The pervious version has keep on [gpui2](https://github.com/longbridge/gpui-component/tree/gpui2) branch, if there need to use. Ref https://github.com/zed-industries/zed/pull/22632 ## Prepare ### Generate index.scip ```bash rust-analyzer scip ./ > index.scip ``` ### Get [refactor](https://github.com/zed-industries/refactor) ```bash https://github.com/zed-industries/refactor.git ``` ## Refactor exist code ```bash cd refactor cargo run -- ~/work/gpui-component ``` Then will get result if successed: ``` Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.03s Running `target/debug/refactor /Users/jason/work/gpui-component` Loaded 115 SCIP documents Processing files starting with focus path: "" Changed 90 files ``` ------------- ## Changes ```diff - View<T> - Model<T> + Entity<T> - WeakView<T> + WeakEntity<T> - FocusableView + Focusable - cx.bounds() + window.bounds() - cx.refresh() + window.refresh() - cx.focused() + window.focused(cx) - cx.with_optional_element_state - window.with_optional_element_state ``` ```diff - &mut WindowContext + &mut Window, &mut App - cx: &mut WindowContext + window: &mut Window, cx: &mut App - &mut ViewContext< + &mut Window, &mut Context< - cx: &mut ViewContext< + window: &mut Window, cx: &mut Context< ``` ```diff - cx.spawn(|_, mut cx| async move { + cx.spawn_in(window, |_, mut cx| async move { - cx.dispatch_action(Box::new(...)) + window.dispatch_action(Box::new(...), cx) ``` `cx.spawn` ```diff - cx.spawn(|view, mut cx| async move { + cx.spawn_in(window, |view, mut window| async move { + _ = view.update_in(&mut window, move |view, window, cx| { ```
56 lines
1.4 KiB
Rust
56 lines
1.4 KiB
Rust
use crate::ActiveTheme;
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use gpui::{
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div, prelude::FluentBuilder, px, relative, App, IntoElement, ParentElement, RenderOnce, Styled,
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Window,
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};
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/// A Progress bar element.
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#[derive(IntoElement)]
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pub struct Progress {
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value: f32,
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height: f32,
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}
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impl Progress {
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pub fn new() -> Self {
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Progress {
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value: Default::default(),
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height: 8.,
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}
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}
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pub fn value(mut self, value: f32) -> Self {
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self.value = value;
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self
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}
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}
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impl RenderOnce for Progress {
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fn render(self, _: &mut Window, cx: &mut App) -> impl IntoElement {
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let rounded = px(self.height / 2.);
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let relative_w = relative(match self.value {
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v if v < 0. => 0.,
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v if v > 100. => 1.,
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v => v / 100.,
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});
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div()
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.relative()
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.h(px(self.height))
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.rounded(rounded)
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.bg(cx.theme().progress_bar.opacity(0.2))
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.child(
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div()
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.absolute()
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.top_0()
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.left_0()
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.h_full()
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.w(relative_w)
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.bg(cx.theme().progress_bar)
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.map(|this| match self.value {
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v if v >= 100. => this.rounded(rounded),
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_ => this.rounded_l(rounded),
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}),
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)
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}
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}
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