Clean up List::layout

Co-Authored-By: Nathan Sobo <nathan@zed.dev>
This commit is contained in:
Max Brunsfeld 2021-09-01 15:27:23 -07:00
parent bfdb0f35ba
commit 82d1fb82d2

View file

@ -8,7 +8,7 @@ use crate::{
DebugContext, Element, ElementBox, ElementRc, Event, EventContext, LayoutContext, PaintContext,
SizeConstraint,
};
use std::{cell::RefCell, ops::Range, rc::Rc};
use std::{cell::RefCell, collections::VecDeque, ops::Range, rc::Rc};
pub struct List {
state: ListState,
@ -106,183 +106,127 @@ impl Element for List {
)
}
let overdraw = state.overdraw;
let old_rendered_range = state.rendered_range.clone();
let old_items = state.items.clone();
let orientation = state.orientation;
let mut stored_scroll_top = state.logical_scroll_top;
let mut new_items = SumTree::new();
let mut render_item = |ix, old_item: &ListItem| {
let element = if let ListItem::Rendered(element) = old_item {
element.clone()
} else {
let mut element = (state.render_item)(ix, cx);
element.layout(item_constraint, cx);
element.into()
};
element
};
// Determine the items that need to be rendered in order to cover the visible area plus the
// overdraw. When parked at the end of a bottom-oriented list, this requires rendering items
// starting from the end of the list until the visible region is full. In other cases, the
// stored scroll can be used.
let mut new_rendered_start_ix;
let mut rendered_items = Vec::new();
let mut scroll_top;
if let (Orientation::Bottom, None) = (orientation, stored_scroll_top) {
let mut rendered_items = VecDeque::new();
let mut rendered_height = 0.;
let mut cursor = old_items.cursor::<Count, ()>();
cursor.seek(&Count(old_items.summary().count), Bias::Left, &());
let mut scroll_top = state
.logical_scroll_top
.unwrap_or_else(|| match state.orientation {
Orientation::Top => ListOffset {
item_ix: 0,
offset_in_item: 0.,
},
Orientation::Bottom => ListOffset {
item_ix: state.items.summary().count,
offset_in_item: 0.,
},
});
while let Some(item) = cursor.item() {
let element = render_item(cursor.seek_start().0, item);
rendered_height += element.size().y();
rendered_items.push(ListItem::Rendered(element));
if rendered_height >= size.y() {
break;
} else {
cursor.prev(&());
}
}
scroll_top = ListOffset {
item_ix: cursor.seek_start().0,
offset_in_item: rendered_height - size.y(),
};
cursor.prev(&());
while let Some(item) = cursor.item() {
let element = render_item(cursor.seek_start().0, item);
rendered_height += element.size().y();
rendered_items.push(ListItem::Rendered(element));
if rendered_height >= size.y() + overdraw {
break;
} else {
cursor.prev(&());
}
}
rendered_items.reverse();
new_rendered_start_ix = cursor.seek_start().0;
} else {
scroll_top = stored_scroll_top.unwrap_or_default();
let mut rendered_height = 0.;
// Render items after the scroll top, including those in the trailing overdraw.
let mut cursor = old_items.cursor::<Count, ()>();
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
for (ix, item) in cursor.by_ref().enumerate() {
if rendered_height >= scroll_top.offset_in_item + size.y() + overdraw {
if rendered_height - scroll_top.offset_in_item >= size.y() + state.overdraw {
break;
}
let element = render_item(scroll_top.item_ix + ix, item);
let element = state.render_item(scroll_top.item_ix + ix, item, item_constraint, cx);
rendered_height += element.size().y();
rendered_items.push(ListItem::Rendered(element));
rendered_items.push_back(ListItem::Rendered(element));
}
rendered_items.reverse();
let mut adjust_scroll_top = (rendered_height - scroll_top.offset_in_item) < size.y();
new_rendered_start_ix = scroll_top.item_ix;
// Prepare to start walking upward from the item at the scroll top.
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
// If the rendered items do not fill the visible region, then adjust
// the scroll top upward.
if rendered_height - scroll_top.offset_in_item < size.y() {
while rendered_height < size.y() {
cursor.prev(&());
let mut remaining_overdraw = overdraw - scroll_top.offset_in_item;
if adjust_scroll_top && rendered_height >= size.y() {
let offset_in_item = rendered_height - size.y();
scroll_top = ListOffset {
item_ix: new_rendered_start_ix,
offset_in_item,
};
stored_scroll_top = Some(scroll_top);
remaining_overdraw = overdraw - offset_in_item;
adjust_scroll_top = false;
}
while let Some(item) = cursor.item() {
let element = render_item(cursor.seek_start().0, item);
let next_rendered_height = rendered_height + element.size().y();
if adjust_scroll_top && next_rendered_height >= size.y() {
let offset_in_item = next_rendered_height - size.y();
scroll_top = ListOffset {
item_ix: new_rendered_start_ix - 1,
offset_in_item,
};
stored_scroll_top = Some(scroll_top);
remaining_overdraw = overdraw + (element.size().y() - offset_in_item);
adjust_scroll_top = false;
}
if !adjust_scroll_top && remaining_overdraw <= 0. {
if let Some(item) = cursor.item() {
let element =
state.render_item(cursor.seek_start().0, item, item_constraint, cx);
rendered_height += element.size().y();
rendered_items.push_front(ListItem::Rendered(element));
} else {
break;
}
rendered_height = next_rendered_height;
remaining_overdraw -= element.size().y();
rendered_items.push(ListItem::Rendered(element));
new_rendered_start_ix -= 1;
cursor.prev(&());
}
rendered_items.reverse();
if rendered_height < size.y() {
stored_scroll_top = None;
scroll_top = match orientation {
Orientation::Top => Default::default(),
Orientation::Bottom => ListOffset {
scroll_top = ListOffset {
item_ix: cursor.seek_start().0,
offset_in_item: rendered_height - size.y(),
},
};
match state.orientation {
Orientation::Top => {
scroll_top.offset_in_item = scroll_top.offset_in_item.max(0.);
state.logical_scroll_top = Some(scroll_top);
}
Orientation::Bottom => {
scroll_top = ListOffset {
item_ix: cursor.seek_start().0,
offset_in_item: rendered_height - size.y(),
};
state.logical_scroll_top = None;
}
};
}
// Render items in the leading overdraw.
let mut leading_overdraw = scroll_top.offset_in_item;
while leading_overdraw < state.overdraw {
cursor.prev(&());
if let Some(item) = cursor.item() {
let element = state.render_item(cursor.seek_start().0, item, item_constraint, cx);
leading_overdraw += element.size().y();
rendered_items.push_front(ListItem::Rendered(element));
} else {
break;
}
}
let new_rendered_range =
new_rendered_start_ix..new_rendered_start_ix + rendered_items.len();
cursor.seek_start().0..(cursor.seek_start().0 + rendered_items.len());
let mut cursor = old_items.cursor::<Count, ()>();
// Discard any rendered elements before the new rendered range.
if old_rendered_range.start < new_rendered_range.start {
if state.rendered_range.start < new_rendered_range.start {
new_items.push_tree(
cursor.slice(&Count(old_rendered_range.start), Bias::Right, &()),
cursor.slice(&Count(state.rendered_range.start), Bias::Right, &()),
&(),
);
let remove_to = old_rendered_range.end.min(new_rendered_range.start);
let remove_to = state.rendered_range.end.min(new_rendered_range.start);
while cursor.seek_start().0 < remove_to {
new_items.push(cursor.item().unwrap().remove(), &());
cursor.next(&());
}
}
new_items.push_tree(
cursor.slice(&Count(new_rendered_range.start), Bias::Right, &()),
&(),
);
new_items.extend(rendered_items, &());
cursor.seek(&Count(new_rendered_range.end), Bias::Right, &());
if new_rendered_range.end < old_rendered_range.start {
if new_rendered_range.end < state.rendered_range.start {
new_items.push_tree(
cursor.slice(&Count(old_rendered_range.start), Bias::Right, &()),
cursor.slice(&Count(state.rendered_range.start), Bias::Right, &()),
&(),
);
}
while cursor.seek_start().0 < old_rendered_range.end {
while cursor.seek_start().0 < state.rendered_range.end {
new_items.push(cursor.item().unwrap().remove(), &());
cursor.next(&());
}
new_items.push_tree(cursor.suffix(&()), &());
drop(cursor);
state.items = new_items;
state.rendered_range = new_rendered_range;
state.last_layout_width = Some(size.x());
state.logical_scroll_top = stored_scroll_top;
(size, scroll_top)
}
@ -429,6 +373,22 @@ impl ListState {
}
impl StateInner {
fn render_item(
&mut self,
ix: usize,
existing_item: &ListItem,
constraint: SizeConstraint,
cx: &mut LayoutContext,
) -> ElementRc {
if let ListItem::Rendered(element) = existing_item {
element.clone()
} else {
let mut element = (self.render_item)(ix, cx);
element.layout(constraint, cx);
element.into()
}
}
fn visible_range(&self, height: f32, scroll_top: &ListOffset) -> Range<usize> {
let mut cursor = self.items.cursor::<Count, Height>();
cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());