- effect_stack: the params view is cached per effect (recreation per
render killed in-progress slider drags and clicks); new
LibraryEffectDrag payload + AddTypeRequested event let an effect
dragged from the app's effect library drop onto the stack at the
indicator position
- timeline: left-press selects clips (plain press selects an
unselected clip, keeps multi-selection on a selected one for group
drags, Ctrl/Cmd toggles membership)
- node_graph: graph_position_at() converts a window-space point (drop
position) to graph space
NodeGraphView::set_selection selects nodes programmatically (emitting
SelectionChanged); EffectStackDataSource::selected_effect highlights
the chosen card and EffectStackEvent::CardSelected reports card clicks
— the two-way clip/node selection sync between the timeline, node
editor and inspector.
* Add text spacing and transform style plumbing
* Apply byte-stable transforms and spacing-aware truncation
* Add platform letter spacing support
* Fix scheduler clippy warning
* Refresh dependency lockfile
* Fix CI for text spacing changes
* Add text transform preview example
This reverts commit 082b80ec89.
This broke clicking, e.g. in snippets like
```rs
let x = vec![
1, 2, //
3,
];
```
clicking between `2` and `,` is quite off now.
Release Notes:
- N/A
Supersedes https://github.com/zed-industries/zed/pull/39910
At some point, these two (`index_for_x` and `closest_index_for_x`)
methods where separated out and some code paths used one, while other
code paths took the other. That said, their behavior is almost
identical:
- `index_for_x` computes the index behind the pixel offset, and returns
`None` if there's an overshoot
- `closest_index_for_x` computes the nearest index to the pixel offset,
taking into account whether the offset is over halfway through or not.
If there's an overshoot, it returns the length of the line.
Given these two behaviors, `closest_index_for_x` seems to be a more
useful API than `index_for_x`, and indeed the display map and other core
editor features use it extensively. So this PR is an experiment in
simply replacing one behavior with the other.
Release Notes:
- Improved the accuracy of mouse selections in Markdown
Release Notes:
- N/A
---
https://github.com/user-attachments/assets/d46b77ae-88ba-43da-93ad-3656a7fecaf9
The system menu is only support for macOS, so here just modify the macOS
platform special code.
The Windows, Linux used `ApplicationMenu`, I have already added
`checked` option to Zed's ContextMenu.
Then later when this PR merged, we can improve "View" menu to show check
state to panels (Project Panel, Outline Panel, ...).
This reintroduces `layer_shell` support after #32651 was reverted. On
top of that, it allows setting options for the created surface,
restricts the enum variant to the `wayland` feature, and adds an example
that renders a clock widget using the protocol.
I've renamed the `WindowKind` variant to `LayerShell` from `Overlay`,
since the protocol can also be used to render wallpapers and such, which
doesn't really fit with the word.
Things I'm still unsure of:
- We need to get the layer options types to the user somehow, but
nothing from the `platform::linux` crate was exported, I'm assuming
intentionally. I've kept the types inside the module (instead of doing
`pub use layer_shell::*` to not pollute the global namespace with
generic words like `Anchor` or `Layer` Let me know if you want to do
this differently.
- I've added the options to the `WindowKind` variant. That's the only
clean way I see to supply them when the window is created. This makes
the kind no longer implement `Copy`.
- The options don't have setter methods yet and can only be defined on
window creation. We'd have to make fallible functions for setting them,
which only work if the underlying surface is a `layer_shell` surface.
That feels un-rust-y.
CC @zeroeightysix
Thanks to @wuliuqii, whose layer-shell implementation I've also looked
at while putting this together.
Release Notes:
- Add support for the `layer_shell` protocol on wayland
---------
Co-authored-by: Ridan Vandenbergh <ridanvandenbergh@gmail.com>
Fixes a bug in https://github.com/zed-industries/zed/pull/39928
The bug caused all completions to appear in bold-face
Release Notes:
- Fixed a bug where bold-face font was applied to the wrong characters
in items in the autocomplete menu
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Close#35715
Release Notes:
- Fixed to wrap long URLs in editor.
<img width="836" height="740" alt="image"
src="https://github.com/user-attachments/assets/635ce792-5f19-4c76-b131-0d270d09b103"
/>
I remember when I was working on CJK line wrapping support in the early
days, I considered making `\` a line wrapping character, but for some
reason it was on the list of characters that were not allowed to wrap.
In reference to VS Code, it looks like `&`, `/`, `?` should wrap, so I
removed all of them.
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Release Notes:
- N/A
---
- Set `.SystemUIFont` as the GPUI default font.
- Add `Arial` to font fallback list.
- Add `Adwaita Sans` to default fallback list for Gnome.
- Move `Ubuntu` font to front of Gnome to make sure Ubuntu System takes
priority over `Ubuntu` font.
Our application get some crash report:
```
panicked at /Users/admin/.cargo/git/checkouts/zed-a70e2ad075855582/f1db3b4/crates/gpui/src/text_system.rs:150:9:
failed to resolve font 'Helvetica' or any of the fallbacks: Zed Plex Mono, Helvetica, Segoe UI, Cantarell, Ubuntu, Noto Sans, DejaVu Sans
```
This change to add `Arial` to fallback list, this font was included in
macOS and Windows.
Ref link (search "Arial"):
> Mac OS X (now known as [macOS](https://en.wikipedia.org/wiki/MacOS))
was the first Mac OS version to include Arial;
> https://en.wikipedia.org/wiki/Arial
- macOS Sequoia: https://support.apple.com/en-us/120414
- Windows 10:
https://learn.microsoft.com/en-us/typography/fonts/windows_10_font_list
- Gnome: https://developer.gnome.org/hig/guidelines/typography.html
Rendering breaks when both an element and its parent have opacity set.
The following code reproduces the issue:
```rust
struct Repro;
impl Render for Repro {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
fn make_box(bg: impl Into<Fill>) -> impl IntoElement {
div().size_8().bg(bg).hover(|style| style.opacity(0.5))
}
div()
.flex()
.items_center()
.justify_center()
.size(px(500.0))
.hover(|style| style.opacity(0.5))
.child(make_box(gpui::red()))
.child(make_box(gpui::green()))
.child(make_box(gpui::blue()))
}
}
```
Before (broken behavior):
https://github.com/user-attachments/assets/2c5c1e31-88b2-4f39-81f8-40060e3fe958
The child element resets its parent and siblings' opacity, which is an
unexpected behavior.
After (fixed behavior):
https://github.com/user-attachments/assets/48527033-b06f-4737-b6c3-0ee3d133f138
Release Notes:
- Fixed an issue where nested opacity is rendered incorrectly.
Closes#5355
Release Notes:
- Fixed rendering glitches with files with more than 16 million lines
(that occured due to floating number rounding errors).
---------
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
This reverts commit ed7bd5a8ed.
We noticed this PR causes the editor to hang if you hold down any of the
menu item actions like ctrl+z, ctrl+x, etc
Release Notes:
- Fixed macOS menu item actions hanging the editor when their key
combination is held down
On macOS, traditionally when a keyboard shortcut is activated, the menu
in the menu bar flashes to indicate that the action was recognised.
<img width="289" height="172" alt="image"
src="https://github.com/user-attachments/assets/a03ecd2f-f159-4f82-b4fd-227f34393703"
/>
This PR adds this functionality to GPUI, where when a keybind is pressed
that triggers an action in the menu, the menu flashes.
Release Notes:
- N/A
Extracts and cleans up GPUI's scheduler code into a new `scheduler`
crate, making it pluggable by external runtimes. This will enable
deterministic integration testing with cloud components by providing a
unified test scheduler across Zed and backend code. In Zed, it will
replace the existing GPUI scheduler for consistent async task management
across platforms.
## Changes
- **Core Implementation**: `TestScheduler` with seed-based
randomization, session tracking (`SessionId`), and foreground/background
task separation for reproducible testing.
- **Executors**: `ForegroundExecutor` (!Send, thread-local) and
`BackgroundExecutor` (Send, with blocking/timeout support) as
GPUI-compatible wrappers.
- **Clock and Timer**: Controllable `TestClock` and future-based `Timer`
for time-sensitive tests.
- **Testing APIs**: `once()`, `with_seed()`, and `many()` methods for
configurable test runs.
- **Dependencies**: Added `async-task`, `chrono`, `futures`, etc., with
updates to `Cargo.toml` and lock file.
## Benefits
- **Integration Testing**: Facilitates reliable async tests involving
cloud sessions, reducing flakiness via deterministic execution.
- **Pluggability**: Trait-based design (`Scheduler`) allows easy
integration into non-GPUI runtimes while maintaining GPUI compatibility.
- **Cleanup**: Refactors GPUI scheduler logic for clarity, correctness
(no `unwrap()`, proper error handling), and extensibility.
Follows Rust guidelines; run `./script/clippy` for verification.
- [x] Define and test a core scheduler that we think can power our cloud
code and GPUI
- [ ] Replace GPUI's scheduler
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
This reverts commit 40199266b6.
The issue with the commit is: ContentMask<Pixels>::intersect is doing
intersection of corner radii which makes inner containers use the max
corner radius out of all the parents when it should be more complex to
correctly clip children (clip sorting..?)
Release Notes:
- N/A
This removes around 900 unnecessary clones, ranging from cloning a few
ints all the way to large data structures and images.
A lot of these were fixed using `cargo clippy --fix --workspace
--all-targets`, however it often breaks other lints and needs to be run
again. This was then followed up with some manual fixing.
I understand this is a large diff, but all the changes are pretty
trivial. Rust is doing some heavy lifting here for us. Once I get it up
to speed with main, I'd appreciate this getting merged rather sooner
than later.
Release Notes:
- N/A
Release Notes:
- N/A
---
In the same vein as #29538, the "Services" menu on macOS depended on the
text being exactly "Services", not allowing for i18n of the menu name.
This PR introduces a new menu type called `OsMenu` that defines a
special menu that can be populated by the system. Currently, it takes
one enum value, `ServicesMenu` that tells the system to populate its
contents with the items it would usually populate the "Services" menu
with.
An example of this being used has been implemented in the `set_menus`
example:
`cargo run -p gpui --example set_menus`
---
Point to consider:
In `mac/platform.rs:414` the existing code for setting the "Services"
menu remains for backwards compatibility. Should this remain now that
this new method exists to set the menu, or should it be removed?
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
This allows debugging Zed with Renderdoc, and also fixes an issue where
glyphs' bounds were miscalculated for certain sizes and scale factors.
Release Notes:
- N/A
---------
Co-authored-by: Kate <kate@zed.dev>
Co-authored-by: Julia <julia@zed.dev>
Co-authored-by: Junkui Zhang <364772080@qq.com>
This fixes an issue with tab indices where we would actually focus the
second focus handle on first focus instead of the first one. The test
was updated accordingly.
Release Notes:
- N/A
---------
Co-authored-by: Jason Lee <huacnlee@gmail.com>