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https://github.com/zed-industries/zed.git
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c1e291bc96
This PR adds some ergonomic improvements when working with GPUI `Global`s. Two new traits have been added—`ReadGlobal` and `UpdateGlobal`—that provide associated functions on any type that implements `Global` for accessing and updating the global without needing to call the methods on the `cx` directly (which generally involves qualifying the type). I looked into adding `ObserveGlobal` as well, but this seems a bit trickier to implement as the signatures of `cx.observe_global` vary slightly between the different contexts. Release Notes: - N/A
331 lines
11 KiB
Rust
331 lines
11 KiB
Rust
//! # Welcome to GPUI!
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//!
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//! GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework
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//! for Rust, designed to support a wide variety of applications.
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//!
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//! ## Getting Started
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//!
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//! GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io.
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//! You'll also need to use the latest version of stable rust. Add the following to your Cargo.toml:
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//!
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//! ```
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//! gpui = { git = "https://github.com/zed-industries/zed" }
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//! ```
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//!
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//! Everything in GPUI starts with an [`App`]. You can create one with [`App::new`], and
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//! kick off your application by passing a callback to [`App::run`]. Inside this callback,
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//! you can create a new window with [`AppContext::open_window`], and register your first root
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//! view. See [gpui.rs](https://www.gpui.rs/) for a complete example.
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//!
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//! ## The Big Picture
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//!
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//! GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(sociolinguistics)) depending on your needs:
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//!
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//! - State management and communication with Models. Whenever you need to store application state
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//! that communicates between different parts of your application, you'll want to use GPUI's
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//! models. Models are owned by GPUI and are only accessible through an owned smart pointer
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//! similar to an [`Rc`]. See the [`app::model_context`] module for more information.
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//!
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//! - High level, declarative UI with Views. All UI in GPUI starts with a View. A view is simply
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//! a model that can be rendered, via the [`Render`] trait. At the start of each frame, GPUI
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//! will call this render method on the root view of a given window. Views build a tree of
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//! `elements`, lay them out and style them with a tailwind-style API, and then give them to
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//! GPUI to turn into pixels. See the [`elements::Div`] element for an all purpose swiss-army
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//! knife for UI.
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//!
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//! - Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they
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//! provide a nice wrapper around an imperative API that provides as much flexibility and control as
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//! you need. Elements have total control over how they and their child elements are rendered and
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//! can be used for making efficient views into large lists, implement custom layouting for a code editor,
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//! and anything else you can think of. See the [`element`] module for more information.
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//!
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//! Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services.
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//! This context is your main interface to GPUI, and is used extensively throughout the framework.
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//!
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//! ## Other Resources
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//!
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//! In addition to the systems above, GPUI provides a range of smaller services that are useful for building
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//! complex applications:
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//!
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//! - Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI.
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//! Use this for implementing keyboard shortcuts, such as cmd-q. See the [`action`] module for more information.
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//! - Platform services, such as `quit the app` or `open a URL` are available as methods on the [`app::AppContext`].
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//! - An async executor that is integrated with the platform's event loop. See the [`executor`] module for more information.,
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//! - The [gpui::test] macro provides a convenient way to write tests for your GPUI applications. Tests also have their
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//! own kind of context, a [`TestAppContext`] which provides ways of simulating common platform input. See [`app::test_context`]
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//! and [`test`] modules for more details.
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//!
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//! 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
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//! a question in the [Zed Discord](https://discord.gg/U4qhCEhMXP). We're working on improving the documentation, creating more examples,
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//! and will be publishing more guides to GPUI on our [blog](https://zed.dev/blog).
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#![deny(missing_docs)]
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#![allow(clippy::type_complexity)] // Not useful, GPUI makes heavy use of callbacks
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#![allow(clippy::collapsible_else_if)] // False positives in platform specific code
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#![allow(unused_mut)] // False positives in platform specific code
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#[macro_use]
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mod action;
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mod app;
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mod arena;
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mod asset_cache;
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mod assets;
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mod bounds_tree;
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mod color;
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mod element;
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mod elements;
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mod executor;
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mod geometry;
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mod global;
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mod input;
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mod interactive;
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mod key_dispatch;
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mod keymap;
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mod platform;
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pub mod prelude;
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mod scene;
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mod shared_string;
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mod shared_uri;
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mod style;
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mod styled;
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mod subscription;
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mod svg_renderer;
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mod taffy;
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#[cfg(any(test, feature = "test-support"))]
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pub mod test;
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mod text_system;
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mod util;
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mod view;
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mod window;
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/// Do not touch, here be dragons for use by gpui_macros and such.
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#[doc(hidden)]
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pub mod private {
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pub use linkme;
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pub use serde;
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pub use serde_derive;
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pub use serde_json;
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}
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mod seal {
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/// A mechanism for restricting implementations of a trait to only those in GPUI.
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/// See: https://predr.ag/blog/definitive-guide-to-sealed-traits-in-rust/
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pub trait Sealed {}
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}
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pub use action::*;
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pub use anyhow::Result;
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pub use app::*;
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pub(crate) use arena::*;
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pub use asset_cache::*;
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pub use assets::*;
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pub use color::*;
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pub use ctor::ctor;
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pub use element::*;
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pub use elements::*;
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pub use executor::*;
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pub use geometry::*;
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pub use global::*;
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pub use gpui_macros::{register_action, test, IntoElement, Render};
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pub use input::*;
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pub use interactive::*;
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use key_dispatch::*;
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pub use keymap::*;
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pub use platform::*;
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pub use refineable::*;
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pub use scene::*;
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use seal::Sealed;
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pub use shared_string::*;
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pub use shared_uri::*;
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pub use smol::Timer;
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pub use style::*;
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pub use styled::*;
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pub use subscription::*;
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use svg_renderer::*;
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pub use taffy::{AvailableSpace, LayoutId};
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#[cfg(any(test, feature = "test-support"))]
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pub use test::*;
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pub use text_system::*;
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pub use util::arc_cow::ArcCow;
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pub use view::*;
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pub use window::*;
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use std::{any::Any, borrow::BorrowMut};
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use taffy::TaffyLayoutEngine;
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/// The context trait, allows the different contexts in GPUI to be used
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/// interchangeably for certain operations.
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pub trait Context {
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/// The result type for this context, used for async contexts that
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/// can't hold a direct reference to the application context.
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type Result<T>;
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/// Create a new model in the app context.
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fn new_model<T: 'static>(
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&mut self,
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build_model: impl FnOnce(&mut ModelContext<'_, T>) -> T,
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) -> Self::Result<Model<T>>;
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/// Reserve a slot for a model to be inserted later.
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/// The returned [Reservation] allows you to obtain the [EntityId] for the future model.
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fn reserve_model<T: 'static>(&mut self) -> Self::Result<Reservation<T>>;
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/// Insert a new model in the app context based on a [Reservation] previously obtained from [`reserve_model`].
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///
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/// [`reserve_model`]: Self::reserve_model
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fn insert_model<T: 'static>(
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&mut self,
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reservation: Reservation<T>,
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build_model: impl FnOnce(&mut ModelContext<'_, T>) -> T,
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) -> Self::Result<Model<T>>;
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/// Update a model in the app context.
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fn update_model<T, R>(
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&mut self,
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handle: &Model<T>,
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update: impl FnOnce(&mut T, &mut ModelContext<'_, T>) -> R,
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) -> Self::Result<R>
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where
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T: 'static;
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/// Read a model from the app context.
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fn read_model<T, R>(
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&self,
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handle: &Model<T>,
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read: impl FnOnce(&T, &AppContext) -> R,
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) -> Self::Result<R>
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where
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T: 'static;
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/// Update a window for the given handle.
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fn update_window<T, F>(&mut self, window: AnyWindowHandle, f: F) -> Result<T>
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where
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F: FnOnce(AnyView, &mut WindowContext<'_>) -> T;
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/// Read a window off of the application context.
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fn read_window<T, R>(
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&self,
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window: &WindowHandle<T>,
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read: impl FnOnce(View<T>, &AppContext) -> R,
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) -> Result<R>
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where
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T: 'static;
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}
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/// Returned by [Context::reserve_model] to later be passed to [Context::insert_model].
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/// Allows you to obtain the [EntityId] for a model before it is created.
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pub struct Reservation<T>(pub(crate) Slot<T>);
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impl<T: 'static> Reservation<T> {
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/// Returns the [EntityId] that will be associated with the model once it is inserted.
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pub fn entity_id(&self) -> EntityId {
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self.0.entity_id()
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}
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}
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/// This trait is used for the different visual contexts in GPUI that
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/// require a window to be present.
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pub trait VisualContext: Context {
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/// Construct a new view in the window referenced by this context.
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fn new_view<V>(
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&mut self,
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build_view: impl FnOnce(&mut ViewContext<'_, V>) -> V,
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) -> Self::Result<View<V>>
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where
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V: 'static + Render;
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/// Update a view with the given callback
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fn update_view<V: 'static, R>(
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&mut self,
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view: &View<V>,
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update: impl FnOnce(&mut V, &mut ViewContext<'_, V>) -> R,
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) -> Self::Result<R>;
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/// Replace the root view of a window with a new view.
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fn replace_root_view<V>(
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&mut self,
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build_view: impl FnOnce(&mut ViewContext<'_, V>) -> V,
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) -> Self::Result<View<V>>
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where
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V: 'static + Render;
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/// Focus a view in the window, if it implements the [`FocusableView`] trait.
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fn focus_view<V>(&mut self, view: &View<V>) -> Self::Result<()>
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where
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V: FocusableView;
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/// Dismiss a view in the window, if it implements the [`ManagedView`] trait.
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fn dismiss_view<V>(&mut self, view: &View<V>) -> Self::Result<()>
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where
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V: ManagedView;
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}
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/// A trait that allows models and views to be interchangeable in certain operations
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pub trait Entity<T>: Sealed {
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/// The weak reference type for this entity.
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type Weak: 'static;
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/// The ID for this entity
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fn entity_id(&self) -> EntityId;
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/// Downgrade this entity to a weak reference.
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fn downgrade(&self) -> Self::Weak;
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/// Upgrade this entity from a weak reference.
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fn upgrade_from(weak: &Self::Weak) -> Option<Self>
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where
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Self: Sized;
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}
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/// A trait for tying together the types of a GPUI entity and the events it can
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/// emit.
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pub trait EventEmitter<E: Any>: 'static {}
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/// A helper trait for auto-implementing certain methods on contexts that
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/// can be used interchangeably.
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pub trait BorrowAppContext {
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/// Set a global value on the context.
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fn set_global<T: Global>(&mut self, global: T);
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/// Updates the global state of the given type.
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fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
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where
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G: Global;
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}
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impl<C> BorrowAppContext for C
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where
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C: BorrowMut<AppContext>,
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{
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fn set_global<G: Global>(&mut self, global: G) {
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self.borrow_mut().set_global(global)
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}
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fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
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where
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G: Global,
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{
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let mut global = self.borrow_mut().lease_global::<G>();
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let result = f(&mut global, self);
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self.borrow_mut().end_global_lease(global);
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result
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}
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}
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/// A flatten equivalent for anyhow `Result`s.
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pub trait Flatten<T> {
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/// Convert this type into a simple `Result<T>`.
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fn flatten(self) -> Result<T>;
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}
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impl<T> Flatten<T> for Result<Result<T>> {
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fn flatten(self) -> Result<T> {
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self?
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}
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}
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impl<T> Flatten<T> for Result<T> {
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fn flatten(self) -> Result<T> {
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self
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}
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}
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