refactor avatar
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@@ -1,15 +1,18 @@
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use std::rc::Rc;
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use gpui::{
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Anchor, Context, DismissEvent, ElementId, Entity, Focusable, InteractiveElement, IntoElement,
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RenderOnce, SharedString, StyleRefinement, Styled, Window,
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Anchor, AnyElement, Context, DismissEvent, ElementId, Entity, Focusable, InteractiveElement,
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IntoElement, MouseButton, RenderOnce, SharedString, StyleRefinement, Styled, Window,
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};
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use crate::Selectable;
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use crate::avatar::Avatar;
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use crate::button::Button;
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use crate::menu::PopupMenu;
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use crate::popover::Popover;
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use crate::popover::{Popover, PopoverState};
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/// Builds the items of a popup menu on each render.
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type MenuBuilder = dyn Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu;
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/// A dropdown menu trait for buttons and other interactive elements
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pub trait DropdownMenu: Styled + Selectable + InteractiveElement + IntoElement + 'static {
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@@ -44,8 +47,7 @@ pub struct DropdownMenuPopover<T: Selectable + IntoElement + 'static> {
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style: StyleRefinement,
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anchor: Anchor,
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trigger: T,
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#[allow(clippy::type_complexity)]
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builder: Rc<dyn Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu>,
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builder: Rc<MenuBuilder>,
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}
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impl<T> DropdownMenuPopover<T>
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@@ -80,19 +82,95 @@ where
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}
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}
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/// Opens a [`PopupMenu`] when its child is clicked with a mouse button
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/// (right by default), keeping the child's own click handler intact.
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#[derive(IntoElement)]
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pub struct ContextMenu {
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id: ElementId,
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anchor: Anchor,
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mouse_button: MouseButton,
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child: AnyElement,
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builder: Rc<MenuBuilder>,
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}
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impl ContextMenu {
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pub fn new(
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id: impl Into<ElementId>,
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child: impl IntoElement,
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builder: impl Fn(PopupMenu, &mut Window, &mut Context<PopupMenu>) -> PopupMenu + 'static,
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) -> Self {
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Self {
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id: id.into(),
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anchor: Anchor::TopLeft,
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mouse_button: MouseButton::Right,
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child: child.into_any_element(),
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builder: Rc::new(builder),
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}
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}
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/// Set the anchor corner of the menu, default is `Anchor::TopLeft`.
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pub fn anchor(mut self, anchor: impl Into<Anchor>) -> Self {
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self.anchor = anchor.into();
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self
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}
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/// Set the mouse button that opens the menu, default is `MouseButton::Right`.
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pub fn mouse_button(mut self, mouse_button: MouseButton) -> Self {
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self.mouse_button = mouse_button;
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self
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}
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}
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#[derive(Default)]
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struct DropdownMenuState {
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struct MenuState {
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menu: Option<Entity<PopupMenu>>,
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}
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/// Builds the menu once and reuses it until it is dismissed.
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///
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/// The popover content closure runs on every render, so rebuilding the menu
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/// entity each time would drop its focus and selection state.
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fn cached_menu(
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menu_state: &Entity<MenuState>,
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builder: Rc<MenuBuilder>,
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window: &mut Window,
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cx: &mut Context<PopoverState>,
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) -> Entity<PopupMenu> {
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if let Some(menu) = menu_state.read(cx).menu.clone() {
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return menu;
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}
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let menu = PopupMenu::build(window, cx, move |menu, window, cx| {
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builder(menu, window, cx)
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});
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menu_state.update(cx, |state, _| {
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state.menu = Some(menu.clone());
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});
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menu.focus_handle(cx).focus(window, cx);
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let popover_state = cx.entity();
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window
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.subscribe(&menu, cx, {
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let menu_state = menu_state.clone();
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move |_, _: &DismissEvent, window, cx| {
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popover_state.update(cx, |state, cx| state.dismiss(window, cx));
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menu_state.update(cx, |state, _| {
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state.menu = None;
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});
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}
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})
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.detach();
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menu
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}
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impl<T> RenderOnce for DropdownMenuPopover<T>
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where
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T: Selectable + IntoElement + 'static,
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{
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fn render(self, window: &mut Window, cx: &mut gpui::App) -> impl IntoElement {
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let builder = self.builder.clone();
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let menu_state =
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window.use_keyed_state(self.id.clone(), cx, |_, _| DropdownMenuState::default());
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let menu_state = window.use_keyed_state(self.id.clone(), cx, |_, _| MenuState::default());
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Popover::new(SharedString::from(format!("popover:{}", self.id)))
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.appearance(false)
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@@ -100,46 +178,21 @@ where
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.trigger(self.trigger)
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.trigger_style(self.style)
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.anchor(self.anchor)
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.content(move |_, window, cx| {
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// Here is special logic to only create the PopupMenu once and reuse it.
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// Because this `content` will called in every time render, so we need to store the menu
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// in state to avoid recreating at every render.
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//
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// And we also need to rebuild the menu when it is dismissed, to rebuild menu items
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// dynamically for support `dropdown_menu` method, so we listen for DismissEvent below.
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let menu = match menu_state.read(cx).menu.clone() {
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Some(menu) => menu,
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None => {
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let builder = builder.clone();
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let menu = PopupMenu::build(window, cx, move |menu, window, cx| {
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builder(menu, window, cx)
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});
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menu_state.update(cx, |state, _| {
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state.menu = Some(menu.clone());
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});
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menu.focus_handle(cx).focus(window, cx);
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.content(move |_, window, cx| cached_menu(&menu_state, builder.clone(), window, cx))
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}
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}
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// Listen for dismiss events from the PopupMenu to close the popover.
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let popover_state = cx.entity();
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window
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.subscribe(&menu, cx, {
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let menu_state = menu_state.clone();
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move |_, _: &DismissEvent, window, cx| {
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popover_state.update(cx, |state, cx| {
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state.dismiss(window, cx);
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});
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menu_state.update(cx, |state, _| {
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state.menu = None;
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});
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}
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})
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.detach();
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impl RenderOnce for ContextMenu {
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fn render(self, window: &mut Window, cx: &mut gpui::App) -> impl IntoElement {
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let builder = self.builder.clone();
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let menu_state = window.use_keyed_state(self.id.clone(), cx, |_, _| MenuState::default());
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menu.clone()
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}
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};
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menu.clone()
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})
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Popover::new(SharedString::from(format!("context-menu:{}", self.id)))
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.appearance(false)
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.overlay_closable(false)
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.anchor(self.anchor)
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.mouse_button(self.mouse_button)
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.trigger_with(move |_open, _window, _cx| self.child)
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.content(move |_, window, cx| cached_menu(&menu_state, builder.clone(), window, cx))
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}
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}
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@@ -4,7 +4,7 @@ mod dropdown_menu;
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mod menu_item;
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mod popup_menu;
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pub use dropdown_menu::DropdownMenu;
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pub use dropdown_menu::{ContextMenu, DropdownMenu};
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pub use popup_menu::{PopupMenu, PopupMenuItem};
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pub(crate) fn init(cx: &mut App) {
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