Copy GPUI documentation to README
This commit is contained in:
parent
d80959d64e
commit
ce7cd5a077
2 changed files with 46 additions and 5 deletions
|
@ -6,9 +6,12 @@
|
|||
//! ## Getting Started
|
||||
//!
|
||||
//! GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io.
|
||||
//! You'll also need to use the latest version of stable rust. Add the following to your Cargo.toml:
|
||||
//! You'll also need to use the latest version of stable rust and be on macOS. Add the following to your
|
||||
//! Cargo.toml:
|
||||
//!
|
||||
//! ```
|
||||
//! gpui = { git = "https://github.com/zed-industries/zed" }
|
||||
//! ```
|
||||
//!
|
||||
//! Everything in GPUI starts with an [`App`]. You can create one with [`App::new`], and
|
||||
//! kick off your application by passing a callback to [`App::run`]. Inside this callback,
|
||||
|
@ -28,8 +31,8 @@
|
|||
//! 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.
|
||||
//! GPUI to turn into pixels. See the [`elements::Div`] element for an all purpose swiss-army
|
||||
//! knife for UI.
|
||||
//!
|
||||
//! - 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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue