#[cfg(any(feature = "inspector", debug_assertions))] use crate::Inspector; use crate::{ Action, AnyDrag, AnyElement, AnyImageCache, AnyTooltip, AnyView, App, AppContext, Arena, Asset, AsyncWindowContext, 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, 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, TextRenderingMode, TextStyle, TextStyleRefinement, ThermalState, TransformationMatrix, Underline, UnderlineStyle, WindowAppearance, WindowBackgroundAppearance, WindowBounds, WindowControls, WindowDecorations, WindowOptions, WindowParams, WindowTextSystem, point, prelude::*, profiler, px, rems, size, transparent_black, }; use anyhow::{Context as _, Result, anyhow}; use collections::{FxHashMap, FxHashSet}; #[cfg(target_os = "macos")] use core_video::pixel_buffer::CVPixelBuffer; use derive_more::{Deref, DerefMut}; use futures::FutureExt; use futures::channel::oneshot; use gpui_util::post_inc; use gpui_util::{ResultExt, measure}; #[cfg(feature = "input-latency-histogram")] use hdrhistogram::Histogram; 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}, }, 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 = 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 = 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 { pub dirty: bool, pub draw_phase: DrawPhase, pub dirty_views: FxHashSet, pub update_count: usize, pub frame_dirty: FrameDirtyAccumulator, } /// 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. Only populated while /// `profiler::frame_trace_enabled()` is set. #[derive(Default)] struct FrameDirtyAccumulator { dirty_at: Option, invalidations: u64, } #[derive(Clone)] pub(crate) struct WindowInvalidator { inner: Rc>, } impl WindowInvalidator { pub fn new() -> Self { WindowInvalidator { inner: Rc::new(RefCell::new(WindowInvalidatorInner { dirty: true, draw_phase: DrawPhase::None, dirty_views: FxHashSet::default(), update_count: 0, frame_dirty: FrameDirtyAccumulator::default(), })), } } 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 { Self::record_frame_dirty(&mut inner); inner.dirty = true; cx.push_effect(Effect::Notify { emitter: entity }); 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(); inner.dirty = dirty; if dirty { inner.update_count += 1; Self::record_frame_dirty(&mut inner); } } 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 } fn record_frame_dirty(inner: &mut WindowInvalidatorInner) { if profiler::frame_trace_enabled() { inner.frame_dirty.dirty_at.get_or_insert_with(Instant::now); inner.frame_dirty.invalidations += 1; } } fn take_frame_dirty(&self) -> FrameDirtyAccumulator { mem::take(&mut self.inner.borrow_mut().frame_dirty) } pub fn take_views(&self) -> FxHashSet { mem::take(&mut self.inner.borrow_mut().dirty_views) } pub fn replace_views(&self, views: FxHashSet) { 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 bool + 'static>; pub(crate) type AnyWindowFocusListener = Box 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 = 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>> = const { Cell::new(None) }; } /// 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. pub(crate) fn with_element_arena(f: impl FnOnce(&mut Arena) -> R) -> R { CURRENT_ELEMENT_ARENA.with(|current| { if let Some(arena_ptr) = current.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_ptr }; f(&mut arena_cell.borrow_mut()) } else { ELEMENT_ARENA.with_borrow_mut(f) } }) } /// RAII guard that sets CURRENT_ELEMENT_ARENA for the duration of a draw operation. /// When dropped, restores the previous arena (supporting nested draws). pub(crate) struct ElementArenaScope { previous: Option<*const RefCell>, } impl ElementArenaScope { /// Enter a scope where element allocations use the given arena. pub(crate) fn enter(arena: &RefCell) -> Self { let previous = CURRENT_ELEMENT_ARENA.with(|current| { let prev = current.get(); current.set(Some(arena as *const RefCell)); prev }); Self { previous } } } impl Drop for ElementArenaScope { fn drop(&mut self) { CURRENT_ELEMENT_ARENA.with(|current| { current.set(self.previous); }); } } /// Returned when the element arena has been used and so must be cleared before the next draw. #[must_use] pub struct ArenaClearNeeded { arena: *const RefCell, } impl ArenaClearNeeded { /// Create a new ArenaClearNeeded that will clear the given arena. pub(crate) fn new(arena: &RefCell) -> Self { Self { arena: arena as *const RefCell, } } /// Clear the element arena. pub fn clear(self) { // SAFETY: The arena pointer is valid because ArenaClearNeeded is created // at the end of draw() and must be cleared before the next draw. let arena_cell = unsafe { &*self.arena }; arena_cell.borrow_mut().clear(); } } pub(crate) type FocusMap = RwLock>; 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, /// 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) -> 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) -> Option { 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, } impl WeakFocusHandle { /// Attempts to upgrade the [WeakFocusHandle] to a [FocusHandle]. pub fn upgrade(&self) -> Option { 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 for WeakFocusHandle { fn eq(&self, other: &FocusHandle) -> bool { self.id == other.id } } impl PartialEq 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 Focusable for Entity { 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 + Render {} impl + 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; pub(crate) type AnyMouseListener = Box; #[derive(Clone)] pub(crate) struct CursorStyleRequest { pub(crate) hitbox_id: Option, 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, /// The content mask when the hitbox was inserted. pub content_mask: ContentMask, /// 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 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, } #[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, content_mask: Option>, rem_size: Pixels, element: Option, absolute_offset: Point, prepaint_range: Range, paint_range: Range, } pub(crate) struct Frame { pub(crate) focus: Option, pub(crate) window_active: bool, pub(crate) element_states: FxHashMap<(GlobalElementId, TypeId), ElementStateBox>, accessed_element_states: Vec<(GlobalElementId, TypeId)>, pub(crate) mouse_listeners: Vec>, pub(crate) dispatch_tree: DispatchTree, pub(crate) scene: Scene, pub(crate) hitboxes: Vec, pub(crate) window_control_hitboxes: Vec<(WindowControlArea, Hitbox)>, pub(crate) deferred_draws: Vec, pub(crate) input_handlers: Vec>, pub(crate) tooltip_requests: Vec>, pub(crate) cursor_styles: Vec, #[cfg(any(test, feature = "test-support"))] pub(crate) debug_bounds: FxHashMap>, #[cfg(any(feature = "inspector", debug_assertions))] pub(crate) next_inspector_instance_ids: FxHashMap, usize>, #[cfg(any(feature = "inspector", debug_assertions))] pub(crate) inspector_hitboxes: FxHashMap, 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, 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 { 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(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(); } #[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 { 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) -> 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, display_id: Option, sprite_atlas: Arc, text_system: Arc, text_rendering_mode: Rc>, 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, layout_engine: Option, pub(crate) root: Option, pub(crate) element_id_stack: SmallVec<[ElementId; 32]>, pub(crate) text_style_stack: Vec, pub(crate) rendered_entity_stack: Vec, pub(crate) element_offset_stack: Vec>, pub(crate) element_opacity: f32, pub(crate) content_mask_stack: Vec>, pub(crate) requested_autoscroll: Option>, pub(crate) image_cache_stack: Vec, 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, next_frame_callbacks: Rc>>, pub(crate) dirty_views: FxHashSet, focus_listeners: SubscriberSet<(), AnyWindowFocusListener>, pub(crate) focus_lost_listeners: SubscriberSet<(), AnyObserver>, default_prevented: bool, mouse_position: Point, 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>, hovered: Rc>, pub(crate) needs_present: Rc>, /// 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>, #[cfg(feature = "input-latency-histogram")] input_latency_tracker: InputLatencyTracker, last_input_modality: InputModality, pub(crate) refreshing: bool, pub(crate) activation_observers: SubscriberSet<(), AnyObserver>, pub(crate) focus: Option, 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, pending_modifier: ModifierState, pub(crate) pending_input_observers: SubscriberSet<(), AnyObserver>, prompt: Option, pub(crate) client_inset: Option, /// The hitbox that has captured the pointer, if any. /// While captured, mouse events route to this hitbox regardless of hit testing. captured_hitbox: Option, #[cfg(any(feature = "inspector", debug_assertions))] inspector: Option>, pub(crate) a11y: A11y, } #[derive(Clone, Debug, Default)] struct ModifierState { modifiers: Modifiers, saw_keystroke: 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, 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); } } /// A point-in-time snapshot of the input-latency histograms for a window, /// suitable for external formatting. #[cfg(feature = "input-latency-histogram")] pub struct InputLatencySnapshot { /// Histogram of input-to-frame latency samples, in nanoseconds. pub latency_histogram: Histogram, /// Histogram of input events coalesced per rendered frame. pub events_per_frame_histogram: Histogram, /// Count of input events that arrived mid-draw and were excluded from /// latency recording. pub mid_draw_events_dropped: u64, } /// Records the time between when the first input event in a frame is dispatched /// and when the resulting frame is presented, capturing worst-case latency when /// multiple events are coalesced into a single frame. #[cfg(feature = "input-latency-histogram")] struct InputLatencyTracker { /// Timestamp of the first unrendered input event in the current frame; /// cleared when a frame is presented. first_input_at: Option, /// Count of input events received since the last frame was presented. pending_input_count: u64, /// Histogram of input-to-frame latency samples, in nanoseconds. latency_histogram: Histogram, /// Histogram of input events coalesced per rendered frame. events_per_frame_histogram: Histogram, /// Count of input events that arrived mid-draw and were excluded from /// latency recording because their effects won't appear until the next frame. mid_draw_events_dropped: u64, } #[cfg(feature = "input-latency-histogram")] impl InputLatencyTracker { fn new() -> Result { Ok(Self { first_input_at: None, pending_input_count: 0, latency_histogram: Histogram::new(3) .map_err(|e| anyhow!("Failed to create input latency histogram: {e}"))?, events_per_frame_histogram: Histogram::new(3) .map_err(|e| anyhow!("Failed to create events per frame histogram: {e}"))?, mid_draw_events_dropped: 0, }) } /// Record that an input event was dispatched at the given time. /// Only the first event's timestamp per frame is retained (worst-case latency). fn record_input(&mut self, dispatch_time: Instant) { self.first_input_at.get_or_insert(dispatch_time); self.pending_input_count += 1; } /// Record that an input event arrived during a draw phase and was excluded /// from latency tracking. fn record_mid_draw_input(&mut self) { self.mid_draw_events_dropped += 1; } /// Record that a frame was presented, flushing pending latency and coalescing samples. fn record_frame_presented(&mut self) { if let Some(first_input_at) = self.first_input_at.take() { let latency_nanos = first_input_at.elapsed().as_nanos() as u64; self.latency_histogram.record(latency_nanos).ok(); } if self.pending_input_count > 0 { self.events_per_frame_histogram .record(self.pending_input_count) .ok(); self.pending_input_count = 0; } } fn snapshot(&self) -> InputLatencySnapshot { InputLatencySnapshot { latency_histogram: self.latency_histogram.clone(), events_per_frame_histogram: self.events_per_frame_histogram.clone(), mid_draw_events_dropped: self.mid_draw_events_dropped, } } } #[derive(Clone, Copy, Debug, Eq, PartialEq)] pub(crate) enum DrawPhase { None, Prepaint, Paint, Focus, } #[derive(Default, Debug)] struct PendingInput { keystrokes: SmallVec<[Keystroke; 1]>, focus: Option, timer: Option>, needs_timeout: bool, } pub(crate) struct ElementStateBox { pub(crate) inner: Box, #[cfg(debug_assertions)] pub(crate) type_name: &'static str, } fn default_bounds(display_id: Option, 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) -> 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 { let WindowOptions { window_bounds, titlebar, focus, show, kind, is_movable, app_owns_titlebar_drag, 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(); let active = Rc::new(Cell::new(platform_window.is_active())); let hovered = Rc::new(Cell::new(platform_window.is_hovered())); let needs_present = Rc::new(Cell::new(false)); let next_frame_callbacks: Rc>> = 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::(); 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(); move |request_frame_options| { 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.force_render && !request_frame_options.require_presentation && next_frame_callbacks.borrow().is_empty() { None } else if !active.get() { Some(Duration::from_micros(33333)) } else if let Some(ThermalState::Critical | ThermalState::Serious) = thermal_state { Some(Duration::from_micros(16667)) } else { None }; let now = Instant::now(); if let Some(min_interval) = min_frame_interval { if let Some(last_frame) = last_frame_time.get() && now.duration_since(last_frame) < min_interval { // Must still complete the frame on platforms that require it. // On Wayland, `surface.frame()` was already called to request the // next frame callback, so we must call `surface.commit()` (via // `complete_frame`) or the compositor won't send another callback. handle .update(&mut cx, |_, window, _| window.complete_frame()) .log_err(); return; } } last_frame_time.set(Some(now)); let next_frame_callbacks = next_frame_callbacks.take(); if !next_frame_callbacks.is_empty() { handle .update(&mut cx, |_, window, cx| { for callback in 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() || (active.get() && input_rate_tracker.borrow_mut().is_high_rate()); if invalidator.is_dirty() || request_frame_options.force_render { measure("frame duration", || { handle .update(&mut cx, |_, window, cx| { if request_frame_options.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(); }) .log_err(); }) } else if needs_present { handle .update(&mut cx, |_, window, _| window.present()) .log_err(); } handle .update(&mut cx, |_, window, _| { window.complete_frame(); }) .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 mut cx = cx.to_async(); move || { handle .update(&mut cx, |_, window, cx| window.appearance_changed(cx)) .log_err(); } })); 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_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| { for (area, hitbox) in &window.rendered_frame.window_control_hitboxes { if window.mouse_hit_test.ids.contains(&hitbox.id) { return Some(*area); } } None }) .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, 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, 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(), 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, hovered, needs_present, input_rate_tracker, #[cfg(feature = "input-latency-histogram")] input_latency_tracker: InputLatencyTracker::new()?, last_input_modality: InputModality::Mouse, 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, 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 { /// The bounds pub bounds: Bounds

, } impl ContentMask { /// Scale the content mask's pixel units by the given scaling factor. pub fn scale(&self, factor: f32) -> ContentMask { 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; } } } /// 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( &mut self, cx: &mut App, build_view: impl FnOnce(&mut Window, &mut Context) -> E, ) -> Entity 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(&self) -> Option>> where E: 'static + Render, { self.root .as_ref() .map(|view| view.clone().downcast::().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 { self.focus .and_then(|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(); // 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(); }); self.refresh(); } /// Remove focus from all elements within this context's window. pub fn blur(&mut self) { 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) { self.blur(); 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 { &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 a window resize operation (Wayland) pub fn start_window_resize(&self, edge: ResizeEdge) { 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]>) { 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() } /// Dispatch the given action on the currently focused element. pub fn dispatch_action(&mut self, action: Box, 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, event: &dyn Any, action: Option>, context_stack: Vec, cx: &mut App, ) { let Some(key_down_event) = event.downcast_ref::() else { return; }; cx.keystroke_observers.clone().retain(&(), move |callback| { (callback)( &KeystrokeEvent { keystroke: key_down_event.keystroke.clone(), action: action.as_ref().map(|action| action.boxed_clone()), context_stack: context_stack.clone(), }, self, cx, ) }); } pub(crate) fn dispatch_keystroke_interceptors( &mut self, event: &dyn Any, context_stack: Vec, cx: &mut App, ) { let Some(key_down_event) = event.downcast_ref::() else { return; }; cx.keystroke_interceptors .clone() .retain(&(), move |callback| { (callback)( &KeystrokeEvent { keystroke: key_down_event.keystroke.clone(), 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( &mut self, observed: &Entity, cx: &mut App, mut on_notify: impl FnMut(Entity, &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( &mut self, entity: &Entity, cx: &mut App, mut on_event: impl FnMut(Entity, &Evt, &mut Window, &mut App) + 'static, ) -> Subscription where Emitter: EventEmitter, Evt: 'static, { let entity_id = entity.entity_id(); let handle = entity.downgrade(); let window_handle = self.handle; cx.new_subscription( entity_id, ( TypeId::of::(), 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( &self, entity: &Entity, 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)); } /// 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(&self, cx: &App, f: AsyncFn) -> Task 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( &self, priority: Priority, cx: &App, f: AsyncFn, ) -> Task 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 { 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 { self.platform_window .render_to_image(&self.rendered_frame.scene) } /// Set the content size of the window. pub fn resize(&mut self, size: Size) { 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() } 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 { self.viewport_size } /// 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) { 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 { 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 which window controls are currently visible (Wayland) 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) { 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> { 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 } /// 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) { 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( &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( &mut self, element_id: impl Into, 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(&mut self, rem_size: Option>, 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) -> Bounds { 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) -> Point { position.map(|c| self.pixel_snap(c)) } #[inline] fn snap_bounds(&self, bounds: Bounds) -> Bounds { 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) -> Edges { 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) -> Bounds { 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 { 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 { 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 { self.captured_hitbox } /// 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 } /// The current state of the keyboard's capslock pub fn capslock(&self) -> Capslock { self.capslock } fn complete_frame(&self) { self.platform_window.completed_frame(); } /// 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 unconditionally so a stale first-invalidation timestamp can't // leak into a later frame across enable/disable of frame tracing. let frame_dirty = self.invalidator.take_frame_dirty(); let draw_started_at = profiler::frame_trace_enabled().then(Instant::now); // 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); 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); } 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) if let Some(input_handler) = self .next_frame .input_handlers .iter_mut() .rev() .find_map(|h| h.take()) { self.platform_window.set_input_handler(input_handler); } 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_listeners .clone() .retain(&(), |listener| listener(self, cx)); // 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); if let Some(draw_start) = draw_started_at { profiler::record_frame_timing(profiler::FrameTiming { window_id: self.handle.window_id(), dirty_at: frame_dirty.dirty_at, invalidations: frame_dirty.invalidations, draw_start, draw_end: Instant::now(), }); } ArenaClearNeeded::new(&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) { self.platform_window.draw(&self.rendered_frame.scene); #[cfg(feature = "input-latency-histogram")] self.input_latency_tracker.record_frame_presented(); self.needs_present.set(false); profiling::finish_frame!(); } /// Presents the most recently drawn frame if it hasn't been presented yet. /// /// Benchmarks drive drawing synchronously rather than through a platform /// frame-request loop, so they call this after each measured update to /// submit the frame like production presentation would. #[cfg(feature = "bench")] 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 = "input-latency-histogram")] pub fn input_latency_snapshot(&self) -> InputLatencySnapshot { self.input_latency_tracker.snapshot() } 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 { // 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::>(); 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::>(); 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) { 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(), 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) { 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(&mut self, style: Option, 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( &mut self, mask: Option>, 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( &mut self, offset: Point, 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( &mut self, offset: Point, 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( &mut self, opacity: Option, 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(&mut self, f: impl FnOnce(&mut Self) -> Result) -> Result { 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) { 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> { 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(&mut self, source: &A::Source, cx: &mut App) -> Option { let (task, is_first) = cx.fetch_asset::(source); task.clone().now_or_never().or_else(|| { if is_first { let entity_id = self.current_view(); self.spawn(cx, { let task = task.clone(); async move |cx| { task.await; cx.on_next_frame(move |_, cx| { cx.notify(entity_id); }); } }) .detach(); } None }) } /// 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(&mut self, source: &A::Source, cx: &mut App) -> Option { let (task, _) = cx.fetch_asset::(source); task.now_or_never() } /// Obtain the current element offset. This method should only be called during the /// prepaint phase of element drawing. pub fn element_offset(&self) -> Point { 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 { 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( &mut self, element_id: impl Into, 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( &mut self, key: impl Into, cx: &mut App, init: impl FnOnce(&mut Self, &mut Context) -> S, ) -> Entity { let current_view = self.current_view(); self.with_global_id(key.into(), |global_id, window| { window.with_element_state(global_id, |state: Option>, window| { if let Some(state) = state { (state.clone(), state) } else { let new_state = cx.new(|cx| init(window, cx)); cx.observe(&new_state, move |_, cx| { cx.notify(current_view); }) .detach(); (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( &mut self, cx: &mut App, init: impl FnOnce(&mut Self, &mut Context) -> S, ) -> Entity { 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. pub fn with_element_state( &mut self, global_id: &GlobalElementId, f: impl FnOnce(Option, &mut Self) -> (R, S), ) -> R where S: 'static, { self.invalidator.debug_assert_paint_or_prepaint(); let key = (global_id.clone(), TypeId::of::()); self.next_frame.accessed_element_states.push(key.clone()); if let Some(any) = self .next_frame .element_states .remove(&key) .or_else(|| self.rendered_frame.element_states.remove(&key)) { 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::>() .map_err(|_| { #[cfg(debug_assertions)] { anyhow::anyhow!( "invalid element state type for id, requested {:?}, actual: {:?}", std::any::type_name::(), type_name ) } #[cfg(not(debug_assertions))] { anyhow::anyhow!( "invalid element state type for id, requested {:?}", std::any::type_name::(), ) } }) .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.next_frame.element_states.insert( key, ElementStateBox { inner: state_box, #[cfg(debug_assertions)] type_name, }, ); result } else { let (result, state) = f(None, self); self.next_frame.element_states.insert( key, ElementStateBox { inner: Box::new(Some(state)), #[cfg(debug_assertions)] type_name: std::any::type_name::(), }, ); 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( &mut self, global_id: Option<&GlobalElementId>, f: impl FnOnce(Option>, &mut Self) -> (R, Option), ) -> 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(&mut self, index: Option, 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, priority: usize, content_mask: Option>, ) { 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(&mut self, bounds: Bounds, 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, corner_radii: Corners, 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, corner_radii: Corners, 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, }); } } /// 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; } // We're drawing a quad with a border but no fill color. Painting this quad would run the quad shader for every // transparent interior pixel, which is especially costly when the quad is large. // Instead, split it into four non-overlapping strips that cover the regions where borders are painted: // the side strips own the straight left and right edges, while the top and bottom strips own the horizontal // edges and the rounded corners. let radii = &quad.corner_radii; let widths = &quad.border_widths; let antialias_slack = point(ScaledPixels(1.0), ScaledPixels(1.0)); let top_left_inset = point( widths.left, widths.top.max(radii.top_left).max(radii.top_right), ) + antialias_slack; let bottom_right_inset = point( widths.right, widths.bottom.max(radii.bottom_left).max(radii.bottom_right), ) + antialias_slack; let outer_bounds = quad.bounds; let inner_bounds = Bounds::from_corners( outer_bounds.origin + top_left_inset, outer_bounds.bottom_right() - bottom_right_inset, ); 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, color: impl Into) { 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, width: Pixels, style: &UnderlineStyle, ) { self.invalidator.debug_assert_paint(); let scale_factor = self.scale_factor(); let thickness = self.snap_stroke(style.thickness); let height = if style.wavy { ScaledPixels(thickness.0 * 3.) } else { thickness }; let bounds = Bounds { origin: origin.map(|c| ScaledPixels(round_to_device_pixel(c.0, scale_factor))), size: size(self.snap_stroke(width), height), }; let element_opacity = self.element_opacity(); self.next_frame.scene.insert_primitive(Underline { order: 0, pad: 0, bounds, content_mask: self.snapped_content_mask(), color: style.color.unwrap_or_default().opacity(element_opacity), thickness, wavy: style.wavy.into(), }); } /// 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, 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, 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(¶ms)?; if !raster_bounds.is_zero() { let tile = self .sprite_atlas .get_or_insert_with(¶ms.clone().into(), &mut || { let (size, bytes) = self.text_system().rasterize_glyph(¶ms)?; 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, 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(¶ms)?; if !raster_bounds.is_zero() { let tile = self .sprite_atlas .get_or_insert_with(¶ms.clone().into(), &mut || { let (size, bytes) = self.text_system().rasterize_glyph(¶ms)?; 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, 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(¶ms.clone().into(), &mut || { let Some((size, bytes)) = cx.svg_renderer.render_alpha_mask(¶ms, 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. pub fn paint_image( &mut self, bounds: Bounds, corner_radii: Corners, data: Arc, frame_index: usize, grayscale: bool, ) -> Result<()> { self.invalidator.debug_assert_paint(); let bounds = self.snap_bounds(bounds); let params = RenderImageParams { image_id: data.id, frame_index, }; let tile = self .sprite_atlas .get_or_insert_with(¶ms.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 content_mask = self.snapped_content_mask(); let corner_radii = corner_radii.scale(self.scale_factor()); let opacity = self.element_opacity(); self.next_frame.scene.insert_primitive(PolychromeSprite { order: 0, pad: 0, grayscale: grayscale.into(), bounds, content_mask, corner_radii, 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(target_os = "macos")] pub fn paint_surface(&mut self, bounds: Bounds, 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) -> Result<()> { for frame_index in 0..data.frame_count() { let params = RenderImageParams { image_id: data.id, frame_index, }; self.sprite_atlas.remove(¶ms.clone().into()); } Ok(()) } /// 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, 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(&mut self, style: Style, measure: F) -> LayoutId where F: Fn(Size>, Size, &mut Window, &mut App) -> Size + '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, 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 { 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, 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( &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(&mut self, image_cache: Option, 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)))); } } /// 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( &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( &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::() { 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::>() .join(" ") }) .unwrap_or_else(|| action.name().to_string()) } /// Dispatch a mouse or keyboard event on the window. #[profiling::function] pub fn dispatch_event(&mut self, event: PlatformInput, cx: &mut App) -> DispatchEventResult { #[cfg(feature = "input-latency-histogram")] let dispatch_time = Instant::now(); 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; if 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, }); } 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 => { cx.active_drag.take(); PlatformInput::FileDrop(FileDropEvent::Exited) } }, PlatformInput::Touch(touch) => PlatformInput::Touch(touch), 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); } if self.invalidator.update_count() > update_count_before { self.input_rate_tracker.borrow_mut().record_input(); #[cfg(feature = "input-latency-histogram")] if self.invalidator.not_drawing() { self.input_latency_tracker.record_input(dispatch_time); } else { self.input_latency_tracker.record_mid_draw_input(); } } DispatchEventResult { propagate: cx.propagate_event, default_prevented: self.default_prevented, } } 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::() { // 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::() { // 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::() && self.captured_hitbox.is_some() { self.captured_hitbox = None; } } fn dispatch_key_event(&mut self, event: &dyn Any, cx: &mut App) { if self.invalidator.is_dirty() { self.draw(cx).clear(); } 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 = None; if let Some(event) = event.downcast_ref::() { if event.modifiers.number_of_modifiers() == 0 && self.pending_modifier.modifiers.number_of_modifiers() == 1 && !self.pending_modifier.saw_keystroke { 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_keystroke = false } self.pending_modifier.modifiers = event.modifiers } else if let Some(key_down_event) = event.downcast_ref::() { self.pending_modifier.saw_keystroke = 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, dispatch_path, self.context_stack(), cx); return; }; cx.propagate_event = true; self.dispatch_keystroke_interceptors(event, self.context_stack(), cx); if !cx.propagate_event { self.finish_dispatch_key_event(event, 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, &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() { currently_pending.timer.take(); currently_pending.keystrokes = match_result.pending; currently_pending.focus = self.focus; let text_input_requires_timeout = event .downcast_ref::() .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 }); currently_pending.needs_timeout |= match_result.pending_has_binding || text_input_requires_timeout; if currently_pending.needs_timeout { currently_pending.timer = Some(self.spawn(cx, async move |cx| { cx.background_executor.timer(Duration::from_secs(1)).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(); })); } else { currently_pending.timer = None; } self.pending_input = Some(currently_pending); self.pending_input_changed(cx); cx.propagate_event = false; return; } let skip_bindings = event .downcast_ref::() .filter(|key_down_event| key_down_event.prefer_character_input) .map(|_| { 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); // If modifiers are not excessive (e.g. AltGr), and the input handler is accepting text input, // we prefer the text input over bindings. accepts }) }) .unwrap_or(false); if !skip_bindings { 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( event, Some(binding.action), match_result.context_stack, cx, ); self.pending_input_changed(cx); return; } } } self.finish_dispatch_key_event(event, dispatch_path, match_result.context_stack, cx); self.pending_input_changed(cx); } fn finish_dispatch_key_event( &mut self, event: &dyn Any, dispatch_path: SmallVec<[DispatchNodeId; 32]>, context_stack: Vec, 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; } self.dispatch_keystroke_observers(event, 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 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::() 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() } pub(crate) fn clear_pending_keystrokes(&mut self) { self.pending_input.take(); } /// 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 .as_ref() .map(|pending_input| pending_input.keystrokes.as_slice()) } 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( &event, Some(binding.action), 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) -> 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 { profiler::update_running_action(action, cx); listener(action.as_any(), DispatchPhase::Capture, cx); profiler::save_action_timing(); 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() { profiler::update_running_action(action, cx); listener(any_action, DispatchPhase::Capture, self, cx); profiler::save_action_timing(); 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 profiler::update_running_action(action, cx); listener(any_action, DispatchPhase::Bubble, self, cx); profiler::save_action_timing(); 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 profiler::update_running_action(action, cx); listener(action.as_any(), DispatchPhase::Bubble, cx); profiler::save_action_timing(); 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( &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::(), 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(); } /// 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( &mut self, level: PromptLevel, message: &str, detail: Option<&str>, answers: &[T], cx: &mut App, ) -> oneshot::Receiver where T: Clone + Into, { 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::>(); 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 { 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 { 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> { 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 { 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 { 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 { 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 { 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 { 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 { 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 { 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> { 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( &self, view: &Entity, f: impl Fn(&mut T, &E, &mut Window, &mut Context) + '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) + 'static>( &self, entity: &Entity, 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 { 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(); } /// 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> { 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) { 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 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 { 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(); } _ => { 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(_) => 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( &mut self, _inspector_id: Option<&crate::InspectorElementId>, cx: &mut App, f: impl FnOnce(&mut Option, &mut Self) -> R, ) -> R { if let Some(inspector_id) = _inspector_id && let Some(inspector) = &self.inspector { let inspector = inspector.clone(); let active_element_id = inspector.read(cx).active_element_id(); if Some(inspector_id) == active_element_id { return inspector.update(cx, |inspector, _cx| { inspector.with_active_element_state(self, f) }); } } f(&mut None, self) } #[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 { 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, 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::().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::().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::() { // 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, cx: &mut App) { let event = PlatformInput::MouseMove(MouseMoveEvent { position, modifiers: self.modifiers, pressed_button: None, }); let _ = self.dispatch_event(event, cx); } } // #[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 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 { #[deref] #[deref_mut] pub(crate) any_handle: AnyWindowHandle, state_type: PhantomData V>, } impl Debug for WindowHandle { 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 WindowHandle { /// 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::(), }, 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(&self, cx: &mut C) -> Result> where C: AppContext, { cx.update_window(self.any_handle, |root_view, _, _| { root_view .downcast::() .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( &self, cx: &mut C, update: impl FnOnce(&mut V, &mut Window, &mut Context) -> R, ) -> Result where C: AppContext, { cx.update_window(self.any_handle, |root_view, window, cx| { let view = root_view .downcast::() .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::()) }) .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(&self, cx: &C, read_with: impl FnOnce(&V, &App) -> R) -> Result 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(&self, cx: &C) -> Result> 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 { cx.update_window(self.any_handle, |_, window, _| window.is_window_active()) .ok() } } impl Copy for WindowHandle {} impl Clone for WindowHandle { fn clone(&self) -> Self { *self } } impl PartialEq for WindowHandle { fn eq(&self, other: &Self) -> bool { self.any_handle == other.any_handle } } impl Eq for WindowHandle {} impl Hash for WindowHandle { fn hash(&self, state: &mut H) { self.any_handle.hash(state); } } impl From> for AnyWindowHandle { fn from(val: WindowHandle) -> 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, } impl AnyWindowHandle { /// Get the ID of this window. pub fn window_id(&self) -> WindowId { self.id } /// 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(&self) -> Option> { if TypeId::of::() == 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( self, cx: &mut C, update: impl FnOnce(AnyView, &mut Window, &mut App) -> R, ) -> Result 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(self, cx: &C, read: impl FnOnce(Entity, &App) -> R) -> Result where C: AppContext, T: 'static, { let view = self .downcast::() .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, HandleError> { self.platform_window.window_handle() } } impl HasDisplayHandle for Window { fn display_handle( &self, ) -> std::result::Result, 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), /// A code location. CodeLocation(core::panic::Location<'static>), /// A labeled child of an element. NamedChild(Arc, 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, 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 for ElementId { type Error = anyhow::Error; fn try_into(self) -> anyhow::Result { if let ElementId::Name(name) = self { Ok(name) } else { anyhow::bail!("element id is not string") } } } impl From for ElementId { fn from(id: usize) -> Self { ElementId::Integer(id as u64) } } impl From for ElementId { fn from(id: i32) -> Self { Self::Integer(id as u64) } } impl From for ElementId { fn from(name: SharedString) -> Self { ElementId::Name(name) } } impl From for ElementId { fn from(name: String) -> Self { ElementId::Name(name.into()) } } impl From> for ElementId { fn from(name: Arc) -> Self { ElementId::Name(name.into()) } } impl From> for ElementId { fn from(path: Arc) -> 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 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> 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, /// The radii of the quad's corners. pub corner_radii: Corners, /// The background color of the quad. pub background: Background, /// The widths of the quad's borders. pub border_widths: Edges, /// 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>) -> Self { PaintQuad { corner_radii: corner_radii.into(), ..self } } /// Sets the border widths of the quad. pub fn border_widths(self, border_widths: impl Into>) -> Self { PaintQuad { border_widths: border_widths.into(), ..self } } /// Sets the border color of the quad. pub fn border_color(self, border_color: impl Into) -> Self { PaintQuad { border_color: border_color.into(), ..self } } /// Sets the background color of the quad. pub fn background(self, background: impl Into) -> Self { PaintQuad { background: background.into(), ..self } } } /// Creates a quad with the given parameters. pub fn quad( bounds: Bounds, corner_radii: impl Into>, background: impl Into, border_widths: impl Into>, border_color: impl Into, 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>, background: impl Into) -> 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>, border_color: impl Into, 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, } } #[cfg(test)] mod tests { use crate::{ AppContext as _, Bounds, Context, FocusHandle, InteractiveElement as _, IntoElement, ParentElement as _, Pixels, Render, Styled as _, TestAppContext, Window, canvas, div, px, size, }; use std::{cell::Cell, rc::Rc}; struct RootView { explicit_size: bool, child_bounds: Rc>>, } impl Render for RootView { fn render(&mut self, _: &mut Window, _: &mut Context) -> 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(); 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(); }) .unwrap(); assert_eq!(child_bounds.get().size, size(px(300.), px(200.))); } struct FocusForwarder { a: FocusHandle, b: FocusHandle, } impl Render for FocusForwarder { fn render(&mut self, _: &mut Window, _: &mut Context) -> 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); } }