gpui: Update docs to reflect removal of View, ViewContext, WindowContext (#24008)
This PR updates function signatures, docstrings, and gpui's other documentation to reflect it's new state following the merge of `Model` and `View` into `Entity` as well as the removal of `WindowContext`. Release Notes: - N/A
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# Contexts
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GPUI makes extensive use of _context parameters_, typically named `cx` and positioned at the end of the parameter list, unless they're before a final function parameter. A context reference provides access to application state and services.
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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.
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There are multiple kinds of contexts, and contexts implement the `Deref` trait so that a function taking `&mut AppContext` could be passed a `&mut Window, &mut AppContext` or `&mut ViewContext` instead.
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---
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```
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AppContext
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/ \
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ModelContext WindowContext
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/
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ViewContext
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```
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## `App`
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- The `AppContext` forms the root of the hierarchy
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- `ModelContext` and `WindowContext` both dereference to `AppContext`
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- `ViewContext` dereferences to `WindowContext`
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## `AppContext`
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Provides access to the global application state. All other kinds of contexts ultimately deref to an `AppContext`. You can update a `Model<T>` by passing an `AppContext`, but you can't update a view. For that you need a `WindowContext`...
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## `WindowContext`
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Provides access to the state of an application window, and also derefs to an `AppContext`, so you can pass a window context reference to any method taking an app context. Obtain this context by calling `WindowHandle::update`.
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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>`.
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## `Context<T>`
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Available when you create or update a `Model<T>`. It derefs to an `AppContext`, but also contains methods specific to the particular model, such as the ability to notify change observers or emit events.
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## `ViewContext<V>`
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Available when you create or update a `View<V>`. It derefs to a `WindowContext`, but also contains methods specific to the particular view, such as the ability to notify change observers or emit events.
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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.
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## `AsyncApp` and `AsyncWindowContext`
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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 `Model`s or `View`s with an async context, the calls become fallible, because the context may outlive the window or even the app itself.
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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.
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## `TestAppContext` and `TestVisualContext`
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## `TestAppContext`
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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.
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---
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# Non-Context Core Types
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## `Window`
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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`.
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## `Entity<T>`
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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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