@@ -360,14 +360,14 @@ impl Presenter {
for mut mouse_event in mouse_events {
let mut valid_regions = Vec::new();
- // GPUI elements are arranged by depth but sibling elements can register overlapping
+ // GPUI elements are arranged by height but sibling elements can register overlapping
// mouse regions. As such, hover events are only fired on overlapping elements which
- // are at the same depth as the topmost element which overlaps with the mouse.
+ // are at the same height as the topmost element which overlaps with the mouse.
match &mouse_event {
MouseEvent::Hover(_) => {
- let mut top_most_depth = None;
+ let mut top_most_height = None;
let mouse_position = self.mouse_position.clone();
- for (region, depth) in self.mouse_regions.iter().rev() {
+ for (region, height) in self.mouse_regions.iter().rev() {
// Allow mouse regions to appear transparent to hovers
if !region.hoverable {
continue;
@@ -375,15 +375,15 @@ impl Presenter {
let contains_mouse = region.bounds.contains_point(mouse_position);
- if contains_mouse && top_most_depth.is_none() {
- top_most_depth = Some(depth);
+ if contains_mouse && top_most_height.is_none() {
+ top_most_height = Some(height);
}
// This unwrap relies on short circuiting boolean expressions
// The right side of the && is only executed when contains_mouse
// is true, and we know above that when contains_mouse is true
- // top_most_depth is set
- if contains_mouse && depth == top_most_depth.unwrap() {
+ // top_most_height is set
+ if contains_mouse && height == top_most_height.unwrap() {
//Ensure that hover entrance events aren't sent twice
if self.hovered_region_ids.insert(region.id()) {
valid_regions.push(region.clone());
@@ -29,7 +29,7 @@ pub struct SceneBuilder {
struct StackingContext {
layers: Vec<Layer>,
active_layer_stack: Vec<usize>,
- depth: usize,
+ height: usize,
}
#[derive(Default)]
@@ -205,7 +205,7 @@ impl Scene {
.layers
.iter()
.flat_map(|layer| &layer.mouse_regions)
- .map(|region| (region.clone(), context.depth))
+ .map(|region| (region.clone(), context.height))
})
.collect()
}
@@ -224,7 +224,7 @@ impl SceneBuilder {
}
pub fn build(mut self) -> Scene {
- self.stacking_contexts.sort_by_key(|context| context.depth);
+ self.stacking_contexts.sort_by_key(|context| context.height);
Scene {
scale_factor: self.scale_factor,
stacking_contexts: self.stacking_contexts,
@@ -236,11 +236,11 @@ impl SceneBuilder {
}
pub fn push_stacking_context(&mut self, clip_bounds: Option<RectF>) {
- let depth = self.active_stacking_context().depth + 1;
+ let height = self.active_stacking_context().height + 1;
self.active_stacking_context_stack
.push(self.stacking_contexts.len());
self.stacking_contexts
- .push(StackingContext::new(depth, clip_bounds))
+ .push(StackingContext::new(height, clip_bounds))
}
pub fn pop_stacking_context(&mut self) {
@@ -332,11 +332,11 @@ impl SceneBuilder {
}
impl StackingContext {
- fn new(depth: usize, clip_bounds: Option<RectF>) -> Self {
+ fn new(height: usize, clip_bounds: Option<RectF>) -> Self {
Self {
layers: vec![Layer::new(clip_bounds)],
active_layer_stack: vec![0],
- depth,
+ height,
}
}