gpui: Add tree example (#34942)
This commit adds an example with deep children hierarchy. The depth of a tree can be tweaked with GPUI_TREE_DEPTH env variable. With depth=100 <img width="301" height="330" alt="image" src="https://github.com/user-attachments/assets/844cd285-c5f3-4410-a74e-981bf093ba2e" /> With this example, I can trigger a stack overflow at depth=633 (and higher). Release Notes: - N/A
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@ -295,6 +295,10 @@ path = "examples/text.rs"
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name = "text_wrapper"
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name = "text_wrapper"
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path = "examples/text_wrapper.rs"
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path = "examples/text_wrapper.rs"
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[[example]]
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name = "tree"
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path = "examples/tree.rs"
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[[example]]
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[[example]]
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name = "uniform_list"
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name = "uniform_list"
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path = "examples/uniform_list.rs"
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path = "examples/uniform_list.rs"
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46
crates/gpui/examples/tree.rs
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46
crates/gpui/examples/tree.rs
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@ -0,0 +1,46 @@
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//! Renders a div with deep children hierarchy. This example is useful to exemplify that Zed can
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//! handle deep hierarchies (even though it cannot just yet!).
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use std::sync::LazyLock;
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use gpui::{
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App, Application, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px,
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size,
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};
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struct Tree {}
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static DEPTH: LazyLock<u64> = LazyLock::new(|| {
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std::env::var("GPUI_TREE_DEPTH")
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.ok()
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.and_then(|depth| depth.parse().ok())
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.unwrap_or_else(|| 50)
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});
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impl Render for Tree {
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fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
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let mut depth = *DEPTH;
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static COLORS: [gpui::Hsla; 4] = [gpui::red(), gpui::blue(), gpui::green(), gpui::yellow()];
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let mut colors = COLORS.iter().cycle().copied();
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let mut next_div = || div().p_0p5().bg(colors.next().unwrap());
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let mut innermost_node = next_div();
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while depth > 0 {
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innermost_node = next_div().child(innermost_node);
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depth -= 1;
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}
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innermost_node
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}
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}
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fn main() {
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Application::new().run(|cx: &mut App| {
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let bounds = Bounds::centered(None, size(px(300.0), px(300.0)), cx);
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cx.open_window(
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WindowOptions {
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window_bounds: Some(WindowBounds::Windowed(bounds)),
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..Default::default()
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},
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|_, cx| cx.new(|_| Tree {}),
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)
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.unwrap();
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});
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}
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