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85 lines · 3.7 KB · Rust
//! The Storage page: where new worktrees go, after T3 Code's, and the
//! folders the app keeps its settings and threads in.

use std::{
    path::{Path, PathBuf},
    process::{Command, Stdio},
};

use gpui_kit::component::IconName;
use gpui_kit::*;

use super::SettingsView;
use super::widgets::{Section, SettingRow, reset, text_field};
use crate::settings;
use crate::ui::chat::display_path;
use crate::ui::metal::MetalButton;
use crate::ui::workspace;

impl SettingsView {
    pub(super) fn render_storage(&mut self, window: &mut Window, cx: &mut Context<Self>) -> Vec<AnyElement> {
        let view = cx.weak_entity();
        let data = settings::data_dir();
        let default_worktrees = data.as_ref().map(|data| data.join("worktrees"));
        let worktrees = Section::new("Worktrees")
            .id("storage-worktrees")
            .row(
                SettingRow::new("Worktree location")
                    .id("storage-worktrees-location")
                    .description(
                        "Folder where new worktrees are created, on any drive, such as ~/worktrees. Existing worktrees stay where they are. Leave empty to use the app's data folder.",
                    )
                    .status(match &default_worktrees {
                        Some(path) if settings::get(|settings| settings.worktrees_dir.trim().is_empty()) => {
                            format!("Default: {}", display_path(path))
                        }
                        _ => String::new(),
                    })
                    .reset(reset(&view, |s| s.worktrees_dir.clone(), |s, dir| s.worktrees_dir = dir))
                    .control(text_field(&self.worktrees_dir, 288., window, cx)),
            )
            .render(cx);

        let settings_dir = settings::path().as_deref().and_then(Path::parent).map(Path::to_path_buf);
        let folder_row = |title: &'static str, id: &'static str, path: Option<PathBuf>| {
            SettingRow::new(title)
                .description(path.as_deref().map(display_path).unwrap_or_else(|| "Unavailable".into()))
                .control(
                    MetalButton::new(id)
                        .compact()
                        .icon(IconName::FolderOpen)
                        .label("Open")
                        .disabled(path.as_ref().is_none_or(|path| !path.exists()))
                        .on_click(move |_, _, _| {
                            if let Some(path) = &path {
                                open_folder(path);
                            }
                        }),
                )
                .into_any_element()
        };
        let files = Section::new("Files")
            .id("storage-files")
            .row(folder_row("Settings", "open-settings-dir", settings_dir))
            .row(folder_row("Threads", "open-threads-dir", data.as_ref().map(|data| data.join("threads"))))
            .row(folder_row(
                "Worktrees",
                "open-worktrees-dir",
                Some(settings::get(|settings| settings.worktrees_dir.clone()))
                    .filter(|dir| !dir.trim().is_empty())
                    .map(|dir| settings::expand_home(dir.trim()))
                    .or(default_worktrees),
            ))
            .row(folder_row("Threads without a project", "open-scratch-dir", workspace::scratch_dir()))
            .render(cx);
        vec![worktrees, files]
    }
}

pub(super) fn open_folder(path: &Path) {
    let Some(program) = workspace::find_program(&["xdg-open"]) else { return };
    let spawned = Command::new(program).arg(path).stdin(Stdio::null()).stdout(Stdio::null()).stderr(Stdio::null()).spawn();
    if let Ok(mut child) = spawned {
        std::thread::spawn(move || child.wait());
    }
}