Files
zed/crates/title_bar/src/application_menu.rs
T
Cameron Mcloughlin ab43548338 a11y: Landmarks and menu improvements (#60397)
Fixes menu a11y, and adds landmarks with `F6`-navigation.

Also fixes a GPUI bug, and adds debug actions for dumping a11y tree
info.

Since `F6` was already in use by the pause debugger keybind, also
tightens up the debugger keybind context so they require an active
debugger session. When there is one active, `F6` stays as pause
debugger. `ctrl-F6` always works to go to the next landmark.

Also adds an "accessible mode" setting. Currently, this only controls
whether we show all menus all the time, but I suspect it will expand
significantly in the future.

Also adds `.aria_keyshortcuts()` API, but it's not wired up within
accesskit adapters, so is not yet reported to screen readers.

---

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-07-13 16:37:28 +00:00

346 lines
13 KiB
Rust

use gpui::{Action, Entity, OwnedMenu, OwnedMenuItem, Subscription, actions};
use settings::{Settings, SettingsStore};
use workspace::AccessibleMode;
use schemars::JsonSchema;
use serde::Deserialize;
use smallvec::SmallVec;
use ui::{ContextMenu, PopoverMenu, PopoverMenuHandle, Tooltip, prelude::*};
use crate::title_bar_settings::TitleBarSettings;
actions!(
app_menu,
[
/// Activates the menu on the right in the client-side application menu.
///
/// Does not apply to platform menu bars (e.g. on macOS).
ActivateMenuRight,
/// Activates the menu on the left in the client-side application menu.
///
/// Does not apply to platform menu bars (e.g. on macOS).
ActivateMenuLeft
]
);
/// Opens the named menu in the client-side application menu.
///
/// Does not apply to platform menu bars (e.g. on macOS).
#[derive(Clone, Deserialize, JsonSchema, PartialEq, Default, Action)]
#[action(namespace = app_menu)]
pub struct OpenApplicationMenu(String);
#[cfg(not(target_os = "macos"))]
pub enum ActivateDirection {
Left,
Right,
}
#[derive(Clone)]
struct MenuEntry {
menu: OwnedMenu,
handle: PopoverMenuHandle<ContextMenu>,
}
pub struct ApplicationMenu {
entries: SmallVec<[MenuEntry; 8]>,
pending_menu_open: Option<String>,
_settings_subscription: Subscription,
}
impl ApplicationMenu {
pub fn new(_: &mut Window, cx: &mut Context<Self>) -> Self {
let menus = cx.get_menus().unwrap_or_default();
// Re-render when settings change so toggling "accessible mode" expands or
// collapses the menu bar (see `all_menus_shown`).
let settings_subscription = cx.observe_global::<SettingsStore>(|_, cx| cx.notify());
Self {
entries: menus
.into_iter()
.map(|menu| MenuEntry {
menu,
handle: PopoverMenuHandle::default(),
})
.collect(),
pending_menu_open: None,
_settings_subscription: settings_subscription,
}
}
fn sanitize_menu_items(items: Vec<OwnedMenuItem>) -> Vec<OwnedMenuItem> {
let mut cleaned = Vec::new();
let mut last_was_separator = false;
for item in items {
match item {
OwnedMenuItem::Separator => {
if !last_was_separator {
cleaned.push(item);
last_was_separator = true;
}
}
OwnedMenuItem::Submenu(submenu) => {
// Skip empty submenus
if !submenu.items.is_empty() {
cleaned.push(OwnedMenuItem::Submenu(submenu));
last_was_separator = false;
}
}
item => {
cleaned.push(item);
last_was_separator = false;
}
}
}
// Remove trailing separator
if let Some(OwnedMenuItem::Separator) = cleaned.last() {
cleaned.pop();
}
cleaned
}
fn build_menu_from_items(
entry: MenuEntry,
window: &mut Window,
cx: &mut App,
) -> Entity<ContextMenu> {
ContextMenu::build(window, cx, |menu, window, cx| {
// Grab current focus handle so menu can shown items in context with the focused element
let menu = menu.when_some(window.focused(cx), |menu, focused| menu.context(focused));
let sanitized_items = Self::sanitize_menu_items(entry.menu.items);
sanitized_items
.into_iter()
.fold(menu, |menu, item| match item {
OwnedMenuItem::Separator => menu.separator(),
OwnedMenuItem::Action {
name,
action,
checked,
disabled,
..
} => menu.action_checked_with_disabled(name, action, checked, disabled),
OwnedMenuItem::Submenu(submenu) => {
submenu
.items
.into_iter()
.fold(menu, |menu, item| match item {
OwnedMenuItem::Separator => menu.separator(),
OwnedMenuItem::Action {
name,
action,
checked,
disabled,
..
} => menu
.action_checked_with_disabled(name, action, checked, disabled),
OwnedMenuItem::Submenu(_) => menu,
OwnedMenuItem::SystemMenu(_) => {
// A system menu doesn't make sense in this context, so ignore it
menu
}
})
}
OwnedMenuItem::SystemMenu(_) => {
// A system menu doesn't make sense in this context, so ignore it
menu
}
})
})
}
fn render_application_menu(&self, entry: &MenuEntry) -> impl IntoElement {
let handle = entry.handle.clone();
let menu_name = entry.menu.name.clone();
let entry = entry.clone();
// Application menu must have same ids as first menu item in standard menu
div()
.id(format!("{}-menu-item", menu_name))
.occlude()
.child(
PopoverMenu::new(format!("{}-menu-popover", menu_name))
.menu(move |window, cx| {
Self::build_menu_from_items(entry.clone(), window, cx).into()
})
.trigger_with_tooltip(
IconButton::new(
SharedString::from(format!("{}-menu-trigger", menu_name)),
ui::IconName::Menu,
)
.style(ButtonStyle::Subtle)
.icon_size(IconSize::Small)
.tab_index(0isize)
.aria_label("Application menu"),
Tooltip::text("Open Application Menu"),
)
.with_handle(handle),
)
}
fn render_standard_menu(&self, entry: &MenuEntry) -> impl IntoElement {
let current_handle = entry.handle.clone();
let menu_name = entry.menu.name.clone();
let entry = entry.clone();
let all_handles: Vec<_> = self
.entries
.iter()
.map(|entry| entry.handle.clone())
.collect();
div()
.id(format!("{}-menu-item", menu_name))
.occlude()
.child(
PopoverMenu::new(format!("{}-menu-popover", menu_name))
.menu(move |window, cx| {
Self::build_menu_from_items(entry.clone(), window, cx).into()
})
.trigger(
Button::new(
SharedString::from(format!("{}-menu-trigger", menu_name)),
menu_name,
)
.style(ButtonStyle::Subtle)
.label_size(LabelSize::Small)
.tab_index(0isize),
)
.with_handle(current_handle.clone()),
)
.on_hover(move |hover_enter, window, cx| {
if *hover_enter && !current_handle.is_deployed() {
all_handles.iter().for_each(|h| h.hide(cx));
// We need to defer this so that this menu handle can take focus from the previous menu
let handle = current_handle.clone();
window.defer(cx, move |window, cx| handle.show(window, cx));
}
})
}
#[cfg(not(target_os = "macos"))]
pub fn open_menu(
&mut self,
action: &OpenApplicationMenu,
_window: &mut Window,
_cx: &mut Context<Self>,
) {
self.pending_menu_open = Some(action.0.clone());
}
#[cfg(not(target_os = "macos"))]
pub fn navigate_menus_in_direction(
&mut self,
direction: ActivateDirection,
window: &mut Window,
cx: &mut Context<Self>,
) {
let current_index = self
.entries
.iter()
.position(|entry| entry.handle.is_deployed());
let Some(current_index) = current_index else {
// No menu is open, so there is nothing to switch between. Let the
// arrow key continue to the title bar's toolbar navigation so it
// can move focus between title bar controls. Without this, the
// `left`/`right` bindings in the `ApplicationMenu` context would
// silently swallow the key as a no-op.
cx.propagate();
return;
};
let next_index = match direction {
ActivateDirection::Left => {
if current_index == 0 {
self.entries.len() - 1
} else {
current_index - 1
}
}
ActivateDirection::Right => {
if current_index == self.entries.len() - 1 {
0
} else {
current_index + 1
}
}
};
self.entries[current_index].handle.hide(cx);
// We need to defer this so that this menu handle can take focus from the previous menu
let next_handle = self.entries[next_index].handle.clone();
cx.defer_in(window, move |_, window, cx| next_handle.show(window, cx));
}
pub fn all_menus_shown(&self, cx: &mut Context<Self>) -> bool {
show_menus(cx)
|| self.entries.iter().any(|entry| entry.handle.is_deployed())
|| self.pending_menu_open.is_some()
// In accessible mode, keep the full menu bar expanded so every menu
// is individually reachable and labeled for assistive technology.
|| cx.accessible_mode()
}
}
pub(crate) fn show_menus(cx: &mut App) -> bool {
TitleBarSettings::get_global(cx).show_menus
&& (cfg!(not(target_os = "macos")) || option_env!("ZED_USE_CROSS_PLATFORM_MENU").is_some())
}
impl Render for ApplicationMenu {
fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let all_menus_shown = self.all_menus_shown(cx);
if let Some(pending_menu_open) = self.pending_menu_open.take()
&& let Some(entry) = self
.entries
.iter()
.find(|entry| entry.menu.name == pending_menu_open && !entry.handle.is_deployed())
{
let handle_to_show = entry.handle.clone();
let handles_to_hide: Vec<_> = self
.entries
.iter()
.filter(|e| e.menu.name != pending_menu_open && e.handle.is_deployed())
.map(|e| e.handle.clone())
.collect();
if handles_to_hide.is_empty() {
// We need to wait for the next frame to show all menus first,
// before we can handle show/hide operations
window.on_next_frame(move |window, cx| {
handles_to_hide.iter().for_each(|handle| handle.hide(cx));
window.defer(cx, move |window, cx| handle_to_show.show(window, cx));
});
} else {
// Since menus are already shown, we can directly handle show/hide operations
handles_to_hide.iter().for_each(|handle| handle.hide(cx));
cx.defer_in(window, move |_, window, cx| handle_to_show.show(window, cx));
}
}
div()
.key_context("ApplicationMenu")
.flex()
.flex_row()
.gap_x_1()
.when(!all_menus_shown && !self.entries.is_empty(), |this| {
this.child(self.render_application_menu(&self.entries[0]))
})
.when(all_menus_shown, |this| {
this.children(
self.entries
.iter()
.map(|entry| self.render_standard_menu(entry)),
)
})
}
}