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https://github.com/zed-industries/zed.git
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Clean up List::layout
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
This commit is contained in:
parent
bfdb0f35ba
commit
82d1fb82d2
1 changed files with 87 additions and 127 deletions
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@ -8,7 +8,7 @@ use crate::{
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DebugContext, Element, ElementBox, ElementRc, Event, EventContext, LayoutContext, PaintContext,
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SizeConstraint,
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};
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use std::{cell::RefCell, ops::Range, rc::Rc};
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use std::{cell::RefCell, collections::VecDeque, ops::Range, rc::Rc};
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pub struct List {
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state: ListState,
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@ -106,183 +106,127 @@ impl Element for List {
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)
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}
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let overdraw = state.overdraw;
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let old_rendered_range = state.rendered_range.clone();
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let old_items = state.items.clone();
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let orientation = state.orientation;
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let mut stored_scroll_top = state.logical_scroll_top;
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let mut new_items = SumTree::new();
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let mut rendered_items = VecDeque::new();
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let mut rendered_height = 0.;
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let mut scroll_top = state
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.logical_scroll_top
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.unwrap_or_else(|| match state.orientation {
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Orientation::Top => ListOffset {
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item_ix: 0,
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offset_in_item: 0.,
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},
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Orientation::Bottom => ListOffset {
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item_ix: state.items.summary().count,
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offset_in_item: 0.,
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},
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});
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let mut render_item = |ix, old_item: &ListItem| {
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let element = if let ListItem::Rendered(element) = old_item {
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element.clone()
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} else {
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let mut element = (state.render_item)(ix, cx);
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element.layout(item_constraint, cx);
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element.into()
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};
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element
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};
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// Render items after the scroll top, including those in the trailing overdraw.
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let mut cursor = old_items.cursor::<Count, ()>();
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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for (ix, item) in cursor.by_ref().enumerate() {
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if rendered_height - scroll_top.offset_in_item >= size.y() + state.overdraw {
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break;
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}
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// Determine the items that need to be rendered in order to cover the visible area plus the
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// overdraw. When parked at the end of a bottom-oriented list, this requires rendering items
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// starting from the end of the list until the visible region is full. In other cases, the
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// stored scroll can be used.
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let mut new_rendered_start_ix;
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let mut rendered_items = Vec::new();
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let mut scroll_top;
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if let (Orientation::Bottom, None) = (orientation, stored_scroll_top) {
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let mut rendered_height = 0.;
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let mut cursor = old_items.cursor::<Count, ()>();
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cursor.seek(&Count(old_items.summary().count), Bias::Left, &());
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let element = state.render_item(scroll_top.item_ix + ix, item, item_constraint, cx);
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rendered_height += element.size().y();
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rendered_items.push_back(ListItem::Rendered(element));
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}
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while let Some(item) = cursor.item() {
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let element = render_item(cursor.seek_start().0, item);
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rendered_height += element.size().y();
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rendered_items.push(ListItem::Rendered(element));
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if rendered_height >= size.y() {
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break;
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// Prepare to start walking upward from the item at the scroll top.
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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// If the rendered items do not fill the visible region, then adjust
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// the scroll top upward.
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if rendered_height - scroll_top.offset_in_item < size.y() {
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while rendered_height < size.y() {
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cursor.prev(&());
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if let Some(item) = cursor.item() {
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let element =
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state.render_item(cursor.seek_start().0, item, item_constraint, cx);
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rendered_height += element.size().y();
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rendered_items.push_front(ListItem::Rendered(element));
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} else {
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cursor.prev(&());
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break;
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}
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}
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scroll_top = ListOffset {
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item_ix: cursor.seek_start().0,
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offset_in_item: rendered_height - size.y(),
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};
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cursor.prev(&());
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while let Some(item) = cursor.item() {
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let element = render_item(cursor.seek_start().0, item);
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rendered_height += element.size().y();
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rendered_items.push(ListItem::Rendered(element));
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if rendered_height >= size.y() + overdraw {
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break;
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} else {
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cursor.prev(&());
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match state.orientation {
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Orientation::Top => {
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scroll_top.offset_in_item = scroll_top.offset_in_item.max(0.);
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state.logical_scroll_top = Some(scroll_top);
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}
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}
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rendered_items.reverse();
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new_rendered_start_ix = cursor.seek_start().0;
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} else {
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scroll_top = stored_scroll_top.unwrap_or_default();
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let mut rendered_height = 0.;
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let mut cursor = old_items.cursor::<Count, ()>();
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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for (ix, item) in cursor.by_ref().enumerate() {
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if rendered_height >= scroll_top.offset_in_item + size.y() + overdraw {
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break;
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}
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let element = render_item(scroll_top.item_ix + ix, item);
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rendered_height += element.size().y();
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rendered_items.push(ListItem::Rendered(element));
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}
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rendered_items.reverse();
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let mut adjust_scroll_top = (rendered_height - scroll_top.offset_in_item) < size.y();
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new_rendered_start_ix = scroll_top.item_ix;
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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cursor.prev(&());
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let mut remaining_overdraw = overdraw - scroll_top.offset_in_item;
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if adjust_scroll_top && rendered_height >= size.y() {
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let offset_in_item = rendered_height - size.y();
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scroll_top = ListOffset {
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item_ix: new_rendered_start_ix,
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offset_in_item,
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};
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stored_scroll_top = Some(scroll_top);
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remaining_overdraw = overdraw - offset_in_item;
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adjust_scroll_top = false;
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}
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while let Some(item) = cursor.item() {
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let element = render_item(cursor.seek_start().0, item);
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let next_rendered_height = rendered_height + element.size().y();
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if adjust_scroll_top && next_rendered_height >= size.y() {
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let offset_in_item = next_rendered_height - size.y();
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Orientation::Bottom => {
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scroll_top = ListOffset {
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item_ix: new_rendered_start_ix - 1,
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offset_in_item,
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};
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stored_scroll_top = Some(scroll_top);
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remaining_overdraw = overdraw + (element.size().y() - offset_in_item);
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adjust_scroll_top = false;
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}
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if !adjust_scroll_top && remaining_overdraw <= 0. {
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break;
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}
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rendered_height = next_rendered_height;
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remaining_overdraw -= element.size().y();
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rendered_items.push(ListItem::Rendered(element));
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new_rendered_start_ix -= 1;
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cursor.prev(&());
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}
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rendered_items.reverse();
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if rendered_height < size.y() {
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stored_scroll_top = None;
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scroll_top = match orientation {
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Orientation::Top => Default::default(),
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Orientation::Bottom => ListOffset {
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item_ix: cursor.seek_start().0,
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offset_in_item: rendered_height - size.y(),
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},
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};
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};
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state.logical_scroll_top = None;
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}
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};
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}
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// Render items in the leading overdraw.
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let mut leading_overdraw = scroll_top.offset_in_item;
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while leading_overdraw < state.overdraw {
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cursor.prev(&());
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if let Some(item) = cursor.item() {
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let element = state.render_item(cursor.seek_start().0, item, item_constraint, cx);
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leading_overdraw += element.size().y();
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rendered_items.push_front(ListItem::Rendered(element));
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} else {
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break;
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}
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}
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let new_rendered_range =
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new_rendered_start_ix..new_rendered_start_ix + rendered_items.len();
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cursor.seek_start().0..(cursor.seek_start().0 + rendered_items.len());
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let mut cursor = old_items.cursor::<Count, ()>();
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// Discard any rendered elements before the new rendered range.
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if old_rendered_range.start < new_rendered_range.start {
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if state.rendered_range.start < new_rendered_range.start {
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new_items.push_tree(
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cursor.slice(&Count(old_rendered_range.start), Bias::Right, &()),
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cursor.slice(&Count(state.rendered_range.start), Bias::Right, &()),
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&(),
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);
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let remove_to = old_rendered_range.end.min(new_rendered_range.start);
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let remove_to = state.rendered_range.end.min(new_rendered_range.start);
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while cursor.seek_start().0 < remove_to {
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new_items.push(cursor.item().unwrap().remove(), &());
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cursor.next(&());
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}
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}
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new_items.push_tree(
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cursor.slice(&Count(new_rendered_range.start), Bias::Right, &()),
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&(),
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);
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new_items.extend(rendered_items, &());
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cursor.seek(&Count(new_rendered_range.end), Bias::Right, &());
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if new_rendered_range.end < old_rendered_range.start {
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if new_rendered_range.end < state.rendered_range.start {
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new_items.push_tree(
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cursor.slice(&Count(old_rendered_range.start), Bias::Right, &()),
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cursor.slice(&Count(state.rendered_range.start), Bias::Right, &()),
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&(),
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);
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}
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while cursor.seek_start().0 < old_rendered_range.end {
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while cursor.seek_start().0 < state.rendered_range.end {
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new_items.push(cursor.item().unwrap().remove(), &());
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cursor.next(&());
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}
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new_items.push_tree(cursor.suffix(&()), &());
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drop(cursor);
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state.items = new_items;
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state.rendered_range = new_rendered_range;
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state.last_layout_width = Some(size.x());
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state.logical_scroll_top = stored_scroll_top;
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(size, scroll_top)
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}
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@ -429,6 +373,22 @@ impl ListState {
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}
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impl StateInner {
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fn render_item(
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&mut self,
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ix: usize,
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existing_item: &ListItem,
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constraint: SizeConstraint,
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cx: &mut LayoutContext,
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) -> ElementRc {
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if let ListItem::Rendered(element) = existing_item {
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element.clone()
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} else {
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let mut element = (self.render_item)(ix, cx);
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element.layout(constraint, cx);
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element.into()
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}
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}
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fn visible_range(&self, height: f32, scroll_top: &ListOffset) -> Range<usize> {
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let mut cursor = self.items.cursor::<Count, Height>();
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cursor.seek(&Count(scroll_top.item_ix), Bias::Right, &());
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