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 [`App`]. You can create one with [`App::new`], and
16//! kick off your application by passing a callback to [`App::run`]. Inside this callback,
17//! you can create a new window with [`AppContext::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 Models. Whenever you need to store application state
25//! that communicates between different parts of your application, you'll want to use GPUI's
26//! models. Models are owned by GPUI and are only accessible through an owned smart pointer
27//! similar to an [`Rc`]. See the [`app::model_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 model that can be rendered, via 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//! `elements`, 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 the [`action`] module for more information.
52//! - Platform services, such as `quit the app` or `open a URL` are available as methods on the [`app::AppContext`].
53//! - An async executor that is integrated with the platform's event loop. See the [`executor`] module for more information.,
54//! - The [gpui::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://discord.gg/U4qhCEhMXP). 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 assets;
73mod color;
74mod element;
75mod elements;
76mod executor;
77mod geometry;
78mod image_cache;
79mod input;
80mod interactive;
81mod key_dispatch;
82mod keymap;
83mod platform;
84pub mod prelude;
85mod scene;
86mod shared_string;
87mod shared_uri;
88mod style;
89mod styled;
90mod subscription;
91mod svg_renderer;
92mod taffy;
93#[cfg(any(test, feature = "test-support"))]
94pub mod test;
95mod text_system;
96mod util;
97mod view;
98mod window;
99
100/// Do not touch, here be dragons for use by gpui_macros and such.
101#[doc(hidden)]
102pub mod private {
103 pub use linkme;
104 pub use serde;
105 pub use serde_derive;
106 pub use serde_json;
107}
108
109mod seal {
110 /// A mechanism for restricting implementations of a trait to only those in GPUI.
111 /// See: https://predr.ag/blog/definitive-guide-to-sealed-traits-in-rust/
112 pub trait Sealed {}
113}
114
115pub use action::*;
116pub use anyhow::Result;
117pub use app::*;
118pub(crate) use arena::*;
119pub use assets::*;
120pub use color::*;
121pub use ctor::ctor;
122pub use element::*;
123pub use elements::*;
124pub use executor::*;
125pub use geometry::*;
126pub use gpui_macros::{register_action, test, IntoElement, Render};
127use image_cache::*;
128pub use input::*;
129pub use interactive::*;
130use key_dispatch::*;
131pub use keymap::*;
132pub use platform::*;
133pub use refineable::*;
134pub use scene::*;
135use seal::Sealed;
136pub use shared_string::*;
137pub use shared_uri::*;
138pub use smol::Timer;
139pub use style::*;
140pub use styled::*;
141pub use subscription::*;
142use svg_renderer::*;
143pub use taffy::{AvailableSpace, LayoutId};
144#[cfg(any(test, feature = "test-support"))]
145pub use test::*;
146pub use text_system::*;
147pub use util::arc_cow::ArcCow;
148pub use view::*;
149pub use window::*;
150
151use std::{any::Any, borrow::BorrowMut};
152use taffy::TaffyLayoutEngine;
153
154/// The context trait, allows the different contexts in GPUI to be used
155/// interchangeably for certain operations.
156pub trait Context {
157 /// The result type for this context, used for async contexts that
158 /// can't hold a direct reference to the application context.
159 type Result<T>;
160
161 /// Create a new model in the app context.
162 fn new_model<T: 'static>(
163 &mut self,
164 build_model: impl FnOnce(&mut ModelContext<'_, T>) -> T,
165 ) -> Self::Result<Model<T>>;
166
167 /// Update a model in the app context.
168 fn update_model<T, R>(
169 &mut self,
170 handle: &Model<T>,
171 update: impl FnOnce(&mut T, &mut ModelContext<'_, T>) -> R,
172 ) -> Self::Result<R>
173 where
174 T: 'static;
175
176 /// Read a model from the app context.
177 fn read_model<T, R>(
178 &self,
179 handle: &Model<T>,
180 read: impl FnOnce(&T, &AppContext) -> R,
181 ) -> Self::Result<R>
182 where
183 T: 'static;
184
185 /// Update a window for the given handle.
186 fn update_window<T, F>(&mut self, window: AnyWindowHandle, f: F) -> Result<T>
187 where
188 F: FnOnce(AnyView, &mut WindowContext<'_>) -> T;
189
190 /// Read a window off of the application context.
191 fn read_window<T, R>(
192 &self,
193 window: &WindowHandle<T>,
194 read: impl FnOnce(View<T>, &AppContext) -> R,
195 ) -> Result<R>
196 where
197 T: 'static;
198}
199
200/// This trait is used for the different visual contexts in GPUI that
201/// require a window to be present.
202pub trait VisualContext: Context {
203 /// Construct a new view in the window referenced by this context.
204 fn new_view<V>(
205 &mut self,
206 build_view: impl FnOnce(&mut ViewContext<'_, V>) -> V,
207 ) -> Self::Result<View<V>>
208 where
209 V: 'static + Render;
210
211 /// Update a view with the given callback
212 fn update_view<V: 'static, R>(
213 &mut self,
214 view: &View<V>,
215 update: impl FnOnce(&mut V, &mut ViewContext<'_, V>) -> R,
216 ) -> Self::Result<R>;
217
218 /// Replace the root view of a window with a new view.
219 fn replace_root_view<V>(
220 &mut self,
221 build_view: impl FnOnce(&mut ViewContext<'_, V>) -> V,
222 ) -> Self::Result<View<V>>
223 where
224 V: 'static + Render;
225
226 /// Focus a view in the window, if it implements the [`FocusableView`] trait.
227 fn focus_view<V>(&mut self, view: &View<V>) -> Self::Result<()>
228 where
229 V: FocusableView;
230
231 /// Dismiss a view in the window, if it implements the [`ManagedView`] trait.
232 fn dismiss_view<V>(&mut self, view: &View<V>) -> Self::Result<()>
233 where
234 V: ManagedView;
235}
236
237/// A trait that allows models and views to be interchangeable in certain operations
238pub trait Entity<T>: Sealed {
239 /// The weak reference type for this entity.
240 type Weak: 'static;
241
242 /// The ID for this entity
243 fn entity_id(&self) -> EntityId;
244
245 /// Downgrade this entity to a weak reference.
246 fn downgrade(&self) -> Self::Weak;
247
248 /// Upgrade this entity from a weak reference.
249 fn upgrade_from(weak: &Self::Weak) -> Option<Self>
250 where
251 Self: Sized;
252}
253
254/// A trait for tying together the types of a GPUI entity and the events it can
255/// emit.
256pub trait EventEmitter<E: Any>: 'static {}
257
258/// A helper trait for auto-implementing certain methods on contexts that
259/// can be used interchangeably.
260pub trait BorrowAppContext {
261 /// Set a global value on the context.
262 fn set_global<T: Global>(&mut self, global: T);
263}
264
265impl<C> BorrowAppContext for C
266where
267 C: BorrowMut<AppContext>,
268{
269 fn set_global<G: Global>(&mut self, global: G) {
270 self.borrow_mut().set_global(global)
271 }
272}
273
274/// A flatten equivalent for anyhow `Result`s.
275pub trait Flatten<T> {
276 /// Convert this type into a simple `Result<T>`.
277 fn flatten(self) -> Result<T>;
278}
279
280impl<T> Flatten<T> for Result<Result<T>> {
281 fn flatten(self) -> Result<T> {
282 self?
283 }
284}
285
286impl<T> Flatten<T> for Result<T> {
287 fn flatten(self) -> Result<T> {
288 self
289 }
290}
291
292/// A marker trait for types that can be stored in GPUI's global state.
293///
294/// Implement this on types you want to store in the context as a global.
295pub trait Global: 'static {}