The fork shipped renamed binary/bundle but the product name "Zed" was still
shown everywhere in the UI. Rename the display name to "Joule" (tagline
"Energy-metered agentic coding") while preserving every load-bearing reference.
Display renames (105 .rs files): release_channel display_name, welcome +
onboarding + ai_onboarding, macOS app menu (About/Hide/Quit), window titles,
About panel, settings UI, notifications, update/collab messages, system specs.
Bundle display name (crates/zed/Cargo.toml) -> "Joule" so CFBundleName / the
menu-bar name and the .app are "Joule" (identifier science.transaction.AgentJoule
and the agent-joule binary are unchanged).
Docs (223 .md): product prose Zed -> Joule, fence-aware (code blocks untouched).
Embedded assets (12 JSONC): // comments only.
Legal (4 files): product -> Joule, entity "Zed Industries, Inc." -> "Transaction
Science, Inc.", domain zed.dev -> openie.dev. NOTE: these are structurally Zed's
inherited terms and need a real legal review, not just a rename.
Deliberately PRESERVED (renaming would break the app): font aliases ("Zed Plex
Sans"/".ZedMono" in text_system + assets), HTTP header names (X-Zed-Predict-*),
zed:: action ids, app/bundle identifiers (dev.zed.Zed*, Zed-Editor-* product ids),
zed.dev URLs, ZED_* env vars, crate/package names, "Zed Industries" in non-legal
attribution, and the {zed,Zed} config-dir glob.
Signed + notarized + stapled as Joule.app, installed to /Applications, verified
(Gatekeeper: Notarized Developer ID, FH93XC2VRR). Caveat: test-code string
literals were renamed too, so some `cargo test` assertions may need updating.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
71 lines
2.8 KiB
Markdown
71 lines
2.8 KiB
Markdown
# GPUI Examples
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Examples can be run from the Joule repository root:
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```sh
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cargo run -p gpui --example hello_world
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```
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## Where to start
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- `hello_world` shows the basic shape of a GPUI application: create an
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`Application`, open a window, create a root view, and render a `div`.
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- `input` demonstrates text input, focus, selections, clipboard actions, and
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keyboard bindings.
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- `uniform_list` shows how to render a simple virtualized list.
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- `testing` demonstrates `#[gpui::test]`, `TestAppContext`, actions, focus, and
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window-based tests.
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## Layout and styling
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- `grid_layout` demonstrates CSS-grid-style layout.
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- `opacity` demonstrates opacity styling.
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- `pattern` shows patterned backgrounds.
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- `shadow` demonstrates box shadows.
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- `text` shows styled text rendering.
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- `text_layout` demonstrates text alignment, decoration, weights, and wrapping.
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- `text_wrapper` shows wrapping text content.
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## Interaction
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- `anchor` demonstrates anchored positioning.
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- `data_table` combines virtualized list rendering with table-style rows and a
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custom scrollbar.
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- `drag_drop` shows draggable elements and drop targets.
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- `focus_visible` demonstrates keyboard-visible focus styling.
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- `mouse_pressure` demonstrates pressure-sensitive pointer input where supported.
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- `popover` shows floating layers with `deferred` and `anchored`.
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- `scrollable` demonstrates scrollable content.
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- `tab_stop` shows keyboard tab navigation.
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## Images, drawing, and animation
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- `animation` demonstrates GPUI animations and animated SVG transforms.
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- `gif_viewer` shows GIF rendering.
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- `gradient` demonstrates linear gradients and color spaces.
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- `image` shows local and remote image loading, image sizing, and asset setup.
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- `image_gallery` demonstrates image caching and loading remote images.
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- `image_loading` shows image loading states and asset loading.
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- `painting` demonstrates custom drawing with paths and canvas.
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- `svg` shows SVG rendering.
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## Windows and application behavior
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- `move_entity_between_windows` shows moving an entity between windows.
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- `on_window_close_quit` demonstrates quitting when a window closes.
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- `set_menus` shows application menu setup.
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- `window` demonstrates creating normal, dialog, popup, and floating windows.
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- `window_positioning` demonstrates window bounds and placement.
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- `window_shadow` demonstrates window shadow styling.
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## Specialized examples
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These examples are useful when working on GPUI itself, but they may not be the
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best starting point for new applications:
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- `active_state_bug` is a focused active-state reproduction.
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- `layer_shell` demonstrates Linux layer-shell windows.
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- `list_example` demonstrates bottom-aligned list state and scrollbar behavior.
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- `ownership_post` supports the ownership and data-flow documentation.
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- `paths_bench` is a path rendering benchmark.
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- `tree` renders a deep tree of nested elements.
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