102 lines
2.8 KiB
Rust
102 lines
2.8 KiB
Rust
// TODO:
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// Document these:
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// - [ ] - label
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// - [ ] - button
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// - [ ] - icon_button
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// - [ ] - icon
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// - [ ] - list
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// - [ ] - avatar
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// - [ ] - panel
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// - [ ] - modal
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// - [ ] - palette
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// - [ ] - input
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// - [ ] - facepile
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// - [ ] - player
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// - [ ] - stacks
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// - [ ] - context menu
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// - [ ] - input
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// - [ ] - textarea (not built)
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// - [ ] - indicator
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// - [ ] - public actor
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// - [ ] - keybinding
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// - [ ] - tab
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// - [ ] - toast
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// - [ ] - status_toast (maybe not built?)
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// - [ ] - notification_toast
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//! # UI – Zed UI Primitives & Components
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//!
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//! This crate provides a set of UI primitives and components that are used to build all of the elements in Zed's UI.
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//!
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//! ## Work in Progress
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//!
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//! This crate is still a work in progress. The initial primitives and components are built for getting all the UI on the screen,
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//! much of the state and functionality is mocked or hard codeded, and performance has not been a focus.
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//!
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//! Expect some inconsistencies from component to component as we work out the best way to build these components.
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//!
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//! ## Getting Started
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//!
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//! This is a quick primer to get you started using the UI components.
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//!
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//! You shouldn't need to construct an element from scratch very often. If you find
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//! yourself manually styling things like hover, text colors, etc, you should
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//! probably check that there isn't already a base component for whatever you are building.
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//!
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//! Here is an into to some of the most common elements:
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//!
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//! ### Text
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//!
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//! For generic UI text most frequently you will use a [`Label`] component.
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//!
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//! ```rust
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//! use ui2::prelude::*;
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//! use ui2::{Label, LabelColor};
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//!
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//! pub fn render_some_ui_text<V: 'static>() -> impl Component<V> {
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//! div().p_2().child(
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//! Label::new("Hello World")
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//! .color(LabelColor::Muted)
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//! )
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//! }
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//! ```
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//!
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//! ### Interactive Elements
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//!
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//! - Icon: To make an icon interactive, use [`IconButton`].
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//! - Button: To make a button interactive, use [`Button`].
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//!
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//! ## Design Philosophy
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//!
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//! Work in Progress!
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//!
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// TODO: Fix warnings instead of supressing.
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#![allow(dead_code, unused_variables)]
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mod components;
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mod elements;
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mod elevation;
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pub mod prelude;
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pub mod settings;
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mod static_data;
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pub mod utils;
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pub use components::*;
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pub use elements::*;
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pub use prelude::*;
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pub use static_data::*;
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// This needs to be fully qualified with `crate::` otherwise we get a panic
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// at:
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// thread '<unnamed>' panicked at crates/gpui2/src/platform/mac/platform.rs:66:81:
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// called `Option::unwrap()` on a `None` value
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//
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// AFAICT this is something to do with conflicting names between crates and modules that
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// interfaces with declaring the `ClassDecl`.
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pub use crate::settings::*;
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#[cfg(feature = "stories")]
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mod story;
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#[cfg(feature = "stories")]
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pub use story::*;
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