bite-gp-authoring 1.25.201

Zed's declarative UI authoring layer
Documentation
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//! 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](crate::_authoring) 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](crate::_frame_pipeline).
//!
//! 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`.

#![warn(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

// Macros generated by `gpui_macros` name `gpui::` paths, so within this crate
// `gpui` is an alias for `gpui_authoring`.
extern crate self as gpui;

#[macro_use]
mod action;
mod app;

mod arena;
mod asset_cache;
mod assets;
/// The default colors used by GPUI.
pub mod colors;
#[cfg(feature = "profiler")]
mod debug_overlay;
mod element;
mod elements;
mod engine_layout;
mod executor;
mod gestures;
mod global;
mod input;
mod inspector;
mod interactive;
mod key_dispatch;
mod keymap;
mod path_builder;
mod platform;
pub mod prelude;
/// Profiling utilities for task, frame, and thread performance tracking.
pub mod profiler;
/// A seeded, mutable element tree for benchmarks and tests of GPUI rendering.
#[cfg(any(test, feature = "bench-support"))]
pub mod randomized_element_tree;
#[cfg(any(test, feature = "test-support", feature = "bench-support"))]
mod seeds;
mod shared_uri;
mod spring;
mod style;
mod styled;
mod subscription;
mod svg_renderer;
mod tab_stop;
#[cfg(any(test, feature = "test-support"))]
pub mod test;
mod text_system;
mod util;
mod view;
mod window;

#[cfg(any(test, feature = "test-support"))]
pub use proptest;
#[cfg(any(test, feature = "test-support", feature = "bench-support"))]
pub use seeds::calculate_seeds;

/// Accessibility guide: exposing UI state to assistive technology.
pub mod _accessibility;
/// Authoring guide: the two public tiers of the UI API.
pub mod _authoring;
/// Frame pipeline guide: how to write and install one.
pub mod _frame_pipeline;
/// How GPUI's ownership and data-flow model works.
pub mod _ownership_and_data_flow;

/// Do not touch, here be dragons for use by gpui_macros and such.
#[doc(hidden)]
pub mod private {
    pub use anyhow;
    pub use inventory;
    pub use rand;
    pub use schemars;
    pub use serde;
    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 accesskit;
pub use accesskit::Action as AccessibleAction;
pub use accesskit::{Orientation, Role, Toggled};
pub use action::*;
pub use anyhow::Result;
pub use app::*;
pub(crate) use arena::*;
pub use asset_cache::*;
pub use assets::*;
pub use ctor::ctor;
#[cfg(feature = "profiler")]
pub use debug_overlay::*;
pub use element::*;
pub use elements::*;
pub use executor::*;
pub use gestures::*;
pub use global::*;
pub use gpui_macros::{
    AppContext, IntoElement, Render, VisualContext, bench, property_test, register_action, test,
};
pub use spring::*;

/// Defines a Criterion benchmark group for benchmarks annotated with [`gpui::bench`].
///
/// This mirrors `criterion::criterion_group!`, but the group measures with the
/// `gpui::BenchMeasurement` configured by `BENCH_MEASUREMENT` (see
/// `BenchMeasurement::from_env`). By default Criterion analyzes wall time
/// while retired instructions, cycles, IPC, context switches, and the other
/// counters this machine supports are printed per iteration in the GPUI bench
/// report. `BENCH_MEASUREMENT=instructions` makes Criterion analyze
/// process-wide instructions instead, `foreground-instructions` the benchmark
/// thread's alone, and `wall-time` disables all counters. A
/// `config = ...` expression may set any other Criterion option; its
/// measurement is replaced. To measure with something else, call
/// `criterion::criterion_group!` directly with
/// `config = criterion::Criterion::default().with_measurement(gpui::BenchMeasurement::new(...))`.
///
/// [`gpui::bench`]: crate::bench
#[macro_export]
macro_rules! bench_group {
    (name = $name:ident; config = $config:expr; targets = $($target:path),+ $(,)?) => {
        criterion::criterion_group! {
            name = $name;
            config = ($config).with_measurement($crate::BenchMeasurement::from_env_or_exit());
            targets = $($target),+
        }
    };
    ($name:ident, $($target:path),+ $(,)?) => {
        $crate::bench_group! {
            name = $name;
            config = criterion::Criterion::default();
            targets = $($target),+
        }
    };
}

/// Defines the entry point for GPUI Criterion benchmark groups.
///
/// This mirrors `criterion::criterion_main!` so GPUI benchmark files can keep the
/// same shape as ordinary Criterion benchmarks. It also installs
/// [`CountingAllocator`] as the binary's global allocator, so reports include
/// heap allocations per iteration. It wraps the system allocator by default;
/// `allocator = Path;` wraps another unit-struct allocator instead, e.g. to
/// compare allocators, which pay the same small counting cost:
///
/// ```ignore
/// gpui::bench_main!(allocator = mimalloc::MiMalloc; benches);
/// ```
///
/// `allocator = none;` installs no global allocator, leaving Rust's default and
/// dropping the allocation metrics from reports.
#[macro_export]
macro_rules! bench_main {
    (allocator = none; $($groups:tt)*) => {
        criterion::criterion_main!($($groups)*);
    };
    (allocator = $allocator:path; $($groups:tt)*) => {
        #[global_allocator]
        static GPUI_BENCH_ALLOCATOR: $crate::CountingAllocator<$allocator> =
            $crate::CountingAllocator::new($allocator);

        criterion::criterion_main!($($groups)*);
    };
    ($($groups:tt)*) => {
        $crate::bench_main!(allocator = ::std::alloc::System; $($groups)*);
    };
}
pub use gpui_engine::*;
pub use gpui_engine_default::*;
pub use gpui_platform::*;
pub use gpui_util::arc_cow::ArcCow;
pub use http_client;
pub use input::*;
pub use inspector::*;
pub use interactive::*;
use key_dispatch::*;
pub use keymap::*;
pub use path_builder::*;
pub use platform::*;
pub use profiler::*;
pub use refineable::*;
pub use shared_uri::*;
use std::{any::Any, future::Future};
pub use style::*;
pub use styled::*;
pub use subscription::*;
pub use svg_renderer::*;
pub(crate) use tab_stop::*;
#[cfg(any(test, feature = "test-support"))]
pub use test::*;
pub use text_system::*;
pub use util::{FluentBuilder, FutureExt, Timeout};
pub use view::*;
pub use window::*;

#[cfg(not(target_family = "wasm"))]
pub use pollster::block_on;

/// Extension methods on [`Bounds`] that need to resolve the application's displays.
///
/// These live here rather than in `gpui_types` because they require [`App`], while
/// the base [`Bounds`] type is defined in the platform-agnostic `gpui_types` crate.
pub trait BoundsExt: Sized {
    /// Generate a centered bounds for the given display or primary display if none is provided
    fn centered(display_id: Option<DisplayId>, size: Size<Pixels>, cx: &App) -> Self;

    /// Generate maximized bounds for the given display or primary display if none is provided
    fn maximized(display_id: Option<DisplayId>, cx: &App) -> Self;
}

impl BoundsExt for Bounds<Pixels> {
    fn centered(display_id: Option<DisplayId>, size: Size<Pixels>, cx: &App) -> Self {
        let display = display_id
            .and_then(|id| cx.find_display(id))
            .or_else(|| cx.primary_display());

        display
            .map(|display| {
                let visible_bounds = display.visible_bounds();
                Bounds::centered_at(visible_bounds.center(), size.min(&visible_bounds.size))
            })
            .unwrap_or_else(|| Bounds {
                origin: point(px(0.), px(0.)),
                size,
            })
    }

    fn maximized(display_id: Option<DisplayId>, cx: &App) -> Self {
        let display = display_id
            .and_then(|id| cx.find_display(id))
            .or_else(|| cx.primary_display());

        display
            .map(|display| display.bounds())
            .unwrap_or_else(|| Bounds {
                origin: point(px(0.), px(0.)),
                size: size(px(1024.), px(768.)),
            })
    }
}

impl HasRemSize for Window<'_> {
    fn rem_size(&self) -> Pixels {
        Window::rem_size(self)
    }
}

/// The context trait, allows the different contexts in GPUI to be used
/// interchangeably for certain operations.
pub trait AppContext {
    /// Create a new entity in the app context.
    #[expect(
        clippy::wrong_self_convention,
        reason = "`App::new` is an ubiquitous function for creating entities"
    )]
    fn new<T: 'static>(&mut self, build_entity: impl FnOnce(&mut Context<T>) -> T) -> Entity<T>;

    /// Reserve a slot for a entity to be inserted later.
    /// The returned [Reservation] allows you to obtain the [EntityId] for the future entity.
    fn reserve_entity<T: 'static>(&mut self) -> Reservation<T>;

    /// Insert a new entity 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_entity: impl FnOnce(&mut Context<T>) -> T,
    ) -> Entity<T>;

    /// Update a entity in the app context.
    fn update_entity<T, R>(
        &mut self,
        handle: &Entity<T>,
        update: impl FnOnce(&mut T, &mut Context<T>) -> R,
    ) -> R
    where
        T: 'static;

    /// Update a entity in the app context.
    fn as_mut<'a, T>(&'a mut self, handle: &Entity<T>) -> GpuiBorrow<'a, T>
    where
        T: 'static;

    /// Read a entity from the app context.
    fn read_entity<T, R>(&self, handle: &Entity<T>, read: impl FnOnce(&T, &App) -> R) -> 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;

    /// Run `f` against the entity's *current* window — the most recently
    /// rendered window that referenced the entity. Returns `None` if the
    /// entity has no current window or that window is unavailable. See
    /// [`App::with_window`] for the underlying lookup.
    fn with_window<R>(
        &mut self,
        entity_id: EntityId,
        f: impl FnOnce(&mut Window, &mut App) -> R,
    ) -> Option<R>;

    /// 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;

    /// Spawn a future on a background thread
    fn background_spawn<R>(&self, future: impl Future<Output = R> + Send + 'static) -> Task<R>
    where
        R: Send + 'static;

    /// Read a global from this app context
    fn read_global<G, R>(&self, callback: impl FnOnce(&G, &App) -> R) -> R
    where
        G: Global;
}

/// Returned by [Context::reserve_entity] to later be passed to [Context::insert_entity].
/// Allows you to obtain the [EntityId] for a entity 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 entity 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 {
    /// The result type for window operations.
    type Result<T>;

    /// 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,
        entity: &Entity<T>,
        update: impl FnOnce(&mut T, &mut Window, &mut Context<T>) -> R,
    ) -> Self::Result<R>;

    /// Create a new entity, with access to `Window`.
    fn new_window_entity<T: 'static>(
        &mut self,
        build_entity: 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 entity in the window, if it implements the [`Focusable`] trait.
    fn focus<V>(&mut self, entity: &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: std::borrow::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)
    }
}