feat(ui-gpui): render-driven pulse via request_animation_frame() (GPUI native)
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57e0e3a087
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573105eae6
2 changed files with 21 additions and 35 deletions
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@ -88,6 +88,7 @@ impl ProjectBox {
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/// Initialize sub-views. Must be called after the ProjectBox entity is created.
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pub fn init_subviews(&mut self, cx: &mut Context<Self>) {
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eprintln!("[ProjectBox] init_subviews for {}", self.project.name);
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// Create pulsing status dot
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let dot_status = match self.project.agent.status {
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AgentStatus::Running => DotStatus::Running,
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@ -95,10 +96,8 @@ impl ProjectBox {
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AgentStatus::Done => DotStatus::Done,
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AgentStatus::Error => DotStatus::Error,
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};
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let status_dot = cx.new(|cx: &mut Context<PulsingDot>| {
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let dot = PulsingDot::new(dot_status, 8.0);
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dot.start_animation(cx);
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dot
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let status_dot = cx.new(|_cx: &mut Context<PulsingDot>| {
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PulsingDot::new(dot_status, 8.0)
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});
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self.status_dot = Some(status_dot);
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@ -1,10 +1,10 @@
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//! PulsingDot — GPU-native smooth pulse using GPUI's async runtime.
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//! PulsingDot — GPU-native animation using render-driven frame requests.
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//!
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//! Uses cx.spawn() + background_executor().timer() + entity.update() to
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//! smoothly cycle through opacity steps. GPUI only repaints the dirty view.
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//! Uses request_animation_frame() during render to schedule next frame.
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//! Only runs while the dot is visible. GPUI repaints only dirty views.
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use gpui::*;
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use std::time::Duration;
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use std::time::Instant;
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use crate::theme;
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@ -17,21 +17,18 @@ pub enum DotStatus {
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Error,
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}
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/// Pre-computed opacity values for smooth sine-wave pulse (6 steps)
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const OPACITIES: [f32; 6] = [1.0, 0.85, 0.6, 0.4, 0.6, 0.85];
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pub struct PulsingDot {
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status: DotStatus,
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step: u8,
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size: f32,
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start_time: Instant,
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}
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impl PulsingDot {
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pub fn new(status: DotStatus, size: f32) -> Self {
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Self {
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status,
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step: 0,
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size,
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start_time: Instant::now(),
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}
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}
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@ -49,35 +46,25 @@ impl PulsingDot {
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}
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}
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/// Start the pulse animation. Call from Context after entity creation.
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pub fn start_animation(&self, cx: &mut Context<Self>) {
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fn current_opacity(&self) -> f32 {
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if !self.should_pulse() {
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return;
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return 1.0;
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}
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cx.spawn(async move |weak: WeakEntity<Self>, cx: &mut AsyncApp| {
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loop {
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cx.background_executor().timer(Duration::from_millis(200)).await;
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let ok = weak.update(cx, |dot, cx| {
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dot.step = (dot.step + 1) % 6;
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cx.notify();
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});
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if ok.is_err() {
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break; // Entity dropped
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}
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}
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}).detach();
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let elapsed = self.start_time.elapsed().as_secs_f32();
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// Sine wave: 2s period, oscillates between 0.4 and 1.0
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0.7 + 0.3 * (elapsed * std::f32::consts::PI).sin()
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}
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}
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impl Render for PulsingDot {
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fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
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fn render(&mut self, window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
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let base = self.base_color();
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let alpha = if self.should_pulse() {
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OPACITIES[self.step as usize % 6]
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} else {
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1.0
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};
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let alpha = self.current_opacity();
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// Schedule next frame if pulsing — this is how GPUI does continuous animation
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if self.should_pulse() {
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window.request_animation_frame();
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}
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let r = (base.r * 255.0) as u32;
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let g = (base.g * 255.0) as u32;
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