//! # Welcome to GPUI!
//!
//! GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework
//! for Rust, designed to support a wide variety of applications.
//!
//! ## Getting Started
//!
//! GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io.
//! You'll also need to use the latest version of stable rust. Add the following to your Cargo.toml:
//!
//! ```toml
//! [dependencies]
//! gpui = { git = "https://github.com/zed-industries/zed" }
//! ```
//!
//! - [Ownership and data flow](_ownership_and_data_flow)
//!
//! Everything in GPUI starts with an [`Application`]. You can create one with [`Application::new`], and
//! kick off your application by passing a callback to [`Application::run`]. Inside this callback,
//! you can create a new window with [`App::open_window`], and register your first root
//! view. See [gpui.rs](https://www.gpui.rs/) for a complete example.
//!
//! ## The Big Picture
//!
//! GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(sociolinguistics)) depending on your needs:
//!
//! - State management and communication with [`Entity`]'s. Whenever you need to store application state
//! that communicates between different parts of your application, you'll want to use GPUI's
//! entities. Entities are owned by GPUI and are only accessible through an owned smart pointer
//! similar to an [`std::rc::Rc`]. See [`app::Context`] for more information.
//!
//! - High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply
//! a [`Entity`] that can be rendered, by implementing the [`Render`] trait. At the start of each frame, GPUI
//! will call this render method on the root view of a given window. Views build a tree of
//! [`Element`]s, lay them out and style them with a tailwind-style API, and then give them to
//! GPUI to turn into pixels. See the [`elements::Div`] element for an all purpose swiss-army
//! knife for UI.
//!
//! - Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they
//! provide a nice wrapper around an imperative API that provides as much flexibility and control as
//! you need. Elements have total control over how they and their child elements are rendered and
//! can be used for making efficient views into large lists, implement custom layouting for a code editor,
//! and anything else you can think of. See the [`elements`] module for more information.
//!
//! Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services.
//! This context is your main interface to GPUI, and is used extensively throughout the framework.
//!
//! ## Other Resources
//!
//! In addition to the systems above, GPUI provides a range of smaller services that are useful for building
//! complex applications:
//!
//! - Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI.
//! Use this for implementing keyboard shortcuts, such as cmd-q (See `action` module for more information).
//! - Platform services, such as `quit the app` or `open a URL` are available as methods on the [`app::App`].
//! - An async executor that is integrated with the platform's event loop. See the [`executor`] module for more information.,
//! - The [`gpui::test`](macro@test) macro provides a convenient way to write tests for your GPUI applications. Tests also have their
//! own kind of context, a [`TestAppContext`] which provides ways of simulating common platform input. See [`TestAppContext`]
//! and [`mod@test`] modules for more details.
//!
//! 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
//! a question in the [Zed Discord](https://zed.dev/community-links). We're working on improving the documentation, creating more examples,
//! and will be publishing more guides to GPUI on our [blog](https://zed.dev/blog).
#![deny(missing_docs)]
#![allow(clippy::type_complexity)] // Not useful, GPUI makes heavy use of callbacks
#![allow(clippy::collapsible_else_if)] // False positives in platform specific code
#![allow(unused_mut)] // False positives in platform specific code
extern crate self as gpui;
#[macro_use]
mod action;
mod app;
mod arena;
mod asset_cache;
mod assets;
mod bounds_tree;
mod color;
/// The default colors used by GPUI.
pub mod colors;
mod element;
mod elements;
mod executor;
mod geometry;
mod global;
mod input;
mod inspector;
mod interactive;
mod key_dispatch;
mod keymap;
mod path_builder;
mod platform;
pub mod prelude;
mod scene;
mod shared_string;
mod shared_uri;
mod style;
mod styled;
mod subscription;
mod svg_renderer;
mod tab_stop;
mod taffy;
#[cfg(any(test, feature = "test-support"))]
pub mod test;
mod text_system;
mod util;
mod view;
mod window;
#[cfg(doc)]
pub mod _ownership_and_data_flow;
/// Do not touch, here be dragons for use by gpui_macros and such.
#[doc(hidden)]
pub mod private {
pub use anyhow;
pub use inventory;
pub use schemars;
pub use serde;
pub use serde_json;
}
mod seal {
/// A mechanism for restricting implementations of a trait to only those in GPUI.
/// See:
pub trait Sealed {}
}
pub use action::*;
pub use anyhow::Result;
pub use app::*;
pub(crate) use arena::*;
pub use asset_cache::*;
pub use assets::*;
pub use color::*;
pub use ctor::ctor;
pub use element::*;
pub use elements::*;
pub use executor::*;
pub use geometry::*;
pub use global::*;
pub use gpui_macros::{AppContext, IntoElement, Render, VisualContext, register_action, test};
pub use http_client;
pub use input::*;
pub use inspector::*;
pub use interactive::*;
use key_dispatch::*;
pub use keymap::*;
pub use path_builder::*;
pub use platform::*;
pub use refineable::*;
pub use scene::*;
pub use shared_string::*;
pub use shared_uri::*;
pub use smol::Timer;
pub use style::*;
pub use styled::*;
pub use subscription::*;
use svg_renderer::*;
pub(crate) use tab_stop::*;
pub use taffy::{AvailableSpace, LayoutId};
#[cfg(any(test, feature = "test-support"))]
pub use test::*;
pub use text_system::*;
#[cfg(any(test, feature = "test-support"))]
pub use util::smol_timeout;
pub use util::{FutureExt, Timeout, arc_cow::ArcCow};
pub use view::*;
pub use window::*;
use std::{any::Any, borrow::BorrowMut, future::Future};
use taffy::TaffyLayoutEngine;
/// The context trait, allows the different contexts in GPUI to be used
/// interchangeably for certain operations.
pub trait AppContext {
/// The result type for this context, used for async contexts that
/// can't hold a direct reference to the application context.
type Result;
/// Create a new entity in the app context.
#[expect(
clippy::wrong_self_convention,
reason = "`App::new` is an ubiquitous function for creating entities"
)]
fn new(
&mut self,
build_entity: impl FnOnce(&mut Context) -> T,
) -> Self::Result>;
/// Reserve a slot for a entity to be inserted later.
/// The returned [Reservation] allows you to obtain the [EntityId] for the future entity.
fn reserve_entity(&mut self) -> Self::Result>;
/// Insert a new entity in the app context based on a [Reservation] previously obtained from [`reserve_entity`].
///
/// [`reserve_entity`]: Self::reserve_entity
fn insert_entity(
&mut self,
reservation: Reservation,
build_entity: impl FnOnce(&mut Context) -> T,
) -> Self::Result>;
/// Update a entity in the app context.
fn update_entity(
&mut self,
handle: &Entity,
update: impl FnOnce(&mut T, &mut Context) -> R,
) -> Self::Result
where
T: 'static;
/// Update a entity in the app context.
fn as_mut<'a, T>(&'a mut self, handle: &Entity) -> Self::Result>
where
T: 'static;
/// Read a entity from the app context.
fn read_entity(
&self,
handle: &Entity,
read: impl FnOnce(&T, &App) -> R,
) -> Self::Result
where
T: 'static;
/// Update a window for the given handle.
fn update_window(&mut self, window: AnyWindowHandle, f: F) -> Result
where
F: FnOnce(AnyView, &mut Window, &mut App) -> T;
/// Read a window off of the application context.
fn read_window(
&self,
window: &WindowHandle,
read: impl FnOnce(Entity, &App) -> R,
) -> Result
where
T: 'static;
/// Spawn a future on a background thread
fn background_spawn(&self, future: impl Future