ZIm/crates/gpui/examples/tree.rs
Piotr Osiewicz c2c2264a60
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
2025-07-23 12:17:23 +02:00

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();
});
}