chore: reduce component overhead (#3)

Reviewed-on: #3
This commit was merged in pull request #3.
This commit is contained in:
2026-11-09 10:09:56 +00:00
parent 6815585528
commit 1c091db699
44 changed files with 1376 additions and 1241 deletions
+143 -28
View File
@@ -1,18 +1,141 @@
//! Overlay scrollbars for scroll surfaces.
use std::rc::Rc;
use std::sync::Arc;
use std::time::{Duration, Instant};
use gpui::{
App, Bounds, DispatchPhase, ElementId, IntoElement, ListState, MouseButton, MouseDownEvent,
MouseMoveEvent, MouseUpEvent, Pixels, Point, RenderOnce, ScrollEvent, ScrollHandle,
Styled as _, UniformListScrollHandle, Window, canvas, fill, point,
App, Bounds, DispatchPhase, ElementId, Entity, EntityId, IntoElement, ListState, MouseButton,
MouseDownEvent, MouseMoveEvent, MouseUpEvent, Pixels, Point, RenderOnce, ScrollEvent,
ScrollHandle, SharedString, Styled as _, Task, UniformListScrollHandle, Window, canvas, fill,
point,
};
use gpui_native_theme::ActiveTheme as _;
use crate::scroll_area::{Autohide, scrollbar_state_key, thumb_geometry, thumb_style};
/// When an overlay scrollbar shows.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum ScrollbarVisibility {
/// The running platform's behavior, from the theme.
#[default]
Platform,
Always,
Autohide,
}
/// Re-exported so callers only need the scrollbar module.
pub use crate::scroll_area::ScrollbarVisibility;
/// How long an autohide thumb stays fully visible before its fade begins.
const AUTOHIDE_DELAY: Duration = Duration::from_millis(700);
/// How long the autohide fade runs.
const AUTOHIDE_FADE: Duration = Duration::from_millis(250);
/// How often the fade repaints while it runs.
const AUTOHIDE_FADE_STEP: Duration = Duration::from_millis(50);
/// The shared autohide timeline for an overlay scrollbar.
#[derive(Clone)]
struct Autohide {
view: EntityId,
state: Entity<AutohideState>,
}
struct AutohideState {
last_activity: Option<Instant>,
hide_task: Option<Task<()>>,
}
impl Autohide {
fn new(key: ElementId, window: &mut Window, cx: &mut App) -> Self {
let view = window.current_view();
let state = window.use_keyed_state(key, cx, |_, _| AutohideState {
last_activity: None,
hide_task: None,
});
Self { view, state }
}
/// Marks interaction.
fn touch(&self, window: &mut Window, cx: &mut App) {
let view = self.view;
let reduce_motion = cx.theme().accessibility.reduce_motion;
let task = window.spawn(cx, async move |cx| {
if reduce_motion {
cx.background_executor()
.timer(AUTOHIDE_DELAY + AUTOHIDE_FADE)
.await;
cx.update(|_, cx| cx.notify(view)).ok();
return;
}
let steps = (AUTOHIDE_FADE.as_millis() / AUTOHIDE_FADE_STEP.as_millis()).max(1);
cx.background_executor().timer(AUTOHIDE_DELAY).await;
for _ in 0..steps {
cx.update(|_, cx| cx.notify(view)).ok();
cx.background_executor().timer(AUTOHIDE_FADE_STEP).await;
}
cx.update(|_, cx| cx.notify(view)).ok();
});
self.state.update(cx, |state, _| {
state.last_activity = Some(Instant::now());
state.hide_task = Some(task);
});
}
/// The thumb's opacity.
fn alpha(&self, cx: &App, dragging: bool) -> f32 {
if dragging {
return 1.0;
}
let Some(activity) = self.state.read(cx).last_activity else {
return 0.0;
};
let idle = activity.elapsed();
if idle <= AUTOHIDE_DELAY {
return 1.0;
}
let fade = idle.saturating_sub(AUTOHIDE_DELAY);
if fade >= AUTOHIDE_FADE {
return 0.0;
}
1.0 - fade.as_secs_f32() / AUTOHIDE_FADE.as_secs_f32()
}
}
fn scrollbar_state_key(name: &'static str, id: &ElementId) -> ElementId {
ElementId::NamedChild(Arc::new(id.clone()), SharedString::from(name))
}
/// Pure thumb geometry for an overlay scrollbar.
fn thumb_geometry(
viewport: Pixels,
content: Pixels,
offset: Pixels,
track: Pixels,
min_thumb: Pixels,
) -> (Pixels, Pixels) {
if content <= viewport || content <= Pixels::ZERO {
return (track, Pixels::ZERO);
}
let length = (viewport / content * track).max(min_thumb).min(track);
let overflow = content - viewport;
let progress = (-offset / overflow).clamp(0., 1.);
let travel = track - length;
(length, travel * progress)
}
/// An overlay scrollbar thumb's style for one paint: `None` hides it.
fn thumb_style(color: gpui::Hsla, alpha: f32) -> Option<gpui::Hsla> {
(alpha > 0.0).then_some(gpui::Hsla {
a: color.a * alpha,
..color
})
}
/// The scroll state a scrollbar drives, implemented for gpui's scroll handles.
pub trait ScrollbarHandle: 'static {
@@ -128,33 +251,35 @@ pub struct Scrollbar {
axis: Axis,
handle: Rc<dyn ScrollbarHandle>,
visibility: ScrollbarVisibility,
key: ElementId,
id: ElementId,
}
impl Scrollbar {
/// A vertical scrollbar driven by `handle`.
pub fn vertical<H>(handle: H) -> Self
/// A vertical scrollbar named by `id`, driven by `handle`.
pub fn vertical<I, H>(id: I, handle: H) -> Self
where
I: Into<ElementId>,
H: ScrollbarHandle,
{
Self {
axis: Axis::Vertical,
handle: Rc::new(handle),
visibility: ScrollbarVisibility::default(),
key: ElementId::Name("scrollbar".into()),
id: id.into(),
}
}
/// A horizontal scrollbar driven by `handle`.
pub fn horizontal<H>(handle: H) -> Self
/// A horizontal scrollbar named by `id`, driven by `handle`.
pub fn horizontal<I, H>(id: I, handle: H) -> Self
where
I: Into<ElementId>,
H: ScrollbarHandle,
{
Self {
axis: Axis::Horizontal,
handle: Rc::new(handle),
visibility: ScrollbarVisibility::default(),
key: ElementId::Name("scrollbar".into()),
id: id.into(),
}
}
@@ -163,12 +288,6 @@ impl Scrollbar {
self.visibility = visibility;
self
}
/// Names this scrollbar's state.
pub fn key(mut self, key: impl Into<ElementId>) -> Self {
self.key = key.into();
self
}
}
impl RenderOnce for Scrollbar {
@@ -177,8 +296,8 @@ impl RenderOnce for Scrollbar {
let handle = self.handle;
let axis = self.axis;
let visibility = self.visibility;
let key = self.key;
move |_, _, window, cx| paint_scrollbar(&handle, axis, visibility, &key, window, cx)
let id = self.id;
move |_, _, window, cx| paint_scrollbar(&handle, axis, visibility, &id, window, cx)
})
.absolute()
.inset_0()
@@ -192,7 +311,7 @@ fn paint_scrollbar(
handle: &Rc<dyn ScrollbarHandle>,
axis: Axis,
visibility: ScrollbarVisibility,
key: &ElementId,
id: &ElementId,
window: &mut Window,
cx: &mut App,
) {
@@ -217,12 +336,10 @@ fn paint_scrollbar(
ScrollbarVisibility::Always => false,
ScrollbarVisibility::Autohide => true,
};
let autohide_state =
autohide.then(|| Autohide::new(scrollbar_state_key("autohide", key), window, cx));
autohide.then(|| Autohide::new(scrollbar_state_key("autohide", id), window, cx));
let track_length = viewport_along - inset * 2.0;
let (thumb_length, thumb_travel) = thumb_geometry(
viewport_along,
viewport_along + max_offset,
@@ -267,9 +384,7 @@ fn paint_scrollbar(
}
};
let drag = window.use_keyed_state(scrollbar_state_key("thumb-drag", key), cx, |_, _| {
Drag::None
});
let drag = window.use_keyed_state(scrollbar_state_key("thumb-drag", id), cx, |_, _| Drag::None);
let dragging = drag.read(cx).is_some();
let alpha = match &autohide_state {