Fix some comments (#8760)

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- N/A

Signed-off-by: geekvest <cuimoman@sohu.com>
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@ -21,7 +21,7 @@ GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(
- High level, declarative UI with Views. All UI in GPUI starts with a View. A view is simply a model that can be rendered, via 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 `elements`, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See the `div` element for an all purpose swiss-army knife of rendering.
- 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 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 `element` module for more information.
- 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 `element` 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.