This PR adds a new `PlatformKeyboardLayout` trait with two methods:
`id(&self) -> &str` and `name(&self) -> &str`. The `id()` method returns
a unique identifier for the keyboard layout, while `name()` provides a
human-readable name. This distinction is especially important on
Windows, where the `id` and `name` can be quite different. For example,
the French layout has an `id` of `0000040C`, which is not
human-readable, whereas the `name` would simply be `French`. Currently,
the existing `keyboard_layout()` method returns what's essentially the
same as `id()` in this new design.
This PR implements the `name()` method for both Windows and macOS. On
Linux, for now, `name()` still returns the same value as `id()`.
Release Notes:
- N/A
Seems to be very similar to
https://github.com/zed-industries/zed/pull/28059
Edit: Updated the reproduction-steps as I missed something.
The method without a check currently causes my debug-builds to crash on
the regular if I:
- Run a debug build and open it fullscreen in a dedicated space on my
Mac.
- Work on any of the built-in languages (e.g. remove some content from
any `highlights.scm`)
- Reopen the workspace with the debug-build.
- Crash.
~~We might actually be able to revert the changes made in
https://github.com/zed-industries/zed/pull/21510 and just add the
null-check. Then again, I am not at all sure whether that would work.~~
See comment below.
Release Notes:
- N/A
Use the `NSOperatingSystemVersion` struct provided by the cocoa crate
instead of our own. Additionally we can directly use
`isOperatingSystemAtLeastVersion` instead of manually implementing
version comparison logic.
The `isOperatingSystemAtLeastVersion` instance method has been available
since MacOS 10.10, which released a decade ago.
Documentation for `isOperatingSystemAtLeastVersion `:
https://developer.apple.com/documentation/foundation/nsprocessinfo/1414876-isoperatingsystematleastversion
Release Notes:
- N/A
While building my own application using GPUI, I found that the `key_up`
event doesn't fire on Windows or macOS, with each platform failing for
different reasons. These events aren't used anywhere in Zed yet, so it
makes sense that the issue hasn't already been caught.
I don't have a Linux machine set up right now, so I don't know if these
events fire correctly on Linux or not.
---
Without this fix, a simple layout like the following:
```rust
div()
.on_key_down(cx.listener(|_, event, _, _| println!("Key down: {:?}", event)))
.on_key_up(cx.listener(|_, event, _, _| println!("Key up: {:?}", event)));
```
...would result in the following logs if the 'a' key was pressed:
```text
Key down: KeyDownEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: Some("a") }, is_held: false }
<eof>
```
With this fix, the `key_up` event fires correctly, resulting in the
following logs:
```text
Key down: KeyDownEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: Some("a") }, is_held: false }
Key up: KeyUpEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: None } }
<eof>
```
---
I've made the assumption that the `key_char` field shouldn't be set on
the `key_up` event since, unlike the `key_down` event, it's not an event
that may produce a character.
Happy to make any changes to this PR as required. If it would be
preferable to test this on Linux as well before it's merged, let me know
and I'll sort something out.
Hopefully this makes the experience of building new applications on GPUI
smoother, and potentially saves the Zed team some time if this event is
ever used in the future.
Release Notes:
- N/A
Swift bindings BEGONE
Release Notes:
- Switched from using the Swift LiveKit bindings, to the Rust bindings,
fixing https://github.com/zed-industries/zed/issues/9396, a crash when
leaving a collaboration session, and making Zed easier to build.
---------
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Co-authored-by: Michael Sloan <michael@zed.dev>
Closes#4461
Take 2 on https://github.com/zed-industries/zed/pull/25040.
Fixes panic caused due to using `setHiddenUntilMouseMoves` return type
to `set` cursor on macOS.
Release Notes:
- Now cursor hides when the user is typing in editor. It will stay
hidden until it is moved again. This behavior is `true` by default, and
can be configured with `hide_mouse_while_typing` in settings.
---------
Co-authored-by: Peter Tripp <peter@zed.dev>
Co-authored-by: Thomas Mickley-Doyle <thomas@zed.dev>
Co-authored-by: Agus <agus@zed.dev>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Agus Zubiaga <hi@aguz.me>
Co-authored-by: Angelk90 <angelo.k90@hotmail.it>
Closes#4640
About the support limit of Fn:
Mac F1-F35
Win F1-F24
Linux F1-F35
Terminal F1-F20
Release Notes:
- Improved support for extended keyboards on Mac (F20-F35)
Closes #ISSUE
[git: Use font size to determine pattern slash width
#26446](https://github.com/zed-industries/zed/pull/26446)
This PR only uses font size as the slant line width, and here it further
uses line height as the slant line interval control.
before

now

big line height

Release Notes:
- N/A *or* Added/Fixed/Improved ...
Take 2 on https://github.com/zed-industries/zed/pull/26600. Now, it
doesn't break remote development.
Instead of using it in `build_classes`, it's now used in the `open`
method while creating a window. I found similar usage in other places
over internet.
Release Notes:
- Fixed issue where Zed would show mac native tabs when opening new
fullscreen windows on macOS.
Closes#26534
Recently, we fixed a title bar transparency issue that only occurred on
macOS 15.3 and later. PR:
https://github.com/zed-industries/zed/pull/26403
However, this seems to have broken multi-window fullscreen behavior on
earlier macOS versions. This PR adds versioning so that the title bar
transparency fix only applies to macOS 15.3.0 and later.
No release notes, as this bug only exists on main right now.
Release Notes:
- N/A
Co-authored-by: MrSubidubi <dev@bahn.sh>
Closes#25483
Currently, macOS doesn't support showing multi-keystroke shortcuts in
menu items. We can use an attributed string to differentiate them, but
that breaks consistency with traditional shortcuts.
This PR removes the hack of concatenating the multi-keystroke shortcut
to the title, as it looked a bit janky.
Release Notes:
- N/A
Closes#23735
This PR fixes an issue where Zed shows a transparent title bar in
fullscreen mode on macOS instead of the default gray one.
When switching to fullscreen mode, we change the title bar appearance to
opaque. When exiting fullscreen mode, we check the existing
`appears_transparent` flag that we pass to gpui to decide whether to
change the title bar back to transparent or not.
Note: Regardless of the `appears_transparent` flag, gpui should always
show an opaque title bar in fullscreen mode to prevent a broken
appearance, as macOS always displays the title bar in fullscreen mode
upon mouse interaction.
https://github.com/user-attachments/assets/211fb185-239b-454e-ac7f-b93b25d33805
Release Notes:
- Fixed issue where Zed showed transparent titlebar in fullscreen mode
on macOS.
This reverts commit a8610fbd13.
I've been seeing some reports of segmentation faults that appear to
point to this change as the culprit.
Closes#25366.
Release Notes:
- Community: Reverted #25040, so remove the corresponding entry from the
release notes.
Closes https://github.com/zed-industries/zed/issues/4461
This PR improves the coding experience by hiding the mouse while the
user is typing so it does not accidentally get in their way, making it
challenging to ready characters in the editor.
Release Notes:
- The following PR hides the cursor when the user is typing by adding a
new cursor style called `None`.
- Assuming the user does not move the mouse, it will stay hidden until
it is moved again.
https://github.com/user-attachments/assets/6ba9f2ee-b9f3-4595-81e4-e9d986da4a39
---------
Co-authored-by: Agus <agus@zed.dev>
Co-authored-by: Peter Tripp <peter@zed.dev>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Closes#24931
We've flipped back and forth at least once on whether the last or first
added keybinding should be shown in different contexts (See
[this](https://github.com/zed-industries/zed/issues/23621#issuecomment-2614061385)
as well as #23621 and the subsequent #23660)
This PR attempts to pick a side to stick with so that we are at least
consistent until #23660 is resolved and we have a way to determine which
keybinds to display in a manner that is both consistent and not
confusing
Release Notes:
- N/A
Release Notes:
- Render unstaged hunks in the project diff editor with a slashed
background
---------
Co-authored-by: maxbrunsfeld <max@zed.dev>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
This PR updates function signatures, docstrings, and gpui's other
documentation to reflect it's new state following the merge of `Model`
and `View` into `Entity` as well as the removal of `WindowContext`.
Release Notes:
- N/A
Closes#14170
To fix this, Zed needs to handle swipe events on its NSView. Logitech
mice don't send the usual Mouse4 and Mouse5 buttons but emulate swipe
gestures according to these websites:
- https://superuser.com/a/1216049
- https://sensible-side-buttons.archagon.net/
Of course, the user can map these buttons to something else in the
device's driver. Most IDEs (VSCode, IntelliJ) handle that correctly by
default so it would be good to follow that pattern.
Since it's my first contribution here, please let me know if I need to
enhance this PR to make it good enough for the main branch.
Release Notes:
- Fixed mouse navigation buttons on some devices (Logitech, Mac OS)
Closes#20762
Release Notes:
- N/A
---
Enable MSAA for Anti-Aliasing to Path (`cx.paint_path`) for drawing a
better vector graphics.
```bash
cargo run -p gpui --example gradient --features macos-blade
cargo run -p gpui --example gradient
cargo run -p gpui --example painting --features macos-blade
cargo run -p gpui --example painting
```
**Before**
<img width="1089" alt="image"
src="https://github.com/user-attachments/assets/0ae7240f-4ba9-4ef5-896c-e436c1282770"
/>
**After**
<img width="944" alt="image"
src="https://github.com/user-attachments/assets/71a07ae8-be54-452c-aacc-b8cec1f810c0"
/>
## TODO
- [x] Support Metal and Blade.
- [x] Detect system support to set up sample count.
- [x] Fix extra lines between Path vertices wait #22808 to merge.
Ref https://github.com/kvark/blade/pull/213
Ask @kvark to review.
I am not sure if there is anything I missed. I modified it according to
the
[particle](https://github.com/kvark/blade/tree/main/examples/particle)
example of Blade project. But the difference is that after the first
MSAA render, I did not do it a second time, I tested it and found it was
not necessary.
TODO:
- [x] BackgroundOrientation
- [x] PatternDash
- [x] `pattern_horizontal_dash` & `pattern_vertical_dash`
- [x] Metal dash shader
- [x] Blade dash shader
- [x] Update ui::Divider to use new pattern
---
This PR introduces proper dashed dividers using the new `PatternDash`
background shader.

Before this we were using 128 elements to create a dashed divider, which
is both expensive, and would not scale beyond a certain size. This
allows us to simplify the divider element as well.
Changes:
- Adds `BackgroundOrientation` to `gpui::color::Background` to allow
specifying a direction for a pattern
- Adds the PatternDash pattern variant
- Updates `ui::Divider`'s dashed variants to be more efficient
Misc:
- Documents the `ui::Divider` component
- Treat `.metal` files as `C` in the Zed project until we get some metal
syntax highlighting.
Release Notes:
- N/A
TODO:
- [x] Add BackgroundTag::PatternSlash
- [x] Support metal slash pattern fills
- [x] Support blade slash pattern fills
---
Adds support for a new background type in gpui, `pattern_slash`.
Usage:
```rust
div().size(px(56.0)).bg(pattern_slash(gpui::red()))
```
This will create a 56px square with a red slash pattern fill.
You can run the pattern example with `cargo run -p gpui --example
pattern`:

---
After talking with @as-cii at length about how we want to support
patterns in gpui, we decided for now we'll simply add a new
BackgroundTag specific to this pattern.
It isn't the best long term plan however – we'll likely want to
introduce the concept of a `Fill` at some point so we can have
`Fill::Solid`, `Fill::Gradient(LinearGradient)`, etc in the future.
The pattern is designed to seamlessly tile vertically for elements of
the same height. For example, for use in editor line backgrounds:

---
Release Notes:
(do we do gpui release notes?)
- Adds support for slash pattern fills in `gpui`.
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Closes#23621
Change was in #23378. Also adds a comment to clarify why this is
inconsistent with all other uses of `bindings_for_action`.
Release Notes:
- N/A
Closes#23015
Release Notes:
- Improved which keybindings are selected for display. Now later entries
within `bindings` will take precedence. The default keymaps have been
updated accordingly.