add button

This commit is contained in:
2026-10-28 17:02:02 +07:00
parent 12d4120bfd
commit 0b8b619342
13 changed files with 708 additions and 54 deletions
+181
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@@ -0,0 +1,181 @@
//! The push button: the API template for every control that follows.
use gpui::prelude::FluentBuilder as _;
use gpui::{
App, BoxShadow, ClickEvent, ElementId, InteractiveElement as _, IntoElement,
ParentElement as _, RenderOnce, Role, SharedString, StatefulInteractiveElement as _,
Styled as _, Window, px,
};
use gpui_native_icons::{IconRole, icon};
use gpui_native_theme::ActiveTheme as _;
use crate::common::h_flex;
/// The single activation handler, shared by pointer, Enter, and Space.
type ClickHandler = Box<dyn Fn(&ClickEvent, &mut Window, &mut App)>;
/// Which visual treatment a button uses.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum ButtonVariant {
/// Accent-filled; the platform's default action.
#[default]
Primary,
/// Neutral and bordered; the everyday companion to `Primary`.
Secondary,
/// Unpainted until hovered, for toolbars and dense UI.
Ghost,
/// The destructive action.
Destructive,
}
/// A push button: pointer, Enter, and Space all fire the single `on_click`.
#[derive(IntoElement)]
pub struct Button {
id: ElementId,
label: Option<SharedString>,
icon: Option<IconRole>,
variant: ButtonVariant,
disabled: bool,
a11y_label: Option<SharedString>,
on_click: Option<ClickHandler>,
}
impl Button {
/// Creates a primary button.
pub fn new<I>(id: I) -> Self
where
I: Into<ElementId>,
{
Self {
id: id.into(),
label: None,
icon: None,
variant: ButtonVariant::default(),
disabled: false,
a11y_label: None,
on_click: None,
}
}
/// Sets the visible label.
pub fn label<L>(mut self, label: L) -> Self
where
L: Into<SharedString>,
{
self.label = Some(label.into());
self
}
/// Shows an icon beside the label.
pub fn icon(mut self, role: IconRole) -> Self {
self.icon = Some(role);
self
}
/// Sets the visual treatment.
pub fn variant(mut self, variant: ButtonVariant) -> Self {
self.variant = variant;
self
}
/// Renders the button inert, unfocusable, and dimmed; disabled always wins.
pub fn disabled(mut self, disabled: bool) -> Self {
self.disabled = disabled;
self
}
/// Overrides the accessibility label, which defaults to the visible label.
pub fn accessibility_label<L>(mut self, label: L) -> Self
where
L: Into<SharedString>,
{
self.a11y_label = Some(label.into());
self
}
/// The single activation handler, fired by pointer, Enter, and Space.
pub fn on_click<F>(mut self, handler: F) -> Self
where
F: Fn(&ClickEvent, &mut Window, &mut App) + 'static,
{
self.on_click = Some(Box::new(handler));
self
}
}
impl RenderOnce for Button {
fn render(self, _window: &mut Window, cx: &mut App) -> impl IntoElement {
let theme = cx.theme();
let colors = theme.colors;
let ramps = theme.ramps;
let on_click = self.on_click;
let a11y_label = self.a11y_label.or_else(|| self.label.clone());
let (background, foreground, hover, pressed) = match self.variant {
ButtonVariant::Primary => (
Some(ramps.primary.base),
colors.primary_foreground,
ramps.primary.hover,
ramps.primary.pressed,
),
ButtonVariant::Secondary => (
Some(colors.secondary),
colors.secondary_foreground,
ramps.secondary.hover,
ramps.secondary.pressed,
),
ButtonVariant::Ghost => (
None,
colors.foreground,
colors.muted,
ramps.secondary.pressed,
),
ButtonVariant::Destructive => (
Some(ramps.destructive.base),
colors.destructive_foreground,
ramps.destructive.hover,
ramps.destructive.pressed,
),
};
h_flex()
.id(self.id)
.role(Role::Button)
.justify_center()
.h_7()
.px_4()
.gap_1p5()
.rounded(theme.radius.control)
.text_sm()
.when(self.variant == ButtonVariant::Secondary, |button| {
button.border_1().border_color(colors.border)
})
.when_some(background, |button, background| button.bg(background))
.text_color(foreground)
.when_some(a11y_label, |button, label| button.aria_label(label))
.when_some(self.icon, |button, role| {
button.child(icon(role).color(foreground))
})
.when_some(self.label, |button, label| button.child(label))
.when(self.disabled, |button| button.opacity(0.5))
.when(!self.disabled, |button| {
button
.cursor_pointer()
.focusable()
.tab_stop(true)
.hover(move |style| style.bg(hover))
.active(move |style| style.bg(pressed))
.focus_visible(|style| {
// Paint-only keyboard ring; the width joins the native
// metrics table when that lands.
style.shadow(vec![
BoxShadow::new(px(0.), px(0.), colors.ring).spread_radius(px(3.)),
])
})
.when_some(on_click, |button, on_click| {
button.on_click(move |event, window, cx| on_click(event, window, cx))
})
})
}
}
+13
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//! Shared element constructors and small style helpers.
use gpui::{Div, Styled as _, div};
/// A row whose children center on the cross axis.
pub fn h_flex() -> Div {
div().flex().flex_row().items_center()
}
/// A column whose children stretch across the cross axis.
pub fn v_flex() -> Div {
div().flex().flex_col()
}
+5 -7
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@@ -1,8 +1,6 @@
//! The components every application needs, one cargo feature each.
//!
//! Components land one per feature: `button`, `checkbox`, `input`, …
//! `default-features = false` plus the features you want for a lean build;
//! `full` (the default) for everything. Features gate whole modules and are
//! additive only; each component adds its `#[cfg(feature = "…")] pub mod`
//! declaration together with its file. Shared helpers promoted per the
//! third-use rule live in the ungated `common` module once one exists.
pub mod common;
#[cfg(feature = "button")]
pub mod button;