gpui.rs

  1//! # Welcome to GPUI!
  2//!
  3//! GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework
  4//! for Rust, designed to support a wide variety of applications.
  5//!
  6//! ## Getting Started
  7//!
  8//! GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io.
  9//! You'll also need to use the latest version of stable rust. Add the following to your Cargo.toml:
 10//!
 11//! ```
 12//! gpui = { git = "https://github.com/zed-industries/zed" }
 13//! ```
 14//!
 15//! Everything in GPUI starts with an [`Application`]. You can create one with [`Application::new`], and
 16//! kick off your application by passing a callback to [`Application::run`]. Inside this callback,
 17//! you can create a new window with [`App::open_window`], and register your first root
 18//! view. See [gpui.rs](https://www.gpui.rs/) for a complete example.
 19//!
 20//! ## The Big Picture
 21//!
 22//! GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(sociolinguistics)) depending on your needs:
 23//!
 24//! - State management and communication with [`Entity`]'s. Whenever you need to store application state
 25//!   that communicates between different parts of your application, you'll want to use GPUI's
 26//!   entities. Entities are owned by GPUI and are only accessible through an owned smart pointer
 27//!   similar to an [`std::rc::Rc`]. See the [`app::context`] module for more information.
 28//!
 29//! - High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply
 30//!   a [`Entity`] that can be rendered, by implementing the [`Render`] trait. At the start of each frame, GPUI
 31//!   will call this render method on the root view of a given window. Views build a tree of
 32//!   [`Element`]s, lay them out and style them with a tailwind-style API, and then give them to
 33//!   GPUI to turn into pixels. See the [`elements::Div`] element for an all purpose swiss-army
 34//!   knife for UI.
 35//!
 36//! - Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they
 37//!   provide a nice wrapper around an imperative API that provides as much flexibility and control as
 38//!   you need. Elements have total control over how they and their child elements are rendered and
 39//!   can be used for making efficient views into large lists, implement custom layouting for a code editor,
 40//!   and anything else you can think of. See the [`element`] module for more information.
 41//!
 42//!  Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services.
 43//!  This context is your main interface to GPUI, and is used extensively throughout the framework.
 44//!
 45//! ## Other Resources
 46//!
 47//! In addition to the systems above, GPUI provides a range of smaller services that are useful for building
 48//! complex applications:
 49//!
 50//! - Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI.
 51//!   Use this for implementing keyboard shortcuts, such as cmd-q (See `action` module for more information).
 52//! - Platform services, such as `quit the app` or `open a URL` are available as methods on the [`app::App`].
 53//! - An async executor that is integrated with the platform's event loop. See the [`executor`] module for more information.,
 54//! - The [`gpui::test`](test) macro provides a convenient way to write tests for your GPUI applications. Tests also have their
 55//!   own kind of context, a [`TestAppContext`] which provides ways of simulating common platform input. See [`app::test_context`]
 56//!   and [`test`] modules for more details.
 57//!
 58//! 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
 59//! a question in the [Zed Discord](https://zed.dev/community-links). We're working on improving the documentation, creating more examples,
 60//! and will be publishing more guides to GPUI on our [blog](https://zed.dev/blog).
 61
 62#![deny(missing_docs)]
 63#![allow(clippy::type_complexity)] // Not useful, GPUI makes heavy use of callbacks
 64#![allow(clippy::collapsible_else_if)] // False positives in platform specific code
 65#![allow(unused_mut)] // False positives in platform specific code
 66
 67#[macro_use]
 68mod action;
 69mod app;
 70
 71mod arena;
 72mod asset_cache;
 73mod assets;
 74mod bounds_tree;
 75mod color;
 76mod element;
 77mod elements;
 78mod executor;
 79mod geometry;
 80mod global;
 81mod input;
 82mod interactive;
 83mod key_dispatch;
 84mod keymap;
 85mod path_builder;
 86mod platform;
 87pub mod prelude;
 88mod scene;
 89mod shared_string;
 90mod shared_uri;
 91mod style;
 92mod styled;
 93mod subscription;
 94mod svg_renderer;
 95mod taffy;
 96#[cfg(any(test, feature = "test-support"))]
 97pub mod test;
 98mod text_system;
 99mod util;
100mod view;
101mod window;
102
103/// Do not touch, here be dragons for use by gpui_macros and such.
104#[doc(hidden)]
105pub mod private {
106    pub use anyhow;
107    pub use inventory;
108    pub use schemars;
109    pub use serde;
110    pub use serde_derive;
111    pub use serde_json;
112}
113
114mod seal {
115    /// A mechanism for restricting implementations of a trait to only those in GPUI.
116    /// See: https://predr.ag/blog/definitive-guide-to-sealed-traits-in-rust/
117    pub trait Sealed {}
118}
119
120pub use action::*;
121pub use anyhow::Result;
122pub use app::*;
123pub(crate) use arena::*;
124pub use asset_cache::*;
125pub use assets::*;
126pub use color::*;
127pub use ctor::ctor;
128pub use element::*;
129pub use elements::*;
130pub use executor::*;
131pub use geometry::*;
132pub use global::*;
133pub use gpui_macros::{AppContext, IntoElement, Render, VisualContext, register_action, test};
134pub use http_client;
135pub use input::*;
136pub use interactive::*;
137use key_dispatch::*;
138pub use keymap::*;
139pub use path_builder::*;
140pub use platform::*;
141pub use refineable::*;
142pub use scene::*;
143pub use shared_string::*;
144pub use shared_uri::*;
145pub use smol::Timer;
146pub use style::*;
147pub use styled::*;
148pub use subscription::*;
149use svg_renderer::*;
150pub use taffy::{AvailableSpace, LayoutId};
151#[cfg(any(test, feature = "test-support"))]
152pub use test::*;
153pub use text_system::*;
154pub use util::arc_cow::ArcCow;
155pub use view::*;
156pub use window::*;
157
158use std::{any::Any, borrow::BorrowMut, future::Future};
159use taffy::TaffyLayoutEngine;
160
161/// The context trait, allows the different contexts in GPUI to be used
162/// interchangeably for certain operations.
163pub trait AppContext {
164    /// The result type for this context, used for async contexts that
165    /// can't hold a direct reference to the application context.
166    type Result<T>;
167
168    /// Create a new entity in the app context.
169    fn new<T: 'static>(
170        &mut self,
171        build_entity: impl FnOnce(&mut Context<T>) -> T,
172    ) -> Self::Result<Entity<T>>;
173
174    /// Reserve a slot for a entity to be inserted later.
175    /// The returned [Reservation] allows you to obtain the [EntityId] for the future entity.
176    fn reserve_entity<T: 'static>(&mut self) -> Self::Result<Reservation<T>>;
177
178    /// Insert a new entity in the app context based on a [Reservation] previously obtained from [`reserve_entity`].
179    ///
180    /// [`reserve_entity`]: Self::reserve_entity
181    fn insert_entity<T: 'static>(
182        &mut self,
183        reservation: Reservation<T>,
184        build_entity: impl FnOnce(&mut Context<T>) -> T,
185    ) -> Self::Result<Entity<T>>;
186
187    /// Update a entity in the app context.
188    fn update_entity<T, R>(
189        &mut self,
190        handle: &Entity<T>,
191        update: impl FnOnce(&mut T, &mut Context<T>) -> R,
192    ) -> Self::Result<R>
193    where
194        T: 'static;
195
196    /// Read a entity from the app context.
197    fn read_entity<T, R>(
198        &self,
199        handle: &Entity<T>,
200        read: impl FnOnce(&T, &App) -> R,
201    ) -> Self::Result<R>
202    where
203        T: 'static;
204
205    /// Update a window for the given handle.
206    fn update_window<T, F>(&mut self, window: AnyWindowHandle, f: F) -> Result<T>
207    where
208        F: FnOnce(AnyView, &mut Window, &mut App) -> T;
209
210    /// Read a window off of the application context.
211    fn read_window<T, R>(
212        &self,
213        window: &WindowHandle<T>,
214        read: impl FnOnce(Entity<T>, &App) -> R,
215    ) -> Result<R>
216    where
217        T: 'static;
218
219    /// Spawn a future on a background thread
220    fn background_spawn<R>(&self, future: impl Future<Output = R> + Send + 'static) -> Task<R>
221    where
222        R: Send + 'static;
223
224    /// Read a global from this app context
225    fn read_global<G, R>(&self, callback: impl FnOnce(&G, &App) -> R) -> Self::Result<R>
226    where
227        G: Global;
228}
229
230/// Returned by [Context::reserve_entity] to later be passed to [Context::insert_entity].
231/// Allows you to obtain the [EntityId] for a entity before it is created.
232pub struct Reservation<T>(pub(crate) Slot<T>);
233
234impl<T: 'static> Reservation<T> {
235    /// Returns the [EntityId] that will be associated with the entity once it is inserted.
236    pub fn entity_id(&self) -> EntityId {
237        self.0.entity_id()
238    }
239}
240
241/// This trait is used for the different visual contexts in GPUI that
242/// require a window to be present.
243pub trait VisualContext: AppContext {
244    /// Returns the handle of the window associated with this context.
245    fn window_handle(&self) -> AnyWindowHandle;
246
247    /// Update a view with the given callback
248    fn update_window_entity<T: 'static, R>(
249        &mut self,
250        entity: &Entity<T>,
251        update: impl FnOnce(&mut T, &mut Window, &mut Context<T>) -> R,
252    ) -> Self::Result<R>;
253
254    /// Update a view with the given callback
255    fn new_window_entity<T: 'static>(
256        &mut self,
257        build_entity: impl FnOnce(&mut Window, &mut Context<T>) -> T,
258    ) -> Self::Result<Entity<T>>;
259
260    /// Replace the root view of a window with a new view.
261    fn replace_root_view<V>(
262        &mut self,
263        build_view: impl FnOnce(&mut Window, &mut Context<V>) -> V,
264    ) -> Self::Result<Entity<V>>
265    where
266        V: 'static + Render;
267
268    /// Focus a entity in the window, if it implements the [`Focusable`] trait.
269    fn focus<V>(&mut self, entity: &Entity<V>) -> Self::Result<()>
270    where
271        V: Focusable;
272}
273
274/// A trait for tying together the types of a GPUI entity and the events it can
275/// emit.
276pub trait EventEmitter<E: Any>: 'static {}
277
278/// A helper trait for auto-implementing certain methods on contexts that
279/// can be used interchangeably.
280pub trait BorrowAppContext {
281    /// Set a global value on the context.
282    fn set_global<T: Global>(&mut self, global: T);
283    /// Updates the global state of the given type.
284    fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
285    where
286        G: Global;
287    /// Updates the global state of the given type, creating a default if it didn't exist before.
288    fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
289    where
290        G: Global + Default;
291}
292
293impl<C> BorrowAppContext for C
294where
295    C: BorrowMut<App>,
296{
297    fn set_global<G: Global>(&mut self, global: G) {
298        self.borrow_mut().set_global(global)
299    }
300
301    #[track_caller]
302    fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
303    where
304        G: Global,
305    {
306        let mut global = self.borrow_mut().lease_global::<G>();
307        let result = f(&mut global, self);
308        self.borrow_mut().end_global_lease(global);
309        result
310    }
311
312    fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
313    where
314        G: Global + Default,
315    {
316        self.borrow_mut().default_global::<G>();
317        self.update_global(f)
318    }
319}
320
321/// A flatten equivalent for anyhow `Result`s.
322pub trait Flatten<T> {
323    /// Convert this type into a simple `Result<T>`.
324    fn flatten(self) -> Result<T>;
325}
326
327impl<T> Flatten<T> for Result<Result<T>> {
328    fn flatten(self) -> Result<T> {
329        self?
330    }
331}
332
333impl<T> Flatten<T> for Result<T> {
334    fn flatten(self) -> Result<T> {
335        self
336    }
337}
338
339/// Information about the GPU GPUI is running on.
340#[derive(Default, Debug)]
341pub struct GpuSpecs {
342    /// Whether the GPU is really a fake (like `llvmpipe`) running on the CPU.
343    pub is_software_emulated: bool,
344    /// The name of the device, as reported by Vulkan.
345    pub device_name: String,
346    /// The name of the driver, as reported by Vulkan.
347    pub driver_name: String,
348    /// Further information about the driver, as reported by Vulkan.
349    pub driver_info: String,
350}