2e23527e09
Simplify key dispatch code. Previously we would maintain a cache of key matchers for each context that would store the pending input. For the last while we've also stored the typed prefix on the window. This is redundant, we only need one copy, so now it's just stored on the window, which lets us avoid the boilerplate of keeping all the matchers in sync. This stops us from losing multikey bindings when the context on a node changes (#11009) (though we still interrupt multikey bindings if the focus changes). While in the code, I fixed up a few other things with multi-key bindings that were causing problems: Previously we assumed that all multi-key bindings took precedence over any single-key binding, now this is done such that if a user binds a single-key binding, it will take precedence over all system-defined multi-key bindings (irrespective of the depth in the context tree). This was a common cause of confusion for new users trying to bind to `cmd-k` or `ctrl-w` in vim mode (#13543). Previously after a pending multi-key keystroke failed to match, we would drop the prefix if it was an input event. Now we correctly replay it (#14725). Release Notes: - Fixed multi-key shortcuts not working across completion menu changes ([#11009](https://github.com/zed-industries/zed/issues/11009)) - Fixed multi-key shortcuts discarding earlier input ([#14445](https://github.com/zed-industries/zed/pull/14445)) - vim: Fixed `jk` binding preventing you from repeating `j` ([#14725](https://github.com/zed-industries/zed/issues/14725)) - vim: Fixed `escape` in normal mode to also clear the selected register. - Fixed key maps so user-defined mappings take precedence over builtin multi-key mappings ([#13543](https://github.com/zed-industries/zed/issues/13543)) - Fixed a bug where overridden shortcuts would still show in the Command Palette |
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LICENSE-APACHE | ||
README.md |
Welcome to GPUI!
GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.
Getting Started
GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io. You'll also need to use the latest version of stable rust and be on macOS. Add the following to your Cargo.toml:
gpui = { git = "https://github.com/zed-industries/zed" }
Everything in GPUI starts with an App
. You can create one with App::new()
, and kick off your application by passing a callback to App::run()
. Inside this callback, you can create a new window with AppContext::open_window()
, and register your first root view. See gpui.rs for a complete example.
The Big Picture
GPUI offers three different registers depending on your needs:
-
State management and communication with Models. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's models. Models are owned by GPUI and are only accessible through an owned smart pointer similar to an
Rc
. See theapp::model_context
module for more information. -
High level, declarative UI with Views. All UI in GPUI starts with a View. A view is simply a model that can be rendered, via the
Render
trait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree ofelements
, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See thediv
element for an all purpose swiss-army knife of rendering. -
Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the
element
module for more information.
Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.
Other Resources
In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:
-
Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the
action
module for more information. -
Platform services, such as
quit the app
oropen a URL
are available as methods on theapp::AppContext
. -
An async executor that is integrated with the platform's event loop. See the
executor
module for more information., -
The
[gpui::test]
macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, aTestAppContext
which provides ways of simulating common platform input. Seeapp::test_context
andtest
modules for more details.
Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.