build: vendor published GPUI 0.2.2 for lifecycle patch
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Vendored
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use crate::{
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App, Bounds, Element, GlobalElementId, Hitbox, InspectorElementId, InteractiveElement,
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Interactivity, IntoElement, LayoutId, Pixels, Point, Radians, SharedString, Size,
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StyleRefinement, Styled, TransformationMatrix, Window, geometry::Negate as _, point, px,
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radians, size,
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};
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use util::ResultExt;
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/// An SVG element.
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pub struct Svg {
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interactivity: Interactivity,
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transformation: Option<Transformation>,
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path: Option<SharedString>,
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}
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/// Create a new SVG element.
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#[track_caller]
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pub fn svg() -> Svg {
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Svg {
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interactivity: Interactivity::new(),
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transformation: None,
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path: None,
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}
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}
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impl Svg {
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/// Set the path to the SVG file for this element.
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pub fn path(mut self, path: impl Into<SharedString>) -> Self {
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self.path = Some(path.into());
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self
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}
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/// Transform the SVG element with the given transformation.
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/// Note that this won't effect the hitbox or layout of the element, only the rendering.
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pub fn with_transformation(mut self, transformation: Transformation) -> Self {
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self.transformation = Some(transformation);
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self
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}
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}
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impl Element for Svg {
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type RequestLayoutState = ();
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type PrepaintState = Option<Hitbox>;
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fn id(&self) -> Option<crate::ElementId> {
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self.interactivity.element_id.clone()
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}
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fn source_location(&self) -> Option<&'static std::panic::Location<'static>> {
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self.interactivity.source_location()
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}
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fn request_layout(
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&mut self,
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global_id: Option<&GlobalElementId>,
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inspector_id: Option<&InspectorElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (LayoutId, Self::RequestLayoutState) {
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let layout_id = self.interactivity.request_layout(
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global_id,
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inspector_id,
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window,
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cx,
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|style, window, cx| window.request_layout(style, None, cx),
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);
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(layout_id, ())
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}
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fn prepaint(
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&mut self,
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global_id: Option<&GlobalElementId>,
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inspector_id: Option<&InspectorElementId>,
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bounds: Bounds<Pixels>,
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_request_layout: &mut Self::RequestLayoutState,
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window: &mut Window,
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cx: &mut App,
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) -> Option<Hitbox> {
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self.interactivity.prepaint(
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global_id,
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inspector_id,
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bounds,
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bounds.size,
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window,
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cx,
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|_, _, hitbox, _, _| hitbox,
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)
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}
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fn paint(
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&mut self,
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global_id: Option<&GlobalElementId>,
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inspector_id: Option<&InspectorElementId>,
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bounds: Bounds<Pixels>,
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_request_layout: &mut Self::RequestLayoutState,
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hitbox: &mut Option<Hitbox>,
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window: &mut Window,
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cx: &mut App,
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) where
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Self: Sized,
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{
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self.interactivity.paint(
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global_id,
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inspector_id,
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bounds,
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hitbox.as_ref(),
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window,
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cx,
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|style, window, cx| {
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if let Some((path, color)) = self.path.as_ref().zip(style.text.color) {
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let transformation = self
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.transformation
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.as_ref()
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.map(|transformation| {
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transformation.into_matrix(bounds.center(), window.scale_factor())
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})
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.unwrap_or_default();
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window
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.paint_svg(bounds, path.clone(), transformation, color, cx)
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.log_err();
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}
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},
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)
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}
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}
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impl IntoElement for Svg {
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type Element = Self;
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fn into_element(self) -> Self::Element {
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self
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}
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}
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impl Styled for Svg {
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fn style(&mut self) -> &mut StyleRefinement {
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&mut self.interactivity.base_style
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}
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}
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impl InteractiveElement for Svg {
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fn interactivity(&mut self) -> &mut Interactivity {
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&mut self.interactivity
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}
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}
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/// A transformation to apply to an SVG element.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Transformation {
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scale: Size<f32>,
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translate: Point<Pixels>,
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rotate: Radians,
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}
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impl Default for Transformation {
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fn default() -> Self {
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Self {
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scale: size(1.0, 1.0),
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translate: point(px(0.0), px(0.0)),
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rotate: radians(0.0),
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}
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}
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}
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impl Transformation {
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/// Create a new Transformation with the specified scale along each axis.
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pub fn scale(scale: Size<f32>) -> Self {
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Self {
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scale,
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translate: point(px(0.0), px(0.0)),
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rotate: radians(0.0),
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}
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}
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/// Create a new Transformation with the specified translation.
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pub fn translate(translate: Point<Pixels>) -> Self {
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Self {
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scale: size(1.0, 1.0),
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translate,
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rotate: radians(0.0),
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}
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}
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/// Create a new Transformation with the specified rotation in radians.
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pub fn rotate(rotate: impl Into<Radians>) -> Self {
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let rotate = rotate.into();
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Self {
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scale: size(1.0, 1.0),
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translate: point(px(0.0), px(0.0)),
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rotate,
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}
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}
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/// Update the scaling factor of this transformation.
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pub fn with_scaling(mut self, scale: Size<f32>) -> Self {
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self.scale = scale;
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self
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}
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/// Update the translation value of this transformation.
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pub fn with_translation(mut self, translate: Point<Pixels>) -> Self {
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self.translate = translate;
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self
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}
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/// Update the rotation angle of this transformation.
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pub fn with_rotation(mut self, rotate: impl Into<Radians>) -> Self {
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self.rotate = rotate.into();
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self
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}
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fn into_matrix(self, center: Point<Pixels>, scale_factor: f32) -> TransformationMatrix {
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//Note: if you read this as a sequence of matrix multiplications, start from the bottom
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TransformationMatrix::unit()
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.translate(center.scale(scale_factor) + self.translate.scale(scale_factor))
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.rotate(self.rotate)
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.scale(self.scale)
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.translate(center.scale(scale_factor).negate())
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}
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}
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