Commit Graph
619 Commits
Author SHA1 Message Date
Lukas Wirth 62083fe796 gpui: Do not render ligatures between different styled text runs (#37175)
Currently when we render text with differing styles adjacently we might
form a ligature between the text, causing the ligature forming
characters to take on one of the two styles. This can especially become
confusing when a ligature is formed between actual text and inlay hints.

Annoyingly, the only ways to prevent this with core text is to either
render each run separately, or to insert a zero-width non-joiner to
force core text to break the ligatures apart, as it otherwise will merge
subsequent font runs of the same fonts.

We currently do layouting on a per line basis and it is unlikely we want
to change that as it would incur a lot of complexity and annoyances to
merge things back into a line, so this goes with the other approach of
inserting ZWNJ characters instead.

Note that neither linux nor windows seem to currently render ligatures,
so this only concerns macOS rendering at the moment.

Release Notes:

- Fixed ligatures forming between real text and inlay hints on macOS
2025-09-01 09:49:52 +02:00
Gaauwe Rombouts a852bcc094 Improve system window tabs visibility (#37244)
Follow up of https://github.com/zed-industries/zed/pull/33334

After chatting with @MrSubidubi we found out that he had an old defaults
setting (most likely from when he encountered a previous window tabbing
bug):
```
❯ defaults read dev.zed.Zed-Nightly
{
    NSNavPanelExpandedSizeForOpenMode = "{800, 448}";
    NSNavPanelExpandedSizeForSaveMode = "{800, 448}";
    NSNavPanelExpandedStateForSaveMode = 1;
    NSOSPLastRootDirectory = {length = 828, bytes = 0x626f6f6b 3c030000 00000410 30000000 ... dc010000 00000000 };
    "NSWindow Frame NSNavPanelAutosaveName" = "557 1726 800 448 -323 982 2560 1440 ";
    "NSWindowTabbingShoudShowTabBarKey-GPUIWindow-GPUIWindow-(null)-HT-FS" = 1;
}
```

> That suffix is AppKit’s fallback autosave name when no tabbing
identifier is set. It encodes the NSWindow subclass (GPUIWindow), plus
traits like HT (hidden titlebar) and FS (fullscreen).

Which explains why it only happened on the Nightly build, since each
bundle has it's own defaults. It also explains why the tabbar would
disappear when he activated the `use_system_window_tabs` setting,
because with that setting activated, the tabbing identifier becomes
"zed" (instead of the default one when omitted) for which he didn't have
the `NSWindowTabbingShoudShowTabBarKey` default.

The original implementation was perhaps a bit naive and relied fully on
macOS to determine if the tabbar should be shown. I've updated the code
to always hide the tabbar, if the setting is turned off and there is
only 1 tab entry.

While testing, I also noticed that the menu's like 'merge all windows'
wouldn't become active when the setting was turned on, only after a full
workspace reload. So I added a setting observer as well, to immediately
set the correct window properties to enable all the features without a
reload.

Release Notes:

- N/A
2025-08-31 18:24:00 -06:00
张小白 ff03dda90a Refactor KeybindingKeystroke (#37065)
This pull request refactors the `KeybindingKeystroke` struct and related
code to improve platform abstraction. The changes centralize
platform-specific logic within `KeybindingKeystroke` and update its
usage throughout the codebase, making the API more consistent and less
error-prone.



Release Notes:

- N/A
2025-08-28 08:40:43 +00:00
Gaauwe RomboutsandConrad Irwin 78c2f1621d Add macOS window tabs (#33334)
Closes https://github.com/zed-industries/zed/issues/14722
Closes https://github.com/zed-industries/zed/issues/4948
Closes https://github.com/zed-industries/zed/issues/7136

Follow up of https://github.com/zed-industries/zed/pull/20557 and
https://github.com/zed-industries/zed/pull/32238.

Based on the discussions in the previous PRs and the pairing session
with @ConradIrwin I've decided to rewrite it from scratch, to properly
incorporate all the requirements. The feature is opt-in, the settings is
set to false by default. Once enabled via the Zed settings, it will
behave according to the user’s system preference, without requiring a
restart — the next window opened will adopt the new behavior (similar to
Ghostty).

I’m not entirely sure if the changes to the Window class are the best
approach. I’ve tried to keep things flexible enough that other
applications built with GPUI won’t be affected (while giving them the
option to still use it), but I’d appreciate input on whether this
direction makes sense long-term.



https://github.com/user-attachments/assets/9573e094-4394-41ad-930c-5375a8204cbf

### Features
* System-aware tabbing behavior
* Respects the three system modes: Always, Never, and Fullscreen
(default on macOS)
* Changing the Zed setting does not require a restart — the next window
reflects the change
* Full theme support
    * Integrates with light and dark themes
* [One
Dark](https://github.com/user-attachments/assets/d1f55ff7-2339-4b09-9faf-d3d610ba7ca2)
* [One
Light](https://github.com/user-attachments/assets/7776e30c-2686-493e-9598-cdcd7e476ecf)
    * Supports opaque/blurred/transparent themes as best as possible
* [One Dark -
blurred](https://github.com/user-attachments/assets/c4521311-66cb-4cee-9e37-15146f6869aa)
* Dynamic layout adjustments
    * Only reserves tab bar space when tabs are actually visible
* [With
tabs](https://github.com/user-attachments/assets/3b6db943-58c5-4f55-bdf4-33d23ca7d820)
* [Without
tabs](https://github.com/user-attachments/assets/2d175959-5efc-4e4f-a15c-0108925c582e)
* VS Code compatibility
* Supports the `window.nativeTabs` setting in the VS Code settings
importer
* Command palette integration
    * Adds commands for managing tabs to the command palette
* These can be assigned to keyboard shortcuts as well, but didn't add
defaults as to not reserve precious default key combinations

Happy to pair again if things can be improved codewise, or if
explanations are necessary for certain choices!



Release Notes:
* Added support for native macOS window tabbing. When you set
`"use_system_window_tabs": true`, Zed will merge windows in the same was
as macOS: by default this happens only when full screened, but you can
adjust your macOS settings to have this happen on all windows.

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2025-08-28 03:51:22 +00:00
Floyd Wang 9ca4fb16b2 gpui: Support disabling window resizing and minimizing (#36859)
Add support to disable both window resizing and minimizing.

| | macOS | Windows |
| - | - | - |
| **Unresizable** | <img width="412" height="440"
alt="SCR-20250822-qpea"
src="https://github.com/user-attachments/assets/d6d45510-dc4b-436f-a9fa-ce9cb0b0c411"
/> | <img width="276" height="298" alt="2025-08-22 110757"
src="https://github.com/user-attachments/assets/9deff498-e903-4173-9c26-072dd9409fc1"
/> |
| **Unminimizable** | <img width="412" height="440"
alt="SCR-20250822-qpfl"
src="https://github.com/user-attachments/assets/e1d5f9eb-6de5-4908-8b52-38ccb2e65689"
/> | <img width="276" height="298" alt="2025-08-22 110814"
src="https://github.com/user-attachments/assets/da94b006-3544-4274-8b02-1cab7ca8dd70"
/> |

Release Notes:

- N/A
2025-08-27 10:26:57 -07:00
张小白andKate fff0ecead1 windows: Fix keystroke & keymap (#36572)
Closes #36300

This PR follows Windows conventions by introducing
`KeybindingKeystroke`, so shortcuts now show up as `ctrl-shift-4`
instead of `ctrl-$`.

It also fixes issues with keyboard layouts: when `use_key_equivalents`
is set to true, keys are remapped based on their virtual key codes. For
example, `ctrl-\` on a standard English layout will be mapped to
`ctrl-ё` on a Russian layout.


Release Notes:

- N/A

---------

Co-authored-by: Kate <kate@zed.dev>
2025-08-27 03:24:50 +08:00
tidely 7bdc99abc1 Fix clippy::redundant_clone lint violations (#36558)
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
2025-08-20 12:20:13 +02:00
Piotr Osiewicz cf7c64d77f lints: A bunch of extra style lint fixes (#36568)
- **lints: Fix 'doc_lazy_continuation'**
- **lints: Fix 'doc_overindented_list_items'**
- **inherent_to_string and io_other_error**
- **Some more lint fixes**
- **lints: enable bool_assert_comparison, match_like_matches_macro and
wrong_self_convention**


Release Notes:

- N/A
2025-08-20 12:05:58 +02:00
Piotr Osiewicz 6825715503 Another batch of lint fixes (#36521)
- **Enable a bunch of extra lints**
- **First batch of fixes**
- **More fixes**

Release Notes:

- N/A
2025-08-19 20:33:44 +00:00
Piotr Osiewicz 05fc0c432c Fix a bunch of other low-hanging style lints (#36498)
- **Fix a bunch of low hanging style lints like unnecessary-return**
- **Fix single worktree violation**
- **And the rest**

Release Notes:

- N/A
2025-08-19 21:26:17 +02:00
Piotr Osiewicz 8f567383e4 Auto-fix clippy::collapsible_if violations (#36428)
Release Notes:

- N/A
2025-08-19 13:27:24 +00:00
Piotr Osiewicz 9e0e233319 Fix clippy::needless_borrow lint violations (#36444)
Release Notes:

- N/A
2025-08-18 21:54:35 +00:00
Anthony Eid 3a3df5c011 gpui: Add support for custom prompt text in PathPromptOptions (#36410)
This will be used to improve the clarity of the git clone UI

### MacOS
<img width="1322" height="128" alt="image"
src="https://github.com/user-attachments/assets/3e511143-12c1-4440-89dd-841b21b2e98e"
/>

### Windows 
<img width="338" height="80" alt="image"
src="https://github.com/user-attachments/assets/766d08d6-0c72-4175-ad24-59dc6188d5f1"
/>

### Linux

<img width="387" height="72" alt="Screenshot From 2025-08-18 15-32-06"
src="https://github.com/user-attachments/assets/3125a7c4-3975-462a-a547-d5d4fac48f22"
/>



Release Notes:

- N/A
2025-08-18 19:48:02 +00:00
Smit Barmase 7dc4adbd40 gpui: Fix crash when starting Zed on macOS during texture creation (#36382)
Closes #36229

Fix zero-sized texture creation that triggers a SIGABRT in the Metal
renderer. Not sure why this happens yet, but it likely occurs when
`native_window.contentView()` returns a zero `NSSize` during initial
window creation, before the view size is computed.

Release Notes:

- Fixed a rare startup crash on macOS.
2025-08-18 08:16:17 +05:30
Igal Tabachnik 7993ee9c07 Suggest unsaved buffer content text as the default filename (#35707)
Closes #24672

This PR complements a feature added earlier by @JosephTLyons (in
https://github.com/zed-industries/zed/pull/32353) where the text is
considered as the tab title in a new buffer. It piggybacks off that
change and sets the title as the suggested filename in the save dialog
(completely mirroring the same functionality in VSCode):

![2025-08-05 11 50
28](https://github.com/user-attachments/assets/49ad9e4a-5559-44b0-a4b0-ae19890e478e)

Release Notes:

- Text entered in a new untitled buffer is considered as the default
filename when saving
2025-08-15 17:26:38 +02:00
Conrad Irwin bd61eb0889 Use IBM Plex Sans / Lilex (#36084)
The Zed Plex fonts were found to violate the OFL by using the word Plex
in the name.

Lilex has better ligatures and box-drawing characters than Zed Plex
Mono, but Zed Plex Sans should be identical
to IBM Plex Sans.

Closes #15542
Closes zed-industries/zed-fonts#31

Release Notes:

- The "Zed Plex Sans" and "Zed Plex Mono" fonts have been replaced with
"IBM Plex Sans" and "Lilex". The old names still work for backward
compatibility. Other than fixing line-drawing characters, and improving
the ligatures, there should be little visual change as the fonts are all
of the same family.
- Introduced ".ZedSans" and ".ZedMono" as aliases to allow us to easily
change the default fonts in the future. These currently default to "IBM
Plex Sans" and "Lilex" respectively.
2025-08-13 13:25:52 -06:00
Victor TranandMikayla Maki fa3d0aaed4 gpui: Allow selection of "Services" menu independent of menu title (#34115)
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>
2025-08-11 21:10:14 +00:00
localcc 702a95ffb2 Fix underline DPI (#35816)
Release Notes:

- Fixed wavy underlines looking inconsistent on different displays
2025-08-11 13:57:30 +02:00
Kirill Bulatov 95e302fa68 Properly use static instead of const for global types that need a single init (#35955)
Release Notes:

- N/A
2025-08-10 18:01:54 +00:00
Max Brunsfeld 40129147c6 Respect paths' content masks when copying them from MSAA texture to drawable (#35688)
Fixes a regression introduced in
https://github.com/zed-industries/zed/pull/34992

### Background

Paths are rendered first to an intermediate MSAA texture, and then
copied to the final drawable. Because paths can have transparency, it's
important that pixels are not copied repeatedly if paths have
overlapping bounding boxes. When N paths have the same draw order, we
infer that they must have disjoint bounding boxes, so that we can copy
them each individually (as opposed to copying a single rect that
contains them all). Previously, the bounding box that we were using to
copy paths was not accounting for the path's content mask (but it is
accounted for in the bounds tree that determines their draw order).


This cause bugs like this, where certain path pixels spuriously had
their opacity doubled:


https://github.com/user-attachments/assets/d792e60c-790b-49ad-b435-6695daba430f

This PR fixes that bug.

* [x] mac
* [x] linux
* [x] windows

Release Notes:

- Fixed a bug where a selection's opacity was computed incorrectly when
it overlapped with another editor's selections in a certain way.
2025-08-05 20:40:33 -07:00
Kirill Bulatov 4d66d967f2 Revert "gpui: Implement support for wlr layer shell (#32651)" (#35331)
This reverts commit c110f78015.

On Linux Wayland, that causes a panic:

```
already mutably borrowed: BorrowError
zed::reliability::init_panic_hook::{{closure}}::h276cc55bf0717738+165677654
std::panicking::rust_panic_with_hook::h409da73ddef13937+139331443
std::panicking::begin_panic_handler::{{closure}}::h159b61b27f96a9c2+139330666
std::sys::backtrace::__rust_end_short_backtrace::h5b56844d75e766fc+139314825
__rustc[4794b31dd7191200]::rust_begin_unwind+139329805
core::panicking::panic_fmt::hc8737e8cca20a7c8+9934576
core::cell::panic_already_mutably_borrowed::h95c7d326eb19a92a+9934403
<gpui::platform::linux::wayland::window::WaylandWindow as gpui::platform::PlatformWindow>::set_app_id::hfa7deae0be264f60+10621600
gpui::window::Window::new::h6505f6042d99702f+80424235
gpui::app::async_context::AsyncApp::open_window::h62ef8f80789a0af2+159117345
workspace::Workspace::new_local::{{closure}}::{{closure}}::h4d786ba393f391b5+160720110
gpui::app::App::spawn::{{closure}}::haf6a6ef0f9bab21c+159294806
async_task::raw::RawTask<F,T,S,M>::run::h9e5f668e091fddff+158375501
<gpui::platform::linux::wayland::client::WaylandClient as gpui::platform::linux::platform::LinuxClient>::run::h69e40feabd97f1bb+79906738
gpui::platform::linux::platform::<impl gpui::platform::Platform for P>::run::hd80e5b2da41c7d0a+79758141
gpui::app::Application::run::h9136595e7346a2c9+163935333
zed::main::h83f7ef86a32dbbfd+165755480
std::sys::backtrace::__rust_begin_short_backtrace::hb6da6fe5454d7688+168421891
std::rt::lang_start::{{closure}}::h51a50d6423746d5f+168421865
std::rt::lang_start_internal::ha8ef919ae4984948+139244369
main+168421964
__libc_start_call_main+29344125649354
__libc_start_main_impl+29344125649547
_start+12961358
```


Release Notes:

- N/A
2025-07-30 13:36:22 +00:00
Ridan VandenberghandMikayla Maki c110f78015 gpui: Implement support for wlr layer shell (#32651)
I was interested in potentially using gpui for a hobby project, but
needed [layer
shell](https://wayland.app/protocols/wlr-layer-shell-unstable-v1)
support for it. Turns out gpui's (excellent!) architecture made that
super easy to implement, so I went ahead and did it.

Layer shell is a window role used for notification windows, lock
screens, docks, backgrounds, etc. Supporting it in gpui opens the door
to implementing applications like that using the framework.

If this turns out interesting enough to merge - I'm also happy to
provide a follow-up PR (when I have the time to) to implement some of
the desirable window options for layer shell surfaces, such as:
- namespace (currently always `""`)
- keyboard interactivity (currently always `OnDemand`, which mimics
normal keyboard interactivity)
- anchor, exclusive zone, margins
- popups

Release Notes:

- Added support for wayland layer shell surfaces in gpui

---------

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-07-29 21:26:30 +00:00
Max BrunsfeldandJunkui Zhang 4d00d07df1 Render paths to a single fixed-size MSAA texture (#34992)
This is another attempt to solve the same problem as
https://github.com/zed-industries/zed/pull/29718, while avoiding the
regression on Intel GPUs.

###  Background

Currently, on main, all paths are first rendered to an intermediate
"atlas" texture, similar to what we use for rendering glyphs, but with
multi-sample antialiasing enabled. They are then drawn into our actual
frame buffer in a separate pass, via the "path sprite" shaders.

Notably, the intermediate texture acts as an "atlas" - the paths are
laid out in a non-overlapping way, so that each path could be copied to
an arbitrary position in the final scene. This non-overlapping approach
makes a lot sense for Glyphs (which are frequently re-used in multiple
places within a frame, and even across frames), but paths do not have
these properties.
* we clear the atlas every frame
* we rasterize each path separately. there is no deduping.

The problem with our current approach is that the path atlas textures
can end up using lots of VRAM if the scene contains many paths. This is
more of a problem in other apps that use GPUI than it is in Zed, but I
do think it's an issue for Zed as well. On Windows, I have hit some
crashes related to GPU memory.

In https://github.com/zed-industries/zed/pull/29718, @sunli829
simplified path rendering to just draw directly to the frame buffer, and
enabled msaa for the whole frame buffer. But apparently this doesn't
work well on Intel GPUs because MSAA is slow on those GPUs. So we
reverted that PR.

### Solution

With this PR, we rasterize paths to an intermediate texture with MSAA.
But rather than treating this intermediate texture like an *atlas*
(growing it in order to allocate non-overlapping rectangles for every
path), we simply use a single fixed-size, color texture that is the same
size as thew viewport. In this texture, we rasterize the paths in their
final screen position, allowing them to overlap. Then we simply blit
them from the resolved texture to the frame buffer.

### To do

* [x] Implement for Metal
* [x] Implement for Blade
* [x] Fix content masking for paths
* [x] Fix rendering of partially transparent paths
* [x] Verify that this performs well on Intel GPUs (help @notpeter 🙏 )
* [ ] Profile and optimize

Release Notes:

- N/A

---------

Co-authored-by: Junkui Zhang <364772080@qq.com>
2025-07-25 14:39:24 -07:00
88af35fe47 collab: Add screen selector (#31506)
Instead of selecting a screen to share arbitrarily, we'll now allow user
to select the screen to share. Note that sharing multiple screens at the
time is still not supported (though prolly not too far-fetched).

Related to #4666

![image](https://github.com/user-attachments/assets/1afb664f-3cdb-4e0a-bb29-9d7093d87fa5)

Release Notes:

- Added screen selector dropdown to screen share button

---------

Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Cole Miller <cole@zed.dev>
2025-07-21 13:44:51 +02:00
Joseph T. Lyons 9a20843ba2 Revert "gpui: Improve path rendering & global multisample anti-aliasing" (#34722)
Reverts zed-industries/zed#29718

We've noticed some issues with Zed on Intel-based Macs where typing has
become sluggish, and git bisect has seemed to point towards this PR.
Reverting for now, until we can understand why it is causing this issue.
2025-07-18 16:03:08 +00:00
d5cc1cbaa9 title_bar: Add setting to always show menu for Linux and Windows (#34139)
Closes #22869

Release Notes:

- Added `show_menus` setting to always show menu bar for Linux and
Windows.

---------

Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Danilo Leal <daniloleal09@gmail.com>
2025-07-09 09:44:11 -07:00
SunliandJason Lee 4fdda8d5a1 gpui: Improve path rendering & global multisample anti-aliasing (#29718)
Currently, the rendering path required creating a texture for each path,
which wasted a large amount of video memory. In our application, simply
drawing some charts resulted in video memory usage as high as 5G.

I removed the step of creating path textures and directly drew the paths
on the rendering target, adding post-processing global multi-sampling
anti-aliasing. Drawing paths no longer requires allocating any
additional video memory and also improves the performance of path
rendering.

Release Notes:

- N/A

---------

Co-authored-by: Jason Lee <huacnlee@gmail.com>
2025-07-02 09:41:42 -07:00
Hilmar WiegandandMichael Sloan 9dc3ac9657 gpui: Make screen capture dependency optional (#32937)
Add `screen-capture` feature to gpui to enable screen capture support.  The motivation for this is to make dependencies on scap / x11 / xcb optional.

Release Notes:

- N/A

---------

Co-authored-by: Michael Sloan <michael@zed.dev>
2025-07-02 10:15:06 -06:00
alphaArgonandPeter Tripp 1d684c8890 Add shadow back for blurred/transparent window on macOS (#27403)
Closes #15383
Closes #10993

`NSVisualEffectView` is an official API for implementing blur effects
and, by traversing the layers, we **can remove the background color**
that comes with the view. This avoids using private APIs and aligns
better with macOS’s native design.

Currently, `GPUIView` serves as the content view of the window. To add
the blurred view, `GPUIView` is downgraded to a subview of the content
view, placed at the same level as the blurred view.

Release Notes:

- Fixed the missing shadow for blurred-background windows on macOS.

---------

Co-authored-by: Peter Tripp <peter@zed.dev>
2025-06-28 09:50:54 +03:00
90aa99bb14 Add Caps Lock support (#30470)
Closes #21700

Release Notes:

- Added caps lock support and show a warning if the user is entering an
SSH password with Caps Lock enabled

---------

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: 张小白 <364772080@qq.com>
2025-06-18 00:43:33 +00:00
Piotr Osiewicz 72bcb0beb7 chore: Fix warnings for Rust 1.89 (#32378)
Closes #ISSUE

Release Notes:

- N/A
2025-06-09 13:11:57 +02:00
Mikayla Maki 69e99b9f2f Remove unescessary unimplemented (#32264)
Release Notes:

- N/A
2025-06-06 11:25:21 -07:00
Matin Aniss ca3f46588a gpui: Implement dynamic window control elements (#30828)
Allows setting element as window control elements which consist of
`Drag`, `Close`, `Max`, or `Min`. This allows you to implement
dynamically sized elements that control the platform window, this is
used for areas such as the title bar. Currently only implemented for
Windows.

Release Notes:

- N/A
2025-06-06 10:11:24 -07:00
Michael Sloan d801b7b12e Fix bindings_for_action handling of shadowed key bindings (#32220)
Fixes two things:

* ~3 months ago [in PR
#26420](https://github.com/zed-industries/zed/pull/26420/files#diff-33b58aa2da03d791c2c4761af6012851b7400e348922d64babe5fd48ac2a8e60)
`bindings_for_action` was changed to return bindings even when they are
shadowed (when the keystrokes would actually do something else).

* For edit prediction keybindings there was some odd behavior where
bindings for `edit_prediction_conflict` were taking precedence over
bindings for `edit_prediction` even when the `edit_prediction_conflict`
predicate didn't match. The workaround for this was #24812. The way it
worked was:

    - List all bindings for the action

- For each binding, get the highest precedence binding with the same
input sequence

- If the highest precedence binding has the same action, include this
binding. This was the bug - this meant that if a binding in the keymap
has the same keystrokes and action it can incorrectly take display
precedence even if its context predicate does not pass.

- Fix is to check that the highest precedence binding is a full match.
To do this efficiently, it's based on an index within the keymap
bindings.

Also adds `highest_precedence_binding_*` variants which avoid the
inefficiency of building lists of bindings just to use the last.

Release Notes:

- Fixed display of keybindings to skip bindings that are shadowed by a
binding that uses the same keystrokes.
- Fixed display of `editor::AcceptEditPrediction` bindings to use the
normal precedence that prioritizes user bindings.
2025-06-06 06:24:59 +00:00
Conrad Irwin a2e98e9f0e Fix potential race-condition in DisplayLink::drop on macOS (#32116)
Fix a segfault in CVDisplayLink

We see 1-2 crashes a day on macOS on the `CVDisplayLink` thread.

```
Segmentation fault: 11 on thread 9325960 (CVDisplayLink)
CoreVideo	CVHWTime::reset()
CoreVideo	CVXTime::reset()
CoreVideo	CVDisplayLink::runIOThread()
libsystem_pthread.dylib	_pthread_start
libsystem_pthread.dylib	thread_start
```

With the help of the Zed AI, I dove into the crash report, which looks
like this:

```
Crashed Thread:        49  CVDisplayLink

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x00000000000001f6
Exception Codes:       0x0000000000000001, 0x00000000000001f6

Thread 49 Crashed:: CVDisplayLink
0   CoreVideo                     	       0x18c1ed994 CVHWTime::reset() + 64
1   CoreVideo                     	       0x18c1ee474 CVXTime::reset() + 52
2   CoreVideo                     	       0x18c1ee198 CVDisplayLink::runIOThread() + 176
3   libsystem_pthread.dylib       	       0x18285ac0c _pthread_start + 136
4   libsystem_pthread.dylib       	       0x182855b80 thread_start + 8

Thread 49 crashed with ARM Thread State (64-bit):
    x0: 0x0000000000000000   x1: 0x000000018c206e08   x2: 0x0000002c00001513   x3: 0x0001d4630002a433
    x4: 0x00000e2100000000   x5: 0x0001d46300000000   x6: 0x000000000000002c   x7: 0x0000000000000000
    x8: 0x000000000000002e   x9: 0x000000004d555458  x10: 0x0000000000000000  x11: 0x0000000000000000
   x12: 0x0000000000000000  x13: 0x0000000000000000  x14: 0x0000000000000000  x15: 0x0000000000000000
   x16: 0x0000000182856a9c  x17: 0x00000001f19bc540  x18: 0x0000000000000000  x19: 0x0000600003c56ed8
   x20: 0x000000000002a433  x21: 0x0000000000000000  x22: 0x0000000000000000  x23: 0x0000000000000000
   x24: 0x0000000000000000  x25: 0x0000000000000000  x26: 0x0000000000000000  x27: 0x0000000000000000
   x28: 0x0000000000000000   fp: 0x000000016b02ade0   lr: 0x000000018c1ed984
    sp: 0x000000016b02adc0   pc: 0x000000018c1ed994 cpsr: 0x80001000
   far: 0x00000000000001f6  esr: 0x92000006 (Data Abort) byte read Translation fault

Binary Images:
       0x1828c9000 -        0x182e07fff com.apple.CoreFoundation (6.9) <df489a59-b4f6-32b8-9bb4-9b832960aa52> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
```

Using lldb to disassemble `CVHWTime::reset()` (and the AI to interpret
it), the crash is caused by dereferencing the pointer at the start of
the CVHWTime struct + 0x1c8. In this case the pointer has (the clearly
nonsense) value 0x2e (and 0x2e + 0x1c8 = 0x1f6, the failing address).

As to how this could happen...

Looking at the implementation of `CVDisplayLinkRelease`, it calls
straight into `CFRelease` on the main thread; and so it is not safe to
call `CVDisplayLinkRelease` concurrently with other threads that access
the CVDisplayLink. While we already stopped the display link, it turns
out that `CVDisplayLinkStop` just sets a flag on the struct to instruct
the io-thread to exit "soon", and returns immediately. That means we
don't know when the other thread will actually exit, and so we can't
safely call `CVDisplayLinkRelease`.

So, for now, we just leak these objects. They should be created
relatively infrequently (when the app is foregrounded/backgrounded), so
I don't think this is a huge problem.

Release Notes:

- Fix a rare crash on macOS when putting the app in the background.
2025-06-04 17:10:27 -06:00
Chung Wei LeongandMikayla Maki 0ee900e8fb Support macOS Sequoia titlebar double-click action (#30468)
Closes #16527

Release Notes:

- Added MacOS titlebar double-click action

---

Unfortunately, Apple doesn't seem to make the "Fill" API public or
documented anywhere.

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2025-05-30 17:13:50 +00:00
047e7eacec gpui: Improve window.prompt to support ESC with non-English cancel text on macOS (#29538)
Release Notes:

- N/A

----

The before version GPUI used `Cancel` for cancel text, if we use
non-English text (e.g.: "取消" in Chinese), then the press `Esc` to cancel
will not work.

So this PR to change it by use `PromptButton` to instead the `&str`,
then we can use `PromptButton::cancel("取消")` for the `Cancel` button.

Run `cargo run -p gpui --example window` to test.

---

Platform Test:

- [x] macOS
- [x] Windows
- [x] Linux (x11 and Wayland)

---------

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-05-30 15:26:27 +00:00
Finn Evers 2044426634 gpui: Improve displayed keybinds shown in macOS application menus (#28440)
Closes #28164

This PR adresses inproper keybinds being shown in MacOS application
menus. The issue arises because the keybinds shown in MacOS application
menus are unaware of keybind contexts (they are only ever updated [on a
keymap-change](https://github.com/zed-industries/zed/blob/6d1dd109f554579bdf676c14b69deb9e16acc043/crates/zed/src/zed.rs#L1421)).
Thus, using the keybind that was added last in the keymap can result in
incorrect keybindings being shown quite frequently, as they might belong
to a different context not generally available (applies the same for the
default keymap as well as for user-keymaps).

For example, the linked issue arises because the keybind found last in
the iterator is
https://github.com/zed-industries/zed/blob/6d1dd109f554579bdf676c14b69deb9e16acc043/assets/keymaps/vim.json#L759,
which is not even available in most contexts (and, additionally, the `e`
of `escape` is rendered here as a keybind which seems to be a seperate
issue).

Additionally, this would result in inconsistent behavior with some
Vim-keybinds. A vim-keybind would be used only when available but
otherwise the default binding would be shown (see `Undo` and `Redo` as
an example below), which seems inconsistent.

This PR fixes this by instead using the first keybind found in keymaps,
which is expected to be the keybind available in most contexts.
Additionally, this allows rendering some more keybinds for actions which
vim-keybind cannot be displayed (Find In Project for example) .This
seems to be more reasonable until [this related
comment](https://github.com/zed-industries/zed/blob/6d1dd109f554579bdf676c14b69deb9e16acc043/crates/gpui/src/keymap.rs#L199-L204)
is resolved.

This includes a revert of #25878 as well. With this change, the change
made in #25878 becomes obsolete and would also regress the behavior back
to the state prior to that PR.

|  | `main` | This PR |
| --- | --- | --- |
| Edit-menu | <img width="220" alt="main_edit"
src="https://github.com/user-attachments/assets/9f793b64-80b6-4a5b-b7e5-628f0d552166"
/> | <img width="220" alt="PR_edit"
src="https://github.com/user-attachments/assets/bccb444c-7a49-41d5-9377-d90b1639a3ed"
/> |
| View-menu | <img width="214" alt="main_view"
src="https://github.com/user-attachments/assets/0e6a6632-df02-4883-9f5a-facb4d0263b5"
/> | <img width="214" alt="PR_view"
src="https://github.com/user-attachments/assets/14600ece-fcaa-447a-94ef-4fa350eca49c"
/> |


Release Notes:

- Improved keybinds displayed for actions in MacOS application menus.
2025-05-22 09:51:51 -04:00
Kirill Bulatov 16366cf9f2 Use anyhow more idiomatically (#31052)
https://github.com/zed-industries/zed/issues/30972 brought up another
case where our context is not enough to track the actual source of the
issue: we get a general top-level error without inner error.

The reason for this was `.ok_or_else(|| anyhow!("failed to read HEAD
SHA"))?; ` on the top level.

The PR finally reworks the way we use anyhow to reduce such issues (or
at least make it simpler to bubble them up later in a fix).
On top of that, uses a few more anyhow methods for better readability.

* `.ok_or_else(|| anyhow!("..."))`, `map_err` and other similar error
conversion/option reporting cases are replaced with `context` and
`with_context` calls
* in addition to that, various `anyhow!("failed to do ...")` are
stripped with `.context("Doing ...")` messages instead to remove the
parasitic `failed to` text
* `anyhow::ensure!` is used instead of `if ... { return Err(...); }`
calls
* `anyhow::bail!` is used instead of `return Err(anyhow!(...));`

Release Notes:

- N/A
2025-05-20 23:06:07 +00:00
CharlesChen0823 b2fc4064c0 gpui: Avoid dereferencing null pointer (#30579)
as
[comments](https://github.com/zed-industries/zed/pull/24545#issuecomment-2872833658),
I really don't known why, But IMO, add this code is not harm.

If you think this is not necessary, can close.

Release Notes:

- N/A
2025-05-15 09:50:58 +02:00
Michael Sloan 25cc05b45c Use Vec instead of SmallVec for glyphs field of ShapedRun (#30664)
This glyphs field is usually larger than 8 elements, and SmallVec is not
efficient when it cannot store the value inline.

This change also adds precise glyphs run preallocation in some places
`ShapedRun` is constructed.

Release Notes:

- N/A
2025-05-14 07:02:38 +00:00
张小白 074b6965e2 gpui: Refactor PlatformKeyboardLayout (#29653)
Release Notes:

- N/A
2025-04-30 08:17:26 +00:00
张小白 f0ef3110d3 gpui: Introduce PlatformKeyboardLayout trait for human-friendly keyboard layout names (#29049)
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
2025-04-19 22:23:03 +08:00
tidely 1e0ae35f69 gpui: Make MacPlatform::os_version infallible (#29008)
Core change:
```rust
fn os_version() -> Result<SemanticVersion>
```

```rust
fn os_version() -> SemanticVersion
```


Release Notes:

- N/A
2025-04-18 11:00:43 -06:00
Conrad Irwin 6267a147ba Render error message (not pointer) (#28797)
Closes #ISSUE

Release Notes:

- N/A
2025-04-16 04:27:09 +00:00
Conrad Irwin c2e3134963 Try to weak-link ScreenCaptureKit always (#28585)
Closes #ISSUE

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-04-11 17:38:14 +00:00
tidely 9ae4f4b158 gpui: Use BoolExt trait in more places (#28052)
Use the `BoolExt` trait which converts rust booleans to their objc
equivalent when applicable.


Release Notes:

- N/A
2025-04-09 14:28:15 -06:00
Michael Sloan 9f708ee789 Fix refactoring bug in dashes around rounded corners (#28378)
Accidentally introduced in #28341

Release Notes:

- N/A
2025-04-09 00:00:30 +00:00
Michael Sloan feafad2f9d Improve comments on shader code for dashed borders (#28341)
Improvements from going over the code with @as-cii 

Release Notes:

- N/A
2025-04-08 18:08:22 +00:00
Michael SloanandMarshall Bowers 8cfb9beb17 Reapply support for X11 screenshare (#28160)
Reapplies #27807 after [revert due to not building on
ARM](https://github.com/zed-industries/zed/pull/28141) by updating scap
to include [a fix to its build on
ARM](https://github.com/zed-industries/scap/commit/08f0a01417505cc0990b9931a37e5120db92e0d0)

Release Notes:

- N/A

---------

Co-authored-by: Marshall Bowers <git@maxdeviant.com>
2025-04-06 11:25:29 -06:00