ZIm/crates/gpui/docs/contexts.md
someone13574 0c94bdc8e4
gpui: Update docs to reflect removal of View, ViewContext, WindowContext (#24008)
This PR updates function signatures, docstrings, and gpui's other
documentation to reflect it's new state following the merge of `Model`
and `View` into `Entity` as well as the removal of `WindowContext`.

Release Notes:

- N/A
2025-01-31 11:40:42 -08:00

2.2 KiB

Contexts

GPUI makes extensive use of context parameters (typically named cx) to provide access to application state and services. These contexts are references passed to functions, enabling interaction with global state, windows, entities, and system services.


App

The root context granting access to the application's global state. This context owns all entities' data and can be used to read or update the data referenced by an Entity<T>.

Context<T>

A context provided when interacting with an Entity<T>, with additional methods related to that specific entity such as notifying observers and emitting events. This context dereferences into App, meaning any function which can take an App reference can also take a Context<T> reference, allowing you to access the application's global state.

AsyncApp and AsyncWindowContext

Whereas the above contexts are always passed to your code as references, you can call to_async on the reference to create an async context, which has a static lifetime and can be held across await points in async code. When you interact with entities with an async context, the calls become fallible, because the context may outlive the window or even the app itself.

TestAppContext

These are similar to the async contexts above, but they panic if you attempt to access a non-existent app or window, and they also contain other features specific to tests.


Non-Context Core Types

Window

Provides access to the state of an application window. This type has a root view (an Entity implementing Render) which it can read/update, but since it is not a context, you must pass a &mut App (or a context which dereferences to it) to do so, along with other functions interacting with global state. You can obtain a Window from an WindowHandle by calling WindowHandle::update.

Entity<T>

A handle to a structure requiring state. This data is owned by the App and can be accessed and modified via references to contexts. If T implements Render, then the entity is sometimes referred to as a view. Entities can be observed by other entities and windows, allowing a closure to be called when notify is called on the entity's Context.