#![doc = include_str!("../README.md")]#![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 extern crate self as gpui;#[doc(hidden)]pub static GPUI_MANIFEST_DIR: &'static str = env!("CARGO_MANIFEST_DIR");#[macro_use]mod action;mod app; mod arena;mod asset_cache;mod assets;mod bounds_tree;mod color;/// The default colors used by GPUI.pub mod colors;mod element;mod elements;mod executor;mod platform_scheduler;pub(crate) use platform_scheduler::PlatformScheduler;mod geometry;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;#[cfg(any( test, target_os = "windows", target_os = "linux", target_family = "wasm", feature = "bench"))]#[expect(missing_docs)]pub mod queue;mod scene;mod shared_uri;mod style;mod styled;mod subscription;mod svg_renderer;mod tab_stop;mod taffy;#[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(doc)]pub mod _accessibility;#[cfg(doc)]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 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 color::*;pub use ctor::ctor;pub use element::*;pub use elements::*;pub use executor::*;pub use geometry::*;pub use gestures::*;pub use global::*;pub use gpui_macros::{ AppContext, IntoElement, Render, VisualContext, bench, property_test, register_action, test,}; /// Defines a Criterion benchmark group for benchmarks annotated with [`gpui::bench`].////// This mirrors `criterion::criterion_group!` so GPUI benchmark files can keep the/// same shape as ordinary Criterion benchmarks.////// [`gpui::bench`]: crate::bench#[macro_export]macro_rules! bench_group { ($($tokens:tt)*) => { criterion::criterion_group!($($tokens)*); };} /// 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.#[macro_export]macro_rules! bench_main { ($($tokens:tt)*) => { criterion::criterion_main!($($tokens)*); };}pub use gpui_shared_string::*;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::*;#[cfg(any(target_os = "windows", target_os = "linux", target_family = "wasm"))]pub use queue::{PriorityQueueReceiver, PriorityQueueSender};pub use refineable::*;pub use scene::*;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::*;use taffy::TaffyLayoutEngine;pub use taffy::{AvailableSpace, LayoutId};#[cfg(any(test, feature = "test-support"))]pub use test::*;pub use text_system::*;pub use util::{FutureExt, Timeout};pub use view::*;pub use window::*; pub use pollster::block_on; /// 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 Cwhere 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) }} /// Information about the GPU GPUI is running on.#[derive(Default, Debug, serde::Serialize, serde::Deserialize, Clone)]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,}
#![doc = include_str!("../README.md")]
#![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
extern crate self as gpui;
#[doc(hidden)]
pub static GPUI_MANIFEST_DIR: &'static str = env!("CARGO_MANIFEST_DIR");
#[macro_use]
mod action;
mod app;
mod arena;
mod asset_cache;
mod assets;
mod bounds_tree;
mod color;
/// The default colors used by GPUI.
pub mod colors;
mod element;
mod elements;
mod executor;
mod platform_scheduler;
pub(crate) use platform_scheduler::PlatformScheduler;
mod geometry;
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;
#[cfg(any(
test,
target_os = "windows",
target_os = "linux",
target_family = "wasm",
feature = "bench"
))]
#[expect(missing_docs)]
pub mod queue;
mod scene;
mod shared_uri;
mod style;
mod styled;
mod subscription;
mod svg_renderer;
mod tab_stop;
mod taffy;
#[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(doc)]
pub mod _accessibility;
#[cfg(doc)]
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 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 color::*;
pub use ctor::ctor;
pub use element::*;
pub use elements::*;
pub use executor::*;
pub use geometry::*;
pub use gestures::*;
pub use global::*;
pub use gpui_macros::{
AppContext, IntoElement, Render, VisualContext, bench, property_test, register_action, test,
};
/// Defines a Criterion benchmark group for benchmarks annotated with [`gpui::bench`].
///
/// This mirrors `criterion::criterion_group!` so GPUI benchmark files can keep the
/// same shape as ordinary Criterion benchmarks.
///
/// [`gpui::bench`]: crate::bench
#[macro_export]
macro_rules! bench_group {
($($tokens:tt)*) => {
criterion::criterion_group!($($tokens)*);
};
}
/// 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.
#[macro_export]
macro_rules! bench_main {
($($tokens:tt)*) => {
criterion::criterion_main!($($tokens)*);
};
}
pub use gpui_shared_string::*;
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::*;
#[cfg(any(target_os = "windows", target_os = "linux", target_family = "wasm"))]
pub use queue::{PriorityQueueReceiver, PriorityQueueSender};
pub use refineable::*;
pub use scene::*;
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::*;
use taffy::TaffyLayoutEngine;
pub use taffy::{AvailableSpace, LayoutId};
#[cfg(any(test, feature = "test-support"))]
pub use test::*;
pub use text_system::*;
pub use util::{FutureExt, Timeout};
pub use view::*;
pub use window::*;
pub use pollster::block_on;
/// 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)
}
}
/// Information about the GPU GPUI is running on.
#[derive(Default, Debug, serde::Serialize, serde::Deserialize, Clone)]
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,
}