Start reorganizing examples (#10)

* Update crate name

* wip

* reduce to just the gpui crate

* Fix misisng example images

* Delete ownership_post.rs

* Update Cargo.toml

* Update README.md

* bump to 0.3.3

* organize

* organize

* Add more learn examples

* Delete _ownership_and_data_flow.rs

* wip learn examples

* Fix colors

* tidy

* Move _template up

* add animation example

* Update examples

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* Delete examples.toml
This commit is contained in:
Nate Butler
2025-12-28 23:14:33 -05:00
committed by GitHub
parent 6a74dbe3f4
commit 18aeb44a54
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# Contexts
GPUI makes extensive use of _context parameters_ (typically named `cx`) to provide access to application state and services. These contexts are references passed to functions, enabling interaction with global state, windows, entities, and system services.
---
## `App`
The root context granting access to the application's global state. This context owns all entities' data and can be used to read or update the data referenced by an `Entity<T>`.
## `Context<T>`
A context provided when interacting with an `Entity<T>`, with additional methods related to that specific entity such as notifying observers and emitting events. This context dereferences into `App`, meaning any function which can take an `App` reference can also take a `Context<T>` reference, allowing you to access the application's global state.
## `AsyncApp` and `AsyncWindowContext`
Whereas the above contexts are always passed to your code as references, you can call `to_async` on the reference to create an async context, which has a static lifetime and can be held across `await` points in async code. When you interact with entities with an async context, the calls become fallible, because the context may outlive the window or even the app itself.
## `TestAppContext`
These are similar to the async contexts above, but they panic if you attempt to access a non-existent app or window, and they also contain other features specific to tests.
---
# Non-Context Core Types
## `Window`
Provides access to the state of an application window. This type has a root view (an `Entity` implementing `Render`) which it can read/update, but since it is not a context, you must pass a `&mut App` (or a context which dereferences to it) to do so, along with other functions interacting with global state. You can obtain a `Window` from an `WindowHandle` by calling `WindowHandle::update`.
## `Entity<T>`
A handle to a structure requiring state. This data is owned by the `App` and can be accessed and modified via references to contexts. If `T` implements `Render`, then the entity is sometimes referred to as a view. Entities can be observed by other entities and windows, allowing a closure to be called when `notify` is called on the entity's `Context`.
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# Key Dispatch
GPUI is designed for keyboard-first interactivity.
To expose functionality to the mouse, you render a button with a click handler.
To expose functionality to the keyboard, you bind an _action_ in a _key context_.
Actions are similar to framework-level events like `MouseDown`, `KeyDown`, etc, but you can define them yourself:
```rust
mod menu {
#[gpui::action]
struct MoveUp;
#[gpui::action]
struct MoveDown;
}
```
Actions are frequently unit structs, for which we have a macro. The above could also be written:
```rust
mod menu {
actions!(gpui, [MoveUp, MoveDown]);
}
```
Actions can also be more complex types:
```rust
mod menu {
#[gpui::action]
struct Move {
direction: Direction,
select: bool,
}
}
```
To bind actions, chain `on_action` on to your element:
```rust
impl Render for Menu {
fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
div()
.on_action(|this: &mut Menu, move: &MoveUp, window: &mut Window, cx: &mut Context<Menu>| {
// ...
})
.on_action(|this, move: &MoveDown, cx| {
// ...
})
.children(unimplemented!())
}
}
```
In order to bind keys to actions, you need to declare a _key context_ for part of the element tree by calling `key_context`.
```rust
impl Render for Menu {
fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
div()
.key_context("menu")
.on_action(|this: &mut Menu, move: &MoveUp, window: &mut Window, cx: &mut Context<Menu>| {
// ...
})
.on_action(|this, move: &MoveDown, cx| {
// ...
})
.children(unimplemented!())
}
}
```
Now you can target your context in the keymap. Note how actions are identified in the keymap by their fully-qualified type name.
```json
{
"context": "menu",
"bindings": {
"up": "menu::MoveUp",
"down": "menu::MoveDown"
}
}
```
If you had opted for the more complex type definition, you'd provide the serialized representation of the action alongside the name:
```json
{
"context": "menu",
"bindings": {
"up": ["menu::Move", {direction: "up", select: false}]
"down": ["menu::Move", {direction: "down", select: false}]
"shift-up": ["menu::Move", {direction: "up", select: true}]
"shift-down": ["menu::Move", {direction: "down", select: true}]
}
}
```