
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
46 lines
1.4 KiB
Rust
46 lines
1.4 KiB
Rust
//! 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<u64> = 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<Self>) -> 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();
|
|
});
|
|
}
|