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//! # 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 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, IntoElement, Render};pub use http_client;pub use input::*;pub use interactive::*;use key_dispatch::*;pub use keymap::*;pub use platform::*;pub use refineable::*;pub use scene::*;use seal::Sealed;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 Context {    /// 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_model<T: 'static>(        &mut self,        build_model: impl FnOnce(&mut ModelContext<'_, T>) -> T,    ) -> Self::Result<Model<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_model<T: 'static>(&mut self) -> Self::Result<Reservation<T>>;     /// Insert a new model in the app context based on a [Reservation] previously obtained from [`reserve_model`].    ///    /// [`reserve_model`]: Self::reserve_model    fn insert_model<T: 'static>(        &mut self,        reservation: Reservation<T>,        build_model: impl FnOnce(&mut ModelContext<'_, T>) -> T,    ) -> Self::Result<Model<T>>;     /// Update a model in the app context.    fn update_model<T, R>(        &mut self,        handle: &Model<T>,        update: impl FnOnce(&mut T, &mut ModelContext<'_, T>) -> R,    ) -> Self::Result<R>    where        T: 'static;     /// Read a model from the app context.    fn read_model<T, R>(        &self,        handle: &Model<T>,        read: impl FnOnce(&T, &AppContext) -> 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 WindowContext) -> T;     /// Read a window off of the application context.    fn read_window<T, R>(        &self,        window: &WindowHandle<T>,        read: impl FnOnce(View<T>, &AppContext) -> R,    ) -> Result<R>    where        T: 'static;} /// Returned by [Context::reserve_model] 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: Context {    /// Construct a new view in the window referenced by this context.    fn new_view<V>(        &mut self,        build_view: impl FnOnce(&mut ViewContext<V>) -> V,    ) -> Self::Result<View<V>>    where        V: 'static + Render;     /// Update a view with the given callback    fn update_view<V: 'static, R>(        &mut self,        view: &View<V>,        update: impl FnOnce(&mut V, &mut ViewContext<V>) -> R,    ) -> Self::Result<R>;     /// Replace the root view of a window with a new view.    fn replace_root_view<V>(        &mut self,        build_view: impl FnOnce(&mut ViewContext<V>) -> V,    ) -> Self::Result<View<V>>    where        V: 'static + Render;     /// Focus a view in the window, if it implements the [`FocusableView`] trait.    fn focus_view<V>(&mut self, view: &View<V>) -> Self::Result<()>    where        V: FocusableView;     /// Dismiss a view in the window, if it implements the [`ManagedView`] trait.    fn dismiss_view<V>(&mut self, view: &View<V>) -> Self::Result<()>    where        V: ManagedView;} /// A trait that allows models and views to be interchangeable in certain operationspub trait Entity<T>: Sealed {    /// The weak reference type for this entity.    type Weak: 'static;     /// The ID for this entity    fn entity_id(&self) -> EntityId;     /// Downgrade this entity to a weak reference.    fn downgrade(&self) -> Self::Weak;     /// Upgrade this entity from a weak reference.    fn upgrade_from(weak: &Self::Weak) -> Option<Self>    where        Self: Sized;} /// 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 Cwhere    C: BorrowMut<AppContext>,{    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,}