pressable.rs

  1use crate::{
  2    AnyElement, Bounds, DispatchPhase, Element, Interactive, MouseDownEvent, MouseEventListeners,
  3    MouseUpEvent, ParentElement, Pixels, StatefulElement, Styled, ViewContext,
  4};
  5use refineable::{CascadeSlot, Refineable, RefinementCascade};
  6use smallvec::SmallVec;
  7use std::sync::{
  8    atomic::{AtomicBool, Ordering::SeqCst},
  9    Arc,
 10};
 11
 12pub struct Pressable<E: Styled> {
 13    cascade_slot: CascadeSlot,
 14    pressed_style: <E::Style as Refineable>::Refinement,
 15    child: E,
 16}
 17
 18pub struct PressableState<S> {
 19    pressed: Arc<AtomicBool>,
 20    child_state: S,
 21}
 22
 23impl<E: Styled> Pressable<E> {
 24    pub fn new(mut child: E) -> Self {
 25        Self {
 26            cascade_slot: child.style_cascade().reserve(),
 27            pressed_style: Default::default(),
 28            child,
 29        }
 30    }
 31}
 32
 33impl<E> Styled for Pressable<E>
 34where
 35    E: Styled,
 36{
 37    type Style = E::Style;
 38
 39    fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
 40        self.child.style_cascade()
 41    }
 42
 43    fn declared_style(&mut self) -> &mut <Self::Style as refineable::Refineable>::Refinement {
 44        &mut self.pressed_style
 45    }
 46}
 47
 48impl<S: 'static + Send + Sync, E: Interactive<S> + Styled> Interactive<S> for Pressable<E> {
 49    fn listeners(&mut self) -> &mut MouseEventListeners<S> {
 50        self.child.listeners()
 51    }
 52}
 53
 54impl<E> Element for Pressable<E>
 55where
 56    E: Styled + StatefulElement,
 57    <E as Styled>::Style: 'static + Refineable + Send + Sync + Default,
 58    <<E as Styled>::Style as Refineable>::Refinement: 'static + Refineable + Send + Sync + Default,
 59{
 60    type ViewState = E::ViewState;
 61    type ElementState = PressableState<E::ElementState>;
 62
 63    fn layout(
 64        &mut self,
 65        state: &mut Self::ViewState,
 66        element_state: Option<Self::ElementState>,
 67        cx: &mut ViewContext<Self::ViewState>,
 68    ) -> (crate::LayoutId, Self::ElementState) {
 69        if let Some(element_state) = element_state {
 70            let (id, child_state) = self
 71                .child
 72                .layout(state, Some(element_state.child_state), cx);
 73            let element_state = PressableState {
 74                pressed: element_state.pressed,
 75                child_state,
 76            };
 77            (id, element_state)
 78        } else {
 79            let (id, child_state) = self.child.layout(state, None, cx);
 80            let element_state = PressableState {
 81                pressed: Default::default(),
 82                child_state,
 83            };
 84            (id, element_state)
 85        }
 86    }
 87
 88    fn paint(
 89        &mut self,
 90        bounds: Bounds<Pixels>,
 91        state: &mut Self::ViewState,
 92        element_state: &mut Self::ElementState,
 93        cx: &mut ViewContext<Self::ViewState>,
 94    ) {
 95        let style = element_state
 96            .pressed
 97            .load(SeqCst)
 98            .then_some(self.pressed_style.clone());
 99        let slot = self.cascade_slot;
100        self.style_cascade().set(slot, style);
101
102        let pressed = element_state.pressed.clone();
103        cx.on_mouse_event(move |_, event: &MouseDownEvent, phase, cx| {
104            if phase == DispatchPhase::Capture {
105                if bounds.contains_point(event.position) {
106                    dbg!("pressed");
107                    pressed.store(true, SeqCst);
108                    cx.notify();
109                }
110            }
111        });
112        let pressed = element_state.pressed.clone();
113        cx.on_mouse_event(move |_, _: &MouseUpEvent, phase, cx| {
114            if phase == DispatchPhase::Capture {
115                if pressed.load(SeqCst) {
116                    dbg!("released");
117                    pressed.store(false, SeqCst);
118                    cx.notify();
119                }
120            }
121        });
122
123        self.child
124            .paint(bounds, state, &mut element_state.child_state, cx);
125    }
126}
127
128impl<E: ParentElement + Styled> ParentElement for Pressable<E> {
129    type State = E::State;
130
131    fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<Self::State>; 2]> {
132        self.child.children_mut()
133    }
134}
135
136// use crate::{
137//     element::{AnyElement, Element, IntoElement, Layout, ParentElement},
138//     interactive::{InteractionHandlers, Interactive},
139//     style::{Style, StyleHelpers, Styleable},
140//     ViewContext,
141// };
142// use anyhow::Result;
143// use gpui::{geometry::vector::Vector2F, platform::MouseButtonEvent, LayoutId};
144// use refineable::{CascadeSlot, Refineable, RefinementCascade};
145// use smallvec::SmallVec;
146// use std::{cell::Cell, rc::Rc};
147
148// pub struct Pressable<E: Styleable> {
149//     pressed: Rc<Cell<bool>>,
150//     pressed_style: <E::Style as Refineable>::Refinement,
151//     cascade_slot: CascadeSlot,
152//     child: E,
153// }
154
155// pub fn pressable<E: Styleable>(mut child: E) -> Pressable<E> {
156//     Pressable {
157//         pressed: Rc::new(Cell::new(false)),
158//         pressed_style: Default::default(),
159//         cascade_slot: child.style_cascade().reserve(),
160//         child,
161//     }
162// }
163
164// impl<E: Styleable> Styleable for Pressable<E> {
165//     type Style = E::Style;
166
167//     fn declared_style(&mut self) -> &mut <Self::Style as Refineable>::Refinement {
168//         &mut self.pressed_style
169//     }
170
171//     fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
172//         self.child.style_cascade()
173//     }
174// }
175
176// impl<V: 'static, E: Element<V> + Styleable> Element<V> for Pressable<E> {
177//     type PaintState = E::PaintState;
178
179//     fn layout(
180//         &mut self,
181//         view: &mut V,
182//         cx: &mut ViewContext<V>,
183//     ) -> Result<(LayoutId, Self::PaintState)>
184//     where
185//         Self: Sized,
186//     {
187//         self.child.layout(view, cx)
188//     }
189
190//     fn paint(
191//         &mut self,
192//         view: &mut V,
193//         parent_origin: Vector2F,
194//         layout: &Layout,
195//         paint_state: &mut Self::PaintState,
196//         cx: &mut ViewContext<V>,
197//     ) where
198//         Self: Sized,
199//     {
200//         let slot = self.cascade_slot;
201//         let style = self.pressed.get().then_some(self.pressed_style.clone());
202//         self.style_cascade().set(slot, style);
203
204//         let pressed = self.pressed.clone();
205//         let bounds = layout.bounds + parent_origin;
206//         cx.on_event(layout.order, move |_view, event: &MouseButtonEvent, cx| {
207//             if event.is_down {
208//                 if bounds.contains_point(event.position) {
209//                     pressed.set(true);
210//                     cx.repaint();
211//                 }
212//             } else if pressed.get() {
213//                 pressed.set(false);
214//                 cx.repaint();
215//             }
216//         });
217
218//         self.child
219//             .paint(view, parent_origin, layout, paint_state, cx);
220//     }
221// }
222
223// impl<V: 'static, E: Interactive<V> + Styleable> Interactive<V> for Pressable<E> {
224//     fn interaction_handlers(&mut self) -> &mut InteractionHandlers<V> {
225//         self.child.interaction_handlers()
226//     }
227// }
228
229// impl<V: 'static, E: ParentElement<V> + Styleable> ParentElement<V> for Pressable<E> {
230//     fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
231//         self.child.children_mut()
232//     }
233// }
234
235// impl<V: 'static, E: Element<V> + Styleable> IntoElement<V> for Pressable<E> {
236//     type Element = Self;
237
238//     fn into_element(self) -> Self::Element {
239//         self
240//     }
241// }