refactor avatar

This commit is contained in:
2026-09-18 17:03:17 +07:00
parent 88005fbc41
commit 1320a2c361
18 changed files with 919 additions and 263 deletions
+464 -29
View File
@@ -1,12 +1,25 @@
use gpui::prelude::FluentBuilder;
use gpui::{
AbsoluteLength, App, Div, Hsla, ImageSource, Img, InteractiveElement, Interactivity,
IntoElement, ObjectFit, ParentElement, RenderOnce, StyleRefinement, Styled, StyledImage,
Window, div, img, px,
AbsoluteLength, AnyElement, App, Bounds, Div, Hsla, InteractiveElement, Interactivity,
IntoElement, ObjectFit, ParentElement, PathBuilder, Pixels, Point, RenderOnce, SharedString,
StyleRefinement, Styled, StyledImage, Window, canvas, div, img, point, px,
};
use theme::ActiveTheme;
use crate::{Selectable, Sizable, Size};
use crate::{Selectable, Sizable, Size, StyledExt};
/// Number of rows and columns in the generated pixel grid.
const PIXEL_GRID: usize = 8;
/// Probability that a cell in the left half of the grid is filled.
const FILL_PROBABILITY: f32 = 0.42;
/// Probability that a filled cell uses the accent shade instead of the main color.
const ACCENT_PROBABILITY: f32 = 0.25;
/// Minimum number of filled left-half cells, so a pattern never reads as empty.
const MIN_FILLED: usize = 5;
/// Fallback seed for an avatar that has neither a picture nor a seed of its own.
const FALLBACK_SEED: &str = "coop";
/// Number of segments used to approximate the avatar circle.
const CIRCLE_SEGMENTS: usize = 32;
/// Returns the size of the avatar based on the given [`Size`].
pub(super) fn avatar_size(size: Size) -> AbsoluteLength {
@@ -19,19 +32,350 @@ pub(super) fn avatar_size(size: Size) -> AbsoluteLength {
}
}
/// An element that renders a user avatar with customizable appearance options.
/// A deterministic, offline pixel-art avatar derived from a seed.
///
/// Use it for entities that have no profile picture: the same seed always
/// renders the same pattern, so identities stay recognizable without a
/// network round trip. The pattern is painted as geometry and cropped to a
/// circle, at the same sizes as [`Avatar`].
///
/// # Examples
///
/// ```
/// use ui::{Avatar};
/// use ui::avatar::PixelAvatar;
///
/// Avatar::new("path/to/image.png").grayscale(true).border_color(gpui::red());
/// PixelAvatar::new("alice");
/// ```
#[derive(IntoElement)]
pub struct PixelAvatar {
seed: u64,
size: Size,
style: StyleRefinement,
}
impl PixelAvatar {
/// Creates a pixel avatar from `seed`.
pub fn new(seed: impl AsRef<str>) -> Self {
Self {
seed: fnv1a(seed.as_ref().as_bytes()),
size: Size::Medium,
style: StyleRefinement::default(),
}
}
}
impl Sizable for PixelAvatar {
fn with_size(mut self, size: impl Into<Size>) -> Self {
self.size = size.into();
self
}
}
impl Styled for PixelAvatar {
fn style(&mut self) -> &mut StyleRefinement {
&mut self.style
}
}
impl RenderOnce for PixelAvatar {
fn render(self, window: &mut Window, _cx: &mut App) -> impl IntoElement {
let side = avatar_size(self.size).to_pixels(window.rem_size());
let seed = self.seed;
canvas(
move |_bounds, _window, _cx| seed,
move |bounds, seed, window, cx| {
let theme = cx.theme();
let main = Hsla {
h: (theme.icon_accent.h + seed as f32 / u64::MAX as f32) % 1.,
s: 0.6,
l: if theme.is_dark() { 0.6 } else { 0.45 },
a: 1.,
};
let shade = if theme.is_dark() {
Hsla {
l: (main.l * 1.6).min(0.95),
..main
}
} else {
Hsla {
l: (main.l * 0.45).max(0.18),
..main
}
};
let circle = circle_polygon(bounds.center(), bounds.size.width.as_f32() / 2.);
paint_polygons(window, std::iter::once(&circle), main.opacity(0.16));
let pattern = pixel_pattern(seed);
let mut cells = Vec::new();
for (value, color) in [(1u8, main), (2u8, shade)] {
cells.clear();
for row in 0..PIXEL_GRID {
for col in 0..PIXEL_GRID {
if pattern[row * PIXEL_GRID + col] != value {
continue;
}
let cell = clip_polygon(&cell_polygon(&bounds, row, col), &circle);
if cell.len() >= 3 {
cells.push(cell);
}
}
}
paint_polygons(window, cells.iter(), color);
}
},
)
.refine_style(&self.style)
.size(side)
.flex_shrink_0()
}
}
/// Builds the mirrored fill pattern for `seed`.
fn pixel_pattern(seed: u64) -> [u8; PIXEL_GRID * PIXEL_GRID] {
let mut rng = PixelRng::new(seed);
let mut pattern = [0u8; PIXEL_GRID * PIXEL_GRID];
let mut filled = 0usize;
for row in 0..PIXEL_GRID {
for col in 0..PIXEL_GRID / 2 {
if rng.chance(FILL_PROBABILITY) {
let accent = rng.chance(ACCENT_PROBABILITY);
set_cell(&mut pattern, row, col, if accent { 2 } else { 1 });
filled += 1;
}
}
}
if filled < MIN_FILLED {
let half = PIXEL_GRID * PIXEL_GRID / 2;
let start = (rng.next() % half as u64) as usize;
for offset in 0..half {
if filled >= MIN_FILLED {
break;
}
let ix = (start + offset) % half;
let row = ix / (PIXEL_GRID / 2);
let col = ix % (PIXEL_GRID / 2);
if pattern[row * PIXEL_GRID + col] == 0 {
set_cell(&mut pattern, row, col, 1);
filled += 1;
}
}
}
pattern
}
/// Paints `polygons` as a single anti-aliased filled path in `color`.
fn paint_polygons<'a>(
window: &mut Window,
polygons: impl IntoIterator<Item = &'a Vec<Point<Pixels>>>,
color: Hsla,
) {
let mut builder = PathBuilder::fill();
let mut painted = false;
for polygon in polygons {
if polygon.len() >= 3 {
builder.add_polygon(polygon, true);
painted = true;
}
}
if painted && let Ok(path) = builder.build() {
window.paint_path(path, color);
}
}
/// Approximates the circle of `radius` around `center` as a convex polygon,
/// wound so that its interior is on the left of every directed edge.
fn circle_polygon(center: Point<Pixels>, radius: f32) -> Vec<Point<Pixels>> {
let center_x = center.x.as_f32();
let center_y = center.y.as_f32();
(0..CIRCLE_SEGMENTS)
.map(|index| {
let angle = std::f32::consts::TAU * index as f32 / CIRCLE_SEGMENTS as f32;
point(
px(center_x + radius * angle.cos()),
px(center_y + radius * angle.sin()),
)
})
.collect()
}
/// The four corners of cell `(row, col)` of the grid laid out in `bounds`.
fn cell_polygon(bounds: &Bounds<Pixels>, row: usize, col: usize) -> [Point<Pixels>; 4] {
let cell = bounds.size.width.as_f32() / PIXEL_GRID as f32;
let left = bounds.origin.x.as_f32() + col as f32 * cell;
let top = bounds.origin.y.as_f32() + row as f32 * cell;
[
point(px(left), px(top)),
point(px(left + cell), px(top)),
point(px(left + cell), px(top + cell)),
point(px(left), px(top + cell)),
]
}
/// Clips `subject` to the convex `clip` polygon, keeping the part inside it.
fn clip_polygon(subject: &[Point<Pixels>], clip: &[Point<Pixels>]) -> Vec<Point<Pixels>> {
let mut current = subject.to_vec();
let mut next = Vec::with_capacity(subject.len() + 4);
for (&start, &end) in clip.iter().zip(clip.iter().cycle().skip(1)) {
if current.is_empty() {
break;
}
next.clear();
let mut previous = match current.last() {
Some(&vertex) => vertex,
None => break,
};
for &vertex in current.iter() {
let previous_inside = is_inside(start, end, previous);
let vertex_inside = is_inside(start, end, vertex);
if vertex_inside {
if !previous_inside
&& let Some(crossing) = line_intersection(start, end, previous, vertex)
{
next.push(crossing);
}
next.push(vertex);
} else if previous_inside
&& let Some(crossing) = line_intersection(start, end, previous, vertex)
{
next.push(crossing);
}
previous = vertex;
}
std::mem::swap(&mut current, &mut next);
}
current
}
/// Whether `vertex` lies on the interior side of the directed edge `start -> end`.
fn is_inside(start: Point<Pixels>, end: Point<Pixels>, vertex: Point<Pixels>) -> bool {
let start_x = start.x.as_f32();
let start_y = start.y.as_f32();
let edge_x = end.x.as_f32() - start_x;
let edge_y = end.y.as_f32() - start_y;
let to_vertex_x = vertex.x.as_f32() - start_x;
let to_vertex_y = vertex.y.as_f32() - start_y;
edge_x * to_vertex_y - edge_y * to_vertex_x >= 0.
}
/// The intersection of segment `from -> to` with the infinite line `start -> end`.
fn line_intersection(
start: Point<Pixels>,
end: Point<Pixels>,
from: Point<Pixels>,
to: Point<Pixels>,
) -> Option<Point<Pixels>> {
let start_x = start.x.as_f32();
let start_y = start.y.as_f32();
let edge_x = end.x.as_f32() - start_x;
let edge_y = end.y.as_f32() - start_y;
let from_x = from.x.as_f32();
let from_y = from.y.as_f32();
let segment_x = to.x.as_f32() - from_x;
let segment_y = to.y.as_f32() - from_y;
let denominator = edge_x * segment_y - edge_y * segment_x;
if denominator.abs() < f32::EPSILON {
return None;
}
let offset_x = from_x - start_x;
let offset_y = from_y - start_y;
let t = (edge_y * offset_x - edge_x * offset_y) / denominator;
Some(point(
px(from_x + segment_x * t),
px(from_y + segment_y * t),
))
}
/// Fills `cell (row, col)` and its horizontal mirror.
fn set_cell(pattern: &mut [u8; PIXEL_GRID * PIXEL_GRID], row: usize, col: usize, value: u8) {
pattern[row * PIXEL_GRID + col] = value;
pattern[row * PIXEL_GRID + (PIXEL_GRID - 1 - col)] = value;
}
/// FNV-1a 64-bit hash, stable across platforms and runs.
fn fnv1a(bytes: &[u8]) -> u64 {
let mut hash = 0xcbf2_9ce4_8422_2325u64;
for &byte in bytes {
hash ^= byte as u64;
hash = hash.wrapping_mul(0x0000_0100_0000_01b3);
}
hash
}
/// Tiny xorshift64* PRNG for deriving the pattern from the seed.
struct PixelRng(u64);
impl PixelRng {
fn new(seed: u64) -> Self {
Self(seed.max(1))
}
fn next(&mut self) -> u64 {
let mut x = self.0;
x ^= x >> 12;
x ^= x << 25;
x ^= x >> 27;
self.0 = x;
x.wrapping_mul(0x2545_f491_4f6c_dd1d)
}
fn chance(&mut self, probability: f32) -> bool {
self.next() as f32 / (u64::MAX as f32) < probability
}
}
/// Renders the generated pixel avatar shown in place of a missing picture.
fn generated_avatar(seed: Option<&str>, size: Pixels) -> AnyElement {
PixelAvatar::new(seed.unwrap_or(FALLBACK_SEED))
.with_size(size)
.into_any_element()
}
/// An element that renders a user avatar with customizable appearance options.
///
/// Entities without a picture still get a stable identity: the avatar falls
/// back to a [`PixelAvatar`] seeded through [`Avatar::seed`], both when there
/// is no picture and when the picture fails to load.
///
/// # Examples
///
/// ```
/// use ui::avatar::Avatar;
///
/// Avatar::new(None).seed("alice");
/// ```
#[derive(IntoElement)]
pub struct Avatar {
base: Div,
image: Img,
picture: Option<SharedString>,
grayscale: bool,
seed: Option<SharedString>,
style: StyleRefinement,
size: Size,
border_color: Option<Hsla>,
@@ -39,11 +383,16 @@ pub struct Avatar {
}
impl Avatar {
/// Creates a new avatar element with the specified image source.
pub fn new(src: impl Into<ImageSource>) -> Self {
/// Creates an avatar for an entity whose profile picture may be missing.
///
/// Use [`Avatar::seed`] to choose the generated pixel avatar rendered when
/// `picture` is `None`.
pub fn new(picture: Option<SharedString>) -> Self {
Avatar {
base: div(),
image: img(src),
picture,
grayscale: false,
seed: None,
style: StyleRefinement::default(),
size: Size::Medium,
border_color: None,
@@ -51,17 +400,26 @@ impl Avatar {
}
}
/// Sets the seed for the generated pixel avatar.
///
/// The seed should be a stable identifier of the entity the avatar
/// represents, such as a public key.
pub fn seed(mut self, seed: impl Into<SharedString>) -> Self {
self.seed = Some(seed.into());
self
}
/// Applies a grayscale filter to the avatar image.
///
/// # Examples
///
/// ```
/// use ui::{Avatar, AvatarShape};
/// use ui::avatar::Avatar;
///
/// let avatar = Avatar::new("path/to/image.png").grayscale(true);
/// Avatar::new(None).grayscale(true);
/// ```
pub fn grayscale(mut self, grayscale: bool) -> Self {
self.image = self.image.grayscale(grayscale);
self.grayscale = grayscale;
self
}
@@ -113,8 +471,24 @@ impl RenderOnce for Avatar {
} else {
px(0.)
};
let image_size = avatar_size(self.size);
let container_size = image_size.to_pixels(window.rem_size()) + border_width * 2.;
let image_size = avatar_size(self.size).to_pixels(window.rem_size());
let container_size = image_size + border_width * 2.;
let content = match self.picture {
Some(picture) => {
let seed = self.seed;
let grayscale = self.grayscale;
img(picture)
.size(image_size)
.rounded_full()
.object_fit(ObjectFit::Cover)
.grayscale(grayscale)
.bg(cx.theme().ghost_element_background)
.with_fallback(move || generated_avatar(seed.as_deref(), image_size))
.into_any_element()
}
None => generated_avatar(self.seed.as_deref(), image_size),
};
div()
.flex_shrink_0()
@@ -124,18 +498,79 @@ impl RenderOnce for Avatar {
.when_some(self.border_color, |this, color| {
this.border(border_width).border_color(color)
})
.child(
self.image
.size(image_size)
.rounded_full()
.object_fit(ObjectFit::Cover)
.bg(cx.theme().ghost_element_background)
.with_fallback(move || {
img("brand/avatar.png")
.size(image_size)
.rounded_full()
.into_any_element()
}),
)
.child(content)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn pixel_patterns_are_symmetric_and_stable() {
for seed in 0..50 {
let pattern = pixel_pattern(seed);
let filled = pattern.iter().filter(|&&cell| cell != 0).count();
assert!(
filled >= MIN_FILLED * 2,
"pattern too sparse for seed {seed}"
);
for row in 0..PIXEL_GRID {
for col in 0..PIXEL_GRID {
assert_eq!(
pattern[row * PIXEL_GRID + col],
pattern[row * PIXEL_GRID + (PIXEL_GRID - 1 - col)],
"asymmetric pattern for seed {seed} at ({row}, {col})"
);
}
}
}
for seed in [0, 1, 42, u64::MAX] {
assert_eq!(pixel_pattern(seed), pixel_pattern(seed));
}
assert_ne!(pixel_pattern(42), pixel_pattern(43));
}
fn area(polygon: &[Point<Pixels>]) -> f32 {
let mut sum: f32 = 0.;
for (&a, &b) in polygon.iter().zip(polygon.iter().cycle().skip(1)) {
sum += a.x.as_f32() * b.y.as_f32() - b.x.as_f32() * a.y.as_f32();
}
(sum / 2.).abs()
}
#[test]
fn clipping_keeps_only_the_part_inside_the_circle() {
let circle = circle_polygon(point(px(10.), px(10.)), 10.);
let square = |left: f32, top: f32| {
[
point(px(left), px(top)),
point(px(left + 4.), px(top)),
point(px(left + 4.), px(top + 4.)),
point(px(left), px(top + 4.)),
]
};
let inside = clip_polygon(&square(8., 8.), &circle);
assert!((area(&inside) - 16.).abs() < 0.05, "area {}", area(&inside));
assert!(clip_polygon(&square(20., 20.), &circle).is_empty());
let straddling = clip_polygon(&square(0., 0.), &circle);
for vertex in &straddling {
let delta_x = vertex.x.as_f32() - 10.;
let delta_y = vertex.y.as_f32() - 10.;
assert!(
delta_x.hypot(delta_y) <= 10. + 0.1,
"clipped vertex outside the circle"
);
}
let area = area(&straddling);
assert!(area > 0. && area < 16., "area {area}");
}
}
+1
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@@ -18,6 +18,7 @@ pub mod indicator;
pub mod input;
pub mod menu;
pub mod modal;
pub mod nav_item;
pub mod notification;
pub mod popover;
pub mod resizable;
+100 -47
View File
@@ -1,15 +1,18 @@
use std::rc::Rc;
use gpui::{
Anchor, Context, DismissEvent, ElementId, Entity, Focusable, InteractiveElement, IntoElement,
RenderOnce, SharedString, StyleRefinement, Styled, Window,
Anchor, AnyElement, Context, DismissEvent, ElementId, Entity, Focusable, InteractiveElement,
IntoElement, MouseButton, RenderOnce, SharedString, StyleRefinement, Styled, Window,
};
use crate::Selectable;
use crate::avatar::Avatar;
use crate::button::Button;
use crate::menu::PopupMenu;
use crate::popover::Popover;
use crate::popover::{Popover, PopoverState};
/// Builds the items of a popup menu on each render.
type MenuBuilder = dyn Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu;
/// A dropdown menu trait for buttons and other interactive elements
pub trait DropdownMenu: Styled + Selectable + InteractiveElement + IntoElement + 'static {
@@ -44,8 +47,7 @@ pub struct DropdownMenuPopover<T: Selectable + IntoElement + 'static> {
style: StyleRefinement,
anchor: Anchor,
trigger: T,
#[allow(clippy::type_complexity)]
builder: Rc<dyn Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu>,
builder: Rc<MenuBuilder>,
}
impl<T> DropdownMenuPopover<T>
@@ -80,19 +82,95 @@ where
}
}
/// Opens a [`PopupMenu`] when its child is clicked with a mouse button
/// (right by default), keeping the child's own click handler intact.
#[derive(IntoElement)]
pub struct ContextMenu {
id: ElementId,
anchor: Anchor,
mouse_button: MouseButton,
child: AnyElement,
builder: Rc<MenuBuilder>,
}
impl ContextMenu {
pub fn new(
id: impl Into<ElementId>,
child: impl IntoElement,
builder: impl Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu + 'static,
) -> Self {
Self {
id: id.into(),
anchor: Anchor::TopLeft,
mouse_button: MouseButton::Right,
child: child.into_any_element(),
builder: Rc::new(builder),
}
}
/// Set the anchor corner of the menu, default is `Anchor::TopLeft`.
pub fn anchor(mut self, anchor: impl Into<Anchor>) -> Self {
self.anchor = anchor.into();
self
}
/// Set the mouse button that opens the menu, default is `MouseButton::Right`.
pub fn mouse_button(mut self, mouse_button: MouseButton) -> Self {
self.mouse_button = mouse_button;
self
}
}
#[derive(Default)]
struct DropdownMenuState {
struct MenuState {
menu: Option<Entity<PopupMenu>>,
}
/// Builds the menu once and reuses it until it is dismissed.
///
/// The popover content closure runs on every render, so rebuilding the menu
/// entity each time would drop its focus and selection state.
fn cached_menu(
menu_state: &Entity<MenuState>,
builder: Rc<MenuBuilder>,
window: &mut Window,
cx: &mut Context<PopoverState>,
) -> Entity<PopupMenu> {
if let Some(menu) = menu_state.read(cx).menu.clone() {
return menu;
}
let menu = PopupMenu::build(window, cx, move |menu, window, cx| {
builder(menu, window, cx)
});
menu_state.update(cx, |state, _| {
state.menu = Some(menu.clone());
});
menu.focus_handle(cx).focus(window, cx);
let popover_state = cx.entity();
window
.subscribe(&menu, cx, {
let menu_state = menu_state.clone();
move |_, _: &DismissEvent, window, cx| {
popover_state.update(cx, |state, cx| state.dismiss(window, cx));
menu_state.update(cx, |state, _| {
state.menu = None;
});
}
})
.detach();
menu
}
impl<T> RenderOnce for DropdownMenuPopover<T>
where
T: Selectable + IntoElement + 'static,
{
fn render(self, window: &mut Window, cx: &mut gpui::App) -> impl IntoElement {
let builder = self.builder.clone();
let menu_state =
window.use_keyed_state(self.id.clone(), cx, |_, _| DropdownMenuState::default());
let menu_state = window.use_keyed_state(self.id.clone(), cx, |_, _| MenuState::default());
Popover::new(SharedString::from(format!("popover:{}", self.id)))
.appearance(false)
@@ -100,46 +178,21 @@ where
.trigger(self.trigger)
.trigger_style(self.style)
.anchor(self.anchor)
.content(move |_, window, cx| {
// Here is special logic to only create the PopupMenu once and reuse it.
// Because this `content` will called in every time render, so we need to store the menu
// in state to avoid recreating at every render.
//
// And we also need to rebuild the menu when it is dismissed, to rebuild menu items
// dynamically for support `dropdown_menu` method, so we listen for DismissEvent below.
let menu = match menu_state.read(cx).menu.clone() {
Some(menu) => menu,
None => {
let builder = builder.clone();
let menu = PopupMenu::build(window, cx, move |menu, window, cx| {
builder(menu, window, cx)
});
menu_state.update(cx, |state, _| {
state.menu = Some(menu.clone());
});
menu.focus_handle(cx).focus(window, cx);
.content(move |_, window, cx| cached_menu(&menu_state, builder.clone(), window, cx))
}
}
// Listen for dismiss events from the PopupMenu to close the popover.
let popover_state = cx.entity();
window
.subscribe(&menu, cx, {
let menu_state = menu_state.clone();
move |_, _: &DismissEvent, window, cx| {
popover_state.update(cx, |state, cx| {
state.dismiss(window, cx);
});
menu_state.update(cx, |state, _| {
state.menu = None;
});
}
})
.detach();
impl RenderOnce for ContextMenu {
fn render(self, window: &mut Window, cx: &mut gpui::App) -> impl IntoElement {
let builder = self.builder.clone();
let menu_state = window.use_keyed_state(self.id.clone(), cx, |_, _| MenuState::default());
menu.clone()
}
};
menu.clone()
})
Popover::new(SharedString::from(format!("context-menu:{}", self.id)))
.appearance(false)
.overlay_closable(false)
.anchor(self.anchor)
.mouse_button(self.mouse_button)
.trigger_with(move |_open, _window, _cx| self.child)
.content(move |_, window, cx| cached_menu(&menu_state, builder.clone(), window, cx))
}
}
+1 -1
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@@ -4,7 +4,7 @@ mod dropdown_menu;
mod menu_item;
mod popup_menu;
pub use dropdown_menu::DropdownMenu;
pub use dropdown_menu::{ContextMenu, DropdownMenu};
pub use popup_menu::{PopupMenu, PopupMenuItem};
pub(crate) fn init(cx: &mut App) {
+100
View File
@@ -0,0 +1,100 @@
use std::rc::Rc;
use gpui::prelude::FluentBuilder as _;
use gpui::{
AnyElement, App, ClickEvent, ElementId, InteractiveElement, IntoElement, ParentElement,
RenderOnce, SharedString, StatefulInteractiveElement as _, StyleRefinement, Styled, Window,
div,
};
use theme::ActiveTheme;
use crate::{StyledExt, h_flex};
/// A single navigation entry in a sidebar.
///
/// It has an arbitrary leading element, such as an icon or avatar, and a text
/// label. It can carry an optional trailing suffix, such as a status icon, and
/// an optional click handler. Rows with a click handler are highlighted on
/// hover and show a pointer cursor.
#[allow(clippy::type_complexity)]
#[derive(IntoElement)]
pub struct NavItem {
id: ElementId,
style: StyleRefinement,
icon: AnyElement,
label: SharedString,
/// Trailing element at the right edge of the row, after the ellipsized label.
suffix: Option<AnyElement>,
on_click: Option<Rc<dyn Fn(&ClickEvent, &mut Window, &mut App)>>,
}
impl NavItem {
pub fn new(
id: impl Into<ElementId>,
label: impl Into<SharedString>,
icon: impl IntoElement,
) -> Self {
Self {
id: id.into(),
style: StyleRefinement::default(),
icon: icon.into_any_element(),
label: label.into(),
suffix: None,
on_click: None,
}
}
pub fn suffix(mut self, suffix: impl IntoElement) -> Self {
self.suffix = Some(suffix.into_any_element());
self
}
pub fn on_click(
mut self,
handler: impl Fn(&ClickEvent, &mut Window, &mut App) + 'static,
) -> Self {
self.on_click = Some(Rc::new(handler));
self
}
}
impl Styled for NavItem {
fn style(&mut self) -> &mut StyleRefinement {
&mut self.style
}
}
impl RenderOnce for NavItem {
fn render(self, _window: &mut Window, cx: &mut App) -> impl IntoElement {
let clickable = self.on_click.is_some();
h_flex()
.id(self.id)
.refine_style(&self.style)
.px_2()
.py_1()
.w_full()
.gap_2()
.rounded(cx.theme().radius)
.text_color(cx.theme().text)
.child(self.icon)
.child(
div()
.flex_1()
.min_w_0()
.truncate()
.text_sm()
.child(self.label),
)
.when_some(self.suffix, |this, suffix| {
this.child(div().flex_shrink_0().child(suffix))
})
.when(clickable, |this| {
this.cursor_pointer()
.hover(|this| this.bg(cx.theme().ghost_element_hover))
})
.when_some(self.on_click, |this, handler| {
this.on_click(move |event, window, cx| handler(event, window, cx))
})
}
}
+13
View File
@@ -87,6 +87,19 @@ impl Popover {
self
}
/// Set the trigger from a builder, for elements that have no selected state.
///
/// [`Self::trigger`] marks the trigger as selected while the popover is
/// open, so it cannot be used with elements whose selection carries a
/// different meaning, such as a row that indicates the current room.
pub fn trigger_with<F>(mut self, trigger: F) -> Self
where
F: FnOnce(bool, &Window, &App) -> AnyElement + 'static,
{
self.trigger = Some(Box::new(trigger));
self
}
/// Set the default open state of the popover, default is `false`.
///
/// This is only used to initialize the open state of the popover.