchGesture::Scroll(scroll_wheel) => {
self.mouse_position = scroll_wheel.position;
cx.propagate_event = true;
self.dispatch_mouse_event(&scroll_wheel, cx);
}
RecognizedTouchGesture::Tap { down, up } => {
self.mouse_position = up.position;
cx.propagate_event = true;
self.dispatch_mouse_event(&down, cx);
cx.propagate_event = true;
self.dispatch_mouse_event(&up, cx);
}
RecognizedTouchGesture::TouchDrag(touch_drag) => {
self.mouse_position = touch_drag.start_position;
cx.propagate_event = true;
self.default_prevented = false;
let started = touch_drag.phase == crate::TouchPhase::Started;
self.dispatch_mouse_event(&touch_drag, cx);
if started {
self.touch_gestures
.resolve_touch_drag(self.default_prevented);
}
}
RecognizedTouchGesture::LongPress(long_press) => {
self.mouse_position = if long_press.phase == crate::TouchPhase::Started {
long_press.start_position
} else {
long_press.position
};
cx.propagate_event = true;
self.default_prevented = false;
let started = long_press.phase == crate::TouchPhase::Started;
let ended = matches!(
long_press.phase,
crate::TouchPhase::Ended | crate::TouchPhase::Cancelled
);
self.dispatch_mouse_event(&long_press, cx);
if started {
let claimed = self.default_prevented;
self.touch_gestures.resolve_long_press(claimed);
if !claimed {
self.long_press_capture = None;
}
}
if ended {
self.long_press_capture = None;
}
}
}
}
fn schedule_long_press_timer(&mut self, cx: &mut App) {
self.long_press_timer.take();
let Some((touch_id, duration)) = self.touch_gestures.pending_long_press() else {
return;
};
self.long_press_timer = Some(self.spawn(cx, async move |cx| {
cx.background_executor.timer(duration).await;
cx.update(move |window, cx| {
window.long_press_timer.take();
if let Some(gesture) = window.touch_gestures.offer_long_press(touch_id) {
window.dispatch_recognized_touch_gesture(gesture, cx);
}
})
.log_err();
}));
}
fn schedule_touch_momentum_tick(&mut self) {
self.on_next_frame(|window, cx| {
if let Some(gesture) = window.touch_gestures.tick_momentum() {
window.dispatch_recognized_touch_gesture(gesture, cx);
}
if window.touch_gestures.has_momentum() {
window.schedule_touch_momentum_tick();
}
});
}
fn dispatch_mouse_event(&mut self, event: &dyn Any, cx: &mut App) {
let hit_test = self.rendered_frame.hit_test(self.mouse_position());
if hit_test != self.mouse_hit_test {
self.mouse_hit_test = hit_test;
self.reset_cursor_style(cx);
}
#[cfg(any(feature = "inspector", debug_assertions))]
if self.is_inspector_picking(cx) {
self.handle_inspector_mouse_event(event, cx);
// When inspector is picking, all other mouse handling is skipped.
return;
}
let mut mouse_listeners = mem::take(&mut self.rendered_frame.mouse_listeners);
// Capture phase, events bubble from back to front. Handlers for this phase are used for
// special purposes, such as detecting events outside of a given Bounds.
for listener in &mut mouse_listeners {
let listener = listener.as_mut().unwrap();
listener(event, DispatchPhase::Capture, self, cx);
if !cx.propagate_event {
break;
}
}
// Bubble phase, where most normal handlers do their work.
if cx.propagate_event {
for listener in mouse_listeners.iter_mut().rev() {
let listener = listener.as_mut().unwrap();
listener(event, DispatchPhase::Bubble, self, cx);
if !cx.propagate_event {
break;
}
}
}
self.rendered_frame.mouse_listeners = mouse_listeners;
if cx.has_active_drag() {
if event.is::<MouseMoveEvent>() {
// If this was a mouse move event, redraw the window so that the
// active drag can follow the mouse cursor.
self.refresh();
} else if event.is::<MouseUpEvent>() {
// If this was a mouse up event, cancel the active drag and redraw
// the window.
cx.active_drag = None;
self.refresh();
}
}
// Auto-release pointer capture on mouse up
if event.is::<MouseUpEvent>() && self.captured_hitbox.is_some() {
self.captured_hitbox = None;
}
}
// If modifiers are not excessive (e.g. AltGr), and the input handler is accepting text input,
// we prefer the text input over bindings.
fn input_preference(&mut self, event: &dyn Any, cx: &mut App) -> InputPreference {
let prefer_character_input = event
.downcast_ref::<KeyDownEvent>()
.is_some_and(|key_down_event| key_down_event.prefer_character_input);
if !prefer_character_input {
return InputPreference::KeyBindings;
}
let Some(mut input_handler) = self.platform_window.take_input_handler() else {
return InputPreference::KeyBindings;
};
let accepts_text_input = input_handler.accepts_text_input(self, cx);
self.platform_window.set_input_handler(input_handler);
if accepts_text_input {
InputPreference::CharacterInput
} else {
InputPreference::KeyBindings
}
}
fn dispatch_key_event(&mut self, event: &dyn Any, cx: &mut App) {
if self.invalidator.is_dirty() {
self.draw(cx).clear(cx);
}
let node_id = self.focus_node_id_in_rendered_frame(self.focus);
let dispatch_path = self.rendered_frame.dispatch_tree.dispatch_path(node_id);
let mut keystroke: Option<Keystroke> = None;
if let Some(event) = event.downcast_ref::<ModifiersChangedEvent>() {
if event.modifiers.number_of_modifiers() == 0
&& self.pending_modifier.modifiers.number_of_modifiers() == 1
&& !self.pending_modifier.saw_other_input
{
let key = match self.pending_modifier.modifiers {
modifiers if modifiers.shift => Some("shift"),
modifiers if modifiers.control => Some("control"),
modifiers if modifiers.alt => Some("alt"),
modifiers if modifiers.platform => Some("platform"),
modifiers if modifiers.function => Some("function"),
_ => None,
};
if let Some(key) = key {
keystroke = Some(Keystroke {
key: key.to_string(),
key_char: None,
modifiers: Modifiers::default(),
});
}
}
if self.pending_modifier.modifiers.number_of_modifiers() == 0
&& event.modifiers.number_of_modifiers() == 1
{
self.pending_modifier.saw_other_input = false
} else if event.modifiers.number_of_modifiers() > 1 {
self.pending_modifier.saw_other_input = true
}
self.pending_modifier.modifiers = event.modifiers
} else if let Some(key_down_event) = event.downcast_ref::<KeyDownEvent>() {
self.pending_modifier.saw_other_input = true;
keystroke = Some(key_down_event.keystroke.clone());
if key_down_event.keystroke.key_char.is_some()
&& matches!(
cx.cursor_hide_mode,
CursorHideMode::OnTyping | CursorHideMode::OnTypingAndAction
)
{
cx.platform.hide_cursor_until_mouse_moves();
}
}
let Some(keystroke) = keystroke else {
self.finish_dispatch_key_event(
event,
None,
InputPreference::KeyBindings,
dispatch_path,
self.context_stack(),
cx,
);
return;
};
let input_preference = self.input_preference(event, cx);
cx.propagate_event = true;
self.dispatch_keystroke_interceptors(
&keystroke,
input_preference,
self.context_stack(),
cx,
);
if !cx.propagate_event {
self.finish_dispatch_key_event(
event,
Some(&keystroke),
input_preference,
dispatch_path,
self.context_stack(),
cx,
);
return;
}
let mut currently_pending = self.pending_input.take().unwrap_or_default();
if currently_pending.focus.is_some() && currently_pending.focus != self.focus {
currently_pending = PendingInput::default();
}
let match_result = self.rendered_frame.dispatch_tree.dispatch_key(
currently_pending.keystrokes,
keystroke.clone(),
&dispatch_path,
);
if !match_result.to_replay.is_empty() {
self.replay_pending_input(match_result.to_replay, cx);
cx.propagate_event = true;
}
if !match_result.pending.is_empty() {
let previous_timeout = currently_pending.timeout.take();
currently_pending.keystrokes = match_result.pending;
currently_pending.focus = self.focus;
let text_input_requires_timeout = event
.downcast_ref::<KeyDownEvent>()
.filter(|key_down| key_down.keystroke.key_char.is_some())
.and_then(|_| self.platform_window.take_input_handler())
.map_or(false, |mut input_handler| {
let accepts = input_handler.accepts_text_input(self, cx);
self.platform_window.set_input_handler(input_handler);
accepts
});
let needs_timeout = previous_timeout.is_some()
|| match_result.pending_has_binding
|| text_input_requires_timeout;
currently_pending.timeout = if needs_timeout {
match previous_timeout {
Some(mut timeout) if timeout.is_paused() => {
timeout.reset_duration(PENDING_INPUT_TIMEOUT);
Some(timeout)
}
previous_timeout => {
drop(previous_timeout);
Some(self.new_pending_input_timeout(PENDING_INPUT_TIMEOUT, cx))
}
}
} else {
None
};
self.pending_input = Some(currently_pending);
self.pending_input_changed(cx);
cx.propagate_event = false;
return;
}
// Interceptors or replayed actions may have changed whether the input handler accepts text.
let input_preference = self.input_preference(event, cx);
if input_preference == InputPreference::KeyBindings {
for binding in match_result.bindings {
self.dispatch_action_on_node(node_id, binding.action.as_ref(), cx);
if !cx.propagate_event {
self.dispatch_keystroke_observers(
&keystroke,
input_preference,
Some(binding.action.as_ref()),
match_result.context_stack,
cx,
);
self.pending_input_changed(cx);
return;
}
}
}
self.finish_dispatch_key_event(
event,
Some(&keystroke),
input_preference,
dispatch_path,
match_result.context_stack,
cx,
);
self.pending_input_changed(cx);
}
fn new_pending_input_timeout(&self, duration: Duration, cx: &App) -> PendingInputTimeout {
let (started_at, task) = self.start_pending_input_timeout(duration, cx);
PendingInputTimeout {
duration,
remaining: duration,
state: PendingInputTimeoutState::Running { started_at, task },
}
}
fn start_pending_input_timeout(&self, remaining: Duration, cx: &App) -> (Instant, Task<()>) {
let started_at = cx.background_executor().now();
let task = self.spawn(cx, async move |cx| {
cx.background_executor.timer(remaining).await;
cx.update(move |window, cx| {
let Some(currently_pending) = window
.pending_input
.take()
.filter(|pending| pending.focus == window.focus)
else {
return;
};
let node_id = window.focus_node_id_in_rendered_frame(window.focus);
let dispatch_path = window.rendered_frame.dispatch_tree.dispatch_path(node_id);
let to_replay = window
.rendered_frame
.dispatch_tree
.flush_dispatch(currently_pending.keystrokes, &dispatch_path);
window.pending_input_changed(cx);
window.replay_pending_input(to_replay, cx)
})
.log_err();
});
(started_at, task)
}
fn finish_dispatch_key_event(
&mut self,
event: &dyn Any,
recognized_keystroke: Option<&Keystroke>,
input_preference: InputPreference,
dispatch_path: SmallVec<[DispatchNodeId; 32]>,
context_stack: Vec<KeyContext>,
cx: &mut App,
) {
self.dispatch_key_down_up_event(event, &dispatch_path, cx);
if !cx.propagate_event {
return;
}
self.dispatch_modifiers_changed_event(event, &dispatch_path, cx);
if !cx.propagate_event {
return;
}
if let Some(keystroke) = recognized_keystroke {
self.dispatch_keystroke_observers(keystroke, input_preference, None, context_stack, cx);
}
}
pub(crate) fn pending_input_changed(&mut self, cx: &mut App) {
self.pending_input_observers
.clone()
.retain(&(), |callback| callback(self, cx));
}
fn defer_pending_input_changed(&self, cx: &mut App) {
// Avoid re-entrant entity updates by deferring observer notifications to the end of the
// current effect cycle, and only for this window.
let window_handle = self.handle;
cx.defer(move |cx| {
window_handle
.update(cx, |_, window, cx| {
window.pending_input_changed(cx);
})
.ok();
});
}
fn dispatch_key_down_up_event(
&mut self,
event: &dyn Any,
dispatch_path: &SmallVec<[DispatchNodeId; 32]>,
cx: &mut App,
) {
// Capture phase
for node_id in dispatch_path {
let node = self.rendered_frame.dispatch_tree.node(*node_id);
for key_listener in node.key_listeners.clone() {
key_listener(event, DispatchPhase::Capture, self, cx);
if !cx.propagate_event {
return;
}
}
}
// Bubble phase
for node_id in dispatch_path.iter().rev() {
// Handle low level key events
let node = self.rendered_frame.dispatch_tree.node(*node_id);
for key_listener in node.key_listeners.clone() {
key_listener(event, DispatchPhase::Bubble, self, cx);
if !cx.propagate_event {
return;
}
}
}
}
fn dispatch_modifiers_changed_event(
&mut self,
event: &dyn Any,
dispatch_path: &SmallVec<[DispatchNodeId; 32]>,
cx: &mut App,
) {
let Some(event) = event.downcast_ref::<ModifiersChangedEvent>() else {
return;
};
for node_id in dispatch_path.iter().rev() {
let node = self.rendered_frame.dispatch_tree.node(*node_id);
for listener in node.modifiers_changed_listeners.clone() {
listener(event, self, cx);
if !cx.propagate_event {
return;
}
}
}
}
/// Determine whether a potential multi-stroke key binding is in progress on this window.
pub fn has_pending_keystrokes(&self) -> bool {
self.pending_input().is_some()
}
#[cfg(test)]
pub(crate) fn pending_input_is_none(&self) -> bool {
self.pending_input.is_none()
}
pub(crate) fn clear_pending_keystrokes(&mut self, cx: &mut App) {
if self.pending_input.take().is_some() {
self.defer_pending_input_changed(cx);
}
}
/// Returns pending input that can still complete a multi-stroke key binding. Input left over
/// from a previous focus can never complete one.
pub fn pending_input(&self) -> Option<PendingInputStatus<'_>> {
self.pending_input
.as_ref()
.filter(|pending_input| pending_input.focus == self.focus)
.map(|pending_input| PendingInputStatus {
keystrokes: pending_input.keystrokes.as_slice(),
timeout: pending_input
.timeout
.as_ref()
.map(PendingInputTimeout::status),
})
}
/// Pauses or resumes the current pending input timeout on behalf of `owner`.
///
/// A paused timeout resumes automatically if `owner` is released. Returns whether the timeout
/// state changed. A timeout paused by one owner cannot be resumed by another.
pub fn set_pending_input_timeout_paused<T: 'static>(
&mut self,
owner: &Entity<T>,
paused: bool,
cx: &mut App,
) -> bool {
let owner_id = owner.entity_id();
if !paused {
return self.resume_pending_input_timeout(owner_id, cx);
}
let timeout = self
.pending_input
.as_ref()
.filter(|pending_input| pending_input.focus == self.focus)
.and_then(|pending_input| pending_input.timeout.as_ref());
let Some(timeout) = timeout else {
return false;
};
if timeout.is_paused() {
return false;
}
let release_subscription = self.observe_release(owner, cx, move |_, window, cx| {
window.resume_pending_input_timeout(owner_id, cx);
});
let now = cx.background_executor().now();
let changed = self
.pending_input
.as_mut()
.filter(|pending_input| pending_input.focus == self.focus)
.and_then(|pending_input| pending_input.timeout.as_mut())
.is_some_and(|timeout| {
timeout.pause(
PendingInputTimeoutPause {
owner_id,
_release_subscription: release_subscription,
},
now,
)
});
if changed {
self.defer_pending_input_changed(cx);
}
changed
}
fn resume_pending_input_timeout(&mut self, owner_id: EntityId, cx: &mut App) -> bool {
let Some(remaining) = self
.pending_input
.as_ref()
.and_then(|pending_input| pending_input.timeout.as_ref())
.filter(|timeout| timeout.pause_owner_id() == Some(owner_id))
.map(|timeout| timeout.remaining)
else {
return false;
};
let (started_at, task) = self.start_pending_input_timeout(remaining, cx);
let changed = self
.pending_input
.as_mut()
.and_then(|pending_input| pending_input.timeout.as_mut())
.is_some_and(|timeout| timeout.resume(owner_id, started_at, task));
if changed {
self.defer_pending_input_changed(cx);
}
changed
}
/// Returns the currently pending input keystrokes that might result in a multi-stroke key binding.
pub fn pending_input_keystrokes(&self) -> Option<&[Keystroke]> {
self.pending_input()
.map(|pending_input| pending_input.keystrokes())
}
fn replay_pending_input(&mut self, replays: SmallVec<[Replay; 1]>, cx: &mut App) {
let node_id = self.focus_node_id_in_rendered_frame(self.focus);
let dispatch_path = self.rendered_frame.dispatch_tree.dispatch_path(node_id);
'replay: for replay in replays {
let event = KeyDownEvent {
keystroke: replay.keystroke.clone(),
is_held: false,
prefer_character_input: true,
};
cx.propagate_event = true;
for binding in replay.bindings {
self.dispatch_action_on_node(node_id, binding.action.as_ref(), cx);
if !cx.propagate_event {
self.dispatch_keystroke_observers(
&replay.keystroke,
InputPreference::KeyBindings,
Some(binding.action.as_ref()),
Vec::default(),
cx,
);
continue 'replay;
}
}
self.dispatch_key_down_up_event(&event, &dispatch_path, cx);
if !cx.propagate_event {
continue 'replay;
}
if let Some(input) = replay.keystroke.key_char.as_ref().cloned()
&& let Some(mut input_handler) = self.platform_window.take_input_handler()
{
input_handler.dispatch_input(&input, self, cx);
self.platform_window.set_input_handler(input_handler)
}
}
}
fn focus_node_id_in_rendered_frame(&self, focus_id: Option<FocusId>) -> DispatchNodeId {
focus_id
.and_then(|focus_id| {
self.rendered_frame
.dispatch_tree
.focusable_node_id(focus_id)
})
.unwrap_or_else(|| self.rendered_frame.dispatch_tree.root_node_id())
}
fn dispatch_action_on_node(
&mut self,
node_id: DispatchNodeId,
action: &dyn Action,
cx: &mut App,
) {
self.dispatch_action_on_node_inner(node_id, action, cx);
if !cx.propagate_event
&& cx.cursor_hide_mode == CursorHideMode::OnTypingAndAction
&& self.last_input_was_keyboard()
{
cx.platform.hide_cursor_until_mouse_moves();
}
}
fn dispatch_action_on_node_inner(
&mut self,
node_id: DispatchNodeId,
action: &dyn Action,
cx: &mut App,
) {
let dispatch_path = self.rendered_frame.dispatch_tree.dispatch_path(node_id);
// Capture phase for global actions.
cx.propagate_event = true;
if let Some(mut global_listeners) = cx
.global_action_listeners
.remove(&action.as_any().type_id())
{
for listener in &global_listeners {
#[cfg(feature = "profiler")]
self.window_profiler.begin_action_handler(action, cx);
listener(action.as_any(), DispatchPhase::Capture, cx);
#[cfg(feature = "profiler")]
self.window_profiler.end_action_handler();
if !cx.propagate_event {
break;
}
}
global_listeners.extend(
cx.global_action_listeners
.remove(&action.as_any().type_id())
.unwrap_or_default(),
);
cx.global_action_listeners
.insert(action.as_any().type_id(), global_listeners);
}
if !cx.propagate_event {
return;
}
// Capture phase for window actions.
for node_id in &dispatch_path {
let node = self.rendered_frame.dispatch_tree.node(*node_id);
for DispatchActionListener {
action_type,
listener,
} in node.action_listeners.clone()
{
let any_action = action.as_any();
if action_type == any_action.type_id() {
#[cfg(feature = "profiler")]
self.window_profiler.begin_action_handler(action, cx);
listener(any_action, DispatchPhase::Capture, self, cx);
#[cfg(feature = "profiler")]
self.window_profiler.end_action_handler();
if !cx.propagate_event {
return;
}
}
}
}
// Bubble phase for window actions.
for node_id in dispatch_path.iter().rev() {
let node = self.rendered_frame.dispatch_tree.node(*node_id);
for DispatchActionListener {
action_type,
listener,
} in node.action_listeners.clone()
{
let any_action = action.as_any();
if action_type == any_action.type_id() {
cx.propagate_event = false; // Actions stop propagation by default during the bubble phase
#[cfg(feature = "profiler")]
self.window_profiler.begin_action_handler(action, cx);
listener(any_action, DispatchPhase::Bubble, self, cx);
#[cfg(feature = "profiler")]
self.window_profiler.end_action_handler();
if !cx.propagate_event {
return;
}
}
}
}
// Bubble phase for global actions.
if let Some(mut global_listeners) = cx
.global_action_listeners
.remove(&action.as_any().type_id())
{
for listener in global_listeners.iter().rev() {
cx.propagate_event = false; // Actions stop propagation by default during the bubble phase
#[cfg(feature = "profiler")]
self.window_profiler.begin_action_handler(action, cx);
listener(action.as_any(), DispatchPhase::Bubble, cx);
#[cfg(feature = "profiler")]
self.window_profiler.end_action_handler();
if !cx.propagate_event {
break;
}
}
global_listeners.extend(
cx.global_action_listeners
.remove(&action.as_any().type_id())
.unwrap_or_default(),
);
cx.global_action_listeners
.insert(action.as_any().type_id(), global_listeners);
}
}
/// Register the given handler to be invoked whenever the global of the given type
/// is updated.
pub fn observe_global<G: Global>(
&mut self,
cx: &mut App,
f: impl Fn(&mut Window, &mut App) + 'static,
) -> Subscription {
let window_handle = self.handle;
let (subscription, activate) = cx.global_observers.insert(
TypeId::of::<G>(),
Box::new(move |cx| {
window_handle
.update(cx, |_, window, cx| f(window, cx))
.is_ok()
}),
);
cx.defer(move |_| activate());
subscription
}
/// Focus the current window and bring it to the foreground at the platform level.
pub fn activate_window(&self) {
self.platform_window.activate();
}
/// Requests that the operating system draw attention to this window.
pub fn request_attention(&self) {
self.platform_window.request_attention();
}
/// Minimize the current window at the platform level.
pub fn minimize_window(&self) {
self.platform_window.minimize();
}
/// Toggle full screen status on the current window at the platform level.
pub fn toggle_fullscreen(&self) {
self.platform_window.toggle_fullscreen();
}
/// Toggle simple (borderless) fullscreen, where the window covers the entire
/// screen including the menu bar and, on notched displays, the area around the
/// notch. Unlike [`Window::toggle_fullscreen`], this does not move the window
/// into its own Mission Control space. Only has an effect on macOS.
pub fn toggle_simple_fullscreen(&self) {
self.platform_window.toggle_simple_fullscreen();
}
/// Updates the IME panel position suggestions for languages like japanese, chinese.
pub fn invalidate_character_coordinates(&self) {
self.on_next_frame(|window, cx| {
if let Some(mut input_handler) = window.platform_window.take_input_handler() {
if let Some(bounds) = input_handler.selected_bounds(window, cx) {
window.platform_window.update_ime_position(bounds);
}
window.platform_window.set_input_handler(input_handler);
}
});
}
/// Present a platform dialog.
/// The provided message will be presented, along with buttons for each answer.
/// When a button is clicked, the returned Receiver will receive the index of the clicked button.
pub fn prompt<T>(
&mut self,
level: PromptLevel,
message: &str,
detail: Option<&str>,
answers: &[T],
cx: &mut App,
) -> oneshot::Receiver<usize>
where
T: Clone + Into<PromptButton>,
{
let prompt_builder = cx.prompt_builder.take();
let Some(prompt_builder) = prompt_builder else {
unreachable!("Re-entrant window prompting is not supported by GPUI");
};
let answers = answers
.iter()
.map(|answer| answer.clone().into())
.collect::<Vec<_>>();
let receiver = match &prompt_builder {
PromptBuilder::Default => self
.platform_window
.prompt(level, message, detail, &answers)
.unwrap_or_else(|| {
self.build_custom_prompt(&prompt_builder, level, message, detail, &answers, cx)
}),
PromptBuilder::Custom(_) => {
self.build_custom_prompt(&prompt_builder, level, message, detail, &answers, cx)
}
};
cx.prompt_builder = Some(prompt_builder);
receiver
}
fn build_custom_prompt(
&mut self,
prompt_builder: &PromptBuilder,
level: PromptLevel,
message: &str,
detail: Option<&str>,
answers: &[PromptButton],
cx: &mut App,
) -> oneshot::Receiver<usize> {
let (sender, receiver) = oneshot::channel();
let handle = PromptHandle::new(sender);
let handle = (prompt_builder)(level, message, detail, answers, handle, self, cx);
self.prompt = Some(handle);
receiver
}
/// Returns whether a prompt rendered by GPUI is currently active in this window.
///
/// This is only true for prompts rendered in the window (see
/// [`App::set_prompt_builder`]), not for platform-native prompt dialogs.
pub fn has_active_prompt(&self) -> bool {
self.prompt.is_some()
}
/// Returns the current context stack.
pub fn context_stack(&self) -> Vec<KeyContext> {
let node_id = self.focus_node_id_in_rendered_frame(self.focus);
let dispatch_tree = &self.rendered_frame.dispatch_tree;
dispatch_tree
.dispatch_path(node_id)
.iter()
.filter_map(move |&node_id| dispatch_tree.node(node_id).context.clone())
.collect()
}
/// Returns all available actions for the focused element.
pub fn available_actions(&self, cx: &App) -> Vec<Box<dyn Action>> {
let node_id = self.focus_node_id_in_rendered_frame(self.focus);
let mut actions = self.rendered_frame.dispatch_tree.available_actions(node_id);
for action_type in cx.global_action_listeners.keys() {
if let Err(ix) = actions.binary_search_by_key(action_type, |a| a.as_any().type_id()) {
let action = cx.actions.build_action_type(action_type).ok();
if let Some(action) = action {
actions.insert(ix, action);
}
}
}
actions
}
/// Returns key bindings that invoke an action on the currently focused element. Bindings are
/// returned in the order they were added. For display, the last binding should take precedence.
pub fn bindings_for_action(&self, action: &dyn Action) -> Vec<KeyBinding> {
self.rendered_frame
.dispatch_tree
.bindings_for_action(action, &self.rendered_frame.dispatch_tree.context_stack)
}
/// Returns the highest precedence key binding that invokes an action on the currently focused
/// element. This is more efficient than getting the last result of `bindings_for_action`.
pub fn highest_precedence_binding_for_action(&self, action: &dyn Action) -> Option<KeyBinding> {
self.rendered_frame
.dispatch_tree
.highest_precedence_binding_for_action(
action,
&self.rendered_frame.dispatch_tree.context_stack,
)
}
/// Returns the key bindings for an action in a context.
pub fn bindings_for_action_in_context(
&self,
action: &dyn Action,
context: KeyContext,
) -> Vec<KeyBinding> {
let dispatch_tree = &self.rendered_frame.dispatch_tree;
dispatch_tree.bindings_for_action(action, &[context])
}
/// Returns the highest precedence key binding for an action in a context. This is more
/// efficient than getting the last result of `bindings_for_action_in_context`.
pub fn highest_precedence_binding_for_action_in_context(
&self,
action: &dyn Action,
context: KeyContext,
) -> Option<KeyBinding> {
let dispatch_tree = &self.rendered_frame.dispatch_tree;
dispatch_tree.highest_precedence_binding_for_action(action, &[context])
}
/// Returns any bindings that would invoke an action on the given focus handle if it were
/// focused. Bindings are returned in the order they were added. For display, the last binding
/// should take precedence.
pub fn bindings_for_action_in(
&self,
action: &dyn Action,
focus_handle: &FocusHandle,
) -> Vec<KeyBinding> {
let dispatch_tree = &self.rendered_frame.dispatch_tree;
let Some(context_stack) = self.context_stack_for_focus_handle(focus_handle) else {
return vec![];
};
dispatch_tree.bindings_for_action(action, &context_stack)
}
/// Returns the highest precedence key binding that would invoke an action on the given focus
/// handle if it were focused. This is more efficient than getting the last result of
/// `bindings_for_action_in`.
pub fn highest_precedence_binding_for_action_in(
&self,
action: &dyn Action,
focus_handle: &FocusHandle,
) -> Option<KeyBinding> {
let dispatch_tree = &self.rendered_frame.dispatch_tree;
let context_stack = self.context_stack_for_focus_handle(focus_handle)?;
dispatch_tree.highest_precedence_binding_for_action(action, &context_stack)
}
/// Find the bindings that can follow the current input sequence for the current context stack.
pub fn possible_bindings_for_input(&self, input: &[Keystroke]) -> Vec<KeyBinding> {
self.rendered_frame
.dispatch_tree
.possible_next_bindings_for_input(input, &self.context_stack())
}
fn context_stack_for_focus_handle(
&self,
focus_handle: &FocusHandle,
) -> Option<Vec<KeyContext>> {
let dispatch_tree = &self.rendered_frame.dispatch_tree;
let node_id = dispatch_tree.focusable_node_id(focus_handle.id)?;
let context_stack: Vec<_> = dispatch_tree
.dispatch_path(node_id)
.into_iter()
.filter_map(|node_id| dispatch_tree.node(node_id).context.clone())
.collect();
Some(context_stack)
}
/// Returns a generic event listener that invokes the given listener with the view and context associated with the given view handle.
pub fn listener_for<T: 'static, E>(
&self,
view: &Entity<T>,
f: impl Fn(&mut T, &E, &mut Window, &mut Context<T>) + 'static,
) -> impl Fn(&E, &mut Window, &mut App) + 'static {
let view = view.downgrade();
move |e: &E, window: &mut Window, cx: &mut App| {
view.update(cx, |view, cx| f(view, e, window, cx)).ok();
}
}
/// Returns a generic handler that invokes the given handler with the view and context associated with the given view handle.
pub fn handler_for<E: 'static, Callback: Fn(&mut E, &mut Window, &mut Context<E>) + 'static>(
&self,
entity: &Entity<E>,
f: Callback,
) -> impl Fn(&mut Window, &mut App) + 'static {
let entity = entity.downgrade();
move |window: &mut Window, cx: &mut App| {
entity.update(cx, |entity, cx| f(entity, window, cx)).ok();
}
}
/// Register a callback that can interrupt the closing of the current window based the returned boolean.
/// If the callback returns false, the window won't be closed.
pub fn on_window_should_close(
&self,
cx: &App,
f: impl Fn(&mut Window, &mut App) -> bool + 'static,
) {
let mut cx = self.to_async(cx);
self.platform_window.on_should_close(Box::new(move || {
cx.update(|window, cx| f(window, cx)).unwrap_or(true)
}))
}
/// Register an action listener on this node for the next frame. The type of action
/// is determined by the first parameter of the given listener. When the next frame is rendered
/// the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using action handlers on elements unless you have
/// a specific need to register a listener yourself.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn on_action(
&mut self,
action_type: TypeId,
listener: impl Fn(&dyn Any, DispatchPhase, &mut Window, &mut App) + 'static,
) {
self.invalidator.debug_assert_paint();
self.next_frame
.dispatch_tree
.on_action(action_type, Rc::new(listener));
}
/// Register a capturing action listener on this node for the next frame if the condition is true.
/// The type of action is determined by the first parameter of the given listener. When the next
/// frame is rendered the listener will be cleared.
///
/// This is a fairly low-level method, so prefer using action handlers on elements unless you have
/// a specific need to register a listener yourself.
///
/// This method should only be called as part of the paint phase of element drawing.
pub fn on_action_when(
&mut self,
condition: bool,
action_type: TypeId,
listener: impl Fn(&dyn Any, DispatchPhase, &mut Window, &mut App) + 'static,
) {
self.invalidator.debug_assert_paint();
if condition {
self.next_frame
.dispatch_tree
.on_action(action_type, Rc::new(listener));
}
}
/// Read information about the GPU backing this window.
/// Currently returns None on Mac and Windows.
pub fn gpu_specs(&self) -> Option<GpuSpecs> {
self.platform_window.gpu_specs()
}
/// Perform titlebar double-click action.
/// This is macOS specific.
pub fn titlebar_double_click(&self) {
self.platform_window
.titlebar_double_click(self.is_resizable, self.is_minimizable);
}
/// Gets the window's title at the platform level.
/// This is macOS specific.
pub fn window_title(&self) -> String {
self.platform_window.get_title()
}
/// Returns a list of all tabbed windows and their titles.
/// This is macOS specific.
pub fn tabbed_windows(&self) -> Option<Vec<SystemWindowTab>> {
self.platform_window.tabbed_windows()
}
/// Returns the tab bar visibility.
/// This is macOS specific.
pub fn tab_bar_visible(&self) -> bool {
self.platform_window.tab_bar_visible()
}
/// Merges all open windows into a single tabbed window.
/// This is macOS specific.
pub fn merge_all_windows(&self) {
self.platform_window.merge_all_windows()
}
/// Moves the tab to a new containing window.
/// This is macOS specific.
pub fn move_tab_to_new_window(&self) {
self.platform_window.move_tab_to_new_window()
}
/// Shows or hides the window tab overview.
/// This is macOS specific.
pub fn toggle_window_tab_overview(&self) {
self.platform_window.toggle_window_tab_overview()
}
/// Sets the tabbing identifier for the window.
/// This is macOS specific.
pub fn set_tabbing_identifier(&self, tabbing_identifier: Option<String>) {
self.platform_window
.set_tabbing_identifier(tabbing_identifier)
}
/// Request the OS to play an alert sound. On some platforms this is associated
/// with the window, for others it's just a simple global function call.
pub fn play_system_bell(&self) {
self.platform_window.play_system_bell()
}
/// Returns whether accessibility support is enabled for this window.
///
/// This is false when the app was created with [`crate::Application::new_inaccessible`].
/// Unlike [`Self::is_a11y_active`], this does not depend on whether assistive
/// technology is currently connected, so it can be used to gate subscriptions
/// that are only needed for accessibility.
pub fn is_a11y_enabled(&self) -> bool {
self.a11y.is_enabled()
}
/// Returns whether accessibility features are active for this frame,
/// i.e. whether assistive technology (such as a screen reader) is
/// connected and an accessibility tree is being built.
///
/// Use this to skip computing data during rendering that is only
/// observable through the accessibility tree. When accessibility is
/// activated, a redraw is forced, so gated work is recomputed before the
/// next tree update is sent to the platform.
///
/// See the [accessibility guide](crate::_accessibility) for an overview.
pub fn is_a11y_active(&self) -> bool {
self.a11y.is_active()
}
/// Debug representation of the last frame's accessibility information.
pub fn debug_a11y_tree_json(&self) -> Option<String> {
self.a11y.debug_tree_json()
}
/// Register a listener for an accessibility action on a specific node.
/// The listener will be called when a screen reader requests the given
/// action on the node identified by `node_id`.
///
/// See the [accessibility guide](crate::_accessibility) for an overview.
pub fn on_a11y_action(
&mut self,
node_id: accesskit::NodeId,
action: accesskit::Action,
listener: impl FnMut(Option<&accesskit::ActionData>, &mut Window, &mut App) + 'static,
) {
self.a11y
.action_listeners
.entry(node_id)
.or_default()
.push((action, Box::new(listener)));
}
#[cfg(not(target_family = "wasm"))]
pub(crate) fn handle_a11y_action(&mut self, request: accesskit::ActionRequest, cx: &mut App) {
// Take listeners out temporarily so the closures can borrow Window
// mutably, then restore them afterward.
if let Some(mut listeners) = self.a11y.action_listeners.remove(&request.target_node) {
let extra_data = request.data.as_ref();
let mut matched = false;
for (action, listener) in &mut listeners {
if *action == request.action {
listener(extra_data, self, cx);
matched = true;
}
}
self.a11y
.action_listeners
.insert(request.target_node, listeners);
if matched {
return;
}
}
// Fall back to built-in action handling.
match request.action {
accesskit::Action::Click => {
if let Some(bounds) = self.a11y.node_bounds.get(&request.target_node).copied() {
let center = bounds.center();
let mouse_down = PlatformInput::MouseDown(crate::MouseDownEvent {
button: MouseButton::Left,
position: center,
modifiers: Modifiers::default(),
click_count: 1,
first_mouse: false,
});
let mouse_up = PlatformInput::MouseUp(MouseUpEvent {
button: MouseButton::Left,
position: center,
modifiers: Modifiers::default(),
click_count: 1,
});
self.dispatch_event(mouse_down, cx);
self.dispatch_event(mouse_up, cx);
}
}
accesskit::Action::Focus => {
if let Some(focus_id) = self.a11y.focus_ids.get(&request.target_node).copied()
&& let Some(handle) = FocusHandle::for_id(focus_id, &cx.focus_handles)
{
self.focus(&handle, cx);
}
}
accesskit::Action::Blur => {
self.blur(cx);
}
_ => {
log::debug!(
"Unhandled a11y action: {:?} on {:?}",
request.action,
request.target_node
);
}
}
}
/// Toggles the inspector mode on this window.
#[cfg(any(feature = "inspector", debug_assertions))]
pub fn toggle_inspector(&mut self, cx: &mut App) {
self.inspector = match self.inspector {
None => Some(cx.new(|_| Inspector::new())),
Some(_) => {
self.rendered_frame.next_inspector_instance_ids = FxHashMap::default();
self.rendered_frame.inspector_hitboxes = FxHashMap::default();
self.next_frame.next_inspector_instance_ids = FxHashMap::default();
self.next_frame.inspector_hitboxes = FxHashMap::default();
None
}
};
self.refresh();
}
/// Returns true if the window is in inspector mode.
pub fn is_inspector_picking(&self, _cx: &App) -> bool {
#[cfg(any(feature = "inspector", debug_assertions))]
{
if let Some(inspector) = &self.inspector {
return inspector.read(_cx).is_picking();
}
}
false
}
/// Executes the provided function with mutable access to an inspector state.
#[cfg(any(feature = "inspector", debug_assertions))]
pub fn with_inspector_state<T: 'static, R>(
&mut self,
inspector_id: Option<&crate::InspectorElementId>,
cx: &mut App,
f: impl FnOnce(&mut Option<T>, &mut Self) -> R,
) -> Option<R> {
let inspector_id = inspector_id?;
let inspector = self.inspector.as_ref()?;
if inspector.read(cx).active_element_id() != Some(inspector_id) {
return None;
}
let inspector = inspector.clone();
Some(inspector.update(cx, |inspector, _cx| {
inspector.with_active_element_state(self, f)
}))
}
#[cfg(any(feature = "inspector", debug_assertions))]
pub(crate) fn inspector_enabled(&self) -> bool {
self.inspector.is_some()
}
#[cfg(any(feature = "inspector", debug_assertions))]
pub(crate) fn build_inspector_element_id(
&mut self,
path: crate::InspectorElementPath,
) -> crate::InspectorElementId {
self.invalidator.debug_assert_paint_or_prepaint();
let path = Rc::new(path);
let next_instance_id = self
.next_frame
.next_inspector_instance_ids
.entry(path.clone())
.or_insert(0);
let instance_id = *next_instance_id;
*next_instance_id += 1;
crate::InspectorElementId { path, instance_id }
}
#[cfg(any(feature = "inspector", debug_assertions))]
fn prepaint_inspector(&mut self, inspector_width: Pixels, cx: &mut App) -> Option<AnyElement> {
if let Some(inspector) = self.inspector.take() {
let mut inspector_element = AnyView::from(inspector.clone()).into_any_element();
inspector_element.prepaint_as_root(
point(self.viewport_size.width - inspector_width, px(0.0)),
size(inspector_width, self.viewport_size.height).into(),
self,
cx,
);
self.inspector = Some(inspector);
Some(inspector_element)
} else {
None
}
}
#[cfg(any(feature = "inspector", debug_assertions))]
fn paint_inspector(&mut self, mut inspector_element: Option<AnyElement>, cx: &mut App) {
if let Some(mut inspector_element) = inspector_element {
inspector_element.paint(self, cx);
};
}
/// Registers a hitbox that can be used for inspector picking mode, allowing users to select and
/// inspect UI elements by clicking on them.
#[cfg(any(feature = "inspector", debug_assertions))]
pub fn insert_inspector_hitbox(
&mut self,
hitbox_id: HitboxId,
inspector_id: Option<&crate::InspectorElementId>,
cx: &App,
) {
self.invalidator.debug_assert_paint_or_prepaint();
if !self.is_inspector_picking(cx) {
return;
}
if let Some(inspector_id) = inspector_id {
self.next_frame
.inspector_hitboxes
.insert(hitbox_id, inspector_id.clone());
}
}
#[cfg(any(feature = "inspector", debug_assertions))]
fn paint_inspector_hitbox(&mut self, cx: &App) {
if let Some(inspector) = self.inspector.as_ref() {
let inspector = inspector.read(cx);
if let Some((hitbox_id, _)) = self.hovered_inspector_hitbox(inspector, &self.next_frame)
&& let Some(hitbox) = self
.next_frame
.hitboxes
.iter()
.find(|hitbox| hitbox.id == hitbox_id)
{
self.paint_quad(crate::fill(hitbox.bounds, crate::rgba(0x61afef4d)));
}
}
}
#[cfg(any(feature = "inspector", debug_assertions))]
fn handle_inspector_mouse_event(&mut self, event: &dyn Any, cx: &mut App) {
let Some(inspector) = self.inspector.clone() else {
return;
};
if event.downcast_ref::<MouseMoveEvent>().is_some() {
inspector.update(cx, |inspector, _cx| {
if let Some((_, inspector_id)) =
self.hovered_inspector_hitbox(inspector, &self.rendered_frame)
{
inspector.hover(inspector_id, self);
}
});
} else if event.downcast_ref::<crate::MouseDownEvent>().is_some() {
inspector.update(cx, |inspector, _cx| {
if let Some((_, inspector_id)) =
self.hovered_inspector_hitbox(inspector, &self.rendered_frame)
{
inspector.select(inspector_id, self);
}
});
} else if let Some(event) = event.downcast_ref::<crate::ScrollWheelEvent>() {
// This should be kept in sync with SCROLL_LINES in x11 platform.
const SCROLL_LINES: f32 = 3.0;
const SCROLL_PIXELS_PER_LAYER: f32 = 36.0;
let delta_y = event
.delta
.pixel_delta(px(SCROLL_PIXELS_PER_LAYER / SCROLL_LINES))
.y;
if let Some(inspector) = self.inspector.clone() {
inspector.update(cx, |inspector, _cx| {
if let Some(depth) = inspector.pick_depth.as_mut() {
*depth += f32::from(delta_y) / SCROLL_PIXELS_PER_LAYER;
let max_depth = self.mouse_hit_test.ids.len() as f32 - 0.5;
if *depth < 0.0 {
*depth = 0.0;
} else if *depth > max_depth {
*depth = max_depth;
}
if let Some((_, inspector_id)) =
self.hovered_inspector_hitbox(inspector, &self.rendered_frame)
{
inspector.set_active_element_id(inspector_id, self);
}
}
});
}
}
}
#[cfg(any(feature = "inspector", debug_assertions))]
fn hovered_inspector_hitbox(
&self,
inspector: &Inspector,
frame: &Frame,
) -> Option<(HitboxId, crate::InspectorElementId)> {
if let Some(pick_depth) = inspector.pick_depth {
let depth = (pick_depth as i64).try_into().unwrap_or(0);
let max_skipped = self.mouse_hit_test.ids.len().saturating_sub(1);
let skip_count = (depth as usize).min(max_skipped);
for hitbox_id in self.mouse_hit_test.ids.iter().skip(skip_count) {
if let Some(inspector_id) = frame.inspector_hitboxes.get(hitbox_id) {
return Some((*hitbox_id, inspector_id.clone()));
}
}
}
None
}
/// For testing: set the current modifier keys state.
/// This does not generate any events.
#[cfg(any(test, feature = "test-support"))]
pub fn set_modifiers(&mut self, modifiers: Modifiers) {
self.modifiers = modifiers;
}
/// For testing: simulate a mouse move event to the given position.
/// This dispatches the event through the normal event handling path,
/// which will trigger hover states and tooltips.
#[cfg(any(test, feature = "test-support"))]
pub fn simulate_mouse_move(&mut self, position: Point<Pixels>, cx: &mut App) {
let event = PlatformInput::MouseMove(MouseMoveEvent {
position,
modifiers: self.modifiers,
pressed_button: None,
});
let _ = self.dispatch_event(event, cx);
}
#[inline(never)]
fn take_element_state(
&mut self,
global_id: &GlobalElementId,
state_type: TypeId,
) -> ((GlobalElementId, TypeId), Option<ElementStateBox>) {
let key = (global_id.clone(), state_type);
self.next_frame.accessed_element_states.push(key.clone());
let state = self
.next_frame
.element_states
.remove(&key)
.or_else(|| self.rendered_frame.element_states.remove(&key));
(key, state)
}
#[inline(never)]
fn insert_element_state(
&mut self,
key: (GlobalElementId, TypeId),
state: ElementStateBox,
) -> Option<ElementStateBox> {
self.next_frame.element_states.insert(key, state)
}
#[inline(never)]
fn observe_keyed_state<S: 'static>(state: &Entity<S>, current_view: EntityId, cx: &mut App) {
cx.observe(state, move |_, cx| {
cx.notify(current_view);
})
.detach();
}
}
// #[derive(Clone, Copy, Eq, PartialEq, Hash)]
slotmap::new_key_type! {
/// A unique identifier for a window.
pub struct WindowId;
}
impl WindowId {
/// Converts this window ID to a `u64`.
pub fn as_u64(&self) -> u64 {
self.0.as_ffi()
}
}
impl From<u64> for WindowId {
fn from(value: u64) -> Self {
WindowId(slotmap::KeyData::from_ffi(value))
}
}
/// A handle to a window with a specific root view type.
/// Note that this does not keep the window alive on its own.
#[derive(Deref, DerefMut)]
pub struct WindowHandle<V> {
#[deref]
#[deref_mut]
pub(crate) any_handle: AnyWindowHandle,
state_type: PhantomData<fn(V) -> V>,
}
impl<V> Debug for WindowHandle<V> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("WindowHandle")
.field("any_handle", &self.any_handle.id.as_u64())
.finish()
}
}
impl<V: 'static + Render> WindowHandle<V> {
/// Creates a new handle from a window ID.
/// This does not check if the root type of the window is `V`.
pub fn new(id: WindowId) -> Self {
WindowHandle {
any_handle: AnyWindowHandle {
id,
state_type: TypeId::of::<V>(),
root_entity_type_name: std::any::type_name::<V>(),
},
state_type: PhantomData,
}
}
/// Get the root view out of this window.
///
/// This will fail if the window is closed or if the root view's type does not match `V`.
#[cfg(any(test, feature = "test-support"))]
pub fn root<C>(&self, cx: &mut C) -> Result<Entity<V>>
where
C: AppContext,
{
cx.update_window(self.any_handle, |root_view, _, _| {
root_view
.downcast::<V>()
.map_err(|_| anyhow!("the type of the window's root view has changed"))
})?
}
/// Updates the root view of this window.
///
/// This will fail if the window has been closed or if the root view's type does not match
pub fn update<C, R>(
&self,
cx: &mut C,
update: impl FnOnce(&mut V, &mut Window, &mut Context<V>) -> R,
) -> Result<R>
where
C: AppContext,
{
cx.update_window(self.any_handle, |root_view, window, cx| {
let view = root_view
.downcast::<V>()
.map_err(|_| anyhow!("the type of the window's root view has changed"))?;
Ok(view.update(cx, |view, cx| update(view, window, cx)))
})?
}
/// Read the root view out of this window.
///
/// This will fail if the window is closed or if the root view's type does not match `V`.
pub fn read<'a>(&self, cx: &'a App) -> Result<&'a V> {
let x = cx
.windows
.get(self.id)
.and_then(|window| {
window
.as_deref()
.and_then(|window| window.root.clone())
.map(|root_view| root_view.downcast::<V>())
})
.context("window not found")?
.map_err(|_| anyhow!("the type of the window's root view has changed"))?;
Ok(x.read(cx))
}
/// Read the root view out of this window, with a callback
///
/// This will fail if the window is closed or if the root view's type does not match `V`.
pub fn read_with<C, R>(&self, cx: &C, read_with: impl FnOnce(&V, &App) -> R) -> Result<R>
where
C: AppContext,
{
cx.read_window(self, |root_view, cx| read_with(root_view.read(cx), cx))
}
/// Read the root view pointer off of this window.
///
/// This will fail if the window is closed or if the root view's type does not match `V`.
pub fn entity<C>(&self, cx: &C) -> Result<Entity<V>>
where
C: AppContext,
{
cx.read_window(self, |root_view, _cx| root_view)
}
/// Check if this window is 'active'.
///
/// Will return `None` if the window is closed or currently
/// borrowed.
pub fn is_active(&self, cx: &mut App) -> Option<bool> {
cx.update_window(self.any_handle, |_, window, _| window.is_window_active())
.ok()
}
}
impl<V> Copy for WindowHandle<V> {}
impl<V> Clone for WindowHandle<V> {
fn clone(&self) -> Self {
*self
}
}
impl<V> PartialEq for WindowHandle<V> {
fn eq(&self, other: &Self) -> bool {
self.any_handle == other.any_handle
}
}
impl<V> Eq for WindowHandle<V> {}
impl<V> Hash for WindowHandle<V> {
fn hash<H: Hasher>(&self, state: &mut H) {
self.any_handle.hash(state);
}
}
impl<V: 'static> From<WindowHandle<V>> for AnyWindowHandle {
fn from(val: WindowHandle<V>) -> Self {
val.any_handle
}
}
/// A handle to a window with any root view type, which can be downcast to a window with a specific root view type.
#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)]
pub struct AnyWindowHandle {
pub(crate) id: WindowId,
state_type: TypeId,
root_entity_type_name: &'static str,
}
impl AnyWindowHandle {
/// Get the ID of this window.
pub fn window_id(&self) -> WindowId {
self.id
}
/// Returns the name of the window's declared root entity type.
pub fn root_entity_type_name(&self) -> &'static str {
self.root_entity_type_name
}
/// Attempt to convert this handle to a window handle with a specific root view type.
/// If the types do not match, this will return `None`.
pub fn downcast<T: 'static>(&self) -> Option<WindowHandle<T>> {
if TypeId::of::<T>() == self.state_type {
Some(WindowHandle {
any_handle: *self,
state_type: PhantomData,
})
} else {
None
}
}
/// Updates the state of the root view of this window.
///
/// This will fail if the window has been closed.
pub fn update<C, R>(
self,
cx: &mut C,
update: impl FnOnce(AnyView, &mut Window, &mut App) -> R,
) -> Result<R>
where
C: AppContext,
{
cx.update_window(self, update)
}
/// Read the state of the root view of this window.
///
/// This will fail if the window has been closed.
pub fn read<T, C, R>(self, cx: &C, read: impl FnOnce(Entity<T>, &App) -> R) -> Result<R>
where
C: AppContext,
T: 'static,
{
let view = self
.downcast::<T>()
.context("the type of the window's root view has changed")?;
cx.read_window(&view, read)
}
}
impl HasWindowHandle for Window {
fn window_handle(&self) -> Result<raw_window_handle::WindowHandle<'_>, HandleError> {
self.platform_window.window_handle()
}
}
impl HasDisplayHandle for Window {
fn display_handle(
&self,
) -> std::result::Result<raw_window_handle::DisplayHandle<'_>, HandleError> {
self.platform_window.display_handle()
}
}
/// An identifier for an [`Element`].
///
/// Can be constructed with a string, a number, or both, as well
/// as other internal representations.
#[derive(Clone, Debug, Eq, PartialEq, Hash)]
pub enum ElementId {
/// The ID of a View element
View(EntityId),
/// An integer ID.
Integer(u64),
/// A string based ID.
Name(SharedString),
/// A UUID.
Uuid(Uuid),
/// An ID that's equated with a focus handle.
FocusHandle(FocusId),
/// A combination of a name and an integer.
NamedInteger(SharedString, u64),
/// A path.
Path(Arc<std::path::Path>),
/// A code location.
CodeLocation(core::panic::Location<'static>),
/// A labeled child of an element.
NamedChild(Arc<ElementId>, SharedString),
/// A byte array ID (used for text-anchors)
OpaqueId([u8; 20]),
}
impl ElementId {
/// Constructs an `ElementId::NamedInteger` from a name and `usize`.
pub fn named_usize(name: impl Into<SharedString>, integer: usize) -> ElementId {
Self::NamedInteger(name.into(), integer as u64)
}
}
impl Display for ElementId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
ElementId::View(entity_id) => write!(f, "view-{}", entity_id)?,
ElementId::Integer(ix) => write!(f, "{}", ix)?,
ElementId::Name(name) => write!(f, "{}", name)?,
ElementId::FocusHandle(_) => write!(f, "FocusHandle")?,
ElementId::NamedInteger(s, i) => write!(f, "{}-{}", s, i)?,
ElementId::Uuid(uuid) => write!(f, "{}", uuid)?,
ElementId::Path(path) => write!(f, "{}", path.display())?,
ElementId::CodeLocation(location) => write!(f, "{}", location)?,
ElementId::NamedChild(id, name) => write!(f, "{}-{}", id, name)?,
ElementId::OpaqueId(opaque_id) => write!(f, "{:x?}", opaque_id)?,
}
Ok(())
}
}
impl TryInto<SharedString> for ElementId {
type Error = anyhow::Error;
fn try_into(self) -> anyhow::Result<SharedString> {
if let ElementId::Name(name) = self {
Ok(name)
} else {
anyhow::bail!("element id is not string")
}
}
}
impl From<u64> for ElementId {
fn from(id: u64) -> Self {
ElementId::Integer(id)
}
}
impl From<usize> for ElementId {
fn from(id: usize) -> Self {
ElementId::Integer(id as u64)
}
}
impl From<i32> for ElementId {
fn from(id: i32) -> Self {
Self::Integer(id as u64)
}
}
impl From<SharedString> for ElementId {
fn from(name: SharedString) -> Self {
ElementId::Name(name)
}
}
impl From<String> for ElementId {
fn from(name: String) -> Self {
ElementId::Name(name.into())
}
}
impl From<Arc<str>> for ElementId {
fn from(name: Arc<str>) -> Self {
ElementId::Name(name.into())
}
}
impl From<Arc<std::path::Path>> for ElementId {
fn from(path: Arc<std::path::Path>) -> Self {
ElementId::Path(path)
}
}
impl From<&'static str> for ElementId {
fn from(name: &'static str) -> Self {
ElementId::Name(SharedString::new_static(name))
}
}
impl<'a> From<&'a FocusHandle> for ElementId {
fn from(handle: &'a FocusHandle) -> Self {
ElementId::FocusHandle(handle.id)
}
}
impl From<(&'static str, EntityId)> for ElementId {
fn from((name, id): (&'static str, EntityId)) -> Self {
ElementId::NamedInteger(SharedString::new_static(name), id.as_u64())
}
}
impl From<(&'static str, usize)> for ElementId {
fn from((name, id): (&'static str, usize)) -> Self {
ElementId::NamedInteger(SharedString::new_static(name), id as u64)
}
}
impl From<(SharedString, usize)> for ElementId {
fn from((name, id): (SharedString, usize)) -> Self {
ElementId::NamedInteger(name, id as u64)
}
}
impl From<(&'static str, u64)> for ElementId {
fn from((name, id): (&'static str, u64)) -> Self {
ElementId::NamedInteger(SharedString::new_static(name), id)
}
}
impl From<Uuid> for ElementId {
fn from(value: Uuid) -> Self {
Self::Uuid(value)
}
}
impl From<(&'static str, u32)> for ElementId {
fn from((name, id): (&'static str, u32)) -> Self {
ElementId::NamedInteger(SharedString::new_static(name), u64::from(id))
}
}
impl<T: Into<SharedString>> From<(ElementId, T)> for ElementId {
fn from((id, name): (ElementId, T)) -> Self {
ElementId::NamedChild(Arc::new(id), name.into())
}
}
impl From<&'static core::panic::Location<'static>> for ElementId {
fn from(location: &'static core::panic::Location<'static>) -> Self {
ElementId::CodeLocation(*location)
}
}
impl From<[u8; 20]> for ElementId {
fn from(opaque_id: [u8; 20]) -> Self {
ElementId::OpaqueId(opaque_id)
}
}
/// A rectangle to be rendered in the window at the given position and size.
/// Passed as an argument [`Window::paint_quad`].
#[derive(Clone)]
pub struct PaintQuad {
/// The bounds of the quad within the window.
pub bounds: Bounds<Pixels>,
/// The radii of the quad's corners.
pub corner_radii: Corners<Pixels>,
/// The background color of the quad.
pub background: Background,
/// The widths of the quad's borders.
pub border_widths: Edges<Pixels>,
/// The color of the quad's borders.
pub border_color: Hsla,
/// The style of the quad's borders.
pub border_style: BorderStyle,
}
impl PaintQuad {
/// Sets the corner radii of the quad.
pub fn corner_radii(self, corner_radii: impl Into<Corners<Pixels>>) -> Self {
PaintQuad {
corner_radii: corner_radii.into(),
..self
}
}
/// Sets the border widths of the quad.
pub fn border_widths(self, border_widths: impl Into<Edges<Pixels>>) -> Self {
PaintQuad {
border_widths: border_widths.into(),
..self
}
}
/// Sets the border color of the quad.
pub fn border_color(self, border_color: impl Into<Hsla>) -> Self {
PaintQuad {
border_color: border_color.into(),
..self
}
}
/// Sets the background color of the quad.
pub fn background(self, background: impl Into<Background>) -> Self {
PaintQuad {
background: background.into(),
..self
}
}
}
/// Creates a quad with the given parameters.
pub fn quad(
bounds: Bounds<Pixels>,
corner_radii: impl Into<Corners<Pixels>>,
background: impl Into<Background>,
border_widths: impl Into<Edges<Pixels>>,
border_color: impl Into<Hsla>,
border_style: BorderStyle,
) -> PaintQuad {
PaintQuad {
bounds,
corner_radii: corner_radii.into(),
background: background.into(),
border_widths: border_widths.into(),
border_color: border_color.into(),
border_style,
}
}
/// Creates a filled quad with the given bounds and background color.
pub fn fill(bounds: impl Into<Bounds<Pixels>>, background: impl Into<Background>) -> PaintQuad {
PaintQuad {
bounds: bounds.into(),
corner_radii: (0.).into(),
background: background.into(),
border_widths: (0.).into(),
border_color: transparent_black(),
border_style: BorderStyle::default(),
}
}
/// Creates a rectangle outline with the given bounds, border color, and a 1px border width
pub fn outline(
bounds: impl Into<Bounds<Pixels>>,
border_color: impl Into<Hsla>,
border_style: BorderStyle,
) -> PaintQuad {
PaintQuad {
bounds: bounds.into(),
corner_radii: (0.).into(),
background: transparent_black().into(),
border_widths: (1.).into(),
border_color: border_color.into(),
border_style,
}
}
#[inline(never)]
fn with_element_arena_erased(callback: &mut dyn FnMut(&mut Arena)) -> Result<(), AccessError> {
if let Some(arena_pointer) = CURRENT_ELEMENT_ARENA.try_with(Cell::get)? {
// SAFETY: The pointer is valid for the duration of the draw operation
// that set it, and we're being called during that same draw.
let arena_cell = unsafe { &*arena_pointer };
callback(&mut arena_cell.borrow_mut());
Ok(())
} else {
ELEMENT_ARENA.try_with(|arena| callback(&mut arena.borrow_mut()))
}
}
#[cfg(test)]
mod tests {
use std::{
cell::{Cell, RefCell},
path::PathBuf,
rc::Rc,
time::Duration,
};
use crate::{
AnyWindowHandle, AppContext as _, Bounds, ContentMask, Context, DispatchPhase,
DragMoveEvent, Empty, ExternalDragPayload, ExternalPaths, FileDragPaths, FileDropEvent,
FocusHandle, InputEvent as _, InteractiveElement as _, IntoElement, KeyDownEvent,
Keystroke, LongPressEvent, MouseButton, MouseDownEvent, MouseMoveEvent, ParentElement,
Pixels, PlatformInput, Point, Render, RequestFrameOptions, ScaledPixels,
StatefulInteractiveElement as _, Styled, TestAppContext, TouchDragEvent, TouchEvent,
TouchId, TouchPhase, Underline, UnderlineStyle, Window, WindowAppearance, WindowOptions,
canvas, div, hsla, point, px, size,
};
#[cfg(feature = "profiler")]
#[gpui::test]
fn test_frame_requests_and_skips_are_journaled(cx: &mut TestAppContext) {
use crate::FrameRequestSource;
use crate::profiler::journal::{
self, ForegroundJournalEntry, FrameSkipReason, IntervalBoundary,
};
use scheduler::Instant;
cx.app.borrow_mut().mode = crate::app::GpuiMode::Production;
let window = cx.add_window(|_, _| EmptyView);
let platform_window = cx.test_window(window.into());
platform_window.simulate_frame_request(RequestFrameOptions::default());
let (journal, _guard) = journal::install_test_foreground_journal(64, 4);
let mut collector = journal.collector();
for (signal_at, source) in [
(Some(Instant::now()), FrameRequestSource::NativeCallback),
(Some(Instant::now()), FrameRequestSource::LocalSchedule),
(None, FrameRequestSource::NativeCallback),
] {
platform_window.simulate_frame_request(RequestFrameOptions {
signal_at,
signal_source: source,
require_presentation: true,
..Default::default()
});
let entries = collector.collect_unseen().entries;
let signal_index = entries
.iter()
.position(|entry| {
matches!(
entry,
ForegroundJournalEntry::PlatformSignal(signal)
if signal.window_id == window.window_id()
&& signal.signal_at == signal_at
&& signal.source == source
&& signal_at.is_none_or(|at| signal.handled_at >= at)
)
})
.expect("frame request metadata");
let skip_index = entries
.iter()
.position(|entry| {
matches!(
entry,
ForegroundJournalEntry::Boundary(IntervalBoundary::FrameSkipped(skipped))
if skipped.window_id == window.window_id()
&& skipped.reason == FrameSkipReason::NoRenderNeeded
)
})
.expect("completed no-render boundary");
assert!(signal_index < skip_index);
}
}
#[cfg(feature = "profiler")]
#[gpui::test]
fn test_frame_demand_survives_throttling(cx: &mut TestAppContext) {
use crate::profiler::journal::{
self, ForegroundJournalEntry, FrameSkipReason, IntervalBoundary,
};
use scheduler::Instant;
// Test mode draws during effect flushing, bypassing platform frame throttling.
cx.app.borrow_mut().mode = crate::app::GpuiMode::Production;
let (journal, _guard) = journal::install_test_foreground_journal(256, 4);
let mut collector = journal.collector();
for initially_dirty in [true, false] {
// Keep the throttle closed without depending on short wall-clock deadlines.
let window = cx
.app
.borrow_mut()
.open_window(
WindowOptions {
inactive_frame_interval: Some(Duration::from_secs(3600)),
..Default::default()
},
|_, cx| cx.new(|_| EmptyView),
)
.expect("open inactive test window");
let platform_window = cx.test_window(window.into());
platform_window.simulate_active_status_change(false);
platform_window.simulate_frame_request(RequestFrameOptions::default());
let callback_ran = Rc::new(Cell::new(false));
let draws_before = window
.update(cx, |_, window, _| {
let draws_before = window
.frame_duration_snapshot()
.draw_duration_histogram
.len();
if initially_dirty {
window.refresh();
}
window.on_next_frame({
let callback_ran = callback_ran.clone();
move |window, _| {
callback_ran.set(true);
window.refresh();
}
});
draws_before
})
.expect("schedule throttled frame");
// Skips only seal retained work, so give the throttled skip some.
let input_at = Instant::now();
journal::record_input(journal::InputTiming {
kind: "test",
start: input_at,
end: input_at,
caused_invalidation: false,
});
collector.collect_unseen();
platform_window.simulate_frame_request(RequestFrameOptions {
signal_at: Some(Instant::now()),
..Default::default()
});
window
.update(cx, |_, window, _| {
assert_eq!(
window
.frame_duration_snapshot()
.draw_duration_histogram
.len(),
draws_before,
);
})
.expect("inspect deferred frame");
assert!(!callback_ran.get());
assert!(collector.collect_unseen().entries.iter().any(|entry| {
matches!(
entry,
ForegroundJournalEntry::Boundary(IntervalBoundary::FrameSkipped(skipped))
if skipped.window_id == window.window_id()
&& skipped.reason == FrameSkipReason::InactiveFrameRateLimit
)
}));
platform_window.simulate_frame_request(RequestFrameOptions {
signal_at: Some(Instant::now()),
require_presentation: true,
..Default::default()
});
window
.update(cx, |_, window, _| {
assert_eq!(
window
.frame_duration_snapshot()
.draw_duration_histogram
.len(),
draws_before + 1,
);
})
.expect("inspect presented frame");
assert!(callback_ran.get());
}
}
/// Visibility transitions reach observers exactly once each, with the new
/// state already stored on the window, and never wake the platform for a
/// frame: the platform requests one itself when it resumes presenting.
#[gpui::test]
fn test_window_visibility(cx: &mut TestAppContext) {
use crate::WindowVisibility;
let window = cx.add_window(|_, _| EmptyView);
let observed = Rc::new(RefCell::new(Vec::new()));
let _subscription = window
.update(cx, {
let observed = observed.clone();
move |_, window, _| {
assert_eq!(window.visibility(), WindowVisibility::Visible);
assert!(window.is_visible());
window.observe_window_visibility(move |visibility, window, _| {
assert_eq!(window.visibility(), visibility);
observed.borrow_mut().push(visibility);
})
}
})
.unwrap();
let test_window = cx.test_window(window.into());
let frame_wake_count = test_window.frame_wake_count();
test_window.simulate_visibility_change(WindowVisibility::Hidden);
assert_eq!(*observed.borrow(), [WindowVisibility::Hidden]);
window
.update(cx, |_, window, _| assert!(!window.is_visible()))
.unwrap();
// Platforms may report the same state again; observers only see changes.
test_window.simulate_visibility_change(WindowVisibility::Hidden);
assert_eq!(observed.borrow().len(), 1);
test_window.simulate_visibility_change(WindowVisibility::Visible);
assert_eq!(
*observed.borrow(),
[WindowVisibility::Hidden, WindowVisibility::Visible]
);
window
.update(cx, |_, window, _| assert!(window.is_visible()))
.unwrap();
assert_eq!(test_window.frame_wake_count(), frame_wake_count);
}
#[gpui::test]
fn test_fully_visible_bounds_preserve_layout_viewport(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| EmptyView);
let mut platform_window = cx.test_window(window.into());
platform_window.simulate_resize(size(px(400.), px(800.)));
window
.update(cx, |_, window, _| {
assert_eq!(
window.visual_viewport_bounds(),
Bounds::new(Point::default(), size(px(400.), px(800.)))
);
assert_eq!(
window.fully_visible_bounds(),
window.visual_viewport_bounds()
);
})
.unwrap();
platform_window.simulate_frame_request(RequestFrameOptions::default());
let wakes = platform_window.frame_wake_count();
let visual_bounds = Bounds::new(point(px(10.), px(40.)), size(px(380.), px(460.)));
platform_window.simulate_visual_viewport_change(visual_bounds);
assert!(platform_window.frame_wake_count() > wakes);
platform_window.simulate_frame_request(RequestFrameOptions::default());
let wakes = platform_window.frame_wake_count();
platform_window.simulate_insets_change(crate::WindowInsets {
safe_area: crate::Edges {
top: px(60.),
right: px(20.),
bottom: px(30.),
left: px(-10.),
},
ime: crate::Edges {
bottom: px(350.),
..Default::default()
},
});
assert!(platform_window.frame_wake_count() > wakes);
window
.update(cx, |_, window, _| {
assert_eq!(window.viewport_size(), size(px(400.), px(800.)));
assert_eq!(window.visual_viewport_bounds(), visual_bounds);
assert_eq!(
window.fully_visible_bounds(),
Bounds::new(point(px(10.), px(60.)), size(px(370.), px(390.)))
);
window.request_virtual_keyboard();
window.dismiss_virtual_keyboard();
assert_eq!(window.viewport_size(), size(px(400.), px(800.)));
})
.unwrap();
assert_eq!(platform_window.virtual_keyboard_requests(), 1);
assert_eq!(platform_window.virtual_keyboard_dismissals(), 1);
platform_window.simulate_insets_change(crate::WindowInsets {
safe_area: crate::Edges {
top: px(900.),
left: px(500.),
..Default::default()
},
..Default::default()
});
window
.update(cx, |_, window, _| {
assert_eq!(
window.fully_visible_bounds().size,
size(Pixels::ZERO, Pixels::ZERO)
);
})
.unwrap();
}
struct EmptyView;
impl Render for EmptyView {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
div()
}
}
struct OpensWindowOnPaint {
opened: Rc<Cell<bool>>,
}
impl Render for OpensWindowOnPaint {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let opened = self.opened.clone();
div()
.size_full()
.child(canvas(
|_, _, _| {},
move |_, _, _window, cx| {
if !opened.replace(true) {
cx.open_window(WindowOptions::default(), |_, cx| cx.new(|_| EmptyView))
.unwrap();
}
},
))
// Siblings painted after the canvas: their elements were
// allocated in the arena before the nested draw, so they detect
// a mid-draw arena clear when painted afterwards.
.child(div().child("after"))
}
}
/// Opening a window synchronously draws it and requests an element arena
/// clear. When that happens from within another window's draw (here: from
/// an element's paint), the clear must be deferred until the outer draw
/// finishes, or the outer draw's arena-allocated elements would be freed
/// out from under it.
#[test]
fn test_window_opened_during_draw_defers_arena_clear() {
let mut cx = TestAppContext::single();
let opened = Rc::new(Cell::new(false));
// add_window draws once, which runs the nested open_window mid-draw.
let window = cx.add_window({
let opened = opened.clone();
move |_, _| OpensWindowOnPaint { opened }
});
assert!(opened.get());
assert_eq!(cx.windows().len(), 2);
// The deferred clear must actually run once the outer draw unwinds:
// subsequent draws of both windows work against a fresh arena.
cx.update_window(window.into(), |_, window, cx| window.draw(cx).clear(cx))
.unwrap();
}
#[test]
fn test_scale_factor_change_preserves_bounds_and_survives_resize() {
let mut cx = TestAppContext::single();
let window = cx.add_window(|_, _| EmptyView);
let handle: AnyWindowHandle = window.into();
let window_state = |cx: &mut TestAppContext| {
cx.update_window(handle, |_, window, _| {
(
window.scale_factor(),
window.bounds(),
window.viewport_size(),
)
})
.unwrap()
};
let (scale_factor, mut expected_bounds, _) = window_state(&mut cx);
assert_eq!(scale_factor, 2.0);
for (scale_factor, resized_size) in [
(1.0, size(px(800.), px(600.))),
(1.25, size(px(640.), px(480.))),
(2.0, size(px(1024.), px(768.))),
] {
cx.simulate_window_scale_factor_change(handle, scale_factor);
assert_eq!(
window_state(&mut cx),
(scale_factor, expected_bounds, expected_bounds.size)
);
cx.simulate_window_resize(handle, resized_size);
expected_bounds.size = resized_size;
assert_eq!(
window_state(&mut cx),
(scale_factor, expected_bounds, resized_size)
);
}
}
/// Platforms that stop requesting frames for idle windows (currently web)
/// rely on the frame waker firing whenever frame demand arises; a demand
/// source that skips the waker shows up there as a window that silently
/// stops repainting until unrelated activity wakes it.
#[gpui::test]
fn test_frame_waker_fires_on_frame_demand(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| EmptyView);
let test_window = cx.test_window(window.into());
// Windows start dirty, and that can predate waker installation;
// installing the waker must deliver the pending wake or the first
// frame would never be requested.
assert!(
test_window.frame_wake_count() >= 1,
"opening a window must wake the frame source for the initial frame"
);
// Serve outstanding demand (present the frame drawn by `add_window`).
test_window.simulate_frame_request(RequestFrameOptions::default());
// An idle window must not wake on clean frames or plain updates, or
// the frame source could never stop.
let baseline = test_window.frame_wake_count();
test_window.simulate_frame_request(RequestFrameOptions::default());
window.update(cx, |_, _, _| {}).unwrap();
assert_eq!(
test_window.frame_wake_count(),
baseline,
"clean frames and non-notifying updates must not wake the frame source"
);
// Notifying a view in an idle window is the core demand signal.
window.update(cx, |_, _, cx| cx.notify()).unwrap();
assert!(
test_window.frame_wake_count() > baseline,
"notifying a view in an idle window must wake the frame source"
);
// Serving that demand returns to idle without further wakes.
test_window.simulate_frame_request(RequestFrameOptions::default());
let baseline = test_window.frame_wake_count();
test_window.simulate_frame_request(RequestFrameOptions::default());
assert_eq!(
test_window.frame_wake_count(),
baseline,
"serving demand must return the window to idle"
);
// Next-frame callbacks create demand without dirtying the window.
window
.update(cx, |_, window, _| window.on_next_frame(|_, _| {}))
.unwrap();
assert!(
test_window.frame_wake_count() > baseline,
"scheduling a next-frame callback in an idle window must wake the frame source"
);
}
/// A frame request that arrives while next-frame callbacks are pending
/// must never strand them: either the frame runs them, or (when the
/// inactive-window frame-rate throttle defers the frame) the waker fires
/// so another request is delivered.
#[gpui::test]
fn test_pending_next_frame_callbacks_are_not_stranded(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| EmptyView);
let test_window = cx.test_window(window.into());
// Establish a recent last-frame time so the inactive-window throttle
// can engage on the next request.
test_window.simulate_frame_request(RequestFrameOptions::default());
let callback_ran = Rc::new(Cell::new(false));
window
.update(cx, {
let callback_ran = callback_ran.clone();
move |_, window, _| {
window.on_next_frame(move |_, _| callback_ran.set(true));
}
})
.unwrap();
let baseline = test_window.frame_wake_count();
test_window.simulate_frame_request(RequestFrameOptions::default());
// The test window is inactive, so this request throttles to ~30fps
// when it lands within the throttle interval of the previous frame
// (the common case here, but timing-dependent): the callback is
// deferred and the waker must re-arm the frame source. On a slow run
// the request instead lands outside the interval and runs the
// callback directly.
assert!(
test_window.frame_wake_count() > baseline || callback_ran.get(),
"a frame request with pending next-frame callbacks must either run them or re-arm the frame source"
);
}
#[gpui::test]
fn test_window_reports_no_raw_handle_instead_of_panicking(cx: &mut TestAppContext) {
use raw_window_handle::{HandleError, HasDisplayHandle as _, HasWindowHandle as _};
let window = cx.add_window(|_, _| EmptyView);
window
.update(cx, |_, window, _| {
assert!(matches!(
window.window_handle(),
Err(HandleError::NotSupported)
));
assert!(matches!(
window.display_handle(),
Err(HandleError::NotSupported)
));
})
.unwrap();
}
#[gpui::test]
fn test_appearance_change_runs_after_app_update(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| EmptyView);
let observed_appearance = Rc::new(Cell::new(None));
let _subscription = window
.update(cx, {
let observed_appearance = observed_appearance.clone();
move |_, window, _| {
window.observe_window_appearance(move |window, _| {
observed_appearance.set(Some(window.appearance()));
})
}
})
.unwrap();
let test_window = cx.test_window(window.into());
cx.update(|_| {
test_window.simulate_appearance_change(WindowAppearance::Dark);
assert_eq!(observed_appearance.get(), None);
});
cx.run_until_parked();
assert_eq!(observed_appearance.get(), Some(WindowAppearance::Dark));
}
#[gpui::test]
fn queued_frame_callback_wakes_a_parked_render_loop(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| Empty);
let test_window = cx.test_window(window.into());
assert!(test_window.simulate_scheduled_frame());
assert!(test_window.simulate_scheduled_frame());
assert!(!test_window.frame_scheduled());
cx.update_window(window.into(), |_, window, _| {
window.active.set(true);
window.on_next_frame(|_, _| {});
})
.unwrap();
assert!(
test_window.frame_scheduled(),
"queuing work on a parked window must wake the render loop"
);
assert!(test_window.simulate_scheduled_frame());
assert!(
test_window.frame_scheduled(),
"presenting the frame must await one compositor callback"
);
assert!(test_window.simulate_scheduled_frame());
assert!(!test_window.frame_scheduled());
}
#[gpui::test]
fn pending_presentation_wakes_a_parked_render_loop(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| Empty);
let test_window = cx.test_window(window.into());
assert!(test_window.simulate_scheduled_frame());
assert!(test_window.simulate_scheduled_frame());
assert!(!test_window.frame_scheduled());
cx.update_window(window.into(), |_, window, cx| window.draw(cx).clear(cx))
.unwrap();
assert!(
test_window.frame_scheduled(),
"a rendered scene awaiting presentation must wake the render loop"
);
}
#[gpui::test]
fn callback_queued_during_a_frame_requests_a_follow_up(cx: &mut TestAppContext) {
let window = cx.add_window(|_, _| Empty);
let test_window = cx.test_window(window.into());
let callback_ran = Rc::new(Cell::new(false));
cx.update_window(window.into(), |_, window, _| {
// Inactive windows are frame-rate throttled, which would defer the
// ticks this test drives manually.
window.active.set(true);
let callback_ran = callback_ran.clone();
window.on_next_frame(move |window, _| {
window.on_next_frame(move |_, _| callback_ran.set(true));
});
})
.unwrap();
assert!(test_window.simulate_scheduled_frame());
assert!(!callback_ran.get());
assert!(
test_window.frame_scheduled(),
"a callback queued mid-frame must schedule a follow-up before the loop parks"
);
assert!(test_window.simulate_scheduled_frame());
assert!(callback_ran.get());
}
struct RootView {
explicit_size: bool,
child_bounds: Rc<Cell<Bounds<Pixels>>>,
}
impl Render for RootView {
fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
let child_bounds = self.child_bounds.clone();
let root = div().flex().flex_col().child(
canvas(
move |bounds, _, _| child_bounds.set(bounds),
|_, _, _, _| {},
)
.size_full(),
);
if self.explicit_size {
root.w(px(300.)).h(px(200.))
} else {
root
}
}
}
#[test]
fn auto_sized_window_root_fills_the_window() {
let mut cx = TestAppContext::single();
let child_bounds = Rc::new(Cell::new(Bounds::default()));
let window = cx.add_window({
let child_bounds = child_bounds.clone();
move |_, _| RootView {
explicit_size: false,
child_bounds,
}
});
let viewport_size = cx
.update_window(window.into(), |_, window, cx| {
window.draw(cx).clear(cx);
window.viewport_size()
})
.unwrap();
assert_eq!(child_bounds.get().size, viewport_size);
}
#[test]
fn explicitly_sized_window_root_keeps_its_size() {
let mut cx = TestAppContext::single();
let child_bounds = Rc::new(Cell::new(Bounds::default()));
let window = cx.add_window({
let child_bounds = child_bounds.clone();
move |_, _| RootView {
explicit_size: true,
child_bounds,
}
});
cx.update_window(window.into(), |_, window, cx| {
window.draw(cx).clear(cx);
})
.unwrap();
assert_eq!(child_bounds.get().size, size(px(300.), px(200.)));
}
struct FileDragView {
path: PathBuf,
observed_drag_moves: Rc<RefCell<Vec<Point<Pixels>>>>,
observed_drops: Rc<RefCell<Vec<PathBuf>>>,
}
struct FileDropExitView(Rc<Cell<usize>>);
impl Render for FileDropExitView {
fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
div().size_full().on_file_drop_exit({
let observed_file_drop_exit = self.0.clone();
move |_, _, _| observed_file_drop_exit.set(observed_file_drop_exit.get() + 1)
})
}
}
impl Render for FileDragView {
fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
div()
.id("file-drag")
.size_full()
.on_drag(self.path.clone(), |_, _, _, cx| cx.new(|_| Empty))
.external_drag_payload(|path: &PathBuf, _, _| {
Some(ExternalDragPayload::Files(FileDragPaths::new([(
path.clone(),
true,
)])))
})
.on_drag_move({
let observed_drag_moves = self.observed_drag_moves.clone();
move |event: &DragMoveEvent<PathBuf>, _, _| {
observed_drag_moves.borrow_mut().push(event.event.position);
}
})
.on_drop({
let observed_drops = self.observed_drops.clone();
move |path: &PathBuf, _, _| observed_drops.borrow_mut().push(path.clone())
})
}
}
#[gpui::test]
fn file_drag_is_promoted_once_and_restored_in_source_window(cx: &mut TestAppContext) {
struct Drag {
window: AnyWindowHandle,
observed_drag_moves: Rc<RefCell<Vec<Point<Pixels>>>>,
observed_drops: Rc<RefCell<Vec<PathBuf>>>,
}
fn start_drag(cx: &mut TestAppContext, path: PathBuf, platform_result: bool) -> Drag {
let observed_drag_moves = Rc::new(RefCell::new(Vec::new()));
let observed_drops = Rc::new(RefCell::new(Vec::new()));
let window: AnyWindowHandle = cx
.add_window({
let observed_drag_moves = observed_drag_moves.clone();
let observed_drops = observed_drops.clone();
move |_, _| FileDragView {
path,
observed_drag_moves,
observed_drops,
}
})
.into();
cx.test_window(window)
.set_start_external_drag_result(platform_result);
let update_result = cx.update_window(window, |_, window, cx| {
window.draw(cx).clear(cx);
window.dispatch_event(
MouseDownEvent {
position: point(px(10.), px(10.)),
button: MouseButton::Left,
modifiers: Default::default(),
click_count: 1,
first_mouse: false,
}
.to_platform_input(),
cx,
);
window.dispatch_event(
MouseMoveEvent {
position: point(px(20.), px(20.)),
pressed_button: Some(MouseButton::Left),
modifiers: Default::default(),
}
.to_platform_input(),
cx,
);
assert!(cx.active_drag.is_some());
});
assert!(
update_result.is_ok(),
"failed to start drag: {update_result:?}"
);
assert!(cx.test_window(window).external_drag_files().is_empty());
Drag {
window,
observed_drag_moves,
observed_drops,
}
}
let successful_path = PathBuf::from("/tmp/successful-drag");
let successful = start_drag(cx, successful_path.clone(), true);
let outside_position = point(px(-1.), px(20.));
let update_result = cx.update_window(successful.window, |_, window, cx| {
window.dispatch_event(
MouseMoveEvent {
position: outside_position,
pressed_button: Some(MouseButton::Left),
modifiers: Default::default(),
}
.to_platform_input(),
cx,
);
assert!(cx.active_drag.is_none());
});
assert!(
update_result.is_ok(),
"failed to promote drag: {update_result:?}"
);
assert_eq!(
cx.test_window(successful.window).external_drag_files(),
[(successful_path.clone(), true)]
);
// Views must still see the move that leaves the window, otherwise they never learn to tear
// down the drag state they built up while the pointer was inside.
assert_eq!(
successful.observed_drag_moves.borrow().last(),
Some(&outside_position)
);
let first_destination_exit_count = Rc::new(Cell::new(0));
let first_destination: AnyWindowHandle = cx
.add_window({
let first_destination_exit_count = first_destination_exit_count.clone();
move |_, _| FileDropExitView(first_destination_exit_count)
})
.into();
let second_destination_exit_count = Rc::new(Cell::new(0));
let second_destination: AnyWindowHandle = cx
.add_window({
let second_destination_exit_count = second_destination_exit_count.clone();
move |_, _| FileDropExitView(second_destination_exit_count)
})
.into();
let reentry_position = point(px(30.), px(30.));
let external_paths = || ExternalPaths([successful_path.clone()].into_iter().collect());
let update_result = cx.update_window(first_destination, |_, window, cx| {
window.draw(cx).clear(cx);
window.dispatch_event(
FileDropEvent::Entered {
position: reentry_position,
paths: external_paths(),
}
.to_platform_input(),
cx,
);
assert!(
cx.active_drag
.as_ref()
.is_some_and(|drag| drag.value.downcast_ref::<ExternalPaths>().is_some())
);
window.dispatch_event(FileDropEvent::Exited.to_platform_input(), cx);
assert!(cx.active_drag.is_none());
assert_eq!(first_destination_exit_count.get(), 1);
assert_eq!(second_destination_exit_count.get(), 0);
});
assert!(
update_result.is_ok(),
"failed to handle drag in first destination window: {update_result:?}"
);
let update_result = cx.update_window(second_destination, |_, window, cx| {
window.draw(cx).clear(cx);
window.dispatch_event(
PlatformInput::KeyDown(KeyDownEvent {
keystroke: Keystroke::parse("down").expect("valid keystroke"),
is_held: false,
prefer_character_input: false,
}),
cx,
);
window.dispatch_event(
FileDropEvent::Entered {
position: reentry_position,
paths: external_paths(),
}
.to_platform_input(),
cx,
);
assert!(
cx.active_drag
.as_ref()
.is_some_and(|drag| drag.value.downcast_ref::<ExternalPaths>().is_some())
);
assert_eq!(first_destination_exit_count.get(), 1);
assert_eq!(second_destination_exit_count.get(), 0);
window.dispatch_event(FileDropEvent::Exited.to_platform_input(), cx);
assert!(cx.active_drag.is_none());
assert_eq!(first_destination_exit_count.get(), 1);
assert_eq!(second_destination_exit_count.get(), 1);
});
assert!(
update_result.is_ok(),
"failed to handle drag in second destination window: {update_result:?}"
);
let update_result = cx.update_window(successful.window, |_, window, cx| {
window.dispatch_event(
FileDropEvent::Entered {
position: reentry_position,
paths: external_paths(),
}
.to_platform_input(),
cx,
);
assert!(
cx.active_drag
.as_ref()
.is_some_and(|drag| drag.value.downcast_ref::<PathBuf>().is_some())
);
assert_eq!(
successful.observed_drag_moves.borrow().last(),
Some(&reentry_position)
);
window.dispatch_event(FileDropEvent::Exited.to_platform_input(), cx);
assert!(cx.active_drag.is_none());
window.dispatch_event(
FileDropEvent::Entered {
position: reentry_position,
paths: external_paths(),
}
.to_platform_input(),
cx,
);
assert!(
cx.active_drag
.as_ref()
.is_some_and(|drag| drag.value.downcast_ref::<PathBuf>().is_some())
);
window.dispatch_event(
FileDropEvent::Submit {
position: reentry_position,
}
.to_platform_input(),
cx,
);
assert_eq!(
successful.observed_drops.borrow().as_slice(),
std::slice::from_ref(&successful_path)
);
assert!(cx.active_drag.is_none());
window.dispatch_event(FileDropEvent::Exited.to_platform_input(), cx);
assert!(cx.active_drag.is_none());
window.dispatch_event(FileDropEvent::Ended.to_platform_input(), cx);
assert!(cx.active_drag.is_none());
window.dispatch_event(
FileDropEvent::Entered {
position: reentry_position,
paths: external_paths(),
}
.to_platform_input(),
cx,
);
assert!(
cx.active_drag
.as_ref()
.is_some_and(|drag| drag.value.downcast_ref::<ExternalPaths>().is_some())
);
window.dispatch_event(FileDropEvent::Exited.to_platform_input(), cx);
});
assert!(
update_result.is_ok(),
"failed to restore drag in source window: {update_result:?}"
);
let cancelled_path = PathBuf::from("/tmp/cancelled-drag");
let cancelled = start_drag(cx, cancelled_path.clone(), true);
let update_result = cx.update_window(cancelled.window, |_, window, cx| {
window.dispatch_event(
MouseMoveEvent {
position: outside_position,
pressed_button: Some(MouseButton::Left),
modifiers: Default::default(),
}
.to_platform_input(),
cx,
);
assert!(cx.active_drag.is_none());
window.dispatch_event(
FileDropEvent::Entered {
position: reentry_position,
paths: ExternalPaths([cancelled_path].into_iter().collect()),
}
.to_platform_input(),
cx,
);
assert!(
cx.active_drag
.as_ref()
.is_some_and(|drag| drag.value.downcast_ref::<PathBuf>().is_some())
);
assert!(cx.stop_active_drag(window));
assert!(cx.active_drag.is_none());
});
assert!(
update_result.is_ok(),
"failed to cancel restored drag: {update_result:?}"
);
assert!(!cx.update(|cx| cx.end_platform_drag(cancelled.window.window_id())));
let removed_path = PathBuf::from("/tmp/removed-window-drag");
let removed = start_drag(cx, removed_path, true);
let removed_window_id = removed.window.window_id();
let update_result = cx.update_window(removed.window, |_, window, cx| {
window.dispatch_event(
MouseMoveEvent {
position: outside_position,
pressed_button: Some(MouseButton::Left),
modifiers: Default::default(),
}
.to_platform_input(),
cx,
);
assert!(cx.active_drag.is_none());
window.remove_window();
});
assert!(
update_result.is_ok(),
"failed to remove drag source window: {update_result:?}"
);
assert!(!cx.update(|cx| cx.end_platform_drag(removed_window_id)));
let failed_path = PathBuf::from("/tmp/failed-drag");
let failed = start_drag(cx, failed_path.clone(), false);
let update_result = cx.update_window(failed.window, |_, window, cx| {
for x_position in [-1., -2.] {
window.dispatch_event(
MouseMoveEvent {
position: point(px(x_position), px(20.)),
pressed_button: Some(MouseButton::Left),
modifiers: Default::default(),
}
.to_platform_input(),
cx,
);
}
assert!(cx.active_drag.is_some());
});
assert!(
update_result.is_ok(),
"failed to retain drag after platform failure: {update_result:?}"
);
assert_eq!(
cx.test_window(failed.window).external_drag_files(),
[(failed_path, true)]
);
}
struct FocusForwarder {
a: FocusHandle,
b: FocusHandle,
}
impl Render for FocusForwarder {
fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
div()
.size_full()
.child(div().w(px(50.)).h(px(50.)).track_focus(&self.a))
.child(div().w(px(50.)).h(px(50.)).track_focus(&self.b))
}
}
/// When a focus listener moves focus again (e.g. a dock forwarding focus to its
/// active panel), the resulting focus events must be dispatched without waiting
/// for an unrelated redraw of the window.
#[gpui::test]
fn test_focus_moved_by_focus_listener_is_dispatched(cx: &mut TestAppContext) {
let b_focus_count = Rc::new(Cell::new(0));
let window = cx.add_window({
let b_focus_count = b_focus_count.clone();
move |window, cx| {
let a = cx.focus_handle();
let b = cx.focus_handle();
cx.on_focus(&a, window, |this: &mut FocusForwarder, window, cx| {
let b = this.b.clone();
window.focus(&b, cx);
})
.detach();
cx.on_focus(&b, window, move |_, _, _| {
b_focus_count.set(b_focus_count.get() + 1);
})
.detach();
FocusForwarder { a, b }
}
});
window
.update(cx, |_, window, _| window.activate_window())
.unwrap();
cx.executor().run_until_parked();
window
.update(cx, |this, window, cx| {
let a = this.a.clone();
window.focus(&a, cx);
})
.unwrap();
cx.executor().run_until_parked();
window
.update(cx, |this, window, _| {
assert!(this.b.is_focused(window));
})
.unwrap();
assert_eq!(b_focus_count.get(), 1);
}
#[gpui::test]
fn claimed_touch_drag_receives_movement_and_release(cx: &mut TestAppContext) {
let events = Rc::new(RefCell::new(Vec::new()));
let window = cx.add_window({
let events = events.clone();
move |_, _| TouchDragListener { events }
});
let touch = TouchId(1);
dispatch_touch(window, cx, touch, TouchPhase::Started, 10.);
dispatch_touch(window, cx, touch, TouchPhase::Moved, 30.);
dispatch_touch(window, cx, touch, TouchPhase::Ended, 40.);
assert_eq!(
events.borrow().as_slice(),
[
(TouchPhase::Started, px(10.)),
(TouchPhase::Moved, px(30.)),
(TouchPhase::Ended, px(40.)),
]
);
}
struct TouchDragListener {
events: Rc<RefCell<Vec<(TouchPhase, Pixels)>>>,
}
impl Render for TouchDragListener {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let events = self.events.clone();
canvas(
|_, _, _| {},
move |_, _, window, _| {
window.on_mouse_event(move |event: &TouchDragEvent, phase, window, _cx| {
if phase != DispatchPhase::Bubble {
return;
}
events.borrow_mut().push((event.phase, event.position.x));
if event.phase == TouchPhase::Started {
window.prevent_default();
}
});
},
)
}
}
#[gpui::test]
fn long_press_is_claimed_only_when_started_prevents_default(cx: &mut TestAppContext) {
for response in [
LongPressResponse::PreventDefault,
LongPressResponse::StopPropagation,
LongPressResponse::None,
] {
let phases = Rc::new(RefCell::new(Vec::new()));
let window = cx.add_window({
let phases = phases.clone();
move |_, _| LongPressListener { phases, response }
});
dispatch_touch(window, cx, TouchId(1), TouchPhase::Started, 0.);
cx.executor().advance_clock(Duration::from_millis(501));
cx.executor().run_until_parked();
window
.update(cx, |_, window, _| {
assert_eq!(
window.long_press_capture.is_some(),
response == LongPressResponse::PreventDefault
);
})
.unwrap();
dispatch_touch(window, cx, TouchId(1), TouchPhase::Moved, 2.);
dispatch_touch(window, cx, TouchId(1), TouchPhase::Ended, 2.);
window
.update(cx, |_, window, _| {
assert!(window.long_press_capture.is_none());
})
.unwrap();
let phases = phases.borrow();
if response == LongPressResponse::PreventDefault {
assert_eq!(
phases.as_slice(),
[TouchPhase::Started, TouchPhase::Moved, TouchPhase::Ended]
);
} else {
assert_eq!(phases.as_slice(), [TouchPhase::Started]);
}
}
}
#[gpui::test]
fn stale_default_prevention_does_not_claim_long_press(cx: &mut TestAppContext) {
let phases = Rc::new(RefCell::new(Vec::new()));
let window = cx.add_window({
let phases = phases.clone();
move |_, _| LongPressListener {
phases,
response: LongPressResponse::None,
}
});
window
.update(cx, |_, window, _| {
window.prevent_default();
})
.unwrap();
dispatch_touch(window, cx, TouchId(1), TouchPhase::Started, 0.);
cx.executor().advance_clock(Duration::from_millis(501));
cx.executor().run_until_parked();
dispatch_touch(window, cx, TouchId(1), TouchPhase::Moved, 2.);
assert_eq!(phases.borrow().as_slice(), [TouchPhase::Started]);
}
#[gpui::test]
fn resolved_touch_cancels_scheduled_long_press(cx: &mut TestAppContext) {
for (phase, position) in [
(TouchPhase::Ended, 0.),
(TouchPhase::Cancelled, 0.),
(TouchPhase::Moved, 20.),
] {
let phases = Rc::new(RefCell::new(Vec::new()));
let window = cx.add_window({
let phases = phases.clone();
move |_, _| LongPressListener {
phases,
response: LongPressResponse::PreventDefault,
}
});
dispatch_touch(window, cx, TouchId(1), TouchPhase::Started, 0.);
dispatch_touch(window, cx, TouchId(1), phase, position);
cx.executor().advance_clock(Duration::from_millis(501));
cx.executor().run_until_parked();
assert!(phases.borrow().is_empty(), "{phase:?} allowed long press");
}
}
#[gpui::test]
fn stale_long_press_timer_cannot_affect_replacement_touch(cx: &mut TestAppContext) {
let phases = Rc::new(RefCell::new(Vec::new()));
let window = cx.add_window({
let phases = phases.clone();
move |_, _| LongPressListener {
phases,
response: LongPressResponse::PreventDefault,
}
});
let first_touch = TouchId(1);
dispatch_touch(window, cx, first_touch, TouchPhase::Started, 0.);
cx.executor().advance_clock(Duration::from_millis(250));
dispatch_touch(window, cx, first_touch, TouchPhase::Cancelled, 0.);
dispatch_touch(window, cx, TouchId(2), TouchPhase::Started, 10.);
cx.executor().advance_clock(Duration::from_millis(251));
cx.executor().run_until_parked();
assert!(phases.borrow().is_empty());
cx.executor().advance_clock(Duration::from_millis(250));
cx.executor().run_until_parked();
assert_eq!(phases.borrow().as_slice(), [TouchPhase::Started]);
}
#[gpui::test]
fn test_underline_exclusions_preserve_device_geometry(cx: &mut TestAppContext) {
test_underline_paint_at_scales(cx, |window| {
let (numerator, denominator) = match window.scale_factor() {
1.0 => (1, 1),
1.25 => (5, 4),
1.5 => (3, 2),
2.0 => (2, 1),
3.0 => (3, 1),
scale => panic!("unexpected scale {scale}"),
};
let snap = |quarters: i32| {
let scaled = quarters * numerator;
let divisor = 4 * denominator;
let rounded =
scaled.abs() / divisor + i32::from(2 * (scaled.abs() % divisor) > divisor);
ScaledPixels((scaled.signum() * rounded) as f32)
};
let stroke = |quarters| {
if quarters == 0 {
ScaledPixels(0.)
} else {
snap(quarters).max(ScaledPixels(1.))
}
};
for origin in [-101, -3, -2, -1, 0, 1, 2, 3, 101] {
for width in [0, 1, 3, 84] {
for thickness in [0, 1, 4, 7] {
for wavy in [false, true] {
let style = UnderlineStyle {
thickness: px(thickness as f32 / 4.),
color: Some(hsla(0.25, 0.5, 0.75, 0.5)),
wavy,
};
let bounds = Bounds::new(
point(snap(origin), snap(-origin)),
size(
stroke(width),
stroke(thickness) * if wavy { 3. } else { 1. },
),
);
let origin = point(px(origin as f32 / 4.), px(-origin as f32 / 4.));
let width = px(width as f32 / 4.);
assert_eq!(window.underline_bounds(origin, width, &style), bounds);
let original = paint_test_underlines(window, |window| {
window.paint_underline(origin, width, &style);
})
.to_vec();
assert_eq!(original.len(), usize::from(!bounds.is_empty()));
if let Some(underline) = original.first() {
assert_eq!(underline.bounds, bounds);
assert_eq!(underline.thickness, stroke(thickness));
assert_eq!(underline.wavy, wavy.into());
assert_eq!(underline.color, hsla(0.25, 0.5, 0.75, 0.5));
}
let underlines = paint_test_underlines(window, |window| {
window.paint_underline_with_exclusions(origin, width, &style, &[]);
});
assert_eq!(underlines.len(), original.len());
for (actual, original) in underlines.iter().zip(&original) {
assert_same_underline_geometry(actual, original);
assert_eq!(actual.content_mask, original.content_mask);
}
let left = bounds.left().0 as i32;
let right = bounds.right().0 as i32;
let exclusions = [
(15, 25),
(3, 7),
(5, 10),
(10, 12),
(0, 0),
(4, 2),
(-50, -1),
(70, 100),
]
.map(|(start, end)| {
ScaledPixels((left + start) as f32)
..ScaledPixels((left + end) as f32)
});
let underlines = paint_test_underlines(window, |window| {
window.paint_underline_with_exclusions(
origin,
width,
&style,
&exclusions,
);
});
let expected = (left..right)
.filter(|column| {
!bounds.is_empty()
&& !exclusions.iter().any(|span| {
span.contains(&ScaledPixels(*column as f32))
})
})
.collect::<Vec<_>>();
assert_eq!(underline_device_columns(underlines), expected);
for underline in underlines {
assert_same_underline_geometry(underline, &original[0]);
}
}
}
}
}
});
}
#[gpui::test]
fn test_underline_exclusions_preserve_helvetica_warning_edge(cx: &mut TestAppContext) {
test_underline_paint_at_scales(cx, |window| {
if window.scale_factor() != 2.0 {
return;
}
let style = UnderlineStyle {
thickness: px(1.),
color: None,
wavy: true,
};
let origin = point(px(2.888_183_8), px(15.357_917));
let width = px(23.848_145) - origin.x;
let original = paint_test_underlines(window, |window| {
window.paint_underline(origin, width, &style);
})[0];
assert_eq!(original.bounds.left(), ScaledPixels(6.));
assert_eq!(original.bounds.right(), ScaledPixels(48.));
let point_bounds = window.underline_bounds(origin, px(10.829_102), &style);
assert_eq!(point_bounds.left(), ScaledPixels(6.));
assert_eq!(point_bounds.right(), ScaledPixels(28.));
let underlines = paint_test_underlines(window, |window| {
window.paint_underline_with_exclusions(
origin,
width,
&style,
&[point_bounds.left()..point_bounds.right()],
);
});
assert_eq!(underlines.len(), 1);
assert_same_underline_geometry(&underlines[0], &original);
assert_eq!(
underline_device_columns(underlines),
(28..48).collect::<Vec<_>>()
);
});
}
#[gpui::test]
fn test_underline_exclusions_preserve_content_mask_and_opacity(cx: &mut TestAppContext) {
test_underline_paint_at_scales(cx, |window| {
let scale = window.scale_factor();
let original_mask = window.content_mask();
let original_opacity = window.element_opacity();
let mask = ContentMask {
bounds: Bounds::from_corners(point(px(4.), px(10.)), point(px(16.), px(12.))),
};
let style = UnderlineStyle {
thickness: px(2.),
color: Some(hsla(0.25, 0.5, 0.75, 0.5)),
wavy: true,
};
let origin = point(px(-1.25), px(9.25));
let width = px(24.);
window.with_content_mask(Some(mask), |window| {
window.with_element_opacity(Some(0.5), |window| {
window.with_element_opacity(Some(0.5), |window| {
let original = paint_test_underlines(window, |window| {
window.paint_underline(origin, width, &style);
})[0];
assert_eq!(original.color, hsla(0.25, 0.5, 0.75, 0.125));
let underlines = paint_test_underlines(window, |window| {
window.paint_underline_with_exclusions(
origin,
width,
&style,
&[ScaledPixels(6. * scale)..ScaledPixels(8. * scale)],
);
});
assert_eq!(underlines.len(), 2);
let expected = [(4. * scale, 6. * scale), (8. * scale, 16. * scale)].map(
|(left, right)| {
Bounds::from_corners(
point(ScaledPixels(left), ScaledPixels((10. * scale).floor())),
point(ScaledPixels(right), ScaledPixels((12. * scale).ceil())),
)
},
);
assert_eq!(
underlines
.iter()
.map(|underline| underline.content_mask.bounds)
.collect::<Vec<_>>(),
expected
);
for underline in underlines {
assert_same_underline_geometry(underline, &original);
}
});
});
});
assert_eq!(window.content_mask(), original_mask);
assert_eq!(window.element_opacity(), original_opacity);
});
}
#[gpui::test]
fn test_underline_exclusions_adversarial_permutations(cx: &mut TestAppContext) {
test_underline_paint_at_scales(cx, |window| {
let style = UnderlineStyle {
thickness: px(1.),
color: None,
wavy: true,
};
let origin = point(px(-4.), px(-1.));
let width = px(8.);
let left = (-4. * window.scale_factor()) as i32;
let right = (4. * window.scale_factor()) as i32;
let endpoints = [-16, -8, -1, 0, 1, 8, 16];
for first_start in endpoints {
for first_end in endpoints {
for second_start in endpoints {
for second_end in endpoints {
let exclusions = [first_start..first_end, second_start..second_end];
let expected = (left..right)
.filter(|column| {
!exclusions.iter().any(|span| span.contains(column))
})
.collect::<Vec<_>>();
let exclusions = exclusions.map(|span| {
ScaledPixels(span.start as f32)..ScaledPixels(span.end as f32)
});
let underlines = paint_test_underlines(window, |window| {
window.paint_underline_with_exclusions(
origin,
width,
&style,
&exclusions,
);
});
assert_eq!(
underline_device_columns(underlines),
expected,
"{exclusions:?}"
);
}
}
}
}
});
}
#[derive(Clone, Copy, PartialEq)]
enum LongPressResponse {
PreventDefault,
StopPropagation,
None,
}
struct LongPressListener {
phases: Rc<RefCell<Vec<TouchPhase>>>,
response: LongPressResponse,
}
impl Render for LongPressListener {
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let entity = cx.entity();
let phases = self.phases.clone();
let response = self.response;
canvas(
|_, _, _| {},
move |_, _, window, _| {
window.on_mouse_event(move |event: &LongPressEvent, phase, window, cx| {
if phase != DispatchPhase::Bubble {
return;
}
phases.borrow_mut().push(event.phase);
match response {
LongPressResponse::PreventDefault => {
window.capture_long_press(&entity);
window.prevent_default();
}
LongPressResponse::StopPropagation => cx.stop_propagation(),
LongPressResponse::None => {}
}
});
},
)
}
}
struct UnderlineTestView(Rc<dyn Fn(&mut Window)>);
impl Render for UnderlineTestView {
fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
let paint = self.0.clone();
canvas(
|_, _, _| {},
move |_, _, window, _| {
window.content_mask_stack.push(ContentMask {
bounds: Bounds::from_corners(
point(px(-1000.), px(-1000.)),
point(px(1000.), px(1000.)),
),
});
paint(window);
window.content_mask_stack.pop();
},
)
.size_full()
}
}
fn test_underline_paint_at_scales(
cx: &mut TestAppContext,
paint: impl Fn(&mut Window) + 'static,
) {
let window = cx.add_window(move |_, _| UnderlineTestView(Rc::new(paint)));
for scale in [1., 1.25, 1.5, 2., 3.] {
cx.simulate_window_scale_factor_change(window.into(), scale);
cx.update_window(window.into(), |_, window, cx| window.draw(cx).clear(cx))
.unwrap();
}
}
fn paint_test_underlines(window: &mut Window, paint: impl FnOnce(&mut Window)) -> &[Underline] {
window.next_frame.scene.clear();
paint(window);
&window.next_frame.scene.underlines
}
fn assert_same_underline_geometry(actual: &Underline, expected: &Underline) {
assert_eq!(actual.bounds, expected.bounds);
assert_eq!(actual.thickness, expected.thickness);
assert_eq!(actual.wavy, expected.wavy);
assert_eq!(actual.color, expected.color);
assert_eq!(actual.pad, expected.pad);
}
fn underline_device_columns(underlines: &[Underline]) -> Vec<i32> {
underlines
.iter()
.flat_map(|underline| {
let bounds = underline.bounds.intersect(&underline.content_mask.bounds);
bounds.left().0 as i32..bounds.right().0 as i32
})
.collect()
}
fn dispatch_touch<T: 'static>(
window: crate::WindowHandle<T>,
cx: &mut TestAppContext,
id: TouchId,
phase: TouchPhase,
x: f32,
) {
window
.update(cx, |_, window, cx| {
window.dispatch_event(
TouchEvent {
id,
phase,
position: point(px(x), px(0.)),
predicted_position: None,
force: None,
}
.to_platform_input(),
cx,
);
})
.unwrap();
}
}
#[cfg(all(test, any(feature = "inspector", debug_assertions)))]
mod inspector_tests {
use super::*;
use crate::{
DivInspectorState, InspectorElementId, MouseDownEvent, StyleRefinement, TestAppContext, div,
};
#[gpui::test]
fn inspector_only_tracks_its_open_window(cx: &mut TestAppContext) {
let windows = [
cx.add_window(|_, cx| InspectorTestRoot {
child: cx.new(|_| InspectorTestView::default()),
}),
cx.add_window(|_, cx| InspectorTestRoot {
child: cx.new(|_| InspectorTestView::default()),
}),
];
for window in windows {
assert_closed_inspector(window.into(), cx);
}
for _ in 0..2 {
cx.update_window(windows[0].into(), |root, window, cx| {
let root = root.downcast::<InspectorTestRoot>().expect("test root");
let child_widths = root.read(cx).child.read(cx).child_widths.clone();
window.toggle_inspector(cx);
window.draw(cx).clear(cx);
assert_eq!(child_widths.borrow().as_slice(), &[px(10.); 3]);
let path = window
.rendered_frame
.next_inspector_instance_ids
.iter()
.find_map(|(path, count)| (*count == 3).then(|| path.clone()))
.expect("anonymous siblings share an inspector path");
let selected_id = InspectorElementId {
path,
instance_id: 1,
};
let position = window
.rendered_frame
.hitboxes
.iter()
.find(|hitbox| {
window.rendered_frame.inspector_hitboxes.get(&hitbox.id)
== Some(&selected_id)
})
.expect("middle sibling is pickable")
.bounds
.center();
window.simulate_mouse_move(position, cx);
window.dispatch_event(
PlatformInput::MouseDown(MouseDownEvent {
position,
button: MouseButton::Left,
modifiers: Modifiers::default(),
click_count: 1,
first_mouse: false,
}),
cx,
);
window.dispatch_event(
PlatformInput::MouseUp(MouseUpEvent {
position,
button: MouseButton::Left,
modifiers: Modifiers::default(),
click_count: 1,
}),
cx,
);
assert!(!window.is_inspector_picking(cx));
assert_eq!(
window
.inspector
.as_ref()
.expect("open inspector")
.read(cx)
.active_element_id(),
Some(&selected_id)
);
window.draw(cx).clear(cx);
window.with_inspector_state::<DivInspectorState, _>(
Some(&selected_id),
cx,
|state, _| {
let state = state.as_mut().expect("selected div has style state");
assert_eq!(
state.base_style.size.width,
Some(crate::Length::from(px(10.)))
);
state.base_style.size.width = Some(crate::Length::from(px(25.)));
},
);
window.refresh();
window.draw(cx).clear(cx);
assert_eq!(
child_widths.borrow().as_slice(),
&[px(10.), px(25.), px(10.)]
);
})
.expect("pick and edit a cached child");
assert_closed_inspector(windows[1].into(), cx);
windows[0]
.update(cx, |_, window, cx| window.toggle_inspector(cx))
.expect("close inspector");
assert_closed_inspector(windows[0].into(), cx);
}
}
struct InspectorTestRoot {
child: Entity<InspectorTestView>,
}
impl Render for InspectorTestRoot {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
self.child
.clone()
.cached(StyleRefinement::default().size(px(100.)))
}
}
#[derive(Default)]
struct InspectorTestView {
child_widths: Rc<RefCell<Vec<Pixels>>>,
}
impl Render for InspectorTestView {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let child_widths = self.child_widths.clone();
div()
.on_children_prepainted(move |bounds, _, _| {
*child_widths.borrow_mut() =
bounds.iter().map(|bounds| bounds.size.width).collect();
})
.with_dynamic_prepaint_order(|_, _| SmallVec::from_iter([2, 0, 1]))
.id("inspector-root")
.flex()
.children((0..3).map(|_| div().size(px(10.)).flex_shrink_0()))
}
}
fn assert_closed_inspector(window: AnyWindowHandle, cx: &mut TestAppContext) {
cx.update_window(window, |root, window, cx| {
window.draw(cx).clear(cx);
window.draw(cx).clear(cx);
let root = root.downcast::<InspectorTestRoot>().expect("test root");
assert_eq!(
root.read(cx)
.child
.read(cx)
.child_widths
.borrow()
.as_slice(),
&[px(10.); 3]
);
for frame in [&window.rendered_frame, &window.next_frame] {
assert_eq!(frame.next_inspector_instance_ids.capacity(), 0);
assert_eq!(frame.inspector_hitboxes.capacity(), 0);
}
})
.expect("closed inspector has no bookkeeping and no style overrides");
}
}