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This allows us to move entities between windows without breaking all the callbacks. Self-Review Checklist: - [x] I've reviewed my own diff for quality, security, and reliability - [x] Unsafe blocks (if any) have justifying comments - [x] The content is consistent with the [UI/UX checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist) - [x] Tests cover the new/changed behavior - [x] Performance impact has been considered and is acceptable Release Notes: - N/A
154 lines
4.9 KiB
Rust
154 lines
4.9 KiB
Rust
//! An entity registers callbacks via the `_in` API family and then gets
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//! re-hosted in a new window via a click. The point of the example is to
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//! demonstrate that callbacks dispatched after the move correctly target the
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//! entity's *current* window rather than the window it was in at
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//! registration time.
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//!
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//! To run: cargo run -p gpui --example move_entity_between_windows
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#![cfg_attr(target_family = "wasm", no_main)]
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use std::time::Duration;
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use gpui::{
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App, AppContext as _, Bounds, Context, EventEmitter, MouseButton, Render, SharedString,
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Subscription, Task, Window, WindowBounds, WindowOptions, div, prelude::*, px, rgb, size,
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};
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use gpui_platform::application;
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struct MoveToNewWindow;
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struct HelloWorld {
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text: SharedString,
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tick_count: u32,
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move_count: u32,
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_tasks: Vec<Task<()>>,
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_subscriptions: Vec<Subscription>,
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}
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impl EventEmitter<MoveToNewWindow> for HelloWorld {}
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impl HelloWorld {
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fn new(window: &mut Window, cx: &mut Context<Self>) -> Self {
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let self_entity = cx.entity();
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let task = cx.spawn_in(window, async move |this, cx| {
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loop {
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cx.background_executor().timer(Duration::from_secs(1)).await;
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let result = this.update_in(cx, |this, window, _cx| {
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this.tick_count += 1;
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println!(
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"tick #{} fired in entity's current window {}",
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this.tick_count,
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window.window_handle().window_id().as_u64(),
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);
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});
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if let Err(err) = result {
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println!("tick task giving up: {err}");
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return;
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}
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}
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});
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let subscription = cx.subscribe_in::<_, MoveToNewWindow>(
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&self_entity,
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window,
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move |this, _emitter, _event, window, cx| {
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let entered_window_id = window.window_handle().window_id().as_u64();
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println!(
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"MoveToNewWindow handler fired in entity's current window {entered_window_id}",
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);
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this.move_count += 1;
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cx.notify();
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let entity = cx.entity();
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let old_window = window.window_handle();
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cx.defer(move |cx| {
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let bounds = Bounds::centered(None, size(px(500.0), px(500.0)), cx);
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cx.open_window(
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WindowOptions {
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window_bounds: Some(WindowBounds::Windowed(bounds)),
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..Default::default()
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},
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move |_, _| entity,
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)
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.expect("failed to open new window");
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old_window
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.update(cx, |_, window, _| window.remove_window())
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.ok();
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});
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},
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);
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Self {
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text: "World".into(),
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tick_count: 0,
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move_count: 0,
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_tasks: vec![task],
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_subscriptions: vec![subscription],
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}
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}
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}
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impl Render for HelloWorld {
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fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
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let window_id = window.window_handle().window_id().as_u64();
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div()
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.flex()
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.flex_col()
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.gap_3()
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.bg(rgb(0x505050))
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.size(px(500.0))
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.justify_center()
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.items_center()
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.text_xl()
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.text_color(rgb(0xffffff))
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.child(format!("Hello, {}!", &self.text))
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.child(format!("Rendering in window: {window_id}"))
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.child(format!("Ticks observed by entity: {}", self.tick_count))
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.child(format!("Moves observed by entity: {}", self.move_count))
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.child(
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div()
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.px_4()
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.py_2()
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.bg(rgb(0x4040ff))
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.rounded_md()
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.child("Move me to a new window")
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.on_mouse_down(
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MouseButton::Left,
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cx.listener(|_this, _, _window, cx| {
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cx.emit(MoveToNewWindow);
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}),
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),
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)
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}
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}
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fn run_example() {
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application().run(|cx: &mut App| {
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let bounds = Bounds::centered(None, size(px(500.0), px(500.0)), cx);
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cx.open_window(
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WindowOptions {
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window_bounds: Some(WindowBounds::Windowed(bounds)),
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..Default::default()
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},
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|window, cx| cx.new(|cx| HelloWorld::new(window, cx)),
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)
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.unwrap();
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cx.activate(true);
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});
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}
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#[cfg(not(target_family = "wasm"))]
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fn main() {
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run_example();
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}
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#[cfg(target_family = "wasm")]
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#[wasm_bindgen::prelude::wasm_bindgen(start)]
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pub fn start() {
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gpui_platform::web_init();
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run_example();
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}
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