import AppKit import SwiftUI /// Hosts a menu-card SwiftUI row whose selection highlight is rendered entirely by AppKit/Core /// Animation instead of SwiftUI, so moving the highlight while scrolling costs no SwiftUI body /// re-evaluation or content re-rasterization. /// /// The reported Overview scroll stutter comes from driving the native selection look through SwiftUI: /// each scroll step flips `menuItemHighlighted`, which re-renders the entire rich row subtree /// (header, usage bars, storage line). A headless benchmark measured ~3–10 ms per toggle with /// spikes past one 120 Hz frame, matching the dropped frames in the bug report. /// /// This view keeps the SwiftUI content pinned to its normal (unselected) appearance and recreates /// the selected look in two GPU-composited steps that never touch the SwiftUI graph: /// 1. an `NSVisualEffectView` with the native `.selection` material drawn behind the content, and /// 2. a `CIColorMatrix` content filter that maps the row's pixels to the selected text color — /// this matches the existing design, where every element already becomes /// `selectedMenuItemTextColor` when highlighted. /// Toggling selection then costs a layer property change (~0.05 ms) rather than a SwiftUI pass. @MainActor final class GPUSelectionHostingView: NSView, MenuCardHighlighting, MenuCardMeasuring { private let hosting: NSHostingView> private let selectionView = NSVisualEffectView() private var tintFilter: CIFilter? private var isRowHighlighted = false private var onClick: (() -> Void)? private let containsInteractiveControls: Bool private let interactiveRegionStore: MenuCardInteractiveRegionStore? private(set) var allowsMenuHighlight: Bool /// Selection inset/radius mirror the SwiftUI `MenuCardSectionContainerView` highlight /// (`.padding(.horizontal, 6).padding(.vertical, 2)` with a 6 pt corner radius) so the AppKit /// background lands in the same place the SwiftUI one used to. private static var selectionHorizontalInset: CGFloat { 6 } private static var selectionVerticalInset: CGFloat { 2 } private static var selectionCornerRadius: CGFloat { 6 } /// Short enough that a fast flick still looks crisp, long enough to read as a glide rather than /// a hard cut. Tunable from real-device recordings. private static var selectionFadeDuration: CFTimeInterval { 0.06 } init( rootView: MenuCardSectionContainerView, allowsMenuHighlight: Bool, containsInteractiveControls: Bool = false, interactiveRegionStore: MenuCardInteractiveRegionStore? = nil, onClick: (() -> Void)?) { self.hosting = NSHostingView(rootView: rootView) self.allowsMenuHighlight = allowsMenuHighlight self.containsInteractiveControls = containsInteractiveControls self.interactiveRegionStore = interactiveRegionStore self.onClick = onClick self.tintFilter = nil super.init(frame: .zero) self.wantsLayer = true self.refreshTintFilter() self.setupSelectionView() self.setupHosting() } @available(*, unavailable) required init?(coder _: NSCoder) { fatalError("init(coder:) has not been implemented") } override var allowsVibrancy: Bool { true } override var intrinsicContentSize: NSSize { NSSize(width: self.frame.width, height: self.hosting.intrinsicContentSize.height) } override func acceptsFirstMouse(for _: NSEvent?) -> Bool { true } override func viewDidChangeEffectiveAppearance() { super.viewDidChangeEffectiveAppearance() self.refreshTintFilter() } /// Forward accessibility activation to the click handler, mirroring `MenuCardItemHostingView`. override func accessibilityRole() -> NSAccessibility.Role? { self.onClick == nil ? super.accessibilityRole() : .button } override func accessibilityPerformPress() -> Bool { guard let onClick = self.onClick else { return super.accessibilityPerformPress() } onClick() return true } override func hitTest(_ point: NSPoint) -> NSView? { let descendant = super.hitTest(point) if let descendant { var current: NSView? = descendant while let view = current, view !== self { if view is NSButton || view is NSControl { return descendant } current = view.superview } if self.hitsHostedInteractiveControl(at: point) { return descendant } if descendant !== self, self.onClick != nil { return self } } return descendant } private func hitsHostedInteractiveControl(at point: NSPoint) -> Bool { guard self.containsInteractiveControls else { return false } let hostedPoint = self.hosting.convert(point, from: self) return self.interactiveRegionStore?.contains( hostedPoint, hostingBounds: self.hosting.bounds, fittedSize: self.hosting.fittingSize) == true } private func locationInView(for event: NSEvent) -> NSPoint { guard self.window != nil else { return event.locationInWindow } return self.convert(event.locationInWindow, from: nil) } override func mouseDown(with event: NSEvent) { guard event.type == .leftMouseDown, self.onClick != nil else { super.mouseDown(with: event) return } guard self.bounds.contains(self.locationInView(for: event)), let window = self.window else { return } // A submenu-backed NSMenuItem consumes mouseUp in its nested tracking loop before a custom // view receives it. Track the drag/up sequence directly so release-inside cancellation stays // native while the menu never gets a chance to close before the row action runs. var shouldInvoke = false window.trackEvents( matching: [.leftMouseDragged, .leftMouseUp], timeout: NSEvent.foreverDuration, mode: .eventTracking) { [weak self] trackedEvent, stop in guard let self, let trackedEvent else { stop.pointee = true return } if self.primaryPressShouldYieldToMenu(for: trackedEvent) { // We dequeued this drag from the window; put it back so NSMenu's tracking loop can // continue native drag-to-submenu selection from the same event. window.postEvent(trackedEvent, atStart: true) stop.pointee = true return } guard let decision = self.primaryPressDecision(for: trackedEvent) else { return } shouldInvoke = decision stop.pointee = true } if shouldInvoke { self.onClick?() } } private func primaryPressDecision(for event: NSEvent) -> Bool? { guard event.type == .leftMouseUp else { return nil } return self.bounds.contains(self.locationInView(for: event)) } private func primaryPressShouldYieldToMenu(for event: NSEvent) -> Bool { event.type == .leftMouseDragged && !self.bounds.contains(self.locationInView(for: event)) } override func layout() { super.layout() self.selectionView.frame = self.bounds.insetBy( dx: Self.selectionHorizontalInset, dy: Self.selectionVerticalInset) self.selectionView.layer?.cornerRadius = Self.selectionCornerRadius self.hosting.frame = self.bounds } func setHighlighted(_ highlighted: Bool) { guard self.isRowHighlighted != highlighted else { return } self.isRowHighlighted = highlighted // Tint the content to the selected text color via a GPU color matrix; clearing the // filter returns it to its normal palette. No SwiftUI invalidation happens here. if let tintFilter { self.hosting.layer?.filters = highlighted ? [tintFilter] : [] } // Crossfade the selection background instead of hard-cutting it. As the wheel moves the // highlight, the leaving row fades out while the arriving row fades in, which reads as the // selection gliding between rows rather than teleporting. The fade is short so fast flicks // still resolve crisply. Runs entirely on the GPU via Core Animation. let layer = self.selectionView.layer let fade = CABasicAnimation(keyPath: "opacity") fade.fromValue = layer?.presentation()?.opacity ?? (highlighted ? 0 : 1) fade.toValue = highlighted ? 1 : 0 fade.duration = Self.selectionFadeDuration fade.timingFunction = CAMediaTimingFunction(name: .easeOut) layer?.add(fade, forKey: "selectionFade") layer?.opacity = highlighted ? 1 : 0 } func measuredHeight(width: CGFloat) -> CGFloat { self.hosting.frame = NSRect(origin: self.hosting.frame.origin, size: NSSize(width: width, height: 1)) self.hosting.layoutSubtreeIfNeeded() return self.hosting.fittingSize.height } #if DEBUG /// True once the menu marks this row highlighted via `setHighlighted`. var isHighlightedForTesting: Bool { self.isRowHighlighted } /// The hosted SwiftUI highlight state, which must stay `false` for GPU-selected rows — proving /// selection never re-invalidates the SwiftUI graph while scrolling. var swiftUIHighlightStateIsHighlightedForTesting: Bool { self.hosting.rootView.highlightState.isHighlighted } #endif private func setupSelectionView() { self.selectionView.material = .selection self.selectionView.blendingMode = .withinWindow self.selectionView.state = .active self.selectionView.isEmphasized = true self.selectionView.wantsLayer = true self.selectionView.layer?.masksToBounds = true // Visibility is driven by layer opacity (crossfaded in `setHighlighted`) rather than // `isHidden`, so the selection can glide in and out instead of hard-cutting. self.selectionView.layer?.opacity = 0 self.selectionView.autoresizingMask = [.width, .height] self.addSubview(self.selectionView) } private func setupHosting() { self.hosting.wantsLayer = true self.hosting.autoresizingMask = [.width, .height] self.addSubview(self.hosting) } /// Maps every pixel's RGB to the system selected-menu-item text color while preserving alpha, /// reproducing the appearance the SwiftUI rows already adopt when highlighted. The bias is read /// from `NSColor.selectedMenuItemTextColor` rather than hard-coded to white so graphite/ /// high-contrast/accessibility appearances tint correctly. Core Image runs this on the GPU /// (Metal), so it composites for free per frame. private func refreshTintFilter() { self.tintFilter = Self.makeSelectedTextTintFilter(appearance: self.effectiveAppearance) if self.isRowHighlighted { self.hosting.layer?.filters = self.tintFilter.map { [$0] } ?? [] } } private static func makeSelectedTextTintFilter(appearance: NSAppearance) -> CIFilter? { guard let filter = CIFilter(name: "CIColorMatrix") else { return nil } var tint: NSColor = .white appearance.performAsCurrentDrawingAppearance { tint = NSColor.selectedMenuItemTextColor.usingColorSpace(.deviceRGB) ?? .white } filter.setValue(CIVector(x: 0, y: 0, z: 0, w: 0), forKey: "inputRVector") filter.setValue(CIVector(x: 0, y: 0, z: 0, w: 0), forKey: "inputGVector") filter.setValue(CIVector(x: 0, y: 0, z: 0, w: 0), forKey: "inputBVector") filter.setValue(CIVector(x: 0, y: 0, z: 0, w: 1), forKey: "inputAVector") filter.setValue( CIVector(x: tint.redComponent, y: tint.greenComponent, z: tint.blueComponent, w: 0), forKey: "inputBiasVector") return filter } } #if DEBUG extension GPUSelectionHostingView { func _test_hitsHostedInteractiveControl(at point: NSPoint) -> Bool { self.hitsHostedInteractiveControl(at: point) } func _test_simulateRuntimeClick(at point: NSPoint? = nil) -> Bool { let clickPoint = point ?? NSPoint(x: self.bounds.midX, y: self.bounds.midY) guard let onClick = self.onClick, self.hitTest(clickPoint) === self else { return false } guard self.bounds.contains(clickPoint) else { return false } onClick() return true } func _test_primaryPressDecision(for event: NSEvent) -> Bool? { self.primaryPressDecision(for: event) } func _test_primaryPressShouldYieldToMenu(for event: NSEvent) -> Bool { self.primaryPressShouldYieldToMenu(for: event) } } #endif