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1523 lines (1376 loc) · 53.3 KB
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use std::{
hash::{Hash, Hasher},
iter, mem,
ops::Range,
};
use crate::{
AbsoluteLength, App, Background, BackgroundTag, BorderStyle, Bounds, ContentMask, Corners,
CornersRefinement, CursorStyle, DefiniteLength, DevicePixels, Edges, EdgesRefinement, Font,
FontFallbacks, FontFeatures, FontStyle, FontWeight, GridLocation, Hsla, Length, Pixels, Point,
PointRefinement, Rgba, SharedString, Size, SizeRefinement, Styled, TextColor, TextRun, Window,
black, phi, point, quad, rems, size, solid_text_color, transparent_black, transparent_white,
};
use collections::HashSet;
use ordered_float::OrderedFloat;
use refineable::Refineable;
use schemars::JsonSchema;
use serde::{Deserialize, Serialize};
/// Use this struct for interfacing with the 'debug_below' styling from your own elements.
/// If a parent element has this style set on it, then this struct will be set as a global in
/// GPUI.
#[cfg(debug_assertions)]
pub struct DebugBelow;
#[cfg(debug_assertions)]
impl crate::Global for DebugBelow {}
/// How to fit the image into the bounds of the element.
#[derive(Debug, Clone)]
pub enum ObjectFit {
/// The image will be stretched to fill the bounds of the element.
Fill,
/// The image will be scaled to fit within the bounds of the element.
Contain,
/// The image will be scaled to cover the bounds of the element.
Cover,
/// The image will be scaled down to fit within the bounds of the element.
ScaleDown,
/// The image will maintain its original size.
None,
}
impl ObjectFit {
/// Get the bounds of the image within the given bounds.
pub fn get_bounds(
&self,
bounds: Bounds<Pixels>,
image_size: Size<DevicePixels>,
) -> Bounds<Pixels> {
let image_size = image_size.map(|dimension| Pixels::from(u32::from(dimension)));
let image_ratio = image_size.width / image_size.height;
let bounds_ratio = bounds.size.width / bounds.size.height;
match self {
ObjectFit::Fill => bounds,
ObjectFit::Contain => {
let new_size = if bounds_ratio > image_ratio {
size(
image_size.width * (bounds.size.height / image_size.height),
bounds.size.height,
)
} else {
size(
bounds.size.width,
image_size.height * (bounds.size.width / image_size.width),
)
};
Bounds {
origin: point(
bounds.origin.x + (bounds.size.width - new_size.width) / 2.0,
bounds.origin.y + (bounds.size.height - new_size.height) / 2.0,
),
size: new_size,
}
}
ObjectFit::ScaleDown => {
// Check if the image is larger than the bounds in either dimension.
if image_size.width > bounds.size.width || image_size.height > bounds.size.height {
// If the image is larger, use the same logic as Contain to scale it down.
let new_size = if bounds_ratio > image_ratio {
size(
image_size.width * (bounds.size.height / image_size.height),
bounds.size.height,
)
} else {
size(
bounds.size.width,
image_size.height * (bounds.size.width / image_size.width),
)
};
Bounds {
origin: point(
bounds.origin.x + (bounds.size.width - new_size.width) / 2.0,
bounds.origin.y + (bounds.size.height - new_size.height) / 2.0,
),
size: new_size,
}
} else {
// If the image is smaller than or equal to the container, display it at its original size,
// centered within the container.
let original_size = size(image_size.width, image_size.height);
Bounds {
origin: point(
bounds.origin.x + (bounds.size.width - original_size.width) / 2.0,
bounds.origin.y + (bounds.size.height - original_size.height) / 2.0,
),
size: original_size,
}
}
}
ObjectFit::Cover => {
let new_size = if bounds_ratio > image_ratio {
size(
bounds.size.width,
image_size.height * (bounds.size.width / image_size.width),
)
} else {
size(
image_size.width * (bounds.size.height / image_size.height),
bounds.size.height,
)
};
Bounds {
origin: point(
bounds.origin.x + (bounds.size.width - new_size.width) / 2.0,
bounds.origin.y + (bounds.size.height - new_size.height) / 2.0,
),
size: new_size,
}
}
ObjectFit::None => Bounds {
origin: bounds.origin,
size: image_size,
},
}
}
}
/// The CSS styling that can be applied to an element via the `Styled` trait
#[derive(Clone, Refineable, Debug)]
#[refineable(Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
pub struct Style {
/// What layout strategy should be used?
pub display: Display,
/// Should the element be painted on screen?
pub visibility: Visibility,
// Overflow properties
/// How children overflowing their container should affect layout
#[refineable]
pub overflow: Point<Overflow>,
/// How much space (in points) should be reserved for the scrollbars of `Overflow::Scroll` and `Overflow::Auto` nodes.
pub scrollbar_width: AbsoluteLength,
/// Whether both x and y axis should be scrollable at the same time.
pub allow_concurrent_scroll: bool,
/// Whether scrolling should be restricted to the axis indicated by the mouse wheel.
///
/// This means that:
/// - The mouse wheel alone will only ever scroll the Y axis.
/// - Holding `Shift` and using the mouse wheel will scroll the X axis.
///
/// ## Motivation
///
/// On the web when scrolling with the mouse wheel, scrolling up and down will always scroll the Y axis, even when
/// the mouse is over a horizontally-scrollable element.
///
/// The only way to scroll horizontally is to hold down `Shift` while scrolling, which then changes the scroll axis
/// to the X axis.
///
/// Currently, GPUI operates differently from the web in that it will scroll an element in either the X or Y axis
/// when scrolling with just the mouse wheel. This causes problems when scrolling in a vertical list that contains
/// horizontally-scrollable elements, as when you get to the horizontally-scrollable elements the scroll will be
/// hijacked.
///
/// Ideally we would match the web's behavior and not have a need for this, but right now we're adding this opt-in
/// style property to limit the potential blast radius.
pub restrict_scroll_to_axis: bool,
// Position properties
/// What should the `position` value of this struct use as a base offset?
pub position: Position,
/// How should the position of this element be tweaked relative to the layout defined?
#[refineable]
pub inset: Edges<Length>,
// Size properties
/// Sets the initial size of the item
#[refineable]
pub size: Size<Length>,
/// Controls the minimum size of the item
#[refineable]
pub min_size: Size<Length>,
/// Controls the maximum size of the item
#[refineable]
pub max_size: Size<Length>,
/// Sets the preferred aspect ratio for the item. The ratio is calculated as width divided by height.
pub aspect_ratio: Option<f32>,
// Spacing Properties
/// How large should the margin be on each side?
#[refineable]
pub margin: Edges<Length>,
/// How large should the padding be on each side?
#[refineable]
pub padding: Edges<DefiniteLength>,
/// How large should the border be on each side?
#[refineable]
pub border_widths: Edges<AbsoluteLength>,
// Alignment properties
/// How this node's children aligned in the cross/block axis?
pub align_items: Option<AlignItems>,
/// How this node should be aligned in the cross/block axis. Falls back to the parents [`AlignItems`] if not set
pub align_self: Option<AlignSelf>,
/// How should content contained within this item be aligned in the cross/block axis
pub align_content: Option<AlignContent>,
/// How should contained within this item be aligned in the main/inline axis
pub justify_content: Option<JustifyContent>,
/// How large should the gaps between items in a flex container be?
#[refineable]
pub gap: Size<DefiniteLength>,
// Flexbox properties
/// Which direction does the main axis flow in?
pub flex_direction: FlexDirection,
/// Should elements wrap, or stay in a single line?
pub flex_wrap: FlexWrap,
/// Sets the initial main axis size of the item
pub flex_basis: Length,
/// The relative rate at which this item grows when it is expanding to fill space, 0.0 is the default value, and this value must be positive.
pub flex_grow: f32,
/// The relative rate at which this item shrinks when it is contracting to fit into space, 1.0 is the default value, and this value must be positive.
pub flex_shrink: f32,
/// The fill color of this element
pub background: Option<Fill>,
/// The border color of this element
pub border_color: Option<Hsla>,
/// The border style of this element
pub border_style: BorderStyle,
/// The radius of the corners of this element
#[refineable]
pub corner_radii: Corners<AbsoluteLength>,
/// Box shadow of the element
pub box_shadow: Vec<BoxShadow>,
/// The text style of this element
pub text: TextStyleRefinement,
/// The mouse cursor style shown when the mouse pointer is over an element.
pub mouse_cursor: Option<CursorStyle>,
/// The opacity of this element
pub opacity: Option<f32>,
/// A fast, frosted blur radius for this element and its children.
pub blur: Option<f32>,
/// Backdrop blur radius - blurs content BEHIND this element (CSS backdrop-filter: blur())
pub backdrop_blur: Option<f32>,
/// The grid columns of this element
/// Equivalent to the Tailwind `grid-cols-<number>`
pub grid_cols: Option<u16>,
/// The row span of this element
/// Equivalent to the Tailwind `grid-rows-<number>`
pub grid_rows: Option<u16>,
/// The grid location of this element
pub grid_location: Option<GridLocation>,
/// Whether to draw a red debugging outline around this element
#[cfg(debug_assertions)]
pub debug: bool,
/// Whether to draw a red debugging outline around this element and all of its conforming children
#[cfg(debug_assertions)]
pub debug_below: bool,
}
impl Styled for StyleRefinement {
fn style(&mut self) -> &mut StyleRefinement {
self
}
}
impl StyleRefinement {
/// The grid location of this element
pub fn grid_location_mut(&mut self) -> &mut GridLocation {
self.grid_location.get_or_insert_default()
}
}
/// The value of the visibility property, similar to the CSS property `visibility`
#[derive(Default, Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize, JsonSchema)]
pub enum Visibility {
/// The element should be drawn as normal.
#[default]
Visible,
/// The element should not be drawn, but should still take up space in the layout.
Hidden,
}
/// The possible values of the box-shadow property
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
pub struct BoxShadow {
/// What color should the shadow have?
pub color: Hsla,
/// How should it be offset from its element?
pub offset: Point<Pixels>,
/// How much should the shadow be blurred?
pub blur_radius: Pixels,
/// How much should the shadow spread?
pub spread_radius: Pixels,
}
/// How to handle whitespace in text
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
pub enum WhiteSpace {
/// Normal line wrapping when text overflows the width of the element
#[default]
Normal,
/// No line wrapping, text will overflow the width of the element
Nowrap,
}
/// How to truncate text that overflows the width of the element
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
pub enum TextOverflow {
/// Truncate the text when it doesn't fit, and represent this truncation by displaying the
/// provided string.
Truncate(SharedString),
}
/// How to align text within the element
#[derive(Copy, Clone, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
pub enum TextAlign {
/// Align the text to the left of the element
#[default]
Left,
/// Center the text within the element
Center,
/// Align the text to the right of the element
Right,
}
/// The properties that can be used to style text in GPUI
#[derive(Refineable, Clone, Debug, PartialEq)]
#[refineable(Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
pub struct TextStyle {
/// The color of the text (can be solid or gradient)
pub color: TextColor,
/// The font family to use
pub font_family: SharedString,
/// The font features to use
pub font_features: FontFeatures,
/// The fallback fonts to use
pub font_fallbacks: Option<FontFallbacks>,
/// The font size to use, in pixels or rems.
pub font_size: AbsoluteLength,
/// The line height to use, in pixels or fractions
pub line_height: DefiniteLength,
/// The font weight, e.g. bold
pub font_weight: FontWeight,
/// The font style, e.g. italic
pub font_style: FontStyle,
/// The background color of the text
pub background_color: Option<Hsla>,
/// The underline style of the text
pub underline: Option<UnderlineStyle>,
/// The strikethrough style of the text
pub strikethrough: Option<StrikethroughStyle>,
/// How to handle whitespace in the text
pub white_space: WhiteSpace,
/// The text should be truncated if it overflows the width of the element
pub text_overflow: Option<TextOverflow>,
/// How the text should be aligned within the element
pub text_align: TextAlign,
/// The number of lines to display before truncating the text
pub line_clamp: Option<usize>,
/// Additional letter spacing (tracking) in EM units.
pub letter_spacing: Option<f32>,
}
impl Default for TextStyle {
fn default() -> Self {
TextStyle {
color: solid_text_color(black()),
// todo(linux) make this configurable or choose better default
font_family: ".SystemUIFont".into(),
font_features: FontFeatures::default(),
font_fallbacks: None,
font_size: rems(1.).into(),
line_height: phi(),
font_weight: FontWeight::default(),
font_style: FontStyle::default(),
background_color: None,
underline: None,
strikethrough: None,
white_space: WhiteSpace::Normal,
text_overflow: None,
text_align: TextAlign::default(),
line_clamp: None,
letter_spacing: None,
}
}
}
impl TextStyle {
/// Create a new text style with the given highlighting applied.
pub fn highlight(mut self, style: impl Into<HighlightStyle>) -> Self {
let style = style.into();
if let Some(weight) = style.font_weight {
self.font_weight = weight;
}
if let Some(style) = style.font_style {
self.font_style = style;
}
if let Some(color) = style.color {
self.color = color;
}
if let Some(factor) = style.fade_out {
self.color = self.color.with_opacity(1.0 - factor);
}
if let Some(background_color) = style.background_color {
self.background_color = Some(background_color);
}
if let Some(underline) = style.underline {
self.underline = Some(underline);
}
if let Some(strikethrough) = style.strikethrough {
self.strikethrough = Some(strikethrough);
}
self
}
/// Get the font configured for this text style.
pub fn font(&self) -> Font {
Font {
family: self.font_family.clone(),
features: self.font_features.clone(),
fallbacks: self.font_fallbacks.clone(),
weight: self.font_weight,
style: self.font_style,
}
}
/// Returns the rounded line height in pixels.
pub fn line_height_in_pixels(&self, rem_size: Pixels) -> Pixels {
self.line_height.to_pixels(self.font_size, rem_size).round()
}
/// Convert this text style into a [`TextRun`], for the given length of the text.
pub fn to_run(&self, len: usize) -> TextRun {
TextRun {
len,
font: Font {
family: self.font_family.clone(),
features: self.font_features.clone(),
fallbacks: self.font_fallbacks.clone(),
weight: self.font_weight,
style: self.font_style,
},
color: self.color,
background_color: self.background_color,
underline: self.underline,
strikethrough: self.strikethrough,
letter_spacing: self.letter_spacing.map(OrderedFloat),
}
}
}
/// A highlight style to apply, similar to a `TextStyle` except
/// for a single font, uniformly sized and spaced text.
#[derive(Copy, Clone, Debug, Default, PartialEq)]
pub struct HighlightStyle {
/// The color of the text (can be solid or gradient)
pub color: Option<TextColor>,
/// The font weight, e.g. bold
pub font_weight: Option<FontWeight>,
/// The font style, e.g. italic
pub font_style: Option<FontStyle>,
/// The background color of the text
pub background_color: Option<Hsla>,
/// The underline style of the text
pub underline: Option<UnderlineStyle>,
/// The underline style of the text
pub strikethrough: Option<StrikethroughStyle>,
/// Similar to the CSS `opacity` property, this will cause the text to be less vibrant.
pub fade_out: Option<f32>,
}
impl Eq for HighlightStyle {}
impl Hash for HighlightStyle {
fn hash<H: Hasher>(&self, state: &mut H) {
self.color.hash(state);
self.font_weight.hash(state);
self.font_style.hash(state);
self.background_color.hash(state);
self.underline.hash(state);
self.strikethrough.hash(state);
state.write_u32(u32::from_be_bytes(
self.fade_out.map(|f| f.to_be_bytes()).unwrap_or_default(),
));
}
}
impl Style {
/// Returns true if the style is visible and the background is opaque.
pub fn has_opaque_background(&self) -> bool {
self.background
.as_ref()
.is_some_and(|fill| fill.color().is_some_and(|color| !color.is_transparent()))
}
/// Get the text style in this element style.
pub fn text_style(&self) -> Option<&TextStyleRefinement> {
if self.text.is_some() {
Some(&self.text)
} else {
None
}
}
/// Get the content mask for this element style, based on the given bounds.
/// If the element does not hide its overflow, this will return `None`.
pub fn overflow_mask(
&self,
bounds: Bounds<Pixels>,
rem_size: Pixels,
) -> Option<ContentMask<Pixels>> {
match self.overflow {
Point {
x: Overflow::Visible,
y: Overflow::Visible,
} => None,
_ => {
let mut min = bounds.origin;
let mut max = bounds.bottom_right();
if self
.border_color
.is_some_and(|color| !color.is_transparent())
{
min.x += self.border_widths.left.to_pixels(rem_size);
max.x -= self.border_widths.right.to_pixels(rem_size);
min.y += self.border_widths.top.to_pixels(rem_size);
max.y -= self.border_widths.bottom.to_pixels(rem_size);
}
let bounds = match (
self.overflow.x == Overflow::Visible,
self.overflow.y == Overflow::Visible,
) {
// x and y both visible
(true, true) => return None,
// x visible, y hidden
(true, false) => Bounds::from_corners(
point(min.x, bounds.origin.y),
point(max.x, bounds.bottom_right().y),
),
// x hidden, y visible
(false, true) => Bounds::from_corners(
point(bounds.origin.x, min.y),
point(bounds.bottom_right().x, max.y),
),
// both hidden
(false, false) => Bounds::from_corners(min, max),
};
Some(ContentMask { bounds })
}
}
}
/// Paints the background of an element styled with this style.
pub fn paint(
&self,
bounds: Bounds<Pixels>,
window: &mut Window,
cx: &mut App,
continuation: impl FnOnce(&mut Window, &mut App),
) {
#[cfg(debug_assertions)]
if self.debug_below {
cx.set_global(DebugBelow)
}
#[cfg(debug_assertions)]
if self.debug || cx.has_global::<DebugBelow>() {
window.paint_quad(crate::outline(bounds, crate::red(), BorderStyle::default()));
}
let rem_size = window.rem_size();
let corner_radii = self
.corner_radii
.to_pixels(rem_size)
.clamp_radii_for_quad_size(bounds.size);
let blur_radius = window.element_blur();
if blur_radius > 0.0 {
let blur_pixels = Pixels(blur_radius);
let opacity = window.element_opacity();
let blur_glow = BoxShadow {
color: transparent_white().opacity(0.14 * opacity),
offset: Point::default(),
blur_radius: blur_pixels,
spread_radius: Pixels::ZERO,
};
let blur_depth = BoxShadow {
color: transparent_black().opacity(0.06 * opacity),
offset: Point::default(),
blur_radius: blur_pixels,
spread_radius: Pixels::ZERO,
};
let blur_shadows = [blur_glow, blur_depth];
window.paint_shadows(bounds, corner_radii, &blur_shadows);
}
window.paint_shadows(bounds, corner_radii, &self.box_shadow);
let background_color = self.background.as_ref().and_then(Fill::color);
if background_color.is_some_and(|color| !color.is_transparent()) {
let mut border_color = match background_color {
Some(color) => match color.tag {
BackgroundTag::Solid => color.solid,
BackgroundTag::LinearGradient | BackgroundTag::RadialGradient => color
.colors
.first()
.map(|stop| stop.color)
.unwrap_or_default(),
BackgroundTag::PatternSlash => color.solid,
},
None => Hsla::default(),
};
border_color.a = 0.;
// Use backdrop blur if specified, otherwise regular quad
if let Some(backdrop_blur_radius) = self.backdrop_blur {
window.paint_backdrop_blur_quad(
quad(
bounds,
corner_radii,
background_color.unwrap_or_default(),
Edges::default(),
border_color,
self.border_style,
),
Pixels(backdrop_blur_radius),
);
} else {
window.paint_quad(quad(
bounds,
corner_radii,
background_color.unwrap_or_default(),
Edges::default(),
border_color,
self.border_style,
));
}
}
continuation(window, cx);
if self.is_border_visible() {
let border_widths = self.border_widths.to_pixels(rem_size);
let max_border_width = border_widths.max();
let max_corner_radius = corner_radii.max();
let top_bounds = Bounds::from_corners(
bounds.origin,
bounds.top_right() + point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
);
let bottom_bounds = Bounds::from_corners(
bounds.bottom_left() - point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
bounds.bottom_right(),
);
let left_bounds = Bounds::from_corners(
top_bounds.bottom_left(),
bottom_bounds.origin + point(max_border_width, Pixels::ZERO),
);
let right_bounds = Bounds::from_corners(
top_bounds.bottom_right() - point(max_border_width, Pixels::ZERO),
bottom_bounds.top_right(),
);
let mut background = self.border_color.unwrap_or_default();
background.a = 0.;
let quad = quad(
bounds,
corner_radii,
background,
border_widths,
self.border_color.unwrap_or_default(),
self.border_style,
);
window.with_content_mask(Some(ContentMask { bounds: top_bounds }), |window| {
window.paint_quad(quad.clone());
});
window.with_content_mask(
Some(ContentMask {
bounds: right_bounds,
}),
|window| {
window.paint_quad(quad.clone());
},
);
window.with_content_mask(
Some(ContentMask {
bounds: bottom_bounds,
}),
|window| {
window.paint_quad(quad.clone());
},
);
window.with_content_mask(
Some(ContentMask {
bounds: left_bounds,
}),
|window| {
window.paint_quad(quad);
},
);
}
#[cfg(debug_assertions)]
if self.debug_below {
cx.remove_global::<DebugBelow>();
}
}
fn is_border_visible(&self) -> bool {
self.border_color
.is_some_and(|color| !color.is_transparent())
&& self.border_widths.any(|length| !length.is_zero())
}
}
impl Default for Style {
fn default() -> Self {
Style {
display: Display::Block,
visibility: Visibility::Visible,
overflow: Point {
x: Overflow::Visible,
y: Overflow::Visible,
},
allow_concurrent_scroll: false,
restrict_scroll_to_axis: false,
scrollbar_width: AbsoluteLength::default(),
position: Position::Relative,
inset: Edges::auto(),
margin: Edges::<Length>::zero(),
padding: Edges::<DefiniteLength>::zero(),
border_widths: Edges::<AbsoluteLength>::zero(),
size: Size::auto(),
min_size: Size::auto(),
max_size: Size::auto(),
aspect_ratio: None,
gap: Size::default(),
// Alignment
align_items: None,
align_self: None,
align_content: None,
justify_content: None,
// Flexbox
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::NoWrap,
flex_grow: 0.0,
flex_shrink: 1.0,
flex_basis: Length::Auto,
background: None,
border_color: None,
border_style: BorderStyle::default(),
corner_radii: Corners::default(),
box_shadow: Default::default(),
text: TextStyleRefinement::default(),
mouse_cursor: None,
opacity: None,
blur: None,
backdrop_blur: None,
grid_rows: None,
grid_cols: None,
grid_location: None,
#[cfg(debug_assertions)]
debug: false,
#[cfg(debug_assertions)]
debug_below: false,
}
}
}
/// The properties that can be applied to an underline.
#[derive(
Refineable, Copy, Clone, Default, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, JsonSchema,
)]
pub struct UnderlineStyle {
/// The thickness of the underline.
pub thickness: Pixels,
/// The color of the underline.
pub color: Option<Hsla>,
/// Whether the underline should be wavy, like in a spell checker.
pub wavy: bool,
}
/// The properties that can be applied to a strikethrough.
#[derive(
Refineable, Copy, Clone, Default, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, JsonSchema,
)]
pub struct StrikethroughStyle {
/// The thickness of the strikethrough.
pub thickness: Pixels,
/// The color of the strikethrough.
pub color: Option<Hsla>,
}
/// The kinds of fill that can be applied to a shape.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
pub enum Fill {
/// A solid color fill.
Color(Background),
}
impl Fill {
/// Unwrap this fill into a solid color, if it is one.
///
/// If the fill is not a solid color, this method returns `None`.
pub fn color(&self) -> Option<Background> {
match self {
Fill::Color(color) => Some(*color),
}
}
}
impl Default for Fill {
fn default() -> Self {
Self::Color(Background::default())
}
}
impl From<Hsla> for Fill {
fn from(color: Hsla) -> Self {
Self::Color(color.into())
}
}
impl From<Rgba> for Fill {
fn from(color: Rgba) -> Self {
Self::Color(color.into())
}
}
impl From<Background> for Fill {
fn from(background: Background) -> Self {
Self::Color(background)
}
}
impl From<TextStyle> for HighlightStyle {
fn from(other: TextStyle) -> Self {
Self::from(&other)
}
}
impl From<&TextStyle> for HighlightStyle {
fn from(other: &TextStyle) -> Self {
Self {
color: Some(other.color),
font_weight: Some(other.font_weight),
font_style: Some(other.font_style),
background_color: other.background_color,
underline: other.underline,
strikethrough: other.strikethrough,
fade_out: None,
}
}
}
impl HighlightStyle {
/// Create a highlight style with just a color
pub fn color(color: Hsla) -> Self {
Self {
color: Some(color.into()),
..Default::default()
}
}
/// Blend this highlight style with another.
/// Non-continuous properties, like font_weight and font_style, are overwritten.
#[must_use]
pub fn highlight(self, other: HighlightStyle) -> Self {
Self {
color: other
.color
.map(|other_color| match self.color {
Some(color) if color.is_solid() && other_color.is_solid() => {
solid_text_color(color.solid.blend(other_color.solid))
}
Some(color) => color,
None => other_color,
})
.or(self.color),
font_weight: other.font_weight.or(self.font_weight),
font_style: other.font_style.or(self.font_style),
background_color: other.background_color.or(self.background_color),
underline: other.underline.or(self.underline),
strikethrough: other.strikethrough.or(self.strikethrough),
fade_out: other
.fade_out
.map(|source_fade| {
self.fade_out
.map(|dest_fade| (dest_fade * (1. + source_fade)).clamp(0., 1.))
.unwrap_or(source_fade)
})
.or(self.fade_out),
}
}
}
impl From<Hsla> for HighlightStyle {
fn from(color: Hsla) -> Self {
Self {
color: Some(color.into()),
..Default::default()
}
}
}
impl From<FontWeight> for HighlightStyle {
fn from(font_weight: FontWeight) -> Self {
Self {
font_weight: Some(font_weight),
..Default::default()
}
}
}
impl From<FontStyle> for HighlightStyle {
fn from(font_style: FontStyle) -> Self {
Self {
font_style: Some(font_style),
..Default::default()
}
}
}
impl From<Rgba> for HighlightStyle {
fn from(color: Rgba) -> Self {
Self {
color: Some(color.into()),
..Default::default()
}
}
}
/// Combine and merge the highlights and ranges in the two iterators.