//! 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 [`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, 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, SumTree}; /// Construct a new list elementpub fn list(state: ListState) -> List { List { state, style: StyleRefinement::default(), sizing_behavior: ListSizingBehavior::default(), }} /// A list elementpub struct List { state: ListState, 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>>, render_item: Box<dyn FnMut(usize, &mut Window, &mut App) -> AnyElement>, 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>,} /// 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 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<R>( item_count: usize, alignment: ListAlignment, overdraw: Pixels, render_item: R, ) -> Self where R: 'static + FnMut(usize, &mut Window, &mut App) -> AnyElement, { let this = Self(Rc::new(RefCell::new(StateInner { last_layout_bounds: None, last_padding: None, render_item: Box::new(render_item), items: SumTree::default(), logical_scroll_top: None, alignment, overdraw, scroll_handler: None, reset: false, scrollbar_drag_start_height: None, }))); this.splice(0..0, item_count); this } /// 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.logical_scroll_top = None; state.scrollbar_drag_start_height = None; state.items.summary().count }; self.splice(0..old_count, element_count); } /// 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 [`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 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::<(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 &(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 size of items we have measured. /// This value remains constant while dragging to prevent the scrollbar from moving away unexpectedly. pub fn content_size_for_scrollbar(&self) -> Size<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); Size::new(bounds.size.width, height) } /// Returns the current scroll offset adjusted for the scrollbar pub fn scroll_px_offset_for_scrollbar(&self) -> Point<Pixels> { let state = &self.0.borrow(); let logical_scroll_top = state.logical_scroll_top(); let mut cursor = state.items.cursor::<ListItemSummary>(&()); let summary: ListItemSummary = cursor.summary(&Count(logical_scroll_top.item_ix), Bias::Right, &()); let content_height = state.items.summary().height; let drag_offset = // if dragging the scrollbar, we want to offset the point if the height changed content_height - state.scrollbar_drag_start_height.unwrap_or(content_height); let offset = summary.height + logical_scroll_top.offset_in_item - drag_offset; Point::new(px(0.), -offset) } /// Return the bounds of the viewport in pixels. pub fn viewport_bounds(&self) -> Bounds<Pixels> { self.0.borrow().last_layout_bounds.unwrap_or_default() }} impl StateInner { fn visible_range(&self, height: Pixels, scroll_top: &ListOffset) -> Range<usize> { let mut cursor = self.items.cursor::<ListItemSummary>(&()); cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &()); let start_y = cursor.start().height + scroll_top.offset_in_item; cursor.seek_forward(&Height(start_y + height), Bias::Left, &()); scroll_top.item_ix..cursor.start().count + 1 } fn scroll( &mut self, scroll_top: &ListOffset, height: Pixels, delta: Point<Pixels>, current_view: EntityId, window: &mut Window, cx: &mut App, ) { // Drop scroll events after a reset, since we can't calculate // the new logical scroll top without the item heights if self.reset { return; } let padding = self.last_padding.unwrap_or_default(); let scroll_max = (self.items.summary().height + padding.top + padding.bottom - height).max(px(0.)); let new_scroll_top = (self.scroll_top(scroll_top) - delta.y) .max(px(0.)) .min(scroll_max); if self.alignment == ListAlignment::Bottom && new_scroll_top == scroll_max { self.logical_scroll_top = None; } else { let mut cursor = self.items.cursor::<ListItemSummary>(&()); cursor.seek(&Height(new_scroll_top), Bias::Right, &()); let item_ix = cursor.start().count; let offset_in_item = new_scroll_top - cursor.start().height; self.logical_scroll_top = Some(ListOffset { item_ix, offset_in_item, }); } if self.scroll_handler.is_some() { let visible_range = self.visible_range(height, scroll_top); self.scroll_handler.as_mut().unwrap()( &ListScrollEvent { visible_range, count: self.items.summary().count, is_scrolled: self.logical_scroll_top.is_some(), }, window, cx, ); } cx.notify(current_view); } fn logical_scroll_top(&self) -> ListOffset { self.logical_scroll_top .unwrap_or_else(|| match self.alignment { ListAlignment::Top => ListOffset { item_ix: 0, offset_in_item: px(0.), }, ListAlignment::Bottom => ListOffset { item_ix: self.items.summary().count, offset_in_item: px(0.), }, }) } fn scroll_top(&self, logical_scroll_top: &ListOffset) -> Pixels { let mut cursor = self.items.cursor::<ListItemSummary>(&());Lines 1–500 of 1119. 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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 [`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, 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, SumTree}; /// Construct a new list element pub fn list(state: ListState) -> List { List { state, style: StyleRefinement::default(), sizing_behavior: ListSizingBehavior::default(), } } /// A list element pub struct List { state: ListState, 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>>, render_item: Box<dyn FnMut(usize, &mut Window, &mut App) -> AnyElement>, 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>, } /// 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 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<R>( item_count: usize, alignment: ListAlignment, overdraw: Pixels, render_item: R, ) -> Self where R: 'static + FnMut(usize, &mut Window, &mut App) -> AnyElement, { let this = Self(Rc::new(RefCell::new(StateInner { last_layout_bounds: None, last_padding: None, render_item: Box::new(render_item), items: SumTree::default(), logical_scroll_top: None, alignment, overdraw, scroll_handler: None, reset: false, scrollbar_drag_start_height: None, }))); this.splice(0..0, item_count); this } /// 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.logical_scroll_top = None; state.scrollbar_drag_start_height = None; state.items.summary().count }; self.splice(0..old_count, element_count); } /// 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 [`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 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::<(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 &(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 size of items we have measured. /// This value remains constant while dragging to prevent the scrollbar from moving away unexpectedly. pub fn content_size_for_scrollbar(&self) -> Size<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); Size::new(bounds.size.width, height) } /// Returns the current scroll offset adjusted for the scrollbar pub fn scroll_px_offset_for_scrollbar(&self) -> Point<Pixels> { let state = &self.0.borrow(); let logical_scroll_top = state.logical_scroll_top(); let mut cursor = state.items.cursor::<ListItemSummary>(&()); let summary: ListItemSummary = cursor.summary(&Count(logical_scroll_top.item_ix), Bias::Right, &()); let content_height = state.items.summary().height; let drag_offset = // if dragging the scrollbar, we want to offset the point if the height changed content_height - state.scrollbar_drag_start_height.unwrap_or(content_height); let offset = summary.height + logical_scroll_top.offset_in_item - drag_offset; Point::new(px(0.), -offset) } /// Return the bounds of the viewport in pixels. pub fn viewport_bounds(&self) -> Bounds<Pixels> { self.0.borrow().last_layout_bounds.unwrap_or_default() } } impl StateInner { fn visible_range(&self, height: Pixels, scroll_top: &ListOffset) -> Range<usize> { let mut cursor = self.items.cursor::<ListItemSummary>(&()); cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &()); let start_y = cursor.start().height + scroll_top.offset_in_item; cursor.seek_forward(&Height(start_y + height), Bias::Left, &()); scroll_top.item_ix..cursor.start().count + 1 } fn scroll( &mut self, scroll_top: &ListOffset, height: Pixels, delta: Point<Pixels>, current_view: EntityId, window: &mut Window, cx: &mut App, ) { // Drop scroll events after a reset, since we can't calculate // the new logical scroll top without the item heights if self.reset { return; } let padding = self.last_padding.unwrap_or_default(); let scroll_max = (self.items.summary().height + padding.top + padding.bottom - height).max(px(0.)); let new_scroll_top = (self.scroll_top(scroll_top) - delta.y) .max(px(0.)) .min(scroll_max); if self.alignment == ListAlignment::Bottom && new_scroll_top == scroll_max { self.logical_scroll_top = None; } else { let mut cursor = self.items.cursor::<ListItemSummary>(&()); cursor.seek(&Height(new_scroll_top), Bias::Right, &()); let item_ix = cursor.start().count; let offset_in_item = new_scroll_top - cursor.start().height; self.logical_scroll_top = Some(ListOffset { item_ix, offset_in_item, }); } if self.scroll_handler.is_some() { let visible_range = self.visible_range(height, scroll_top); self.scroll_handler.as_mut().unwrap()( &ListScrollEvent { visible_range, count: self.items.summary().count, is_scrolled: self.logical_scroll_top.is_some(), }, window, cx, ); } cx.notify(current_view); } fn logical_scroll_top(&self) -> ListOffset { self.logical_scroll_top .unwrap_or_else(|| match self.alignment { ListAlignment::Top => ListOffset { item_ix: 0, offset_in_item: px(0.), }, ListAlignment::Bottom => ListOffset { item_ix: self.items.summary().count, offset_in_item: px(0.), }, }) } fn scroll_top(&self, logical_scroll_top: &ListOffset) -> Pixels { let mut cursor = self.items.cursor::<ListItemSummary>(&());