gpui: Remove use of use gpui::*
in examples (#22311)
This PR removes the use of `use gpui::*` in the GPUI examples, as this is not how consumers should be importing GPUI. Release Notes: - N/A
This commit is contained in:
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7c6feeb3a8
commit
a8afc63a91
14 changed files with 77 additions and 32 deletions
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@ -1,6 +1,11 @@
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use std::time::Duration;
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use std::time::Duration;
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use gpui::*;
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use anyhow::Result;
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use gpui::{
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black, bounce, div, ease_in_out, percentage, prelude::*, px, rgb, size, svg, Animation,
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AnimationExt as _, App, AppContext, AssetSource, Bounds, SharedString, Transformation,
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ViewContext, WindowBounds, WindowOptions,
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};
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struct Assets {}
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struct Assets {}
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@ -37,7 +42,7 @@ impl Render for AnimationExample {
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div()
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div()
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.flex()
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.flex()
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.bg(rgb(0x2e7d32))
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.bg(rgb(0x2e7d32))
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.size(Length::Definite(Pixels(300.0).into()))
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.size(px(300.0))
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.justify_center()
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.justify_center()
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.items_center()
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.items_center()
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.shadow_lg()
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.shadow_lg()
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@ -1,4 +1,7 @@
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use gpui::*;
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use gpui::{
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div, prelude::*, px, rgb, size, App, AppContext, Bounds, SharedString, ViewContext,
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WindowBounds, WindowOptions,
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};
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struct HelloWorld {
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struct HelloWorld {
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text: SharedString,
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text: SharedString,
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@ -11,7 +14,7 @@ impl Render for HelloWorld {
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.flex_col()
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.flex_col()
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.gap_3()
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.gap_3()
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.bg(rgb(0x505050))
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.bg(rgb(0x505050))
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.size(Length::Definite(Pixels(500.0).into()))
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.size(px(500.0))
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.justify_center()
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.justify_center()
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.items_center()
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.items_center()
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.shadow_lg()
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.shadow_lg()
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@ -1,9 +1,14 @@
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use std::fs;
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use std::path::PathBuf;
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use std::path::PathBuf;
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use std::str::FromStr;
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use std::str::FromStr;
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use std::sync::Arc;
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use std::sync::Arc;
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use gpui::*;
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use anyhow::Result;
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use std::fs;
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use gpui::{
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actions, div, img, prelude::*, px, rgb, size, App, AppContext, AssetSource, Bounds,
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ImageSource, KeyBinding, Menu, MenuItem, Point, SharedString, SharedUri, TitlebarOptions,
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ViewContext, WindowBounds, WindowContext, WindowOptions,
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};
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struct Assets {
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struct Assets {
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base: PathBuf,
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base: PathBuf,
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@ -55,7 +60,7 @@ impl RenderOnce for ImageContainer {
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.size_full()
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.size_full()
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.gap_4()
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.gap_4()
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.child(self.text)
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.child(self.text)
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.child(img(self.src).w(px(256.0)).h(px(256.0))),
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.child(img(self.src).size(px(256.0))),
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)
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)
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}
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}
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}
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}
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@ -75,7 +80,7 @@ impl Render for ImageShowcase {
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.justify_center()
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.justify_center()
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.items_center()
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.items_center()
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.gap_8()
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.gap_8()
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.bg(rgb(0xFFFFFF))
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.bg(rgb(0xffffff))
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.child(
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.child(
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div()
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div()
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.flex()
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.flex()
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@ -1,6 +1,13 @@
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use std::ops::Range;
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use std::ops::Range;
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use gpui::*;
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use gpui::{
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actions, black, div, fill, hsla, opaque_grey, point, prelude::*, px, relative, rgb, rgba, size,
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white, yellow, App, AppContext, Bounds, ClipboardItem, CursorStyle, ElementId,
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ElementInputHandler, FocusHandle, FocusableView, GlobalElementId, KeyBinding, Keystroke,
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LayoutId, MouseButton, MouseDownEvent, MouseMoveEvent, MouseUpEvent, PaintQuad, Pixels, Point,
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ShapedLine, SharedString, Style, TextRun, UTF16Selection, UnderlineStyle, View, ViewContext,
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ViewInputHandler, WindowBounds, WindowContext, WindowOptions,
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};
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use unicode_segmentation::*;
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use unicode_segmentation::*;
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actions!(
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actions!(
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@ -463,7 +470,7 @@ impl Element for TextElement {
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bounds.bottom(),
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bounds.bottom(),
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),
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),
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),
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),
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rgba(0x3311FF30),
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rgba(0x3311ff30),
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)),
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)),
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None,
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None,
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)
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)
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@ -1,6 +1,10 @@
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use std::{fs, path::PathBuf, time::Duration};
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use std::{fs, path::PathBuf, time::Duration};
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use gpui::*;
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use anyhow::Result;
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use gpui::{
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div, hsla, img, point, prelude::*, px, rgb, size, svg, App, AppContext, AssetSource, Bounds,
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BoxShadow, ClickEvent, SharedString, Task, Timer, ViewContext, WindowBounds, WindowOptions,
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};
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struct Assets {
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struct Assets {
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base: PathBuf,
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base: PathBuf,
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@ -76,7 +80,7 @@ impl Render for HelloWorld {
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.flex()
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.flex()
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.flex_row()
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.flex_row()
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.size_full()
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.size_full()
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.bg(rgb(0xE0E0E0))
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.bg(rgb(0xe0e0e0))
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.text_xl()
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.text_xl()
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.child(
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.child(
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div()
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div()
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@ -1,4 +1,6 @@
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use gpui::*;
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use gpui::{
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actions, div, prelude::*, rgb, App, AppContext, Menu, MenuItem, ViewContext, WindowOptions,
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};
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struct SetMenus;
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struct SetMenus;
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@ -1,4 +1,7 @@
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use gpui::*;
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use gpui::{
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div, prelude::*, px, rgb, size, App, AppContext, Bounds, ViewContext, WindowBounds,
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WindowOptions,
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};
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struct Shadow {}
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struct Shadow {}
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@ -1,7 +1,11 @@
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use std::fs;
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use std::path::PathBuf;
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use std::path::PathBuf;
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use gpui::*;
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use anyhow::Result;
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use std::fs;
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use gpui::{
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div, prelude::*, px, rgb, size, svg, App, AppContext, AssetSource, Bounds, SharedString,
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ViewContext, WindowBounds, WindowOptions,
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};
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struct Assets {
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struct Assets {
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base: PathBuf,
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base: PathBuf,
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@ -1,4 +1,6 @@
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use gpui::*;
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use gpui::{
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div, prelude::*, px, size, App, AppContext, Bounds, ViewContext, WindowBounds, WindowOptions,
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};
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struct HelloWorld {}
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struct HelloWorld {}
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@ -1,4 +1,7 @@
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use gpui::*;
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use gpui::{
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div, prelude::*, px, rgb, size, uniform_list, App, AppContext, Bounds, ViewContext,
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WindowBounds, WindowOptions,
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};
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struct UniformListExample {}
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struct UniformListExample {}
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@ -1,5 +1,7 @@
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use gpui::*;
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use gpui::{
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use prelude::FluentBuilder as _;
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div, prelude::*, px, rgb, size, App, AppContext, Bounds, SharedString, Timer, ViewContext,
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WindowBounds, WindowContext, WindowKind, WindowOptions,
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};
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struct SubWindow {
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struct SubWindow {
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custom_titlebar: bool,
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custom_titlebar: bool,
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@ -1,4 +1,8 @@
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use gpui::*;
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use gpui::{
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div, point, prelude::*, px, rgb, App, AppContext, Bounds, DisplayId, Hsla, Pixels,
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SharedString, Size, ViewContext, WindowBackgroundAppearance, WindowBounds, WindowKind,
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WindowOptions,
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};
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struct WindowContent {
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struct WindowContent {
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text: SharedString,
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text: SharedString,
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@ -1,15 +1,16 @@
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use gpui::*;
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use gpui::{
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use prelude::FluentBuilder;
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black, canvas, div, green, point, prelude::*, px, rgb, size, transparent_black, white, App,
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AppContext, Bounds, CursorStyle, Decorations, Hsla, MouseButton, Pixels, Point, ResizeEdge,
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Size, ViewContext, WindowBackgroundAppearance, WindowBounds, WindowDecorations, WindowOptions,
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};
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struct WindowShadow {}
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struct WindowShadow {}
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/*
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// Things to do:
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Things to do:
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// 1. We need a way of calculating which edge or corner the mouse is on,
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1. We need a way of calculating which edge or corner the mouse is on,
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// and then dispatch on that
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and then dispatch on that
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// 2. We need to improve the shadow rendering significantly
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2. We need to improve the shadow rendering significantly
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// 3. We need to implement the techniques in here in Zed
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3. We need to implement the techniques in here in Zed
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*/
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impl Render for WindowShadow {
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impl Render for WindowShadow {
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fn render(&mut self, cx: &mut ViewContext<Self>) -> impl IntoElement {
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fn render(&mut self, cx: &mut ViewContext<Self>) -> impl IntoElement {
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@ -128,7 +129,7 @@ impl Render for WindowShadow {
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div()
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div()
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.flex()
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.flex()
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.bg(white())
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.bg(white())
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.size(Length::Definite(Pixels(300.0).into()))
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.size(px(300.0))
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.justify_center()
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.justify_center()
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.items_center()
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.items_center()
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.shadow_lg()
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.shadow_lg()
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@ -1,5 +1,5 @@
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use assets::Assets;
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use assets::Assets;
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use gpui::*;
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use gpui::{rgb, App, KeyBinding, Length, StyleRefinement, View, WindowOptions};
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use language::{language_settings::AllLanguageSettings, LanguageRegistry};
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use language::{language_settings::AllLanguageSettings, LanguageRegistry};
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use markdown::{Markdown, MarkdownStyle};
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use markdown::{Markdown, MarkdownStyle};
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use node_runtime::NodeRuntime;
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use node_runtime::NodeRuntime;
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