Remove old ui and storybook crates (#3125)

This PR deletes the old `ui` and `storybook` crates in favor of their
newer variants that we'll be landing to `main` in the near future.

### Motivation

These crates are based off the old version of GPUI 2 (the `gpui2`
crate).

At this point we have since transitioned to the new version of GPUI 2
(the `gpui3` crate, currently still on the `gpui2` branch).

Having both copies around is confusing, so the old ones are going the
way of the dinosaurs.

Release Notes:

- N/A
This commit is contained in:
Marshall Bowers 2023-10-12 17:40:20 -04:00 committed by GitHub
parent bac43ae38e
commit 45f3a98359
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91 changed files with 0 additions and 10580 deletions

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@ -1,163 +0,0 @@
mod assistant_panel;
mod breadcrumb;
mod buffer;
mod chat_panel;
mod collab_panel;
mod command_palette;
mod context_menu;
mod editor_pane;
mod facepile;
mod icon_button;
mod keybinding;
mod language_selector;
mod list;
mod multi_buffer;
mod palette;
mod panel;
mod panes;
mod player_stack;
mod project_panel;
mod recent_projects;
mod status_bar;
mod tab;
mod tab_bar;
mod terminal;
mod theme_selector;
mod title_bar;
mod toast;
mod toolbar;
mod traffic_lights;
mod workspace;
pub use assistant_panel::*;
pub use breadcrumb::*;
pub use buffer::*;
pub use chat_panel::*;
pub use collab_panel::*;
pub use command_palette::*;
pub use context_menu::*;
pub use editor_pane::*;
pub use facepile::*;
pub use icon_button::*;
pub use keybinding::*;
pub use language_selector::*;
pub use list::*;
pub use multi_buffer::*;
pub use palette::*;
pub use panel::*;
pub use panes::*;
pub use player_stack::*;
pub use project_panel::*;
pub use recent_projects::*;
pub use status_bar::*;
pub use tab::*;
pub use tab_bar::*;
pub use terminal::*;
pub use theme_selector::*;
pub use title_bar::*;
pub use toast::*;
pub use toolbar::*;
pub use traffic_lights::*;
pub use workspace::*;
// Nate: Commenting this out for now, unsure if we need it.
// use std::marker::PhantomData;
// use std::rc::Rc;
// use gpui2::elements::div;
// use gpui2::interactive::Interactive;
// use gpui2::platform::MouseButton;
// use gpui2::{ArcCow, Element, EventContext, IntoElement, ParentElement, ViewContext};
// struct ButtonHandlers<V, D> {
// click: Option<Rc<dyn Fn(&mut V, &D, &mut EventContext<V>)>>,
// }
// impl<V, D> Default for ButtonHandlers<V, D> {
// fn default() -> Self {
// Self { click: None }
// }
// }
// #[derive(Element)]
// pub struct Button<V: 'static, D: 'static> {
// handlers: ButtonHandlers<V, D>,
// label: Option<ArcCow<'static, str>>,
// icon: Option<ArcCow<'static, str>>,
// data: Rc<D>,
// view_type: PhantomData<V>,
// }
// // Impl block for buttons without data.
// // See below for an impl block for any button.
// impl<V: 'static> Button<V, ()> {
// fn new() -> Self {
// Self {
// handlers: ButtonHandlers::default(),
// label: None,
// icon: None,
// data: Rc::new(()),
// view_type: PhantomData,
// }
// }
// pub fn data<D: 'static>(self, data: D) -> Button<V, D> {
// Button {
// handlers: ButtonHandlers::default(),
// label: self.label,
// icon: self.icon,
// data: Rc::new(data),
// view_type: PhantomData,
// }
// }
// }
// // Impl block for button regardless of its data type.
// impl<V: 'static, D: 'static> Button<V, D> {
// pub fn label(mut self, label: impl Into<ArcCow<'static, str>>) -> Self {
// self.label = Some(label.into());
// self
// }
// pub fn icon(mut self, icon: impl Into<ArcCow<'static, str>>) -> Self {
// self.icon = Some(icon.into());
// self
// }
// pub fn on_click(
// mut self,
// handler: impl Fn(&mut V, &D, &mut EventContext<V>) + 'static,
// ) -> Self {
// self.handlers.click = Some(Rc::new(handler));
// self
// }
// }
// pub fn button<V>() -> Button<V, ()> {
// Button::new()
// }
// impl<V: 'static, D: 'static> Button<V, D> {
// fn render(
// &mut self,
// view: &mut V,
// cx: &mut ViewContext<V>,
// ) -> impl IntoElement<V> + Interactive<V> {
// // let colors = &cx.theme::<Theme>().colors;
// let button = div()
// // .fill(colors.error(0.5))
// .h_4()
// .children(self.label.clone());
// if let Some(handler) = self.handlers.click.clone() {
// let data = self.data.clone();
// button.on_mouse_down(MouseButton::Left, move |view, event, cx| {
// handler(view, data.as_ref(), cx)
// })
// } else {
// button
// }
// }
// }