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//! ```toml
12//! [dependencies]
13//! gpui = { git = "https://github.com/zed-industries/zed" }
14//! ```
15//!
16//! Everything in GPUI starts with an [`Application`]. You can create one with [`Application::new`], and
17//! kick off your application by passing a callback to [`Application::run`]. Inside this callback,
18//! you can create a new window with [`App::open_window`], and register your first root
19//! view. See [gpui.rs](https://www.gpui.rs/) for a complete example.
20//!
21//! ## The Big Picture
22//!
23//! GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(sociolinguistics)) depending on your needs:
24//!
25//! - State management and communication with [`Entity`]'s. Whenever you need to store application state
26//! that communicates between different parts of your application, you'll want to use GPUI's
27//! entities. Entities are owned by GPUI and are only accessible through an owned smart pointer
28//! similar to an [`std::rc::Rc`]. See [`app::Context`] for more information.
29//!
30//! - High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply
31//! a [`Entity`] that can be rendered, by implementing the [`Render`] trait. At the start of each frame, GPUI
32//! will call this render method on the root view of a given window. Views build a tree of
33//! [`Element`]s, lay them out and style them with a tailwind-style API, and then give them to
34//! GPUI to turn into pixels. See the [`elements::Div`] element for an all purpose swiss-army
35//! knife for UI.
36//!
37//! - Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they
38//! provide a nice wrapper around an imperative API that provides as much flexibility and control as
39//! you need. Elements have total control over how they and their child elements are rendered and
40//! can be used for making efficient views into large lists, implement custom layouting for a code editor,
41//! and anything else you can think of. See the [`elements`] module for more information.
42//!
43//! Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services.
44//! This context is your main interface to GPUI, and is used extensively throughout the framework.
45//!
46//! ## Other Resources
47//!
48//! In addition to the systems above, GPUI provides a range of smaller services that are useful for building
49//! complex applications:
50//!
51//! - Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI.
52//! Use this for implementing keyboard shortcuts, such as cmd-q (See `action` module for more information).
53//! - Platform services, such as `quit the app` or `open a URL` are available as methods on the [`app::App`].
54//! - An async executor that is integrated with the platform's event loop. See the [`executor`] module for more information.,
55//! - The [`gpui::test`](macro@test) macro provides a convenient way to write tests for your GPUI applications. Tests also have their
56//! own kind of context, a [`TestAppContext`] which provides ways of simulating common platform input. See [`TestAppContext`]
57//! and [`mod@test`] modules for more details.
58//!
59//! 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
60//! a question in the [Zed Discord](https://zed.dev/community-links). We're working on improving the documentation, creating more examples,
61//! and will be publishing more guides to GPUI on our [blog](https://zed.dev/blog).
62
63#![deny(missing_docs)]
64#![allow(clippy::type_complexity)] // Not useful, GPUI makes heavy use of callbacks
65#![allow(clippy::collapsible_else_if)] // False positives in platform specific code
66#![allow(unused_mut)] // False positives in platform specific code
67
68extern crate self as gpui;
69
70#[macro_use]
71mod action;
72mod app;
73
74mod arena;
75mod asset_cache;
76mod assets;
77mod bounds_tree;
78mod color;
79/// The default colors used by GPUI.
80pub mod colors;
81mod element;
82mod elements;
83mod executor;
84mod geometry;
85mod global;
86mod input;
87mod inspector;
88mod interactive;
89mod key_dispatch;
90mod keymap;
91mod path_builder;
92mod platform;
93pub mod prelude;
94mod scene;
95mod shared_string;
96mod shared_uri;
97mod style;
98mod styled;
99mod subscription;
100mod svg_renderer;
101mod tab_stop;
102mod taffy;
103#[cfg(any(test, feature = "test-support"))]
104pub mod test;
105mod text_system;
106mod util;
107mod view;
108mod window;
109
110/// Do not touch, here be dragons for use by gpui_macros and such.
111#[doc(hidden)]
112pub mod private {
113 pub use anyhow;
114 pub use inventory;
115 pub use schemars;
116 pub use serde;
117 pub use serde_json;
118}
119
120mod seal {
121 /// A mechanism for restricting implementations of a trait to only those in GPUI.
122 /// See: <https://predr.ag/blog/definitive-guide-to-sealed-traits-in-rust/>
123 pub trait Sealed {}
124}
125
126pub use action::*;
127pub use anyhow::Result;
128pub use app::*;
129pub(crate) use arena::*;
130pub use asset_cache::*;
131pub use assets::*;
132pub use color::*;
133pub use ctor::ctor;
134pub use element::*;
135pub use elements::*;
136pub use executor::*;
137pub use geometry::*;
138pub use global::*;
139pub use gpui_macros::{AppContext, IntoElement, Render, VisualContext, register_action, test};
140pub use http_client;
141pub use input::*;
142pub use inspector::*;
143pub use interactive::*;
144use key_dispatch::*;
145pub use keymap::*;
146pub use path_builder::*;
147pub use platform::*;
148pub use refineable::*;
149pub use scene::*;
150pub use shared_string::*;
151pub use shared_uri::*;
152pub use smol::Timer;
153pub use style::*;
154pub use styled::*;
155pub use subscription::*;
156use svg_renderer::*;
157pub(crate) use tab_stop::*;
158pub use taffy::{AvailableSpace, LayoutId};
159#[cfg(any(test, feature = "test-support"))]
160pub use test::*;
161pub use text_system::*;
162pub use util::{FutureExt, Timeout, arc_cow::ArcCow};
163pub use view::*;
164pub use window::*;
165
166use std::{any::Any, borrow::BorrowMut, future::Future};
167use taffy::TaffyLayoutEngine;
168
169/// The context trait, allows the different contexts in GPUI to be used
170/// interchangeably for certain operations.
171pub trait AppContext {
172 /// The result type for this context, used for async contexts that
173 /// can't hold a direct reference to the application context.
174 type Result<T>;
175
176 /// Create a new entity in the app context.
177 #[expect(
178 clippy::wrong_self_convention,
179 reason = "`App::new` is an ubiquitous function for creating entities"
180 )]
181 fn new<T: 'static>(
182 &mut self,
183 build_entity: impl FnOnce(&mut Context<T>) -> T,
184 ) -> Self::Result<Entity<T>>;
185
186 /// Reserve a slot for a entity to be inserted later.
187 /// The returned [Reservation] allows you to obtain the [EntityId] for the future entity.
188 fn reserve_entity<T: 'static>(&mut self) -> Self::Result<Reservation<T>>;
189
190 /// Insert a new entity in the app context based on a [Reservation] previously obtained from [`reserve_entity`].
191 ///
192 /// [`reserve_entity`]: Self::reserve_entity
193 fn insert_entity<T: 'static>(
194 &mut self,
195 reservation: Reservation<T>,
196 build_entity: impl FnOnce(&mut Context<T>) -> T,
197 ) -> Self::Result<Entity<T>>;
198
199 /// Update a entity in the app context.
200 fn update_entity<T, R>(
201 &mut self,
202 handle: &Entity<T>,
203 update: impl FnOnce(&mut T, &mut Context<T>) -> R,
204 ) -> Self::Result<R>
205 where
206 T: 'static;
207
208 /// Update a entity in the app context.
209 fn as_mut<'a, T>(&'a mut self, handle: &Entity<T>) -> Self::Result<GpuiBorrow<'a, T>>
210 where
211 T: 'static;
212
213 /// Read a entity from the app context.
214 fn read_entity<T, R>(
215 &self,
216 handle: &Entity<T>,
217 read: impl FnOnce(&T, &App) -> R,
218 ) -> Self::Result<R>
219 where
220 T: 'static;
221
222 /// Update a window for the given handle.
223 fn update_window<T, F>(&mut self, window: AnyWindowHandle, f: F) -> Result<T>
224 where
225 F: FnOnce(AnyView, &mut Window, &mut App) -> T;
226
227 /// Read a window off of the application context.
228 fn read_window<T, R>(
229 &self,
230 window: &WindowHandle<T>,
231 read: impl FnOnce(Entity<T>, &App) -> R,
232 ) -> Result<R>
233 where
234 T: 'static;
235
236 /// Spawn a future on a background thread
237 fn background_spawn<R>(&self, future: impl Future<Output = R> + Send + 'static) -> Task<R>
238 where
239 R: Send + 'static;
240
241 /// Read a global from this app context
242 fn read_global<G, R>(&self, callback: impl FnOnce(&G, &App) -> R) -> Self::Result<R>
243 where
244 G: Global;
245}
246
247/// Returned by [Context::reserve_entity] to later be passed to [Context::insert_entity].
248/// Allows you to obtain the [EntityId] for a entity before it is created.
249pub struct Reservation<T>(pub(crate) Slot<T>);
250
251impl<T: 'static> Reservation<T> {
252 /// Returns the [EntityId] that will be associated with the entity once it is inserted.
253 pub fn entity_id(&self) -> EntityId {
254 self.0.entity_id()
255 }
256}
257
258/// This trait is used for the different visual contexts in GPUI that
259/// require a window to be present.
260pub trait VisualContext: AppContext {
261 /// Returns the handle of the window associated with this context.
262 fn window_handle(&self) -> AnyWindowHandle;
263
264 /// Update a view with the given callback
265 fn update_window_entity<T: 'static, R>(
266 &mut self,
267 entity: &Entity<T>,
268 update: impl FnOnce(&mut T, &mut Window, &mut Context<T>) -> R,
269 ) -> Self::Result<R>;
270
271 /// Create a new entity, with access to `Window`.
272 fn new_window_entity<T: 'static>(
273 &mut self,
274 build_entity: impl FnOnce(&mut Window, &mut Context<T>) -> T,
275 ) -> Self::Result<Entity<T>>;
276
277 /// Replace the root view of a window with a new view.
278 fn replace_root_view<V>(
279 &mut self,
280 build_view: impl FnOnce(&mut Window, &mut Context<V>) -> V,
281 ) -> Self::Result<Entity<V>>
282 where
283 V: 'static + Render;
284
285 /// Focus a entity in the window, if it implements the [`Focusable`] trait.
286 fn focus<V>(&mut self, entity: &Entity<V>) -> Self::Result<()>
287 where
288 V: Focusable;
289}
290
291/// A trait for tying together the types of a GPUI entity and the events it can
292/// emit.
293pub trait EventEmitter<E: Any>: 'static {}
294
295/// A helper trait for auto-implementing certain methods on contexts that
296/// can be used interchangeably.
297pub trait BorrowAppContext {
298 /// Set a global value on the context.
299 fn set_global<T: Global>(&mut self, global: T);
300 /// Updates the global state of the given type.
301 fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
302 where
303 G: Global;
304 /// Updates the global state of the given type, creating a default if it didn't exist before.
305 fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
306 where
307 G: Global + Default;
308}
309
310impl<C> BorrowAppContext for C
311where
312 C: BorrowMut<App>,
313{
314 fn set_global<G: Global>(&mut self, global: G) {
315 self.borrow_mut().set_global(global)
316 }
317
318 #[track_caller]
319 fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
320 where
321 G: Global,
322 {
323 let mut global = self.borrow_mut().lease_global::<G>();
324 let result = f(&mut global, self);
325 self.borrow_mut().end_global_lease(global);
326 result
327 }
328
329 fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
330 where
331 G: Global + Default,
332 {
333 self.borrow_mut().default_global::<G>();
334 self.update_global(f)
335 }
336}
337
338/// A flatten equivalent for anyhow `Result`s.
339pub trait Flatten<T> {
340 /// Convert this type into a simple `Result<T>`.
341 fn flatten(self) -> Result<T>;
342}
343
344impl<T> Flatten<T> for Result<Result<T>> {
345 fn flatten(self) -> Result<T> {
346 self?
347 }
348}
349
350impl<T> Flatten<T> for Result<T> {
351 fn flatten(self) -> Result<T> {
352 self
353 }
354}
355
356/// Information about the GPU GPUI is running on.
357#[derive(Default, Debug, serde::Serialize, serde::Deserialize, Clone)]
358pub struct GpuSpecs {
359 /// Whether the GPU is really a fake (like `llvmpipe`) running on the CPU.
360 pub is_software_emulated: bool,
361 /// The name of the device, as reported by Vulkan.
362 pub device_name: String,
363 /// The name of the driver, as reported by Vulkan.
364 pub driver_name: String,
365 /// Further information about the driver, as reported by Vulkan.
366 pub driver_info: String,
367}