#2874 on steroids Before you mark this PR as ready for review, make sure that you have: - [ ] Added a solid test coverage and/or screenshots from doing manual testing - [ ] Done a self-review taking into account security and performance aspects - [ ] Aligned any UI changes with the [UI checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist) Release Notes: - N/A --------- Co-authored-by: Eric Holk <eric@zed.dev>
45 lines
1.4 KiB
Rust
45 lines
1.4 KiB
Rust
//! Renders a div with deep children hierarchy. This example is useful to exemplify that Zed can
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//! handle deep hierarchies (even though it cannot just yet!).
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use std::sync::LazyLock;
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use gpui::{App, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px, size};
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use gpui_platform::application;
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struct Tree {}
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static DEPTH: LazyLock<u64> = LazyLock::new(|| {
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std::env::var("GPUI_TREE_DEPTH")
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.ok()
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.and_then(|depth| depth.parse().ok())
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.unwrap_or_else(|| 50)
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});
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impl Render for Tree {
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fn render(&mut self, _: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
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let mut depth = *DEPTH;
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static COLORS: [gpui::Hsla; 4] = [gpui::red(), gpui::blue(), gpui::green(), gpui::yellow()];
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let mut colors = COLORS.iter().cycle().copied();
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let mut next_div = || div().p_0p5().bg(colors.next().unwrap());
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let mut innermost_node = next_div();
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while depth > 0 {
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innermost_node = next_div().child(innermost_node);
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depth -= 1;
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}
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innermost_node
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}
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}
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fn main() {
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application().run(|cx: &mut App| {
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let bounds = Bounds::centered(None, size(px(300.0), px(300.0)), cx);
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cx.open_window(
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WindowOptions {
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window_bounds: Some(WindowBounds::Windowed(bounds)),
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..Default::default()
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},
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|_, cx| cx.new(|_| Tree {}),
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)
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.unwrap();
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});
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}
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