//! A list element that can be used to render a large number of differently sized elements//! efficiently. Clients of this API need to ensure that elements outside of the scrolled//! area do not change their height for this element to function correctly. If your elements//! do change height, notify the list element via [`ListState::splice`] or [`ListState::reset`].//! In order to minimize re-renders, this element's state is stored intrusively//! on your own views, so that your code can coordinate directly with the list element's cached state.//!//! If all of your elements are the same height, see [`crate::UniformList`] for a simpler API use crate::{ AnyElement, App, AvailableSpace, Bounds, ContentMask, DispatchPhase, Edges, Element, EntityId, FocusHandle, GlobalElementId, Hitbox, HitboxBehavior, InspectorElementId, IntoElement, Overflow, Pixels, Point, ScrollDelta, ScrollWheelEvent, Size, Style, StyleRefinement, Styled, Window, point, px, size,};use collections::VecDeque;use refineable::Refineable as _;use std::{cell::RefCell, ops::Range, rc::Rc};use sum_tree::{Bias, Dimensions, SumTree}; type RenderItemFn = dyn FnMut(usize, &mut Window, &mut App) -> AnyElement + 'static; /// Construct a new list elementpub fn list( state: ListState, render_item: impl FnMut(usize, &mut Window, &mut App) -> AnyElement + 'static,) -> List { List { state, render_item: Box::new(render_item), style: StyleRefinement::default(), sizing_behavior: ListSizingBehavior::default(), }} /// A list elementpub struct List { state: ListState, render_item: Box<RenderItemFn>, style: StyleRefinement, sizing_behavior: ListSizingBehavior,} impl List { /// Set the sizing behavior for the list. pub fn with_sizing_behavior(mut self, behavior: ListSizingBehavior) -> Self { self.sizing_behavior = behavior; self }} /// The list state that views must hold on behalf of the list element.#[derive(Clone)]pub struct ListState(Rc<RefCell<StateInner>>); impl std::fmt::Debug for ListState { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { f.write_str("ListState") }} struct StateInner { last_layout_bounds: Option<Bounds<Pixels>>, last_padding: Option<Edges<Pixels>>, items: SumTree<ListItem>, logical_scroll_top: Option<ListOffset>, alignment: ListAlignment, overdraw: Pixels, reset: bool, #[allow(clippy::type_complexity)] scroll_handler: Option<Box<dyn FnMut(&ListScrollEvent, &mut Window, &mut App)>>, scrollbar_drag_start_height: Option<Pixels>, measuring_behavior: ListMeasuringBehavior, pending_scroll: Option<PendingScrollFraction>,} /// Keeps track of a fractional scroll position within an item for restoration/// after remeasurement.struct PendingScrollFraction { /// The index of the item to scroll within. item_ix: usize, /// Fractional offset (0.0 to 1.0) within the item's height. fraction: f32,} /// Whether the list is scrolling from top to bottom or bottom to top.#[derive(Clone, Copy, Debug, Eq, PartialEq)]pub enum ListAlignment { /// The list is scrolling from top to bottom, like most lists. Top, /// The list is scrolling from bottom to top, like a chat log. Bottom,} /// A scroll event that has been converted to be in terms of the list's items.pub struct ListScrollEvent { /// The range of items currently visible in the list, after applying the scroll event. pub visible_range: Range<usize>, /// The number of items that are currently visible in the list, after applying the scroll event. pub count: usize, /// Whether the list has been scrolled. pub is_scrolled: bool,} /// The sizing behavior to apply during layout.#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]pub enum ListSizingBehavior { /// The list should calculate its size based on the size of its items. Infer, /// The list should not calculate a fixed size. #[default] Auto,} /// The measuring behavior to apply during layout.#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]pub enum ListMeasuringBehavior { /// Measure all items in the list. /// Note: This can be expensive for the first frame in a large list. Measure(bool), /// Only measure visible items #[default] Visible,} impl ListMeasuringBehavior { fn reset(&mut self) { match self { ListMeasuringBehavior::Measure(has_measured) => *has_measured = false, ListMeasuringBehavior::Visible => {} } }} /// The horizontal sizing behavior to apply during layout.#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]pub enum ListHorizontalSizingBehavior { /// List items' width can never exceed the width of the list. #[default] FitList, /// List items' width may go over the width of the list, if any item is wider. Unconstrained,} struct LayoutItemsResponse { max_item_width: Pixels, scroll_top: ListOffset, item_layouts: VecDeque<ItemLayout>,} struct ItemLayout { index: usize, element: AnyElement, size: Size<Pixels>,} /// Frame state used by the [List] element after layout.pub struct ListPrepaintState { hitbox: Hitbox, layout: LayoutItemsResponse,} #[derive(Clone)]enum ListItem { Unmeasured { focus_handle: Option<FocusHandle>, }, Measured { size: Size<Pixels>, focus_handle: Option<FocusHandle>, },} impl ListItem { fn size(&self) -> Option<Size<Pixels>> { if let ListItem::Measured { size, .. } = self { Some(*size) } else { None } } fn focus_handle(&self) -> Option<FocusHandle> { match self { ListItem::Unmeasured { focus_handle } | ListItem::Measured { focus_handle, .. } => { focus_handle.clone() } } } fn contains_focused(&self, window: &Window, cx: &App) -> bool { match self { ListItem::Unmeasured { focus_handle } | ListItem::Measured { focus_handle, .. } => { focus_handle .as_ref() .is_some_and(|handle| handle.contains_focused(window, cx)) } } }} #[derive(Clone, Debug, Default, PartialEq)]struct ListItemSummary { count: usize, rendered_count: usize, unrendered_count: usize, height: Pixels, has_focus_handles: bool,} #[derive(Clone, Debug, Default, PartialEq, Eq, PartialOrd, Ord)]struct Count(usize); #[derive(Clone, Debug, Default)]struct Height(Pixels); impl ListState { /// Construct a new list state, for storage on a view. /// /// The overdraw parameter controls how much extra space is rendered /// above and below the visible area. Elements within this area will /// be measured even though they are not visible. This can help ensure /// that the list doesn't flicker or pop in when scrolling. pub fn new(item_count: usize, alignment: ListAlignment, overdraw: Pixels) -> Self { let this = Self(Rc::new(RefCell::new(StateInner { last_layout_bounds: None, last_padding: None, items: SumTree::default(), logical_scroll_top: None, alignment, overdraw, scroll_handler: None, reset: false, scrollbar_drag_start_height: None, measuring_behavior: ListMeasuringBehavior::default(), pending_scroll: None, }))); this.splice(0..0, item_count); this } /// Set the list to measure all items in the list in the first layout phase. /// /// This is useful for ensuring that the scrollbar size is correct instead of based on only rendered elements. pub fn measure_all(self) -> Self { self.0.borrow_mut().measuring_behavior = ListMeasuringBehavior::Measure(false); self } /// Reset this instantiation of the list state. /// /// Note that this will cause scroll events to be dropped until the next paint. pub fn reset(&self, element_count: usize) { let old_count = { let state = &mut *self.0.borrow_mut(); state.reset = true; state.measuring_behavior.reset(); state.logical_scroll_top = None; state.scrollbar_drag_start_height = None; state.items.summary().count }; self.splice(0..old_count, element_count); } /// Remeasure all items while preserving proportional scroll position. /// /// Use this when item heights may have changed (e.g., font size changes) /// but the number and identity of items remains the same. pub fn remeasure(&self) { let state = &mut *self.0.borrow_mut(); let new_items = state.items.iter().map(|item| ListItem::Unmeasured { focus_handle: item.focus_handle(), }); // If there's a `logical_scroll_top`, we need to keep track of it as a // `PendingScrollFraction`, so we can later preserve that scroll // position proportionally to the item, in case the item's height // changes. if let Some(scroll_top) = state.logical_scroll_top { let mut cursor = state.items.cursor::<Count>(()); cursor.seek(&Count(scroll_top.item_ix), Bias::Right); if let Some(item) = cursor.item() { if let Some(size) = item.size() { let fraction = if size.height.0 > 0.0 { (scroll_top.offset_in_item.0 / size.height.0).clamp(0.0, 1.0) } else { 0.0 }; state.pending_scroll = Some(PendingScrollFraction { item_ix: scroll_top.item_ix, fraction, }); } } } state.items = SumTree::from_iter(new_items, ()); state.measuring_behavior.reset(); } /// The number of items in this list. pub fn item_count(&self) -> usize { self.0.borrow().items.summary().count } /// Inform the list state that the items in `old_range` have been replaced /// by `count` new items that must be recalculated. pub fn splice(&self, old_range: Range<usize>, count: usize) { self.splice_focusable(old_range, (0..count).map(|_| None)) } /// Register with the list state that the items in `old_range` have been replaced /// by new items. As opposed to [`Self::splice`], this method allows an iterator of optional focus handles /// to be supplied to properly integrate with items in the list that can be focused. If a focused item /// is scrolled out of view, the list will continue to render it to allow keyboard interaction. pub fn splice_focusable( &self, old_range: Range<usize>, focus_handles: impl IntoIterator<Item = Option<FocusHandle>>, ) { let state = &mut *self.0.borrow_mut(); let mut old_items = state.items.cursor::<Count>(()); let mut new_items = old_items.slice(&Count(old_range.start), Bias::Right); old_items.seek_forward(&Count(old_range.end), Bias::Right); let mut spliced_count = 0; new_items.extend( focus_handles.into_iter().map(|focus_handle| { spliced_count += 1; ListItem::Unmeasured { focus_handle } }), (), ); new_items.append(old_items.suffix(), ()); drop(old_items); state.items = new_items; if let Some(ListOffset { item_ix, offset_in_item, }) = state.logical_scroll_top.as_mut() { if old_range.contains(item_ix) { *item_ix = old_range.start; *offset_in_item = px(0.); } else if old_range.end <= *item_ix { *item_ix = *item_ix - (old_range.end - old_range.start) + spliced_count; } } } /// Set a handler that will be called when the list is scrolled. pub fn set_scroll_handler( &self, handler: impl FnMut(&ListScrollEvent, &mut Window, &mut App) + 'static, ) { self.0.borrow_mut().scroll_handler = Some(Box::new(handler)) } /// Get the current scroll offset, in terms of the list's items. pub fn logical_scroll_top(&self) -> ListOffset { self.0.borrow().logical_scroll_top() } /// Scroll the list by the given offset pub fn scroll_by(&self, distance: Pixels) { if distance == px(0.) { return; } let current_offset = self.logical_scroll_top(); let state = &mut *self.0.borrow_mut(); let mut cursor = state.items.cursor::<ListItemSummary>(()); cursor.seek(&Count(current_offset.item_ix), Bias::Right); let start_pixel_offset = cursor.start().height + current_offset.offset_in_item; let new_pixel_offset = (start_pixel_offset + distance).max(px(0.)); if new_pixel_offset > start_pixel_offset { cursor.seek_forward(&Height(new_pixel_offset), Bias::Right); } else { cursor.seek(&Height(new_pixel_offset), Bias::Right); } state.logical_scroll_top = Some(ListOffset { item_ix: cursor.start().count, offset_in_item: new_pixel_offset - cursor.start().height, }); } /// Scroll the list to the given offset pub fn scroll_to(&self, mut scroll_top: ListOffset) { let state = &mut *self.0.borrow_mut(); let item_count = state.items.summary().count; if scroll_top.item_ix >= item_count { scroll_top.item_ix = item_count; scroll_top.offset_in_item = px(0.); } state.logical_scroll_top = Some(scroll_top); } /// Scroll the list to the given item, such that the item is fully visible. pub fn scroll_to_reveal_item(&self, ix: usize) { let state = &mut *self.0.borrow_mut(); let mut scroll_top = state.logical_scroll_top(); let height = state .last_layout_bounds .map_or(px(0.), |bounds| bounds.size.height); let padding = state.last_padding.unwrap_or_default(); if ix <= scroll_top.item_ix { scroll_top.item_ix = ix; scroll_top.offset_in_item = px(0.); } else { let mut cursor = state.items.cursor::<ListItemSummary>(()); cursor.seek(&Count(ix + 1), Bias::Right); let bottom = cursor.start().height + padding.top; let goal_top = px(0.).max(bottom - height + padding.bottom); cursor.seek(&Height(goal_top), Bias::Left); let start_ix = cursor.start().count; let start_item_top = cursor.start().height; if start_ix >= scroll_top.item_ix { scroll_top.item_ix = start_ix; scroll_top.offset_in_item = goal_top - start_item_top; } } state.logical_scroll_top = Some(scroll_top); } /// Get the bounds for the given item in window coordinates, if it's /// been rendered. pub fn bounds_for_item(&self, ix: usize) -> Option<Bounds<Pixels>> { let state = &*self.0.borrow(); let bounds = state.last_layout_bounds.unwrap_or_default(); let scroll_top = state.logical_scroll_top(); if ix < scroll_top.item_ix { return None; } let mut cursor = state.items.cursor::<Dimensions<Count, Height>>(()); cursor.seek(&Count(scroll_top.item_ix), Bias::Right); let scroll_top = cursor.start().1.0 + scroll_top.offset_in_item; cursor.seek_forward(&Count(ix), Bias::Right); if let Some(&ListItem::Measured { size, .. }) = cursor.item() { let &Dimensions(Count(count), Height(top), _) = cursor.start(); if count == ix { let top = bounds.top() + top - scroll_top; return Some(Bounds::from_corners( point(bounds.left(), top), point(bounds.right(), top + size.height), )); } } None } /// Call this method when the user starts dragging the scrollbar. /// /// This will prevent the height reported to the scrollbar from changing during the drag /// as items in the overdraw get measured, and help offset scroll position changes accordingly. pub fn scrollbar_drag_started(&self) { let mut state = self.0.borrow_mut(); state.scrollbar_drag_start_height = Some(state.items.summary().height); } /// Called when the user stops dragging the scrollbar. /// /// See `scrollbar_drag_started`. pub fn scrollbar_drag_ended(&self) { self.0.borrow_mut().scrollbar_drag_start_height.take(); } /// Set the offset from the scrollbar pub fn set_offset_from_scrollbar(&self, point: Point<Pixels>) { self.0.borrow_mut().set_offset_from_scrollbar(point); } /// Returns the maximum scroll offset according to the items we have measured. /// This value remains constant while dragging to prevent the scrollbar from moving away unexpectedly. pub fn max_offset_for_scrollbar(&self) -> Point<Pixels> { let state = self.0.borrow(); let bounds = state.last_layout_bounds.unwrap_or_default(); let height = state .scrollbar_drag_start_height .unwrap_or_else(|| state.items.summary().height);Lines 1–500 of 1452. 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//! A list element that can be used to render a large number of differently sized elements //! efficiently. Clients of this API need to ensure that elements outside of the scrolled //! area do not change their height for this element to function correctly. If your elements //! do change height, notify the list element via [`ListState::splice`] or [`ListState::reset`]. //! In order to minimize re-renders, this element's state is stored intrusively //! on your own views, so that your code can coordinate directly with the list element's cached state. //! //! If all of your elements are the same height, see [`crate::UniformList`] for a simpler API use crate::{ AnyElement, App, AvailableSpace, Bounds, ContentMask, DispatchPhase, Edges, Element, EntityId, FocusHandle, GlobalElementId, Hitbox, HitboxBehavior, InspectorElementId, IntoElement, Overflow, Pixels, Point, ScrollDelta, ScrollWheelEvent, Size, Style, StyleRefinement, Styled, Window, point, px, size, }; use collections::VecDeque; use refineable::Refineable as _; use std::{cell::RefCell, ops::Range, rc::Rc}; use sum_tree::{Bias, Dimensions, SumTree}; type RenderItemFn = dyn FnMut(usize, &mut Window, &mut App) -> AnyElement + 'static; /// Construct a new list element pub fn list( state: ListState, render_item: impl FnMut(usize, &mut Window, &mut App) -> AnyElement + 'static, ) -> List { List { state, render_item: Box::new(render_item), style: StyleRefinement::default(), sizing_behavior: ListSizingBehavior::default(), } } /// A list element pub struct List { state: ListState, render_item: Box<RenderItemFn>, style: StyleRefinement, sizing_behavior: ListSizingBehavior, } impl List { /// Set the sizing behavior for the list. pub fn with_sizing_behavior(mut self, behavior: ListSizingBehavior) -> Self { self.sizing_behavior = behavior; self } } /// The list state that views must hold on behalf of the list element. #[derive(Clone)] pub struct ListState(Rc<RefCell<StateInner>>); impl std::fmt::Debug for ListState { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { f.write_str("ListState") } } struct StateInner { last_layout_bounds: Option<Bounds<Pixels>>, last_padding: Option<Edges<Pixels>>, items: SumTree<ListItem>, logical_scroll_top: Option<ListOffset>, alignment: ListAlignment, overdraw: Pixels, reset: bool, #[allow(clippy::type_complexity)] scroll_handler: Option<Box<dyn FnMut(&ListScrollEvent, &mut Window, &mut App)>>, scrollbar_drag_start_height: Option<Pixels>, measuring_behavior: ListMeasuringBehavior, pending_scroll: Option<PendingScrollFraction>, } /// Keeps track of a fractional scroll position within an item for restoration /// after remeasurement. struct PendingScrollFraction { /// The index of the item to scroll within. item_ix: usize, /// Fractional offset (0.0 to 1.0) within the item's height. fraction: f32, } /// Whether the list is scrolling from top to bottom or bottom to top. #[derive(Clone, Copy, Debug, Eq, PartialEq)] pub enum ListAlignment { /// The list is scrolling from top to bottom, like most lists. Top, /// The list is scrolling from bottom to top, like a chat log. Bottom, } /// A scroll event that has been converted to be in terms of the list's items. pub struct ListScrollEvent { /// The range of items currently visible in the list, after applying the scroll event. pub visible_range: Range<usize>, /// The number of items that are currently visible in the list, after applying the scroll event. pub count: usize, /// Whether the list has been scrolled. pub is_scrolled: bool, } /// The sizing behavior to apply during layout. #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord, Hash)] pub enum ListSizingBehavior { /// The list should calculate its size based on the size of its items. Infer, /// The list should not calculate a fixed size. #[default] Auto, } /// The measuring behavior to apply during layout. #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord, Hash)] pub enum ListMeasuringBehavior { /// Measure all items in the list. /// Note: This can be expensive for the first frame in a large list. Measure(bool), /// Only measure visible items #[default] Visible, } impl ListMeasuringBehavior { fn reset(&mut self) { match self { ListMeasuringBehavior::Measure(has_measured) => *has_measured = false, ListMeasuringBehavior::Visible => {} } } } /// The horizontal sizing behavior to apply during layout. #[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord, Hash)] pub enum ListHorizontalSizingBehavior { /// List items' width can never exceed the width of the list. #[default] FitList, /// List items' width may go over the width of the list, if any item is wider. Unconstrained, } struct LayoutItemsResponse { max_item_width: Pixels, scroll_top: ListOffset, item_layouts: VecDeque<ItemLayout>, } struct ItemLayout { index: usize, element: AnyElement, size: Size<Pixels>, } /// Frame state used by the [List] element after layout. pub struct ListPrepaintState { hitbox: Hitbox, layout: LayoutItemsResponse, } #[derive(Clone)] enum ListItem { Unmeasured { focus_handle: Option<FocusHandle>, }, Measured { size: Size<Pixels>, focus_handle: Option<FocusHandle>, }, } impl ListItem { fn size(&self) -> Option<Size<Pixels>> { if let ListItem::Measured { size, .. } = self { Some(*size) } else { None } } fn focus_handle(&self) -> Option<FocusHandle> { match self { ListItem::Unmeasured { focus_handle } | ListItem::Measured { focus_handle, .. } => { focus_handle.clone() } } } fn contains_focused(&self, window: &Window, cx: &App) -> bool { match self { ListItem::Unmeasured { focus_handle } | ListItem::Measured { focus_handle, .. } => { focus_handle .as_ref() .is_some_and(|handle| handle.contains_focused(window, cx)) } } } } #[derive(Clone, Debug, Default, PartialEq)] struct ListItemSummary { count: usize, rendered_count: usize, unrendered_count: usize, height: Pixels, has_focus_handles: bool, } #[derive(Clone, Debug, Default, PartialEq, Eq, PartialOrd, Ord)] struct Count(usize); #[derive(Clone, Debug, Default)] struct Height(Pixels); impl ListState { /// Construct a new list state, for storage on a view. /// /// The overdraw parameter controls how much extra space is rendered /// above and below the visible area. Elements within this area will /// be measured even though they are not visible. This can help ensure /// that the list doesn't flicker or pop in when scrolling. pub fn new(item_count: usize, alignment: ListAlignment, overdraw: Pixels) -> Self { let this = Self(Rc::new(RefCell::new(StateInner { last_layout_bounds: None, last_padding: None, items: SumTree::default(), logical_scroll_top: None, alignment, overdraw, scroll_handler: None, reset: false, scrollbar_drag_start_height: None, measuring_behavior: ListMeasuringBehavior::default(), pending_scroll: None, }))); this.splice(0..0, item_count); this } /// Set the list to measure all items in the list in the first layout phase. /// /// This is useful for ensuring that the scrollbar size is correct instead of based on only rendered elements. pub fn measure_all(self) -> Self { self.0.borrow_mut().measuring_behavior = ListMeasuringBehavior::Measure(false); self } /// Reset this instantiation of the list state. /// /// Note that this will cause scroll events to be dropped until the next paint. pub fn reset(&self, element_count: usize) { let old_count = { let state = &mut *self.0.borrow_mut(); state.reset = true; state.measuring_behavior.reset(); state.logical_scroll_top = None; state.scrollbar_drag_start_height = None; state.items.summary().count }; self.splice(0..old_count, element_count); } /// Remeasure all items while preserving proportional scroll position. /// /// Use this when item heights may have changed (e.g., font size changes) /// but the number and identity of items remains the same. pub fn remeasure(&self) { let state = &mut *self.0.borrow_mut(); let new_items = state.items.iter().map(|item| ListItem::Unmeasured { focus_handle: item.focus_handle(), }); // If there's a `logical_scroll_top`, we need to keep track of it as a // `PendingScrollFraction`, so we can later preserve that scroll // position proportionally to the item, in case the item's height // changes. if let Some(scroll_top) = state.logical_scroll_top { let mut cursor = state.items.cursor::<Count>(()); cursor.seek(&Count(scroll_top.item_ix), Bias::Right); if let Some(item) = cursor.item() { if let Some(size) = item.size() { let fraction = if size.height.0 > 0.0 { (scroll_top.offset_in_item.0 / size.height.0).clamp(0.0, 1.0) } else { 0.0 }; state.pending_scroll = Some(PendingScrollFraction { item_ix: scroll_top.item_ix, fraction, }); } } } state.items = SumTree::from_iter(new_items, ()); state.measuring_behavior.reset(); } /// The number of items in this list. pub fn item_count(&self) -> usize { self.0.borrow().items.summary().count } /// Inform the list state that the items in `old_range` have been replaced /// by `count` new items that must be recalculated. pub fn splice(&self, old_range: Range<usize>, count: usize) { self.splice_focusable(old_range, (0..count).map(|_| None)) } /// Register with the list state that the items in `old_range` have been replaced /// by new items. As opposed to [`Self::splice`], this method allows an iterator of optional focus handles /// to be supplied to properly integrate with items in the list that can be focused. If a focused item /// is scrolled out of view, the list will continue to render it to allow keyboard interaction. pub fn splice_focusable( &self, old_range: Range<usize>, focus_handles: impl IntoIterator<Item = Option<FocusHandle>>, ) { let state = &mut *self.0.borrow_mut(); let mut old_items = state.items.cursor::<Count>(()); let mut new_items = old_items.slice(&Count(old_range.start), Bias::Right); old_items.seek_forward(&Count(old_range.end), Bias::Right); let mut spliced_count = 0; new_items.extend( focus_handles.into_iter().map(|focus_handle| { spliced_count += 1; ListItem::Unmeasured { focus_handle } }), (), ); new_items.append(old_items.suffix(), ()); drop(old_items); state.items = new_items; if let Some(ListOffset { item_ix, offset_in_item, }) = state.logical_scroll_top.as_mut() { if old_range.contains(item_ix) { *item_ix = old_range.start; *offset_in_item = px(0.); } else if old_range.end <= *item_ix { *item_ix = *item_ix - (old_range.end - old_range.start) + spliced_count; } } } /// Set a handler that will be called when the list is scrolled. pub fn set_scroll_handler( &self, handler: impl FnMut(&ListScrollEvent, &mut Window, &mut App) + 'static, ) { self.0.borrow_mut().scroll_handler = Some(Box::new(handler)) } /// Get the current scroll offset, in terms of the list's items. pub fn logical_scroll_top(&self) -> ListOffset { self.0.borrow().logical_scroll_top() } /// Scroll the list by the given offset pub fn scroll_by(&self, distance: Pixels) { if distance == px(0.) { return; } let current_offset = self.logical_scroll_top(); let state = &mut *self.0.borrow_mut(); let mut cursor = state.items.cursor::<ListItemSummary>(()); cursor.seek(&Count(current_offset.item_ix), Bias::Right); let start_pixel_offset = cursor.start().height + current_offset.offset_in_item; let new_pixel_offset = (start_pixel_offset + distance).max(px(0.)); if new_pixel_offset > start_pixel_offset { cursor.seek_forward(&Height(new_pixel_offset), Bias::Right); } else { cursor.seek(&Height(new_pixel_offset), Bias::Right); } state.logical_scroll_top = Some(ListOffset { item_ix: cursor.start().count, offset_in_item: new_pixel_offset - cursor.start().height, }); } /// Scroll the list to the given offset pub fn scroll_to(&self, mut scroll_top: ListOffset) { let state = &mut *self.0.borrow_mut(); let item_count = state.items.summary().count; if scroll_top.item_ix >= item_count { scroll_top.item_ix = item_count; scroll_top.offset_in_item = px(0.); } state.logical_scroll_top = Some(scroll_top); } /// Scroll the list to the given item, such that the item is fully visible. pub fn scroll_to_reveal_item(&self, ix: usize) { let state = &mut *self.0.borrow_mut(); let mut scroll_top = state.logical_scroll_top(); let height = state .last_layout_bounds .map_or(px(0.), |bounds| bounds.size.height); let padding = state.last_padding.unwrap_or_default(); if ix <= scroll_top.item_ix { scroll_top.item_ix = ix; scroll_top.offset_in_item = px(0.); } else { let mut cursor = state.items.cursor::<ListItemSummary>(()); cursor.seek(&Count(ix + 1), Bias::Right); let bottom = cursor.start().height + padding.top; let goal_top = px(0.).max(bottom - height + padding.bottom); cursor.seek(&Height(goal_top), Bias::Left); let start_ix = cursor.start().count; let start_item_top = cursor.start().height; if start_ix >= scroll_top.item_ix { scroll_top.item_ix = start_ix; scroll_top.offset_in_item = goal_top - start_item_top; } } state.logical_scroll_top = Some(scroll_top); } /// Get the bounds for the given item in window coordinates, if it's /// been rendered. pub fn bounds_for_item(&self, ix: usize) -> Option<Bounds<Pixels>> { let state = &*self.0.borrow(); let bounds = state.last_layout_bounds.unwrap_or_default(); let scroll_top = state.logical_scroll_top(); if ix < scroll_top.item_ix { return None; } let mut cursor = state.items.cursor::<Dimensions<Count, Height>>(()); cursor.seek(&Count(scroll_top.item_ix), Bias::Right); let scroll_top = cursor.start().1.0 + scroll_top.offset_in_item; cursor.seek_forward(&Count(ix), Bias::Right); if let Some(&ListItem::Measured { size, .. }) = cursor.item() { let &Dimensions(Count(count), Height(top), _) = cursor.start(); if count == ix { let top = bounds.top() + top - scroll_top; return Some(Bounds::from_corners( point(bounds.left(), top), point(bounds.right(), top + size.height), )); } } None } /// Call this method when the user starts dragging the scrollbar. /// /// This will prevent the height reported to the scrollbar from changing during the drag /// as items in the overdraw get measured, and help offset scroll position changes accordingly. pub fn scrollbar_drag_started(&self) { let mut state = self.0.borrow_mut(); state.scrollbar_drag_start_height = Some(state.items.summary().height); } /// Called when the user stops dragging the scrollbar. /// /// See `scrollbar_drag_started`. pub fn scrollbar_drag_ended(&self) { self.0.borrow_mut().scrollbar_drag_start_height.take(); } /// Set the offset from the scrollbar pub fn set_offset_from_scrollbar(&self, point: Point<Pixels>) { self.0.borrow_mut().set_offset_from_scrollbar(point); } /// Returns the maximum scroll offset according to the items we have measured. /// This value remains constant while dragging to prevent the scrollbar from moving away unexpectedly. pub fn max_offset_for_scrollbar(&self) -> Point<Pixels> { let state = self.0.borrow(); let bounds = state.last_layout_bounds.unwrap_or_default(); let height = state .scrollbar_drag_start_height .unwrap_or_else(|| state.items.summary().height);