rustdoc: Align search results horizontally for easy scanning
The recent PR #110688 added info about an item's kind before its name in
search results. However, because the kind and name are inline with no
alignment, it's now hard to visually scan downward through the search
results, looking at item names. This PR fixes that by horizontally
aligning search results such that there are now two columns of
information.
r? `@GuillaumeGomez`
Fix rustdoc gui tester
Problem was that the `main` was always exiting with `0`, whether or not there was an error. It led to failing GUI tests being ignored in the CI since no one saw them.
r? ````@klensy````
Fix union fields display
![Screenshot from 2023-06-21 16-47-24](https://github.com/rust-lang/rust/assets/3050060/833b0fe6-7fb6-4371-86c3-d82fa0c3fe49)
So two bugs in this screenshot: no whitespace between field name and type name, both fields are on the same line. Both problems come from issues in the templates because all whitespace are removed if a askama "command" follows.
r? `@notriddle`
[rustdoc] Fix invalid handling of "going back in history" when "go to only search result" setting is enabled
You can test the fix [here](https://rustdoc.crud.net/imperio/back-in-history-fix/lib2/index.html). Enable "Directly go to item in search if there is only one result", then search for `HasALongTraitWithParams` and finally go back to previous page. It should be back on the `index.html` page.
The reason for this bug is that the JS state is cached as is, so when we go back to the page, it resumes where it was left, somewhat (very weird), meaning the search is run again etc. The best way to handle this is to force the JS re-execution in this case so that it doesn't try to resume from where it left and then lead us back to the current page.
r? ``@notriddle``
rustdoc: Add search result item types after their name
Here what it looks like:
![Screenshot from 2023-04-22 15-16-58](https://user-images.githubusercontent.com/3050060/233789566-b5f3f625-3b78-4c56-a7ee-0a4f2d62e667.png)
The idea is to improve accessibility by providing this information directly in the text and not only in the text color. Currently we already use it for doc aliases and for primitive types, so I extended it to all types.
r? `@notriddle`
Fix rustdoc-gui tests on Windows
The browser-ui-test update contains fixes needed for backslash handling (they were not correctly escaped).
Since we have a mix of slash and backslash in some tests, I replaced `DOC_FOLDER` variable backslashes with slashes.
And finally it seemed like the unicode escaped wasn't much appreciated on Windows for some reason so I used the character directly.
cc `@klensy`
r? `@notriddle`
rustdoc: add interaction delays for tooltip popovers
Preview:
* [notable traits](http://notriddle.com/rustdoc-demo-html-3/delay-tooltip/testing/struct.Vec.html#method.iter)
* [panicking code block](http://notriddle.com/rustdoc-demo-html-3/delay-tooltip/testing/struct.Vec.html#indexing)
Designing a good hover microinteraction is a matter of guessing user intent from what are, literally, vague gestures. In this case, guessing if hovering in our out of the tooltip base is intentional or not.
To figure this out, a few different techniques are used:
* When the mouse pointer enters a tooltip anchor point, its hitbox is grown on the bottom, where the popover is/will appear. This was already there before this commit: search "hover tunnel" in rustdoc.css for the implementation.
* This commit adds a delay when the mouse pointer enters the base anchor, in case the mouse pointer was just passing through and the user didn't want to open it.
* This commit also adds a delay when the mouse pointer exits the tooltip's base anchor or its popover, before hiding it.
* A fade-out animation is layered onto the pointer exit delay to immediately inform the user that they successfully dismissed the popover, while still providing a way for them to cancel it if it was a mistake and they still wanted to interact with it.
* No animation is used for revealing it, because we don't want people to try to interact with an element while it's in the middle of fading in: either they're allowed to interact with it while it's fading in, meaning it can't serve as mistake- proofing for opening the popover, or they can't, but they might try and be frustrated.
See also:
* https://www.nngroup.com/articles/timing-exposing-content/
* https://www.nngroup.com/articles/tooltip-guidelines/
* https://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown
Designing a good hover microinteraction is a matter of guessing
user intent from what are, literally, vague gestures. In this case,
guessing if hovering in our out of the tooltip base is intentional
or not.
To figure this out, a few different techniques are used:
* When the mouse pointer enters a tooltip anchor point, its hitbox
is grown on the bottom, where the popover is/will appear. This was
already there before this commit: search "hover tunnel" in
rustdoc.css for the implementation.
* This commit adds a delay when the mouse pointer enters the base
anchor, in case the mouse pointer was just passing through and the
user didn't want to open it.
* This commit also adds a delay when the mouse pointer exits the
tooltip's base anchor or its popover, before hiding it.
* A fade-out animation is layered onto the pointer exit delay to
immediately inform the user that they successfully dismissed the
popover, while still providing a way for them to cancel it if
it was a mistake and they still wanted to interact with it.
* No animation is used for revealing it, because we don't want
people to try to interact with an element while it's in the
middle of fading in: either they're allowed to interact with
it while it's fading in, meaning it can't serve as mistake-
proofing for opening the popover, or they can't, but they
might try and be frustrated.
See also:
* https://www.nngroup.com/articles/timing-exposing-content/
* https://www.nngroup.com/articles/tooltip-guidelines/
* https://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown