Files
zed/crates/gpui/src/elements/uniform_list.rs
Piotr Osiewicz 975a76bbf0 Bump Rust version to 1.92 (#44649)
Release Notes:

- N/A

---------

Co-authored-by: Julia Ryan <juliaryan3.14@gmail.com>
2025-12-17 01:42:04 +01:00

854 lines
32 KiB
Rust

//! A scrollable list of elements with uniform height, optimized for large lists.
//! Rather than use the full taffy layout system, uniform_list simply measures
//! the first element and then lays out all remaining elements in a line based on that
//! measurement. This is much faster than the full layout system, but only works for
//! elements with uniform height.
use crate::{
AnyElement, App, AvailableSpace, Bounds, ContentMask, Element, ElementId, Entity,
GlobalElementId, Hitbox, InspectorElementId, InteractiveElement, Interactivity, IntoElement,
IsZero, LayoutId, ListSizingBehavior, Overflow, Pixels, Point, ScrollHandle, Size,
StyleRefinement, Styled, Window, point, size,
};
use smallvec::SmallVec;
use std::{cell::RefCell, cmp, ops::Range, rc::Rc, usize};
use super::ListHorizontalSizingBehavior;
/// uniform_list provides lazy rendering for a set of items that are of uniform height.
/// When rendered into a container with overflow-y: hidden and a fixed (or max) height,
/// uniform_list will only render the visible subset of items.
#[track_caller]
pub fn uniform_list<R>(
id: impl Into<ElementId>,
item_count: usize,
f: impl 'static + Fn(Range<usize>, &mut Window, &mut App) -> Vec<R>,
) -> UniformList
where
R: IntoElement,
{
let id = id.into();
let mut base_style = StyleRefinement::default();
base_style.overflow.y = Some(Overflow::Scroll);
let render_range = move |range: Range<usize>, window: &mut Window, cx: &mut App| {
f(range, window, cx)
.into_iter()
.map(|component| component.into_any_element())
.collect()
};
UniformList {
item_count,
item_to_measure_index: 0,
render_items: Box::new(render_range),
decorations: Vec::new(),
interactivity: Interactivity {
element_id: Some(id),
base_style: Box::new(base_style),
..Interactivity::new()
},
scroll_handle: None,
sizing_behavior: ListSizingBehavior::default(),
horizontal_sizing_behavior: ListHorizontalSizingBehavior::default(),
}
}
/// A list element for efficiently laying out and displaying a list of uniform-height elements.
pub struct UniformList {
item_count: usize,
item_to_measure_index: usize,
render_items: Box<
dyn for<'a> Fn(Range<usize>, &'a mut Window, &'a mut App) -> SmallVec<[AnyElement; 64]>,
>,
decorations: Vec<Box<dyn UniformListDecoration>>,
interactivity: Interactivity,
scroll_handle: Option<UniformListScrollHandle>,
sizing_behavior: ListSizingBehavior,
horizontal_sizing_behavior: ListHorizontalSizingBehavior,
}
/// Frame state used by the [UniformList].
pub struct UniformListFrameState {
items: SmallVec<[AnyElement; 32]>,
decorations: SmallVec<[AnyElement; 2]>,
}
/// A handle for controlling the scroll position of a uniform list.
/// This should be stored in your view and passed to the uniform_list on each frame.
#[derive(Clone, Debug, Default)]
pub struct UniformListScrollHandle(pub Rc<RefCell<UniformListScrollState>>);
/// Where to place the element scrolled to.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum ScrollStrategy {
/// Place the element at the top of the list's viewport.
Top,
/// Attempt to place the element in the middle of the list's viewport.
/// May not be possible if there's not enough list items above the item scrolled to:
/// in this case, the element will be placed at the closest possible position.
Center,
/// Attempt to place the element at the bottom of the list's viewport.
/// May not be possible if there's not enough list items above the item scrolled to:
/// in this case, the element will be placed at the closest possible position.
Bottom,
/// If the element is not visible attempt to place it at:
/// - The top of the list's viewport if the target element is above currently visible elements.
/// - The bottom of the list's viewport if the target element is above currently visible elements.
Nearest,
}
#[derive(Clone, Copy, Debug)]
#[allow(missing_docs)]
pub struct DeferredScrollToItem {
/// The item index to scroll to
pub item_index: usize,
/// The scroll strategy to use
pub strategy: ScrollStrategy,
/// The offset in number of items
pub offset: usize,
pub scroll_strict: bool,
}
#[derive(Clone, Debug, Default)]
#[allow(missing_docs)]
pub struct UniformListScrollState {
pub base_handle: ScrollHandle,
pub deferred_scroll_to_item: Option<DeferredScrollToItem>,
/// Size of the item, captured during last layout.
pub last_item_size: Option<ItemSize>,
/// Whether the list was vertically flipped during last layout.
pub y_flipped: bool,
}
#[derive(Copy, Clone, Debug, Default)]
/// The size of the item and its contents.
pub struct ItemSize {
/// The size of the item.
pub item: Size<Pixels>,
/// The size of the item's contents, which may be larger than the item itself,
/// if the item was bounded by a parent element.
pub contents: Size<Pixels>,
}
impl UniformListScrollHandle {
/// Create a new scroll handle to bind to a uniform list.
pub fn new() -> Self {
Self(Rc::new(RefCell::new(UniformListScrollState {
base_handle: ScrollHandle::new(),
deferred_scroll_to_item: None,
last_item_size: None,
y_flipped: false,
})))
}
/// Scroll the list so that the given item index is visible.
///
/// This uses non-strict scrolling: if the item is already fully visible, no scrolling occurs.
/// If the item is out of view, it scrolls the minimum amount to bring it into view according
/// to the strategy.
pub fn scroll_to_item(&self, ix: usize, strategy: ScrollStrategy) {
self.0.borrow_mut().deferred_scroll_to_item = Some(DeferredScrollToItem {
item_index: ix,
strategy,
offset: 0,
scroll_strict: false,
});
}
/// Scroll the list so that the given item index is at scroll strategy position.
///
/// This uses strict scrolling: the item will always be scrolled to match the strategy position,
/// even if it's already visible. Use this when you need precise positioning.
pub fn scroll_to_item_strict(&self, ix: usize, strategy: ScrollStrategy) {
self.0.borrow_mut().deferred_scroll_to_item = Some(DeferredScrollToItem {
item_index: ix,
strategy,
offset: 0,
scroll_strict: true,
});
}
/// Scroll the list to the given item index with an offset in number of items.
///
/// This uses non-strict scrolling: if the item is already visible within the offset region,
/// no scrolling occurs.
///
/// The offset parameter shrinks the effective viewport by the specified number of items
/// from the corresponding edge, then applies the scroll strategy within that reduced viewport:
/// - `ScrollStrategy::Top`: Shrinks from top, positions item at the new top
/// - `ScrollStrategy::Center`: Shrinks from top, centers item in the reduced viewport
/// - `ScrollStrategy::Bottom`: Shrinks from bottom, positions item at the new bottom
pub fn scroll_to_item_with_offset(&self, ix: usize, strategy: ScrollStrategy, offset: usize) {
self.0.borrow_mut().deferred_scroll_to_item = Some(DeferredScrollToItem {
item_index: ix,
strategy,
offset,
scroll_strict: false,
});
}
/// Scroll the list so that the given item index is at the exact scroll strategy position with an offset.
///
/// This uses strict scrolling: the item will always be scrolled to match the strategy position,
/// even if it's already visible.
///
/// The offset parameter shrinks the effective viewport by the specified number of items
/// from the corresponding edge, then applies the scroll strategy within that reduced viewport:
/// - `ScrollStrategy::Top`: Shrinks from top, positions item at the new top
/// - `ScrollStrategy::Center`: Shrinks from top, centers item in the reduced viewport
/// - `ScrollStrategy::Bottom`: Shrinks from bottom, positions item at the new bottom
pub fn scroll_to_item_strict_with_offset(
&self,
ix: usize,
strategy: ScrollStrategy,
offset: usize,
) {
self.0.borrow_mut().deferred_scroll_to_item = Some(DeferredScrollToItem {
item_index: ix,
strategy,
offset,
scroll_strict: true,
});
}
/// Check if the list is flipped vertically.
pub fn y_flipped(&self) -> bool {
self.0.borrow().y_flipped
}
/// Get the index of the topmost visible child.
#[cfg(any(test, feature = "test-support"))]
pub fn logical_scroll_top_index(&self) -> usize {
let this = self.0.borrow();
this.deferred_scroll_to_item
.as_ref()
.map(|deferred| deferred.item_index)
.unwrap_or_else(|| this.base_handle.logical_scroll_top().0)
}
/// Checks if the list can be scrolled vertically.
pub fn is_scrollable(&self) -> bool {
if let Some(size) = self.0.borrow().last_item_size {
size.contents.height > size.item.height
} else {
false
}
}
/// Scroll to the bottom of the list.
pub fn scroll_to_bottom(&self) {
self.scroll_to_item(usize::MAX, ScrollStrategy::Bottom);
}
}
impl Styled for UniformList {
fn style(&mut self) -> &mut StyleRefinement {
&mut self.interactivity.base_style
}
}
impl Element for UniformList {
type RequestLayoutState = UniformListFrameState;
type PrepaintState = Option<Hitbox>;
fn id(&self) -> Option<ElementId> {
self.interactivity.element_id.clone()
}
fn source_location(&self) -> Option<&'static core::panic::Location<'static>> {
None
}
fn request_layout(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
window: &mut Window,
cx: &mut App,
) -> (LayoutId, Self::RequestLayoutState) {
let max_items = self.item_count;
let item_size = self.measure_item(None, window, cx);
let layout_id = self.interactivity.request_layout(
global_id,
inspector_id,
window,
cx,
|style, window, cx| match self.sizing_behavior {
ListSizingBehavior::Infer => {
window.with_text_style(style.text_style().cloned(), |window| {
window.request_measured_layout(
style,
move |known_dimensions, available_space, _window, _cx| {
let desired_height = item_size.height * max_items;
let width = known_dimensions.width.unwrap_or(match available_space
.width
{
AvailableSpace::Definite(x) => x,
AvailableSpace::MinContent | AvailableSpace::MaxContent => {
item_size.width
}
});
let height = match available_space.height {
AvailableSpace::Definite(height) => desired_height.min(height),
AvailableSpace::MinContent | AvailableSpace::MaxContent => {
desired_height
}
};
size(width, height)
},
)
})
}
ListSizingBehavior::Auto => window
.with_text_style(style.text_style().cloned(), |window| {
window.request_layout(style, None, cx)
}),
},
);
(
layout_id,
UniformListFrameState {
items: SmallVec::new(),
decorations: SmallVec::new(),
},
)
}
fn prepaint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<Pixels>,
frame_state: &mut Self::RequestLayoutState,
window: &mut Window,
cx: &mut App,
) -> Option<Hitbox> {
let style = self
.interactivity
.compute_style(global_id, None, window, cx);
let border = style.border_widths.to_pixels(window.rem_size());
let padding = style
.padding
.to_pixels(bounds.size.into(), window.rem_size());
let padded_bounds = Bounds::from_corners(
bounds.origin + point(border.left + padding.left, border.top + padding.top),
bounds.bottom_right()
- point(border.right + padding.right, border.bottom + padding.bottom),
);
let can_scroll_horizontally = matches!(
self.horizontal_sizing_behavior,
ListHorizontalSizingBehavior::Unconstrained
);
let longest_item_size = self.measure_item(None, window, cx);
let content_width = if can_scroll_horizontally {
padded_bounds.size.width.max(longest_item_size.width)
} else {
padded_bounds.size.width
};
let content_size = Size {
width: content_width,
height: longest_item_size.height * self.item_count,
};
let shared_scroll_offset = self.interactivity.scroll_offset.clone().unwrap();
let item_height = longest_item_size.height;
let shared_scroll_to_item = self.scroll_handle.as_mut().and_then(|handle| {
let mut handle = handle.0.borrow_mut();
handle.last_item_size = Some(ItemSize {
item: padded_bounds.size,
contents: content_size,
});
handle.deferred_scroll_to_item.take()
});
self.interactivity.prepaint(
global_id,
inspector_id,
bounds,
content_size,
window,
cx,
|_style, mut scroll_offset, hitbox, window, cx| {
let y_flipped = if let Some(scroll_handle) = &self.scroll_handle {
let scroll_state = scroll_handle.0.borrow();
scroll_state.y_flipped
} else {
false
};
if self.item_count > 0 {
let content_height = item_height * self.item_count;
let is_scrolled_vertically = !scroll_offset.y.is_zero();
let max_scroll_offset = padded_bounds.size.height - content_height;
if is_scrolled_vertically && scroll_offset.y < max_scroll_offset {
shared_scroll_offset.borrow_mut().y = max_scroll_offset;
scroll_offset.y = max_scroll_offset;
}
let content_width = content_size.width + padding.left + padding.right;
let is_scrolled_horizontally =
can_scroll_horizontally && !scroll_offset.x.is_zero();
if is_scrolled_horizontally && content_width <= padded_bounds.size.width {
shared_scroll_offset.borrow_mut().x = Pixels::ZERO;
scroll_offset.x = Pixels::ZERO;
}
if let Some(DeferredScrollToItem {
mut item_index,
mut strategy,
offset,
scroll_strict,
}) = shared_scroll_to_item
{
if y_flipped {
item_index = self.item_count.saturating_sub(item_index + 1);
}
let list_height = padded_bounds.size.height;
let mut updated_scroll_offset = shared_scroll_offset.borrow_mut();
let item_top = item_height * item_index;
let item_bottom = item_top + item_height;
let scroll_top = -updated_scroll_offset.y;
let offset_pixels = item_height * offset;
// is the selected item above/below currently visible items
let is_above = item_top < scroll_top + offset_pixels;
let is_below = item_bottom > scroll_top + list_height;
if scroll_strict || is_above || is_below {
if strategy == ScrollStrategy::Nearest {
if is_above {
strategy = ScrollStrategy::Top;
} else if is_below {
strategy = ScrollStrategy::Bottom;
}
}
let max_scroll_offset =
(content_height - list_height).max(Pixels::ZERO);
match strategy {
ScrollStrategy::Top => {
updated_scroll_offset.y = -(item_top - offset_pixels)
.clamp(Pixels::ZERO, max_scroll_offset);
}
ScrollStrategy::Center => {
let item_center = item_top + item_height / 2.0;
let viewport_height = list_height - offset_pixels;
let viewport_center = offset_pixels + viewport_height / 2.0;
let target_scroll_top = item_center - viewport_center;
updated_scroll_offset.y =
-target_scroll_top.clamp(Pixels::ZERO, max_scroll_offset);
}
ScrollStrategy::Bottom => {
updated_scroll_offset.y = -(item_bottom - list_height)
.clamp(Pixels::ZERO, max_scroll_offset);
}
ScrollStrategy::Nearest => {
// Nearest, but the item is visible -> no scroll is required
}
}
}
scroll_offset = *updated_scroll_offset
}
let first_visible_element_ix =
(-(scroll_offset.y + padding.top) / item_height).floor() as usize;
let last_visible_element_ix = ((-scroll_offset.y + padded_bounds.size.height)
/ item_height)
.ceil() as usize;
let visible_range = first_visible_element_ix
..cmp::min(last_visible_element_ix, self.item_count);
let items = if y_flipped {
let flipped_range = self.item_count.saturating_sub(visible_range.end)
..self.item_count.saturating_sub(visible_range.start);
let mut items = (self.render_items)(flipped_range, window, cx);
items.reverse();
items
} else {
(self.render_items)(visible_range.clone(), window, cx)
};
let content_mask = ContentMask { bounds };
window.with_content_mask(Some(content_mask), |window| {
for (mut item, ix) in items.into_iter().zip(visible_range.clone()) {
let item_origin = padded_bounds.origin
+ scroll_offset
+ point(Pixels::ZERO, item_height * ix);
let available_width = if can_scroll_horizontally {
padded_bounds.size.width + scroll_offset.x.abs()
} else {
padded_bounds.size.width
};
let available_space = size(
AvailableSpace::Definite(available_width),
AvailableSpace::Definite(item_height),
);
item.layout_as_root(available_space, window, cx);
item.prepaint_at(item_origin, window, cx);
frame_state.items.push(item);
}
let bounds =
Bounds::new(padded_bounds.origin + scroll_offset, padded_bounds.size);
for decoration in &self.decorations {
let mut decoration = decoration.as_ref().compute(
visible_range.clone(),
bounds,
scroll_offset,
item_height,
self.item_count,
window,
cx,
);
let available_space = size(
AvailableSpace::Definite(bounds.size.width),
AvailableSpace::Definite(bounds.size.height),
);
decoration.layout_as_root(available_space, window, cx);
decoration.prepaint_at(bounds.origin, window, cx);
frame_state.decorations.push(decoration);
}
});
}
hitbox
},
)
}
fn paint(
&mut self,
global_id: Option<&GlobalElementId>,
inspector_id: Option<&InspectorElementId>,
bounds: Bounds<crate::Pixels>,
request_layout: &mut Self::RequestLayoutState,
hitbox: &mut Option<Hitbox>,
window: &mut Window,
cx: &mut App,
) {
self.interactivity.paint(
global_id,
inspector_id,
bounds,
hitbox.as_ref(),
window,
cx,
|_, window, cx| {
for item in &mut request_layout.items {
item.paint(window, cx);
}
for decoration in &mut request_layout.decorations {
decoration.paint(window, cx);
}
},
)
}
}
impl IntoElement for UniformList {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
/// A decoration for a [`UniformList`]. This can be used for various things,
/// such as rendering indent guides, or other visual effects.
pub trait UniformListDecoration {
/// Compute the decoration element, given the visible range of list items,
/// the bounds of the list, and the height of each item.
fn compute(
&self,
visible_range: Range<usize>,
bounds: Bounds<Pixels>,
scroll_offset: Point<Pixels>,
item_height: Pixels,
item_count: usize,
window: &mut Window,
cx: &mut App,
) -> AnyElement;
}
impl<T: UniformListDecoration + 'static> UniformListDecoration for Entity<T> {
fn compute(
&self,
visible_range: Range<usize>,
bounds: Bounds<Pixels>,
scroll_offset: Point<Pixels>,
item_height: Pixels,
item_count: usize,
window: &mut Window,
cx: &mut App,
) -> AnyElement {
self.update(cx, |inner, cx| {
inner.compute(
visible_range,
bounds,
scroll_offset,
item_height,
item_count,
window,
cx,
)
})
}
}
impl UniformList {
/// Selects a specific list item for measurement.
pub fn with_width_from_item(mut self, item_index: Option<usize>) -> Self {
self.item_to_measure_index = item_index.unwrap_or(0);
self
}
/// Sets the sizing behavior, similar to the `List` element.
pub fn with_sizing_behavior(mut self, behavior: ListSizingBehavior) -> Self {
self.sizing_behavior = behavior;
self
}
/// Sets the horizontal sizing behavior, controlling the way list items laid out horizontally.
/// With [`ListHorizontalSizingBehavior::Unconstrained`] behavior, every item and the list itself will
/// have the size of the widest item and lay out pushing the `end_slot` to the right end.
pub fn with_horizontal_sizing_behavior(
mut self,
behavior: ListHorizontalSizingBehavior,
) -> Self {
self.horizontal_sizing_behavior = behavior;
match behavior {
ListHorizontalSizingBehavior::FitList => {
self.interactivity.base_style.overflow.x = None;
}
ListHorizontalSizingBehavior::Unconstrained => {
self.interactivity.base_style.overflow.x = Some(Overflow::Scroll);
}
}
self
}
/// Adds a decoration element to the list.
pub fn with_decoration(mut self, decoration: impl UniformListDecoration + 'static) -> Self {
self.decorations.push(Box::new(decoration));
self
}
fn measure_item(
&self,
list_width: Option<Pixels>,
window: &mut Window,
cx: &mut App,
) -> Size<Pixels> {
if self.item_count == 0 {
return Size::default();
}
let item_ix = cmp::min(self.item_to_measure_index, self.item_count - 1);
let mut items = (self.render_items)(item_ix..item_ix + 1, window, cx);
let Some(mut item_to_measure) = items.pop() else {
return Size::default();
};
let available_space = size(
list_width.map_or(AvailableSpace::MinContent, |width| {
AvailableSpace::Definite(width)
}),
AvailableSpace::MinContent,
);
item_to_measure.layout_as_root(available_space, window, cx)
}
/// Track and render scroll state of this list with reference to the given scroll handle.
pub fn track_scroll(mut self, handle: &UniformListScrollHandle) -> Self {
self.interactivity.tracked_scroll_handle = Some(handle.0.borrow().base_handle.clone());
self.scroll_handle = Some(handle.clone());
self
}
/// Sets whether the list is flipped vertically, such that item 0 appears at the bottom.
pub fn y_flipped(mut self, y_flipped: bool) -> Self {
if let Some(ref scroll_handle) = self.scroll_handle {
let mut scroll_state = scroll_handle.0.borrow_mut();
let mut base_handle = &scroll_state.base_handle;
let offset = base_handle.offset();
match scroll_state.last_item_size {
Some(last_size) if scroll_state.y_flipped != y_flipped => {
let new_y_offset =
-(offset.y + last_size.contents.height - last_size.item.height);
base_handle.set_offset(point(offset.x, new_y_offset));
scroll_state.y_flipped = y_flipped;
}
// Handle case where list is initially flipped.
None if y_flipped => {
base_handle.set_offset(point(offset.x, Pixels::MIN));
scroll_state.y_flipped = y_flipped;
}
_ => {}
}
}
self
}
}
impl InteractiveElement for UniformList {
fn interactivity(&mut self) -> &mut crate::Interactivity {
&mut self.interactivity
}
}
#[cfg(test)]
mod test {
use crate::TestAppContext;
#[gpui::test]
fn test_scroll_strategy_nearest(cx: &mut TestAppContext) {
use crate::{
Context, FocusHandle, ScrollStrategy, UniformListScrollHandle, Window, div, prelude::*,
px, uniform_list,
};
use std::ops::Range;
actions!(example, [SelectNext, SelectPrev]);
struct TestView {
index: usize,
length: usize,
scroll_handle: UniformListScrollHandle,
focus_handle: FocusHandle,
visible_range: Range<usize>,
}
impl TestView {
pub fn select_next(
&mut self,
_: &SelectNext,
window: &mut Window,
_: &mut Context<Self>,
) {
if self.index + 1 == self.length {
self.index = 0
} else {
self.index += 1;
}
self.scroll_handle
.scroll_to_item(self.index, ScrollStrategy::Nearest);
window.refresh();
}
pub fn select_previous(
&mut self,
_: &SelectPrev,
window: &mut Window,
_: &mut Context<Self>,
) {
if self.index == 0 {
self.index = self.length - 1
} else {
self.index -= 1;
}
self.scroll_handle
.scroll_to_item(self.index, ScrollStrategy::Nearest);
window.refresh();
}
}
impl Render for TestView {
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
div()
.id("list-example")
.track_focus(&self.focus_handle)
.on_action(cx.listener(Self::select_next))
.on_action(cx.listener(Self::select_previous))
.size_full()
.child(
uniform_list(
"entries",
self.length,
cx.processor(|this, range: Range<usize>, _window, _cx| {
this.visible_range = range.clone();
range
.map(|ix| div().id(ix).h(px(20.0)).child(format!("Item {ix}")))
.collect()
}),
)
.track_scroll(&self.scroll_handle)
.h(px(200.0)),
)
}
}
let (view, cx) = cx.add_window_view(|window, cx| {
let focus_handle = cx.focus_handle();
window.focus(&focus_handle);
TestView {
scroll_handle: UniformListScrollHandle::new(),
index: 0,
focus_handle,
length: 47,
visible_range: 0..0,
}
});
// 10 out of 47 items are visible
// First 9 times selecting next item does not scroll
for ix in 1..10 {
cx.dispatch_action(SelectNext);
view.read_with(cx, |view, _| {
assert_eq!(view.index, ix);
assert_eq!(view.visible_range, 0..10);
})
}
// Now each time the list scrolls down by 1
for ix in 10..47 {
cx.dispatch_action(SelectNext);
view.read_with(cx, |view, _| {
assert_eq!(view.index, ix);
assert_eq!(view.visible_range, ix - 9..ix + 1);
})
}
// After the last item we move back to the start
cx.dispatch_action(SelectNext);
view.read_with(cx, |view, _| {
assert_eq!(view.index, 0);
assert_eq!(view.visible_range, 0..10);
});
// Return to the last element
cx.dispatch_action(SelectPrev);
view.read_with(cx, |view, _| {
assert_eq!(view.index, 46);
assert_eq!(view.visible_range, 37..47);
});
// First 9 times selecting previous does not scroll
for ix in (37..46).rev() {
cx.dispatch_action(SelectPrev);
view.read_with(cx, |view, _| {
assert_eq!(view.index, ix);
assert_eq!(view.visible_range, 37..47);
})
}
// Now each time the list scrolls up by 1
for ix in (0..37).rev() {
cx.dispatch_action(SelectPrev);
view.read_with(cx, |view, _| {
assert_eq!(view.index, ix);
assert_eq!(view.visible_range, ix..ix + 10);
})
}
}
}