//! Renders a div with deep children hierarchy. This example is useful to exemplify that Zed can//! handle deep hierarchies (even though it cannot just yet!).use std::sync::LazyLock; use gpui::{App, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px, size};use gpui_platform::application; struct Tree {} static DEPTH: LazyLock<u64> = LazyLock::new(|| { std::env::var("GPUI_TREE_DEPTH") .ok() .and_then(|depth| depth.parse().ok()) .unwrap_or_else(|| 50)}); impl Render for Tree { fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement { let mut depth = *DEPTH; static COLORS: [gpui::Hsla; 4] = [gpui::red(), gpui::blue(), gpui::green(), gpui::yellow()]; let mut colors = COLORS.iter().cycle().copied(); let mut next_div = || div().p_0p5().bg(colors.next().unwrap()); let mut innermost_node = next_div(); while depth > 0 { innermost_node = next_div().child(innermost_node); depth -= 1; } innermost_node }} fn main() { application().run(|cx: &mut App| { let bounds = Bounds::centered(None, size(px(300.0), px(300.0)), cx); cx.open_window( WindowOptions { window_bounds: Some(WindowBounds::Windowed(bounds)), ..Default::default() }, |_, cx| cx.new(|_| Tree {}), ) .unwrap(); });}
//! Renders a div with deep children hierarchy. This example is useful to exemplify that Zed can
//! handle deep hierarchies (even though it cannot just yet!).
use std::sync::LazyLock;
use gpui::{App, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px, size};
use gpui_platform::application;
struct Tree {}
static DEPTH: LazyLock<u64> = LazyLock::new(|| {
std::env::var("GPUI_TREE_DEPTH")
.ok()
.and_then(|depth| depth.parse().ok())
.unwrap_or_else(|| 50)
});
impl Render for Tree {
fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
let mut depth = *DEPTH;
static COLORS: [gpui::Hsla; 4] = [gpui::red(), gpui::blue(), gpui::green(), gpui::yellow()];
let mut colors = COLORS.iter().cycle().copied();
let mut next_div = || div().p_0p5().bg(colors.next().unwrap());
let mut innermost_node = next_div();
while depth > 0 {
innermost_node = next_div().child(innermost_node);
depth -= 1;
}
innermost_node
}
}
fn main() {
application().run(|cx: &mut App| {
let bounds = Bounds::centered(None, size(px(300.0), px(300.0)), cx);
cx.open_window(
WindowOptions {
window_bounds: Some(WindowBounds::Windowed(bounds)),
..Default::default()
},
|_, cx| cx.new(|_| Tree {}),
)
.unwrap();
});
}