481 lines · 14.6 KB · Rust
RawDownload
mod actions;pub(crate) mod autoscroll;pub(crate) mod scroll_amount; use crate::{    display_map::{DisplaySnapshot, ToDisplayPoint},    hover_popover::hide_hover,    persistence::DB,    Anchor, DisplayPoint, Editor, EditorEvent, EditorMode, EditorSettings, InlayHintRefreshReason,    MultiBufferSnapshot, ToPoint,};pub use autoscroll::{Autoscroll, AutoscrollStrategy};use gpui::{point, px, AppContext, Entity, Global, Pixels, Task, ViewContext, WindowContext};use language::{Bias, Point};pub use scroll_amount::ScrollAmount;use settings::Settings;use std::{    cmp::Ordering,    time::{Duration, Instant},};use util::ResultExt;use workspace::{ItemId, WorkspaceId}; pub const SCROLL_EVENT_SEPARATION: Duration = Duration::from_millis(28);const SCROLLBAR_SHOW_INTERVAL: Duration = Duration::from_secs(1); #[derive(Default)]pub struct ScrollbarAutoHide(pub bool); impl Global for ScrollbarAutoHide {} #[derive(Clone, Copy, Debug, PartialEq)]pub struct ScrollAnchor {    pub offset: gpui::Point<f32>,    pub anchor: Anchor,} impl ScrollAnchor {    fn new() -> Self {        Self {            offset: gpui::Point::default(),            anchor: Anchor::min(),        }    }     pub fn scroll_position(&self, snapshot: &DisplaySnapshot) -> gpui::Point<f32> {        let mut scroll_position = self.offset;        if self.anchor != Anchor::min() {            let scroll_top = self.anchor.to_display_point(snapshot).row() as f32;            scroll_position.y = scroll_top + scroll_position.y;        } else {            scroll_position.y = 0.;        }        scroll_position    }     pub fn top_row(&self, buffer: &MultiBufferSnapshot) -> u32 {        self.anchor.to_point(buffer).row    }} #[derive(Copy, Clone, PartialEq, Eq, Debug)]pub enum Axis {    Vertical,    Horizontal,} #[derive(Clone, Copy, Debug)]pub struct OngoingScroll {    last_event: Instant,    axis: Option<Axis>,} impl OngoingScroll {    fn new() -> Self {        Self {            last_event: Instant::now() - SCROLL_EVENT_SEPARATION,            axis: None,        }    }     pub fn filter(&self, delta: &mut gpui::Point<Pixels>) -> Option<Axis> {        const UNLOCK_PERCENT: f32 = 1.9;        const UNLOCK_LOWER_BOUND: Pixels = px(6.);        let mut axis = self.axis;         let x = delta.x.abs();        let y = delta.y.abs();        let duration = Instant::now().duration_since(self.last_event);        if duration > SCROLL_EVENT_SEPARATION {            //New ongoing scroll will start, determine axis            axis = if x <= y {                Some(Axis::Vertical)            } else {                Some(Axis::Horizontal)            };        } else if x.max(y) >= UNLOCK_LOWER_BOUND {            //Check if the current ongoing will need to unlock            match axis {                Some(Axis::Vertical) => {                    if x > y && x >= y * UNLOCK_PERCENT {                        axis = None;                    }                }                 Some(Axis::Horizontal) => {                    if y > x && y >= x * UNLOCK_PERCENT {                        axis = None;                    }                }                 None => {}            }        }         match axis {            Some(Axis::Vertical) => {                *delta = point(px(0.), delta.y);            }            Some(Axis::Horizontal) => {                *delta = point(delta.x, px(0.));            }            None => {}        }         axis    }} pub struct ScrollManager {    pub(crate) vertical_scroll_margin: f32,    anchor: ScrollAnchor,    ongoing: OngoingScroll,    autoscroll_request: Option<(Autoscroll, bool)>,    last_autoscroll: Option<(gpui::Point<f32>, f32, f32, AutoscrollStrategy)>,    show_scrollbars: bool,    hide_scrollbar_task: Option<Task<()>>,    dragging_scrollbar: bool,    visible_line_count: Option<f32>,} impl ScrollManager {    pub fn new(cx: &mut WindowContext) -> Self {        ScrollManager {            vertical_scroll_margin: EditorSettings::get_global(cx).vertical_scroll_margin,            anchor: ScrollAnchor::new(),            ongoing: OngoingScroll::new(),            autoscroll_request: None,            show_scrollbars: true,            hide_scrollbar_task: None,            dragging_scrollbar: false,            last_autoscroll: None,            visible_line_count: None,        }    }     pub fn clone_state(&mut self, other: &Self) {        self.anchor = other.anchor;        self.ongoing = other.ongoing;    }     pub fn anchor(&self) -> ScrollAnchor {        self.anchor    }     pub fn ongoing_scroll(&self) -> OngoingScroll {        self.ongoing    }     pub fn update_ongoing_scroll(&mut self, axis: Option<Axis>) {        self.ongoing.last_event = Instant::now();        self.ongoing.axis = axis;    }     pub fn scroll_position(&self, snapshot: &DisplaySnapshot) -> gpui::Point<f32> {        self.anchor.scroll_position(snapshot)    }     fn set_scroll_position(        &mut self,        scroll_position: gpui::Point<f32>,        map: &DisplaySnapshot,        local: bool,        autoscroll: bool,        workspace_id: Option<WorkspaceId>,        cx: &mut ViewContext<Editor>,    ) {        let (new_anchor, top_row) = if scroll_position.y <= 0. {            (                ScrollAnchor {                    anchor: Anchor::min(),                    offset: scroll_position.max(&gpui::Point::default()),                },                0,            )        } else {            let scroll_top_buffer_point =                DisplayPoint::new(scroll_position.y as u32, 0).to_point(&map);            let top_anchor = map                .buffer_snapshot                .anchor_at(scroll_top_buffer_point, Bias::Right);             (                ScrollAnchor {                    anchor: top_anchor,                    offset: point(                        scroll_position.x.max(0.),                        scroll_position.y - top_anchor.to_display_point(&map).row() as f32,                    ),                },                scroll_top_buffer_point.row,            )        };         self.set_anchor(new_anchor, top_row, local, autoscroll, workspace_id, cx);    }     fn set_anchor(        &mut self,        anchor: ScrollAnchor,        top_row: u32,        local: bool,        autoscroll: bool,        workspace_id: Option<WorkspaceId>,        cx: &mut ViewContext<Editor>,    ) {        self.anchor = anchor;        cx.emit(EditorEvent::ScrollPositionChanged { local, autoscroll });        self.show_scrollbar(cx);        self.autoscroll_request.take();        if let Some(workspace_id) = workspace_id {            let item_id = cx.view().entity_id().as_u64() as ItemId;             cx.foreground_executor()                .spawn(async move {                    DB.save_scroll_position(                        item_id,                        workspace_id,                        top_row,                        anchor.offset.x,                        anchor.offset.y,                    )                    .await                    .log_err()                })                .detach()        }        cx.notify();    }     pub fn show_scrollbar(&mut self, cx: &mut ViewContext<Editor>) {        if !self.show_scrollbars {            self.show_scrollbars = true;            cx.notify();        }         if cx.default_global::<ScrollbarAutoHide>().0 {            self.hide_scrollbar_task = Some(cx.spawn(|editor, mut cx| async move {                cx.background_executor()                    .timer(SCROLLBAR_SHOW_INTERVAL)                    .await;                editor                    .update(&mut cx, |editor, cx| {                        editor.scroll_manager.show_scrollbars = false;                        cx.notify();                    })                    .log_err();            }));        } else {            self.hide_scrollbar_task = None;        }    }     pub fn scrollbars_visible(&self) -> bool {        self.show_scrollbars    }     pub fn has_autoscroll_request(&self) -> bool {        self.autoscroll_request.is_some()    }     pub fn is_dragging_scrollbar(&self) -> bool {        self.dragging_scrollbar    }     pub fn set_is_dragging_scrollbar(&mut self, dragging: bool, cx: &mut ViewContext<Editor>) {        if dragging != self.dragging_scrollbar {            self.dragging_scrollbar = dragging;            cx.notify();        }    }     pub fn clamp_scroll_left(&mut self, max: f32) -> bool {        if max < self.anchor.offset.x {            self.anchor.offset.x = max;            true        } else {            false        }    }} impl Editor {    pub fn vertical_scroll_margin(&self) -> usize {        self.scroll_manager.vertical_scroll_margin as usize    }     pub fn set_vertical_scroll_margin(&mut self, margin_rows: usize, cx: &mut ViewContext<Self>) {        self.scroll_manager.vertical_scroll_margin = margin_rows as f32;        cx.notify();    }     pub fn visible_line_count(&self) -> Option<f32> {        self.scroll_manager.visible_line_count    }     pub(crate) fn set_visible_line_count(&mut self, lines: f32, cx: &mut ViewContext<Self>) {        let opened_first_time = self.scroll_manager.visible_line_count.is_none();        self.scroll_manager.visible_line_count = Some(lines);        if opened_first_time {            cx.spawn(|editor, mut cx| async move {                editor                    .update(&mut cx, |editor, cx| {                        editor.refresh_inlay_hints(InlayHintRefreshReason::NewLinesShown, cx)                    })                    .ok()            })            .detach()        }    }     pub fn apply_scroll_delta(        &mut self,        scroll_delta: gpui::Point<f32>,        cx: &mut ViewContext<Self>,    ) {        let display_map = self.display_map.update(cx, |map, cx| map.snapshot(cx));        let position = self.scroll_manager.anchor.scroll_position(&display_map) + scroll_delta;        self.set_scroll_position_taking_display_map(position, true, false, display_map, cx);    }     pub fn set_scroll_position(        &mut self,        scroll_position: gpui::Point<f32>,        cx: &mut ViewContext<Self>,    ) {        self.set_scroll_position_internal(scroll_position, true, false, cx);    }     pub(crate) fn set_scroll_position_internal(        &mut self,        scroll_position: gpui::Point<f32>,        local: bool,        autoscroll: bool,        cx: &mut ViewContext<Self>,    ) {        let map = self.display_map.update(cx, |map, cx| map.snapshot(cx));        self.set_scroll_position_taking_display_map(scroll_position, local, autoscroll, map, cx);    }     fn set_scroll_position_taking_display_map(        &mut self,        scroll_position: gpui::Point<f32>,        local: bool,        autoscroll: bool,        display_map: DisplaySnapshot,        cx: &mut ViewContext<Self>,    ) {        hide_hover(self, cx);        let workspace_id = self.workspace.as_ref().map(|workspace| workspace.1);        self.scroll_manager.set_scroll_position(            scroll_position,            &display_map,            local,            autoscroll,            workspace_id,            cx,        );         self.refresh_inlay_hints(InlayHintRefreshReason::NewLinesShown, cx);    }     pub fn scroll_position(&self, cx: &mut ViewContext<Self>) -> gpui::Point<f32> {        let display_map = self.display_map.update(cx, |map, cx| map.snapshot(cx));        self.scroll_manager.anchor.scroll_position(&display_map)    }     pub fn set_scroll_anchor(&mut self, scroll_anchor: ScrollAnchor, cx: &mut ViewContext<Self>) {        hide_hover(self, cx);        let workspace_id = self.workspace.as_ref().map(|workspace| workspace.1);        let top_row = scroll_anchor            .anchor            .to_point(&self.buffer().read(cx).snapshot(cx))            .row;        self.scroll_manager            .set_anchor(scroll_anchor, top_row, true, false, workspace_id, cx);    }     pub(crate) fn set_scroll_anchor_remote(        &mut self,        scroll_anchor: ScrollAnchor,        cx: &mut ViewContext<Self>,    ) {        hide_hover(self, cx);        let workspace_id = self.workspace.as_ref().map(|workspace| workspace.1);        let snapshot = &self.buffer().read(cx).snapshot(cx);        if !scroll_anchor.anchor.is_valid(snapshot) {            log::warn!("Invalid scroll anchor: {:?}", scroll_anchor);            return;        }        let top_row = scroll_anchor.anchor.to_point(snapshot).row;        self.scroll_manager            .set_anchor(scroll_anchor, top_row, false, false, workspace_id, cx);    }     pub fn scroll_screen(&mut self, amount: &ScrollAmount, cx: &mut ViewContext<Self>) {        if matches!(self.mode, EditorMode::SingleLine) {            cx.propagate();            return;        }         if self.take_rename(true, cx).is_some() {            return;        }         let cur_position = self.scroll_position(cx);        let new_pos = cur_position + point(0., amount.lines(self));        self.set_scroll_position(new_pos, cx);    }     /// Returns an ordering. The newest selection is:    ///     Ordering::Equal => on screen    ///     Ordering::Less => above the screen    ///     Ordering::Greater => below the screen    pub fn newest_selection_on_screen(&self, cx: &mut AppContext) -> Ordering {        let snapshot = self.display_map.update(cx, |map, cx| map.snapshot(cx));        let newest_head = self            .selections            .newest_anchor()            .head()            .to_display_point(&snapshot);        let screen_top = self            .scroll_manager            .anchor            .anchor            .to_display_point(&snapshot);         if screen_top > newest_head {            return Ordering::Less;        }         if let Some(visible_lines) = self.visible_line_count() {            if newest_head.row() < screen_top.row() + visible_lines as u32 {                return Ordering::Equal;            }        }         Ordering::Greater    }     pub fn read_scroll_position_from_db(        &mut self,        item_id: u64,        workspace_id: WorkspaceId,        cx: &mut ViewContext<Editor>,    ) {        let scroll_position = DB.get_scroll_position(item_id, workspace_id);        if let Ok(Some((top_row, x, y))) = scroll_position {            let top_anchor = self                .buffer()                .read(cx)                .snapshot(cx)                .anchor_at(Point::new(top_row, 0), Bias::Left);            let scroll_anchor = ScrollAnchor {                offset: gpui::Point::new(x, y),                anchor: top_anchor,            };            self.set_scroll_anchor(scroll_anchor, cx);        }    }}