Closes https://github.com/zed-industries/zed/issues/4351

Applies the same splitting mechanism, as Zed's central pane has, to the
terminal panel.
Similar navigation, splitting and (de)serialization capabilities are
supported.
Notable caveats:
* zooming keeps the terminal splits' ratio, rather expanding the
terminal pane
* on macOs, central panel is split with `cmd-k up/down/etc.` but `cmd-k`
is a "standard" terminal clearing keybinding on macOS, so terminal panel
splitting is done via `ctrl-k up/down/etc.`
* task terminals are "split" into regular terminals, and also not
persisted (same as currently in the terminal)
Seems ok for the initial version, we can revisit and polish things
later.
Release Notes:
- Added the ability to split the terminal panel
@iamnbutler edit:
This pull request enhances the image element by introducing the ability
to display loading and fallback states.
Changes:
- Implemented the loading and fallback states for image elements using
`.with_loading` and `.with_fallback` respectively.
- Introduced the `StyledImage` trait and `ImageStyle` to enable a fluent
API for changing image styles across image types (`Img`,
`Stateful<Img>`, etc).
Example Usage:
```rust
fn loading_element() -> impl IntoElement {
div().size_full().flex_none().p_0p5().rounded_sm().child(
div().size_full().with_animation(
"loading-bg",
Animation::new(Duration::from_secs(3))
.repeat()
.with_easing(pulsating_between(0.04, 0.24)),
move |this, delta| this.bg(black().opacity(delta)),
),
)
}
fn fallback_element() -> impl IntoElement {
let fallback_color: Hsla = black().opacity(0.5);
div().size_full().flex_none().p_0p5().child(
div()
.size_full()
.flex()
.items_center()
.justify_center()
.rounded_sm()
.text_sm()
.text_color(fallback_color)
.border_1()
.border_color(fallback_color)
.child("?"),
)
}
impl Render for ImageLoadingExample {
fn render(&mut self, _cx: &mut ViewContext<Self>) -> impl IntoElement {
img("some/image/path")
.id("image-1")
.with_fallback(|| Self::fallback_element().into_any_element())
.with_loading(|| Self::loading_element().into_any_element())
}
}
```
Note:
An `Img` must have an `id` to be able to add a loading state.
Release Notes:
- N/A
---------
Co-authored-by: nate <nate@zed.dev>
Co-authored-by: michael <michael@zed.dev>
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
This PR introduces a new parameter for `on_drag` in gpui, which is an
offset from the element origin to the mouse event origin.
Release Notes:
- Fixed rendering of dragged project panel entries
Just block mouse down events, and in the case of the inline assist
prompt, set the default cursor.
Release Notes:
- N/A
Co-authored-by: Richard <richard@zed.dev>
Closes#11529
Release Notes:
- Fixed an issue where the image preview would not update when the
underlying file changed
---------
Co-authored-by: Bennet <bennet@zed.dev>
Closes https://github.com/zed-industries/zed/issues/18255
Zed does not scroll always, but only if the item is out of sight, this
is preserved for now.
Otherwise, if the item is out of sight, project and outline panels + the
syntax tree view now attempt to scroll it into the middle, if there's
enough elements above and below.
Release Notes:
- Improved revealing items for outline and project panels (now center of the list is preferred)
## Problem statement
I want to add keyboard navigation support to SSH modal. Doing so is
possible in current landscape, but not particularly ergonomic;
`gpui::ScrollHandle` has `scroll_to_item` API that takes an index of the
item you want to scroll to. The problem is, however, that it only works
with it's immediate children - thus in order to support scrolling via
keyboard you have to bend your UI to have a particular layout. Even when
your list of items is perfectly flat, having decorations inbetween items
is problematic as they are also children of the list, which means that
you either have to maintain the mapping to devise a correct index of an
item that you want to scroll to, or you have to make the decoration a
part of the list item itself, which might render the scrolling imprecise
(you might e.g. not want to scroll to a header, but to a button beneath
it).
## The solution
This PR adds `ScrollAnchor`, a new kind of handle to the gpui. It has a
similar role to that of a ScrollHandle, but instead of tracking how far
along an item has been scrolled, it tracks position of an element
relative to the parent to which a given scroll handle belongs. In short,
it allows us to persist the position of an element in a list of items
and scroll to it even if it's not an immediate children of a container
whose scroll position is tracked via an associated scroll handle.
Additionally this PR adds a new kind of the container to the UI crate
that serves as a convenience wrapper for using ScrollAnchors. This
container provides handlers for `menu::SelectNext` and
`menu::SelectPrev` and figures out which item should be focused next.
Release Notes:
- Improve keyboard navigation in ssh modal
See #12673https://github.com/user-attachments/assets/94079afc-a851-4206-9c9b-4fad3542334e
TODO:
- [x] Make active indent guides work for autofolded directories
- [x] Figure out which theme colors to use
- [x] Fix horizontal scrolling
- [x] Make indent guides easier to click
- [x] Fix selected background flashing when hovering over entry/indent
guide
- [x] Docs
Release Notes:
- Added indent guides to the project panel
Release Notes:
- N/A
---
We may only want to set the height of an image to limit the size and
make the width adaptive.
In HTML, we will only set width or height, and the other side will adapt
and maintain the original image ratio.
I changed this because I had a logo image that only to be limited in
height, and then I found that setting the height of the `img` alone
would not display correctly.
I also tried to set `ObjectFit` in this Demo, but it seems that none of
them can achieve the same effect as "After".
## Before
<img width="809" alt="before 2024-09-18 164029"
src="https://github.com/user-attachments/assets/7ba559ed-e53b-43e6-a072-93c8ba5b14ee">
## After
<img width="749" alt="after 2024-09-18 172003"
src="https://github.com/user-attachments/assets/51ee2eba-76b3-400a-abbf-de0e9c4021e2">
We are going to use this in the multi-buffer to produce a summary for an
`Excerpt` that contains a `Range<Anchor>`.
Release Notes:
- N/A
Co-authored-by: Nathan <nathan@zed.dev>
This lets us provide a context when constructing the zero value. We need
it so we can require anchors to be associated with a buffer id, which
we're doing as part of simplifying the multibuffer API.
Release Notes:
- N/A
Co-authored-by: Nathan <nathan@zed.dev>
Release Notes:
- N/A
---
Add this for let GPUI element to support fade in-out animation.
## Platform test
- [x] macOS
- [x] blade `cargo run -p gpui --example opacity --features macos-blade`
## Usage
```rs
div()
.opacity(0.5)
.bg(gpui::black())
.text_color(gpui::black())
.child("Hello world")
```
This will apply the `opacity` it self and all children to use `opacity`
value to render colors.
## Example
```
cargo run -p gpui --example opacity
cargo run -p gpui --example opacity --features macos-blade
```
<img width="612" alt="image"
src="https://github.com/user-attachments/assets/f1da87ed-31f5-4b55-a023-39e8ee1ba349">
This PR adds an initial set of default colors to `gpui`.
These will power default-styled gpui components (things like checkboxes,
buttons, inputs, etc.), storybook, and give a very simple,
appearance-aware set of colors out of the box for folks to build with.
These colors will evolve and be updated in the near future, they are
literally pulled from Finder for now :)
The API might not be perfect, I focused on getting something in quickly
that we can iterate on!
### Usage
```rs
use gpui::{colors, DefaultColor}
fn auto(cx: &WindowContext) -> {
// Init the full set of DefaultColors
let colors = colors(cx.appearance());
// Use a color
// It will automatically give you the correct color for the system's
// current appearance.
let background = DefaultColor::Background.hsla(&colors)
}
fn manual() -> {
// Init the full sets of DefaultColors
let light_colors = DefaultColors::light();
let dark_colors = DefaultColors::dark();
// Use a color
// Maybe for some fancy inverted element
let background = DefaultColor::Background.hsla(&light_colors)
let inverted_background = DefaultColor::Background.hsla(&dark_colors)
let inverted_text = DefaultColor::Text.hsla(&dark_colors)
}
```
Note: We need `cx` for the auto way as we need to get the system
appearance from the App/Window/ViewContext via `cx.appearance()`.
### Example
You can run `script/storybook default_colors` to open the Default Colors
story:
| Light | Dark |
|-------|------|
| 
| 
|
Release Notes:
- N/A
This PR is a refactor to pave the way for allowing the user to view and
edit workflow step resolutions. I've made tool calls work more like
normal streaming completions for all providers. The `use_any_tool`
method returns a stream of strings (which contain chunks of JSON). I've
also done some minor cleanup of language model providers in general,
removing the duplication around handling streaming responses.
Release Notes:
- N/A
For future reference: WIP branch of copy/pasting a mixture of images and
text: https://github.com/zed-industries/zed/tree/copy-paste-images -
we'll come back to that one after landing this one.
Release Notes:
- You can now paste images into the Assistant Panel to include them as
context. Currently works only on Mac, and with Anthropic models. Future
support is planned for more models, operating systems, and image
clipboard operations.
---------
Co-authored-by: Antonio <antonio@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Jason <jason@zed.dev>
Co-authored-by: Kyle <kylek@zed.dev>
This adds a pulsating effect to the assistant header in case the message
is pending.
The pulsating effect is capped between 0.2 and 1.0 and I tried (with the
help of Claude) to give it a "breathing" effect, since I found the
normal bounce a bit too much.
Also opted for setting the `alpha` on the `LabelLike` things, vs.
overwriting the color, since I think that's cleaner instead of exposing
the color and mutating that.
https://github.com/user-attachments/assets/4a94a1c5-8dc7-4c40-b30f-d92d112db7b5
Release Notes:
- N/A
Release Notes:
- N/A
Currently, the `img` element provided by GPUI only supports FilePath or
URL, but in actual applications we need to let `img` load an image
embedded in Assets.
The `svg` element can currently support this, but `img` cannot.
For example:
We have such an Assets directory:
```
assets
|- icons
|- images
|--- foo.png
```
```rs
// If give a path, considered an Asset
img("images/foo.png");
// If give a URI, considered a Remote image
img("https://foo.bar/images/foo.png");
// If give a PathBuf, considered a Local file
img(PathBuf::from("path/to/foo.png"));
```
## Example test
```
cargo run -p gpui --example image
```
<img width="827" alt="image"
src="https://github.com/user-attachments/assets/e45dcf7f-4626-4fb0-aca9-9b6e1045a952">
---------
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
Follow-up of https://github.com/zed-industries/zed/pull/15256
Returns zero size for no items to render.
Incorrect worktree state made the uniform list to have 0 items to
render, so
```Rust
let mut items = (self.render_items)(item_ix..item_ix + 1, cx);
let mut item_to_measure = items.pop().unwrap();
```
panicked as the first line returned an empty array despite a
single-element range provided.
Release Notes:
- N/A
This PR updates the `ImageCacheError::BadStatus` variant to include the
URI of the image that failed to load.
This helps contextualize the resulting error logs.
Release Notes:
- N/A
Release Notes:
- Fixed a bug that caused focus to be lost when renames and inline
assists were scrolled offscreen.
---------
Co-authored-by: Nathan <nathan@zed.dev>
Bumping the image crate for better support of image formats.
The latest version does not have a `BGRA` type it only has `RGBA` it
doesn't really matter as the size is the same but the type name is a
little confusing as we need it as `BGRA`. Also there is no `into_bgra8`
but we can use `into_rgba8` but then it must be converted before
creating the `ImageData`.
Release Notes:
- N/A
Using the file system as a database seems like it's easy, but it's
actually a real pain. I'd like to use LMDB to store the prompts locally
so we have more control. We can always add an export option, but I want
the source of truth to be somewhere other than the file system.
So far, I have a PromptStore which is global to the application and can
be initialized on startup. Then there's a `PromptLibrary` which is
intended to be the root of a new kind of Zed window. I haven't actually
seen pixels yet, but I've sketched out the basics needed to create a new
prompt, save, etc.
Still lots to figure out but the foundations of being backed by a DB and
rendering in an independent window are in place.
/cc @iamnbutler @as-cii
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
- Confirming a completion now runs the command immediately
- Hitting `enter` on a line with a command now runs it
- The output of commands gets folded away and replaced with a custom
placeholder
- Eliminated ambient context
<img width="1588" alt="image"
src="https://github.com/zed-industries/zed/assets/482957/b1927a45-52d6-4634-acc9-2ee539c1d89a">
Release Notes:
- N/A
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
This pull request replaces the static `⋯` character we used to insert
when folding a range with a custom render function that return an
`AnyElement`. We plan to use this in the assistant, but for now this
should be behavior-preserving.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Conrad <conrad@zed.dev>