Copy GPUI documentation to README

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Mikayla 2024-01-23 21:35:01 -08:00
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//! ## 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