//! Renders a div with deep children hierarchy. This example is useful to exemplify that Zed can //! handle deep hierarchies (even though it cannot just yet!). use std::sync::LazyLock; use gpui::{ App, Application, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px, size, }; struct Tree {} static DEPTH: LazyLock = LazyLock::new(|| { std::env::var("GPUI_TREE_DEPTH") .ok() .and_then(|depth| depth.parse().ok()) .unwrap_or_else(|| 50) }); impl Render for Tree { fn render(&mut self, _: &mut Window, _: &mut Context) -> impl IntoElement { let mut depth = *DEPTH; static COLORS: [gpui::Hsla; 4] = [gpui::red(), gpui::blue(), gpui::green(), gpui::yellow()]; let mut colors = COLORS.iter().cycle().copied(); let mut next_div = || div().p_0p5().bg(colors.next().unwrap()); let mut innermost_node = next_div(); while depth > 0 { innermost_node = next_div().child(innermost_node); depth -= 1; } innermost_node } } fn main() { Application::new().run(|cx: &mut App| { let bounds = Bounds::centered(None, size(px(300.0), px(300.0)), cx); cx.open_window( WindowOptions { window_bounds: Some(WindowBounds::Windowed(bounds)), ..Default::default() }, |_, cx| cx.new(|_| Tree {}), ) .unwrap(); }); }