ZIm/crates/gpui/src/gpui.rs
Jason Lee 31fa414422
gpui: Add PathBuilder based on lyon to build Path (#22808)
Release Notes:

- N/A

---

Continue https://github.com/zed-industries/zed/pull/20499

We to draw more complex Path. Before this change, we only have
`line_to`, but it is not enough.

Add a new `PathBuilder` to use [lyon](https://github.com/nical/lyon) to
build more complex path.

And then with PR #22812 to enable anti-aliasing, all thing will be
perfect.
## Show case

```bash
cargo run -p gpui --example painting
```

Before:

<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/0c15833a-ec95-404c-a469-24cf172cfd86"
/>

After:

<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/42cfa35e-7e8f-4ef3-bb2d-b98defc62ad6"
/>
2025-01-29 22:14:33 +02:00

340 lines
12 KiB
Rust

//! # 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. 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](https://www.gpui.rs/) for a complete example.
//!
//! ## The Big Picture
//!
//! GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(sociolinguistics)) 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 [`elements::Div`] element for an all purpose swiss-army
//! knife for UI.
//!
//! - 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
//! 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](https://zed.dev/community-links). We're working on improving the documentation, creating more examples,
//! and will be publishing more guides to GPUI on our [blog](https://zed.dev/blog).
#![deny(missing_docs)]
#![allow(clippy::type_complexity)] // Not useful, GPUI makes heavy use of callbacks
#![allow(clippy::collapsible_else_if)] // False positives in platform specific code
#![allow(unused_mut)] // False positives in platform specific code
#[macro_use]
mod action;
mod app;
mod arena;
mod asset_cache;
mod assets;
mod bounds_tree;
mod color;
mod element;
mod elements;
mod executor;
mod geometry;
mod global;
mod input;
mod interactive;
mod key_dispatch;
mod keymap;
mod path_builder;
mod platform;
pub mod prelude;
mod scene;
mod shared_string;
mod shared_uri;
mod style;
mod styled;
mod subscription;
mod svg_renderer;
mod taffy;
#[cfg(any(test, feature = "test-support"))]
pub mod test;
mod text_system;
mod util;
mod view;
mod window;
/// Do not touch, here be dragons for use by gpui_macros and such.
#[doc(hidden)]
pub mod private {
pub use anyhow;
pub use linkme;
pub use schemars;
pub use serde;
pub use serde_derive;
pub use serde_json;
}
mod seal {
/// A mechanism for restricting implementations of a trait to only those in GPUI.
/// See: https://predr.ag/blog/definitive-guide-to-sealed-traits-in-rust/
pub trait Sealed {}
}
pub use action::*;
pub use anyhow::Result;
pub use app::*;
pub(crate) use arena::*;
pub use asset_cache::*;
pub use assets::*;
pub use color::*;
pub use ctor::ctor;
pub use element::*;
pub use elements::*;
pub use executor::*;
pub use geometry::*;
pub use global::*;
pub use gpui_macros::{register_action, test, AppContext, IntoElement, Render, VisualContext};
pub use http_client;
pub use input::*;
pub use interactive::*;
use key_dispatch::*;
pub use keymap::*;
pub use path_builder::*;
pub use platform::*;
pub use refineable::*;
pub use scene::*;
pub use shared_string::*;
pub use shared_uri::*;
pub use smol::Timer;
pub use style::*;
pub use styled::*;
pub use subscription::*;
use svg_renderer::*;
pub use taffy::{AvailableSpace, LayoutId};
#[cfg(any(test, feature = "test-support"))]
pub use test::*;
pub use text_system::*;
pub use util::arc_cow::ArcCow;
pub use view::*;
pub use window::*;
use std::{any::Any, borrow::BorrowMut};
use taffy::TaffyLayoutEngine;
/// The context trait, allows the different contexts in GPUI to be used
/// interchangeably for certain operations.
pub trait AppContext {
/// The result type for this context, used for async contexts that
/// can't hold a direct reference to the application context.
type Result<T>;
/// Create a new model in the app context.
fn new<T: 'static>(
&mut self,
build_model: impl FnOnce(&mut Context<'_, T>) -> T,
) -> Self::Result<Entity<T>>;
/// Reserve a slot for a model to be inserted later.
/// The returned [Reservation] allows you to obtain the [EntityId] for the future model.
fn reserve_entity<T: 'static>(&mut self) -> Self::Result<Reservation<T>>;
/// Insert a new model in the app context based on a [Reservation] previously obtained from [`reserve_entity`].
///
/// [`reserve_entity`]: Self::reserve_entity
fn insert_entity<T: 'static>(
&mut self,
reservation: Reservation<T>,
build_model: impl FnOnce(&mut Context<'_, T>) -> T,
) -> Self::Result<Entity<T>>;
/// Update a model in the app context.
fn update_entity<T, R>(
&mut self,
handle: &Entity<T>,
update: impl FnOnce(&mut T, &mut Context<'_, T>) -> R,
) -> Self::Result<R>
where
T: 'static;
/// Read a model from the app context.
fn read_entity<T, R>(
&self,
handle: &Entity<T>,
read: impl FnOnce(&T, &App) -> R,
) -> Self::Result<R>
where
T: 'static;
/// Update a window for the given handle.
fn update_window<T, F>(&mut self, window: AnyWindowHandle, f: F) -> Result<T>
where
F: FnOnce(AnyView, &mut Window, &mut App) -> T;
/// Read a window off of the application context.
fn read_window<T, R>(
&self,
window: &WindowHandle<T>,
read: impl FnOnce(Entity<T>, &App) -> R,
) -> Result<R>
where
T: 'static;
}
/// Returned by [Context::reserve_entity] to later be passed to [Context::insert_model].
/// Allows you to obtain the [EntityId] for a model before it is created.
pub struct Reservation<T>(pub(crate) Slot<T>);
impl<T: 'static> Reservation<T> {
/// Returns the [EntityId] that will be associated with the model once it is inserted.
pub fn entity_id(&self) -> EntityId {
self.0.entity_id()
}
}
/// This trait is used for the different visual contexts in GPUI that
/// require a window to be present.
pub trait VisualContext: AppContext {
/// Returns the handle of the window associated with this context.
fn window_handle(&self) -> AnyWindowHandle;
/// Update a view with the given callback
fn update_window_entity<T: 'static, R>(
&mut self,
model: &Entity<T>,
update: impl FnOnce(&mut T, &mut Window, &mut Context<T>) -> R,
) -> Self::Result<R>;
/// Update a view with the given callback
fn new_window_entity<T: 'static>(
&mut self,
build_model: impl FnOnce(&mut Window, &mut Context<'_, T>) -> T,
) -> Self::Result<Entity<T>>;
/// Replace the root view of a window with a new view.
fn replace_root_view<V>(
&mut self,
build_view: impl FnOnce(&mut Window, &mut Context<V>) -> V,
) -> Self::Result<Entity<V>>
where
V: 'static + Render;
/// Focus a model in the window, if it implements the [`Focusable`] trait.
fn focus<V>(&mut self, model: &Entity<V>) -> Self::Result<()>
where
V: Focusable;
}
/// A trait for tying together the types of a GPUI entity and the events it can
/// emit.
pub trait EventEmitter<E: Any>: 'static {}
/// A helper trait for auto-implementing certain methods on contexts that
/// can be used interchangeably.
pub trait BorrowAppContext {
/// Set a global value on the context.
fn set_global<T: Global>(&mut self, global: T);
/// Updates the global state of the given type.
fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global;
/// Updates the global state of the given type, creating a default if it didn't exist before.
fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global + Default;
}
impl<C> BorrowAppContext for C
where
C: BorrowMut<App>,
{
fn set_global<G: Global>(&mut self, global: G) {
self.borrow_mut().set_global(global)
}
#[track_caller]
fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global,
{
let mut global = self.borrow_mut().lease_global::<G>();
let result = f(&mut global, self);
self.borrow_mut().end_global_lease(global);
result
}
fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global + Default,
{
self.borrow_mut().default_global::<G>();
self.update_global(f)
}
}
/// A flatten equivalent for anyhow `Result`s.
pub trait Flatten<T> {
/// Convert this type into a simple `Result<T>`.
fn flatten(self) -> Result<T>;
}
impl<T> Flatten<T> for Result<Result<T>> {
fn flatten(self) -> Result<T> {
self?
}
}
impl<T> Flatten<T> for Result<T> {
fn flatten(self) -> Result<T> {
self
}
}
/// Information about the GPU GPUI is running on.
#[derive(Default, Debug)]
pub struct GpuSpecs {
/// Whether the GPU is really a fake (like `llvmpipe`) running on the CPU.
pub is_software_emulated: bool,
/// The name of the device, as reported by Vulkan.
pub device_name: String,
/// The name of the driver, as reported by Vulkan.
pub driver_name: String,
/// Further information about the driver, as reported by Vulkan.
pub driver_info: String,
}