bite-gp-authoring 1.20.203

Zed's declarative UI authoring layer
Documentation

GPUI's authoring layer: the reactive store, the windows, and the declarative element DSL that composes them.

This crate holds [App], [Window] and the context types, the entities and views built on them, and the element tree that renders through the engine contracts in [gpui_engine] onto the windowing SPI in [gpui_platform].

The element DSL is not separable from the runtime: an element is laid out and painted with a concrete [Window] and [App], so both tiers described in the authoring guide live here. What is swappable sits underneath, behind [LayoutEngine], [SceneRenderer] and [Platform], or rides along in [Style::custom]. How a frame itself is built and paced is swappable too, through the [FramePipeline] a window draws with — see the frame pipeline guide.

Above this crate sits gpui_runtime, which holds Application — how a host program builds, configures and starts an app — and above that, the gpui crate: a thin facade re-exporting this, the runtime, and the platform backends, so applications keep importing gpui.