feat(ui-gpui): add pulsing dot via GPUI async runtime (entity-scoped repaint)
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3 changed files with 116 additions and 2 deletions
95
ui-gpui/src/components/pulsing_dot.rs
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95
ui-gpui/src/components/pulsing_dot.rs
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//! PulsingDot — GPU-native smooth pulse using GPUI's async runtime.
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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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use gpui::*;
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use std::time::Duration;
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use crate::theme;
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#[derive(Clone, Copy, PartialEq)]
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pub enum DotStatus {
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Running,
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Idle,
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Stalled,
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Done,
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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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}
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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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}
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}
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fn should_pulse(&self) -> bool {
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matches!(self.status, DotStatus::Running | DotStatus::Stalled)
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}
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fn base_color(&self) -> Rgba {
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match self.status {
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DotStatus::Running => theme::GREEN,
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DotStatus::Idle => theme::OVERLAY0,
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DotStatus::Stalled => theme::PEACH,
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DotStatus::Done => theme::BLUE,
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DotStatus::Error => theme::RED,
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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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if !self.should_pulse() {
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return;
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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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}
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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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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 r = (base.r * 255.0) as u32;
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let g = (base.g * 255.0) as u32;
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let b = (base.b * 255.0) as u32;
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let a = (alpha * 255.0) as u32;
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let color = rgba(r * 0x1000000 + g * 0x10000 + b * 0x100 + a);
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div()
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.w(px(self.size))
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.h(px(self.size))
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.rounded(px(self.size / 2.0))
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.bg(color)
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.flex_shrink_0()
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}
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}
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