@@ -1,106 +1,211 @@
use crate::{
- element::{AnyElement, Element, IntoElement, Layout, ParentElement},
- interactive::{InteractionHandlers, Interactive},
- style::{Style, StyleHelpers, Styleable},
- ViewContext,
+ AnyElement, Bounds, DispatchPhase, Element, Identified, Interactive, MouseDownEvent,
+ MouseEventListeners, MouseMoveEvent, MouseUpEvent, ParentElement, Pixels, Styled, ViewContext,
};
use anyhow::Result;
-use gpui::{geometry::vector::Vector2F, platform::MouseButtonEvent, LayoutId};
use refineable::{CascadeSlot, Refineable, RefinementCascade};
use smallvec::SmallVec;
-use std::{cell::Cell, rc::Rc};
+use std::sync::{
+ atomic::{AtomicBool, Ordering::SeqCst},
+ Arc,
+};
-pub struct Pressable<E: Styleable> {
- pressed: Rc<Cell<bool>>,
- pressed_style: <E::Style as Refineable>::Refinement,
+pub struct Pressable<E: Styled> {
+ pressed: Arc<AtomicBool>,
cascade_slot: CascadeSlot,
+ pressed_style: <E::Style as Refineable>::Refinement,
child: E,
}
-pub fn pressable<E: Styleable>(mut child: E) -> Pressable<E> {
- Pressable {
- pressed: Rc::new(Cell::new(false)),
- pressed_style: Default::default(),
- cascade_slot: child.style_cascade().reserve(),
- child,
+impl<E: Identified + Styled> Pressable<E> {
+ pub fn new(mut child: E) -> Self {
+ Self {
+ pressed: Arc::new(AtomicBool::new(false)),
+ cascade_slot: child.style_cascade().reserve(),
+ pressed_style: Default::default(),
+ child,
+ }
}
}
-impl<E: Styleable> Styleable for Pressable<E> {
+impl<E> Styled for Pressable<E>
+where
+ E: Styled,
+{
type Style = E::Style;
- fn declared_style(&mut self) -> &mut <Self::Style as Refineable>::Refinement {
+ fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
+ self.child.style_cascade()
+ }
+
+ fn declared_style(&mut self) -> &mut <Self::Style as refineable::Refineable>::Refinement {
&mut self.pressed_style
}
+}
- fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
- self.child.style_cascade()
+impl<S: 'static + Send + Sync, E: Interactive<S> + Styled> Interactive<S> for Pressable<E> {
+ fn listeners(&mut self) -> &mut MouseEventListeners<S> {
+ self.child.listeners()
}
}
-impl<V: 'static, E: Element<V> + Styleable> Element<V> for Pressable<E> {
- type PaintState = E::PaintState;
+impl<E: Element + Identified + Styled> Element for Pressable<E> {
+ type State = E::State;
+ type FrameState = E::FrameState;
fn layout(
&mut self,
- view: &mut V,
- cx: &mut ViewContext<V>,
- ) -> Result<(LayoutId, Self::PaintState)>
- where
- Self: Sized,
- {
- self.child.layout(view, cx)
+ state: &mut Self::State,
+ cx: &mut ViewContext<Self::State>,
+ ) -> Result<(crate::LayoutId, Self::FrameState)> {
+ Ok(self.child.layout(state, cx)?)
}
fn paint(
&mut self,
- view: &mut V,
- parent_origin: Vector2F,
- layout: &Layout,
- paint_state: &mut Self::PaintState,
- cx: &mut ViewContext<V>,
- ) where
- Self: Sized,
- {
+ bounds: Bounds<Pixels>,
+ state: &mut Self::State,
+ frame_state: &mut Self::FrameState,
+ cx: &mut ViewContext<Self::State>,
+ ) -> Result<()> {
+ let pressed = bounds.contains_point(cx.mouse_position());
let slot = self.cascade_slot;
- let style = self.pressed.get().then_some(self.pressed_style.clone());
+ let style = pressed.then_some(self.pressed_style.clone());
self.style_cascade().set(slot, style);
+ self.pressed.store(pressed, SeqCst);
- let pressed = self.pressed.clone();
- let bounds = layout.bounds + parent_origin;
- cx.on_event(layout.order, move |_view, event: &MouseButtonEvent, cx| {
- if event.is_down {
- if bounds.contains_point(event.position) {
- pressed.set(true);
- cx.repaint();
+ let hovered = self.pressed.clone();
+ cx.on_mouse_event(move |event: &MouseDownEvent, phase, cx| {
+ if phase == DispatchPhase::Capture {
+ if bounds.contains_point(event.position) != hovered.load(SeqCst) {
+ cx.notify();
+ }
+ }
+ });
+ cx.on_mouse_event(move |event: &MouseUpEvent, phase, cx| {
+ if phase == DispatchPhase::Capture {
+ if bounds.contains_point(event.position) != hovered.load(SeqCst) {
+ cx.notify();
}
- } else if pressed.get() {
- pressed.set(false);
- cx.repaint();
}
});
- self.child
- .paint(view, parent_origin, layout, paint_state, cx);
+ self.child.paint(bounds, state, frame_state, cx)?;
+ Ok(())
}
}
-impl<V: 'static, E: Interactive<V> + Styleable> Interactive<V> for Pressable<E> {
- fn interaction_handlers(&mut self) -> &mut InteractionHandlers<V> {
- self.child.interaction_handlers()
- }
-}
+impl<E: ParentElement + Styled> ParentElement for Pressable<E> {
+ type State = E::State;
-impl<V: 'static, E: ParentElement<V> + Styleable> ParentElement<V> for Pressable<E> {
- fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
+ fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<Self::State>; 2]> {
self.child.children_mut()
}
}
-impl<V: 'static, E: Element<V> + Styleable> IntoElement<V> for Pressable<E> {
- type Element = Self;
+// use crate::{
+// element::{AnyElement, Element, IntoElement, Layout, ParentElement},
+// interactive::{InteractionHandlers, Interactive},
+// style::{Style, StyleHelpers, Styleable},
+// ViewContext,
+// };
+// use anyhow::Result;
+// use gpui::{geometry::vector::Vector2F, platform::MouseButtonEvent, LayoutId};
+// use refineable::{CascadeSlot, Refineable, RefinementCascade};
+// use smallvec::SmallVec;
+// use std::{cell::Cell, rc::Rc};
- fn into_element(self) -> Self::Element {
- self
- }
-}
+// pub struct Pressable<E: Styleable> {
+// pressed: Rc<Cell<bool>>,
+// pressed_style: <E::Style as Refineable>::Refinement,
+// cascade_slot: CascadeSlot,
+// child: E,
+// }
+
+// pub fn pressable<E: Styleable>(mut child: E) -> Pressable<E> {
+// Pressable {
+// pressed: Rc::new(Cell::new(false)),
+// pressed_style: Default::default(),
+// cascade_slot: child.style_cascade().reserve(),
+// child,
+// }
+// }
+
+// impl<E: Styleable> Styleable for Pressable<E> {
+// type Style = E::Style;
+
+// fn declared_style(&mut self) -> &mut <Self::Style as Refineable>::Refinement {
+// &mut self.pressed_style
+// }
+
+// fn style_cascade(&mut self) -> &mut RefinementCascade<E::Style> {
+// self.child.style_cascade()
+// }
+// }
+
+// impl<V: 'static, E: Element<V> + Styleable> Element<V> for Pressable<E> {
+// type PaintState = E::PaintState;
+
+// fn layout(
+// &mut self,
+// view: &mut V,
+// cx: &mut ViewContext<V>,
+// ) -> Result<(LayoutId, Self::PaintState)>
+// where
+// Self: Sized,
+// {
+// self.child.layout(view, cx)
+// }
+
+// fn paint(
+// &mut self,
+// view: &mut V,
+// parent_origin: Vector2F,
+// layout: &Layout,
+// paint_state: &mut Self::PaintState,
+// cx: &mut ViewContext<V>,
+// ) where
+// Self: Sized,
+// {
+// let slot = self.cascade_slot;
+// let style = self.pressed.get().then_some(self.pressed_style.clone());
+// self.style_cascade().set(slot, style);
+
+// let pressed = self.pressed.clone();
+// let bounds = layout.bounds + parent_origin;
+// cx.on_event(layout.order, move |_view, event: &MouseButtonEvent, cx| {
+// if event.is_down {
+// if bounds.contains_point(event.position) {
+// pressed.set(true);
+// cx.repaint();
+// }
+// } else if pressed.get() {
+// pressed.set(false);
+// cx.repaint();
+// }
+// });
+
+// self.child
+// .paint(view, parent_origin, layout, paint_state, cx);
+// }
+// }
+
+// impl<V: 'static, E: Interactive<V> + Styleable> Interactive<V> for Pressable<E> {
+// fn interaction_handlers(&mut self) -> &mut InteractionHandlers<V> {
+// self.child.interaction_handlers()
+// }
+// }
+
+// impl<V: 'static, E: ParentElement<V> + Styleable> ParentElement<V> for Pressable<E> {
+// fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
+// self.child.children_mut()
+// }
+// }
+
+// impl<V: 'static, E: Element<V> + Styleable> IntoElement<V> for Pressable<E> {
+// type Element = Self;
+
+// fn into_element(self) -> Self::Element {
+// self
+// }
+// }