Files
gpui-native-kit/crates/layout/src/window_frame.rs
T

176 lines
6.9 KiB
Rust

//! The client-side window frame: the border, corners, shadow, and resize
//! edges of a window the system does not decorate.
use gpui::prelude::FluentBuilder as _;
use gpui::{
App, Bounds, BoxShadow, CursorStyle, Decorations, Div, HitboxBehavior, InteractiveElement as _,
IntoElement, MouseButton, ParentElement as _, Pixels, Point, ResizeEdge, Size, Styled as _,
Tiling, Window, canvas, div, point, px, size,
};
use gpui_native_theme::{ActiveTheme as _, BORDER_WIDTH, WINDOW_RESIZE_INSET};
/// How much of the shadow's strength survives losing window focus.
const INACTIVE_SHADOW_OPACITY: f32 = 0.7;
/// Wraps a window's root in the frame it owes.
pub fn frame(child: impl IntoElement, window: &mut Window, cx: &App) -> Div {
let Decorations::Client { tiling } = window.window_decorations() else {
return div().size_full().child(child);
};
let tiling = if window.is_maximized() {
Tiling::tiled()
} else {
tiling
};
let inset = WINDOW_RESIZE_INSET;
let border = cx.theme().colors.border;
let radius = cx.theme().radius.overlay;
let shadow = frame_shadow(cx, window.is_window_active());
window.set_client_inset(inset);
div()
.size_full()
.child(
canvas(
move |_, window, _| {
let size = window.window_bounds().get_bounds().size;
bands(size, inset)
.into_iter()
.filter(|(edge, _)| live(*edge, tiling))
.map(|(edge, band)| {
(edge, window.insert_hitbox(band, HitboxBehavior::Normal))
})
.collect::<Vec<_>>()
},
|_, bands, window, _| {
for (edge, band) in bands {
window.set_cursor_style(cursor(edge), &band);
}
},
)
.absolute()
.size_full(),
)
.when(!tiling.top, |frame| frame.pt(inset))
.when(!tiling.bottom, |frame| frame.pb(inset))
.when(!tiling.left, |frame| frame.pl(inset))
.when(!tiling.right, |frame| frame.pr(inset))
.on_mouse_down(MouseButton::Left, move |event, window, _| {
let size = window.window_bounds().get_bounds().size;
if let Some(edge) =
resize_edge(event.position, inset, size).filter(|edge| live(*edge, tiling))
{
window.start_window_resize(edge);
}
})
.child(
div()
.size_full()
.overflow_hidden()
.border_color(border)
.when(!tiling.top, |surface| surface.border_t(BORDER_WIDTH))
.when(!tiling.bottom, |surface| surface.border_b(BORDER_WIDTH))
.when(!tiling.left, |surface| surface.border_l(BORDER_WIDTH))
.when(!tiling.right, |surface| surface.border_r(BORDER_WIDTH))
.when(!(tiling.top || tiling.left), |surface| {
surface.rounded_tl(radius)
})
.when(!(tiling.top || tiling.right), |surface| {
surface.rounded_tr(radius)
})
.when(!(tiling.bottom || tiling.left), |surface| {
surface.rounded_bl(radius)
})
.when(!(tiling.bottom || tiling.right), |surface| {
surface.rounded_br(radius)
})
.when(!tiling.is_tiled(), |surface| surface.shadow(shadow))
.child(child),
)
}
/// The dialog elevation's shadow, dimmed while the window is inactive.
fn frame_shadow(cx: &App, active: bool) -> Vec<BoxShadow> {
let opacity = if active { 1.0 } else { INACTIVE_SHADOW_OPACITY };
cx.theme()
.elevations
.dialog
.shadows()
.iter()
.map(|shadow| {
let mut dimmed = shadow.clone();
dimmed.color.a *= opacity;
dimmed
})
.collect()
}
/// Which edge a press at `pos` resizes, or `None` for a press on the content.
fn resize_edge(pos: Point<Pixels>, inset: Pixels, size: Size<Pixels>) -> Option<ResizeEdge> {
let (top, bottom) = (pos.y < inset, pos.y > size.height - inset);
let (left, right) = (pos.x < inset, pos.x > size.width - inset);
Some(match (top, bottom, left, right) {
(true, _, true, _) => ResizeEdge::TopLeft,
(true, _, _, true) => ResizeEdge::TopRight,
(_, true, true, _) => ResizeEdge::BottomLeft,
(_, true, _, true) => ResizeEdge::BottomRight,
(true, ..) => ResizeEdge::Top,
(_, true, ..) => ResizeEdge::Bottom,
(_, _, true, _) => ResizeEdge::Left,
(_, _, _, true) => ResizeEdge::Right,
_ => return None,
})
}
/// The eight bands, as the rects [`resize_edge`] classifies to.
fn bands(window: Size<Pixels>, inset: Pixels) -> [(ResizeEdge, Bounds<Pixels>); 8] {
let band = |x: Pixels, y: Pixels, width: Pixels, height: Pixels| Bounds {
origin: point(x, y),
size: size(width, height),
};
let (far_x, far_y) = (window.width - inset, window.height - inset);
let (span_x, span_y) = (window.width - inset - inset, window.height - inset - inset);
let zero = px(0.0);
[
(ResizeEdge::TopLeft, band(zero, zero, inset, inset)),
(ResizeEdge::TopRight, band(far_x, zero, inset, inset)),
(ResizeEdge::BottomLeft, band(zero, far_y, inset, inset)),
(ResizeEdge::BottomRight, band(far_x, far_y, inset, inset)),
(ResizeEdge::Top, band(inset, zero, span_x, inset)),
(ResizeEdge::Bottom, band(inset, far_y, span_x, inset)),
(ResizeEdge::Left, band(zero, inset, inset, span_y)),
(ResizeEdge::Right, band(far_x, inset, inset, span_y)),
]
}
/// Whether `edge` resizes: none of the sides it touches is flush.
fn live(edge: ResizeEdge, tiling: Tiling) -> bool {
let (top, bottom, left, right) = match edge {
ResizeEdge::Top => (true, false, false, false),
ResizeEdge::Bottom => (false, true, false, false),
ResizeEdge::Left => (false, false, true, false),
ResizeEdge::Right => (false, false, false, true),
ResizeEdge::TopLeft => (true, false, true, false),
ResizeEdge::TopRight => (true, false, false, true),
ResizeEdge::BottomLeft => (false, true, true, false),
ResizeEdge::BottomRight => (false, true, false, true),
};
!(top && tiling.top || bottom && tiling.bottom || left && tiling.left || right && tiling.right)
}
/// The pointer an edge shows.
fn cursor(edge: ResizeEdge) -> CursorStyle {
match edge {
ResizeEdge::Top | ResizeEdge::Bottom => CursorStyle::ResizeUpDown,
ResizeEdge::Left | ResizeEdge::Right => CursorStyle::ResizeLeftRight,
ResizeEdge::TopLeft | ResizeEdge::BottomRight => CursorStyle::ResizeUpLeftDownRight,
ResizeEdge::TopRight | ResizeEdge::BottomLeft => CursorStyle::ResizeUpRightDownLeft,
}
}