use gpui::{ color::ColorU, fonts::{Properties, Weight}, platform::{current as platform, Runner}, Element as _, Quad, }; use log::LevelFilter; use simplelog::SimpleLogger; fn main() { SimpleLogger::init(LevelFilter::Info, Default::default()).expect("could not initialize logger"); let mut app = gpui::App::new(()).unwrap(); platform::runner() .on_finish_launching(move || { app.platform().activate(true); app.add_window(|_| TextView); }) .run(); } struct TextView; struct TextElement; impl gpui::Entity for TextView { type Event = (); } impl gpui::View for TextView { fn ui_name() -> &'static str { "View" } fn render<'a>(&self, app: &gpui::AppContext) -> gpui::ElementBox { TextElement.boxed() } } impl gpui::Element for TextElement { type LayoutState = (); type PaintState = (); fn layout( &mut self, constraint: gpui::SizeConstraint, _: &mut gpui::LayoutContext, ) -> (pathfinder_geometry::vector::Vector2F, Self::LayoutState) { (constraint.max, ()) } fn after_layout( &mut self, _: pathfinder_geometry::vector::Vector2F, _: &mut Self::LayoutState, _: &mut gpui::AfterLayoutContext, ) { } fn paint( &mut self, bounds: pathfinder_geometry::rect::RectF, _: &mut Self::LayoutState, ctx: &mut gpui::PaintContext, ) -> Self::PaintState { let font_size = 12.; let family = ctx.font_cache.load_family(&["SF Pro Display"]).unwrap(); let normal = ctx .font_cache .select_font(family, &Default::default()) .unwrap(); let bold = ctx .font_cache .select_font( family, &Properties { weight: Weight::BOLD, ..Default::default() }, ) .unwrap(); let text = "Hello world!"; let line = ctx.text_layout_cache.layout_str( text, font_size, &[ (0..1, normal), (1..2, bold), (2..3, normal), (3..4, bold), (4..text.len(), normal), ], ); ctx.scene.push_quad(Quad { bounds: bounds, background: Some(ColorU::white()), ..Default::default() }); line.paint( bounds.origin(), bounds, &[(0..text.len(), ColorU::black())], ctx, ); } fn dispatch_event( &mut self, _: &gpui::Event, _: pathfinder_geometry::rect::RectF, _: &mut Self::LayoutState, _: &mut Self::PaintState, _: &mut gpui::EventContext, ) -> bool { false } }