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| { ```
89 lines
2.4 KiB
Rust
89 lines
2.4 KiB
Rust
use crate::{h_flex, skeleton::Skeleton, v_flex, ActiveTheme, Size};
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use gpui::{prelude::FluentBuilder as _, IntoElement, ParentElement as _, RenderOnce, Styled};
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#[derive(IntoElement)]
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pub struct Loading {
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size: Size,
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}
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impl Loading {
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pub fn new() -> Self {
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Self { size: Size::Medium }
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}
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pub fn size(mut self, size: Size) -> Self {
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self.size = size;
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self
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}
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}
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#[derive(IntoElement)]
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struct LoadingRow {
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header: bool,
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size: Size,
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}
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impl LoadingRow {
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pub fn header() -> Self {
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Self {
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header: true,
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size: Size::Medium,
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}
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}
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pub fn row() -> Self {
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Self {
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header: false,
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size: Size::Medium,
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}
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}
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pub fn size(mut self, size: Size) -> Self {
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self.size = size;
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self
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}
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}
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impl RenderOnce for LoadingRow {
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fn render(self, _: &mut gpui::Window, cx: &mut gpui::App) -> impl IntoElement {
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let paddings = self.size.table_cell_padding();
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let height = self.size.table_row_height() * 0.5;
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h_flex()
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.gap_3()
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.h(self.size.table_row_height())
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.overflow_hidden()
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.pt(paddings.top)
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.pb(paddings.bottom)
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.pl(paddings.left)
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.pr(paddings.right)
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.items_center()
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.justify_between()
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.overflow_hidden()
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.when(self.header, |this| this.bg(cx.theme().table_head))
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.when(!self.header, |this| {
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this.border_t_1().border_color(cx.theme().table_row_border)
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})
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.child(
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h_flex()
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.gap_3()
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.flex_1()
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.child(Skeleton::new().secondary(self.header).h(height).w_24())
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.child(Skeleton::new().secondary(self.header).h(height).w_48())
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.child(Skeleton::new().secondary(self.header).h(height).w_16()),
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)
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.child(Skeleton::new().secondary(self.header).h(height).w_24())
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}
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}
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impl RenderOnce for Loading {
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fn render(self, _window: &mut gpui::Window, _cx: &mut gpui::App) -> impl IntoElement {
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v_flex()
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.gap_0()
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.child(LoadingRow::header().size(self.size))
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.child(LoadingRow::row().size(self.size))
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.child(LoadingRow::row().size(self.size))
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.child(LoadingRow::row().size(self.size))
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.child(LoadingRow::row().size(self.size))
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}
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}
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