ZIm/crates/gpui
Conrad Irwin 1c2859d72b
collab errors (#4152)
One of the complaints of users on our first Hack call was that the error
messages you got when channel joining failed were not great.

This aims to fix that specific case, and lay the groundwork for future
improvements.

It adds two new methods to anyhow::Error

* `.error_code()` which returns a value from zed.proto (or
ErrorCode::Internal if the error has no specific tag)
* `.error_tag("key")` which returns the value of the tag (or None).

To construct errors with these fields set, you can use a builder API
based on the ErrorCode type:

* `Err(ErrorCode::Forbidden.anyhow())`
* `Err(ErrorCode::Forbidden.message("cannot join channel").into())` - to
add any context you want in the logs
* `Err(ErrorCode::WrongReleaseChannel.tag("required", "stable").into())`
- to add structured metadata to help the client handle the error better.


Release Notes:

- Improved error messaging when channel joining fails.
2024-01-24 23:23:58 -07:00
..
docs Remove some todo!'s 2024-01-09 11:36:36 +02:00
examples gpui: Add hello world example (#6465) 2024-01-25 01:03:53 -05:00
src Allow prompts to have detail, and use for good 2024-01-24 23:15:37 -07:00
tests Remove some todo!'s 2024-01-09 11:36:36 +02:00
build.rs Rebuild shader header when cbindgen sources have changed 2024-01-15 16:23:22 +01:00
Cargo.toml Remove license-file from Cargo.toml as it is apparently redundant (#4218) 2024-01-23 17:40:30 +01:00
LICENSE-APACHE chore: Add crate licenses. (#4158) 2024-01-23 16:56:22 +01:00
README.md Fix registers link in README.md (#5389) 2024-01-24 13:21:08 -05:00

Welcome to GPUI!

GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.

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 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, you can create a new window with AppContext::open_window(), and register your first root view. See gpui.rs for a complete example.

The Big Picture

GPUI offers three different registers depending on your needs:

  • State management and communication with Models. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's models. Models are owned by GPUI and are only accessible through an owned smart pointer similar to an Rc. See the app::model_context module for more information.

  • High level, declarative UI with Views. All UI in GPUI starts with a View. A view is simply 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.

  • 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 you need. Elements have total control over how they and their child elements are rendered and and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the element module for more information.

Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.

Other Resources

In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:

  • Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the action module for more information.

  • Platform services, such as quit the app or open a URL are available as methods on the app::AppContext.

  • An async executor that is integrated with the platform's event loop. See the executor module for more information.,

  • The [gpui::test] macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, a TestAppContext which provides ways of simulating common platform input. See app::test_context and test modules for more details.

Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.