283 lines · 9.4 KB · Rust
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use smallvec::SmallVec;use taffy::style::{Display, Position}; use crate::{    point, AnyElement, App, Axis, Bounds, Corner, Edges, Element, GlobalElementId, IntoElement,    LayoutId, ParentElement, Pixels, Point, Size, Style, Window,}; /// The state that the anchored element element uses to track its children.pub struct AnchoredState {    child_layout_ids: SmallVec<[LayoutId; 4]>,} /// An anchored element that can be used to display UI that/// will avoid overflowing the window bounds.pub struct Anchored {    children: SmallVec<[AnyElement; 2]>,    anchor_corner: Corner,    fit_mode: AnchoredFitMode,    anchor_position: Option<Point<Pixels>>,    position_mode: AnchoredPositionMode,    offset: Option<Point<Pixels>>,} /// anchored gives you an element that will avoid overflowing the window bounds./// Its children should have no margin to avoid measurement issues.pub fn anchored() -> Anchored {    Anchored {        children: SmallVec::new(),        anchor_corner: Corner::TopLeft,        fit_mode: AnchoredFitMode::SwitchAnchor,        anchor_position: None,        position_mode: AnchoredPositionMode::Window,        offset: None,    }} impl Anchored {    /// Sets which corner of the anchored element should be anchored to the current position.    pub fn anchor(mut self, anchor: Corner) -> Self {        self.anchor_corner = anchor;        self    }     /// Sets the position in window coordinates    /// (otherwise the location the anchored element is rendered is used)    pub fn position(mut self, anchor: Point<Pixels>) -> Self {        self.anchor_position = Some(anchor);        self    }     /// Offset the final position by this amount.    /// Useful when you want to anchor to an element but offset from it, such as in PopoverMenu.    pub fn offset(mut self, offset: Point<Pixels>) -> Self {        self.offset = Some(offset);        self    }     /// Sets the position mode for this anchored element. Local will have this    /// interpret its [`Anchored::position`] as relative to the parent element.    /// While Window will have it interpret the position as relative to the window.    pub fn position_mode(mut self, mode: AnchoredPositionMode) -> Self {        self.position_mode = mode;        self    }     /// Snap to window edge instead of switching anchor corner when an overflow would occur.    pub fn snap_to_window(mut self) -> Self {        self.fit_mode = AnchoredFitMode::SnapToWindow;        self    }     /// Snap to window edge and leave some margins.    pub fn snap_to_window_with_margin(mut self, edges: impl Into<Edges<Pixels>>) -> Self {        self.fit_mode = AnchoredFitMode::SnapToWindowWithMargin(edges.into());        self    }} impl ParentElement for Anchored {    fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {        self.children.extend(elements)    }} impl Element for Anchored {    type RequestLayoutState = AnchoredState;    type PrepaintState = ();     fn id(&self) -> Option<crate::ElementId> {        None    }     fn request_layout(        &mut self,        _id: Option<&GlobalElementId>,        window: &mut Window,        cx: &mut App,    ) -> (crate::LayoutId, Self::RequestLayoutState) {        let child_layout_ids = self            .children            .iter_mut()            .map(|child| child.request_layout(window, cx))            .collect::<SmallVec<_>>();         let anchored_style = Style {            position: Position::Absolute,            display: Display::Flex,            ..Style::default()        };         let layout_id = window.request_layout(anchored_style, child_layout_ids.iter().copied(), cx);         (layout_id, AnchoredState { child_layout_ids })    }     fn prepaint(        &mut self,        _id: Option<&GlobalElementId>,        bounds: Bounds<Pixels>,        request_layout: &mut Self::RequestLayoutState,        window: &mut Window,        cx: &mut App,    ) {        if request_layout.child_layout_ids.is_empty() {            return;        }         let mut child_min = point(Pixels::MAX, Pixels::MAX);        let mut child_max = Point::default();        for child_layout_id in &request_layout.child_layout_ids {            let child_bounds = window.layout_bounds(*child_layout_id);            child_min = child_min.min(&child_bounds.origin);            child_max = child_max.max(&child_bounds.bottom_right());        }        let size: Size<Pixels> = (child_max - child_min).into();         let (origin, mut desired) = self.position_mode.get_position_and_bounds(            self.anchor_position,            self.anchor_corner,            size,            bounds,            self.offset,        );         let limits = Bounds {            origin: Point::default(),            size: window.viewport_size(),        };         if self.fit_mode == AnchoredFitMode::SwitchAnchor {            let mut anchor_corner = self.anchor_corner;             if desired.left() < limits.left() || desired.right() > limits.right() {                let switched = Bounds::from_corner_and_size(                    anchor_corner.other_side_corner_along(Axis::Horizontal),                    origin,                    size,                );                if !(switched.left() < limits.left() || switched.right() > limits.right()) {                    anchor_corner = anchor_corner.other_side_corner_along(Axis::Horizontal);                    desired = switched                }            }             if desired.top() < limits.top() || desired.bottom() > limits.bottom() {                let switched = Bounds::from_corner_and_size(                    anchor_corner.other_side_corner_along(Axis::Vertical),                    origin,                    size,                );                if !(switched.top() < limits.top() || switched.bottom() > limits.bottom()) {                    desired = switched;                }            }        }         let edges = match self.fit_mode {            AnchoredFitMode::SnapToWindowWithMargin(edges) => edges,            _ => Edges::default(),        };         // Snap the horizontal edges of the anchored element to the horizontal edges of the window if        // its horizontal bounds overflow, aligning to the left if it is wider than the limits.        if desired.right() > limits.right() {            desired.origin.x -= desired.right() - limits.right() + edges.right;        }        if desired.left() < limits.left() {            desired.origin.x = limits.origin.x + edges.left;        }         // Snap the vertical edges of the anchored element to the vertical edges of the window if        // its vertical bounds overflow, aligning to the top if it is taller than the limits.        if desired.bottom() > limits.bottom() {            desired.origin.y -= desired.bottom() - limits.bottom() + edges.bottom;        }        if desired.top() < limits.top() {            desired.origin.y = limits.origin.y + edges.top;        }         let offset = desired.origin - bounds.origin;        let offset = point(offset.x.round(), offset.y.round());         window.with_element_offset(offset, |window| {            for child in &mut self.children {                child.prepaint(window, cx);            }        })    }     fn paint(        &mut self,        _id: Option<&GlobalElementId>,        _bounds: crate::Bounds<crate::Pixels>,        _request_layout: &mut Self::RequestLayoutState,        _prepaint: &mut Self::PrepaintState,        window: &mut Window,        cx: &mut App,    ) {        for child in &mut self.children {            child.paint(window, cx);        }    }} impl IntoElement for Anchored {    type Element = Self;     fn into_element(self) -> Self::Element {        self    }} /// Which algorithm to use when fitting the anchored element to be inside the window.#[derive(Copy, Clone, PartialEq)]pub enum AnchoredFitMode {    /// Snap the anchored element to the window edge.    SnapToWindow,    /// Snap to window edge and leave some margins.    SnapToWindowWithMargin(Edges<Pixels>),    /// Switch which corner anchor this anchored element is attached to.    SwitchAnchor,} /// Which algorithm to use when positioning the anchored element.#[derive(Copy, Clone, PartialEq)]pub enum AnchoredPositionMode {    /// Position the anchored element relative to the window.    Window,    /// Position the anchored element relative to its parent.    Local,} impl AnchoredPositionMode {    fn get_position_and_bounds(        &self,        anchor_position: Option<Point<Pixels>>,        anchor_corner: Corner,        size: Size<Pixels>,        bounds: Bounds<Pixels>,        offset: Option<Point<Pixels>>,    ) -> (Point<Pixels>, Bounds<Pixels>) {        let offset = offset.unwrap_or_default();         match self {            AnchoredPositionMode::Window => {                let anchor_position = anchor_position.unwrap_or(bounds.origin);                let bounds =                    Bounds::from_corner_and_size(anchor_corner, anchor_position + offset, size);                (anchor_position, bounds)            }            AnchoredPositionMode::Local => {                let anchor_position = anchor_position.unwrap_or_default();                let bounds = Bounds::from_corner_and_size(                    anchor_corner,                    bounds.origin + anchor_position + offset,                    size,                );                (anchor_position, bounds)            }        }    }}