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| { ```
87 lines
2.2 KiB
Rust
87 lines
2.2 KiB
Rust
use gpui::{
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div, prelude::FluentBuilder, px, relative, AnyElement, App, Div, IntoElement, ParentElement,
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RenderOnce, Styled, Window,
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};
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use crate::{h_flex, red_500, white};
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#[derive(Default)]
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enum BadgeStyle {
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Dot,
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#[default]
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Number,
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}
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#[derive(IntoElement)]
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pub struct Badge {
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base: Div,
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count: usize,
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max: usize,
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style: BadgeStyle,
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}
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impl Badge {
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pub fn new() -> Self {
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Self {
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base: div(),
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count: 0,
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max: 99,
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style: Default::default(),
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}
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}
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pub fn dot(mut self) -> Self {
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self.style = BadgeStyle::Dot;
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self
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}
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pub fn count(mut self, count: usize) -> Self {
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self.count = count;
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self
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}
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pub fn max(mut self, max: usize) -> Self {
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self.max = max;
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self
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}
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}
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impl ParentElement for Badge {
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fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
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self.base.extend(elements);
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}
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}
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impl RenderOnce for Badge {
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fn render(self, _window: &mut Window, _cx: &mut App) -> impl IntoElement {
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self.base.relative().when(self.count > 0, |this| {
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this.child(
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h_flex()
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.absolute()
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.justify_center()
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.rounded_full()
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.bg(red_500())
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.map(|this| match self.style {
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BadgeStyle::Dot => this.top(px(0.)).right(px(0.)).size(px(6.)),
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BadgeStyle::Number => {
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let count = if self.count > self.max {
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format!("{}+", self.max)
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} else {
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self.count.to_string()
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};
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this.top(px(-2.))
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.right_neg_1p5()
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.py_0p5()
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.px_0p5()
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.min_w_3p5()
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.text_color(white())
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.text_size(px(10.))
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.line_height(relative(1.))
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.child(count)
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}
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}),
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)
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})
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}
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}
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