Commit Graph
55 Commits
Author SHA1 Message Date
Matthias GrandlandMikayla f9becbd3d1 gpui: Add SVG rendering to img element and generic asset cache (#9931)
This is a follow up to #9436 . It has a cleaner API and generalized the
image_cache to be a generic asset cache, that all GPUI elements can make
use off. The changes have been discussed with @mikayla-maki on Discord.

---------

Co-authored-by: Mikayla <mikayla@zed.dev>
2024-03-29 17:09:49 -07:00
fb6cff89d7 Introduce InlineCompletionProvider (#9777)
This pull request introduces a new `InlineCompletionProvider` trait,
which enables making `Editor` copilot-agnostic and lets us push all the
copilot functionality into the `copilot_ui` module. Long-term, I would
like to merge `copilot` and `copilot_ui`, but right now `project`
depends on `copilot`, which makes this impossible.

The reason for adding this new trait is so that we can experiment with
other inline completion providers and swap them at runtime using config
settings.

Please, note also that we renamed some of the existing copilot actions
to be more agnostic (see release notes below). We still kept the old
actions bound for backwards-compatibility, but we should probably remove
them at some later version.

Also, as a drive-by, we added new methods to the `Global` trait that let
you read or mutate a global directly, e.g.:

```rs
MyGlobal::update(cx, |global, cx| {
});
```

Release Notes:

- Renamed the `copilot::Suggest` action to
`editor::ShowInlineCompletion`
- Renamed the `copilot::NextSuggestion` action to
`editor::NextInlineCompletion`
- Renamed the `copilot::PreviousSuggestion` action to
`editor::PreviousInlineCompletion`
- Renamed the `editor::AcceptPartialCopilotSuggestion` action to
`editor::AcceptPartialInlineCompletion`

---------

Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Kyle <kylek@zed.dev>
Co-authored-by: Kyle Kelley <rgbkrk@gmail.com>
2024-03-26 13:28:06 +01:00
Kyle KelleyandMikayla Maki 56bd96bc64 Image viewer (#9425)
This builds on #9353 by adding an image viewer to Zed. Closes #5251.

Release Notes:

- Added support for rendering image files
([#5251](https://github.com/zed-industries/zed/issues/5251)).

<img width="1840" alt="image"
src="https://github.com/zed-industries/zed/assets/836375/3bccfa8e-aa5c-421f-9dfa-671caa274c3c">

---------

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2024-03-19 10:13:10 -07:00
4700d33728 Fix flickering (#9012)
See https://zed.dev/channel/gpui-536

Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207


### Problem

After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.

However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.

### Solution

This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.

We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.

With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.

### Performance

Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).


![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e)

Release Notes:

- Fixed a bug that was causing popovers to flicker.

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 10:45:57 +01:00
geekvest 20d133322a Fix some comments (#8760)
Release Notes:

- N/A

Signed-off-by: geekvest <cuimoman@sohu.com>
2024-03-03 07:55:42 -05:00
Dzmitry MalyshauandMikayla 9ad1862f2f Enable Blade on MacOS via "macos-blade" feature (#7669)
Depends on https://github.com/zed-industries/font-kit/pull/2 and
https://github.com/kvark/blade/pull/77

This change enables Blade to be also used on MacOS. It will also make it
easier to use it on Windows.

What works: most of the things. Zed loads as fast and appears equally
responsive to the current renderer.
<img width="306" alt="Screenshot 2024-02-11 at 12 09 15 AM"
src="https://github.com/zed-industries/zed/assets/107301/66d82f45-5ea2-4e2b-86c6-5b3ed333c827">

Things missing:
- [x] video streaming. ~~Requires a bit of plumbing on both Blade and
Zed sides, but all fairly straightforward.~~
  -  verified with a local setup
- [x] resize. ~~Not sure where exactly to hook up the reaction on the
window size change. Once we know where, the fix is one line.~~
- [ ] fine-tune CA Layer
- this isn't a blocker for merging the PR, but it would be a blocker if
we wanted to switch to the new path by default
- [ ] rebase on latest, get the dependency merged (need review/merge of
https://github.com/zed-industries/font-kit/pull/2!)

Update: I implemented resize support as well as "surface" rendering on
the Blade path (which will be useful on Linux/Windows later on). I
haven't tested the latter though - not sure how to get something
streaming. Would appreciate some help! I don't think this should be a
blocker to this PR, anyway.

The only little piece that's missing for the Blade on MacOS path to be
full-featured is fine-tuning the CALayer configuration. Zed does a lot
of careful logic in configuring the layer, such as switching the
"present with transaction" on/off intermittently, which Blade path
doesn't have yet.

Release Notes:
- N/A

---------

Co-authored-by: Mikayla <mikayla@zed.dev>
2024-02-16 13:39:40 -08:00
Dzmitry MalyshauandMikayla Maki 8f7a26f397 X11: Continuous Presentation (#7762)
Alternative to #7758, which doesn't involve adding a new trait method
`request_draw`.
Somehow, my whole screen goes blinking black with this when moving the
window, so not ready for landing.

Release Notes:
- N/A

---------

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2024-02-14 12:24:12 -08:00
Dzmitry Malyshau ef4ef5f0e8 Add blade dependency 2024-02-01 21:27:43 -08:00
e6ebe7974d gpui: Add Global marker trait (#7095)
This should prevent a class of bugs where one queries the wrong type of
global, which results in oddities at runtime.

Release Notes:

- N/A

---------

Co-authored-by: Marshall <marshall@zed.dev>
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
2024-01-30 14:08:20 -05:00
Marshall Bowers 6c7893db35 Rename SharedUrl to SharedUri (#7084)
This PR renames `SharedUrl` to `SharedUri` to better reflect its intent.

I'm still not entirely happy with this naming, as the file paths that we
can store in here are not _really_ URIs, as they are lacking a protocol.

I want to explore changing `SharedUri` / `SharedUrl` back to alway
storing a URL and treat local filepaths differently, as it seems we're
conflating two different concerns under the same umbrella, at the
moment.

Release Notes:

- N/A
2024-01-30 09:54:23 -05:00
Mikayla ce0ff819f9 Fix more tests 2024-01-23 21:49:05 -08:00
Mikayla fa6acc385f Add note about discord 2024-01-23 21:41:06 -08:00
Mikayla ce7cd5a077 Copy GPUI documentation to README 2024-01-23 21:35:01 -08:00
Mikayla d80959d64e Add module documentation to GPUI and make gpui.rs example compile 2024-01-23 21:29:12 -08:00
Mikayla 1902df9316 WIP: Start geometry crate 2024-01-22 19:30:40 -08:00
Mikayla 1f94463ce2 Switch Arc<Mutex<Keymap>> to Rc<RefCell<Keymap>>, a relic of the GPUI2 port.
Make gpui pass clippy
2024-01-22 19:30:38 -08:00
Mikayla b65cae5874 Moved Frame struct into element context, to be close to it's associated methods 2024-01-21 20:52:24 -08:00
Mikayla 660a391806 Fix typos, mark docs related todos in GPUI 2024-01-21 14:28:40 -08:00
Mikayla aa57a4cfbc Document / lockdown more of GPUI 2024-01-21 14:26:45 -08:00
Mikayla bf878b8257 Document the canvas and div 2024-01-20 20:15:23 -08:00
Mikayla a44aae9e91 Finish documenting the action, asset, color, and element modules in GPUI
Remove SmallVec from the public API of GPUI
2024-01-20 20:15:23 -08:00
Marshall Bowers f0ef63bfa0 gpui: Add SharedUrl type (#3975)
This PR adds a `SharedUrl` type to GPUI.

It's just like a `SharedString`, but for denoting that the contained
value is a URL.

Mainlined from @nathansobo's GPUI blog post:
https://github.com/zed-industries/zed/pull/3968/files#diff-7ee75937e2daf7dd53f71b17698d8bd6d46993d06928d411781b9bd739b5f231R9-R12

Release Notes:

- N/A
2024-01-09 10:55:49 -05:00
Piotr Osiewicz d475f1373a gpui: Further docs refinement & moved some reexports into 'private' module (#3935)
This commit mostly fixes invalid URLs in docstrings. It also
encapsulates crates we reexport (serde stuff + linkme) into a public
module named "private" in order to reduce the API surfaced through docs.
Moreover, I fixed up a bunch of crates that were pulling serde_json in
through gpui explicitly instead of using Cargo manifest.

Release Notes:
- N/A
2024-01-07 14:14:21 +01:00
Piotr Osiewicz dc7f9bbc54 gpui: Sweep through cargo doc output and mark dubious items as non-public (#3932)
I essentially went through the publicly exported items and marked these
that are e.g. leaky reexports as pub(crate). I expect that'd be done on
Tuesday anyways.

Release Notes:
- N/A
2024-01-06 23:47:51 +01:00
Max BrunsfeldandMikayla 83f4c61657 Remove 2 suffix from gpui_macros, fix compile errors in tests
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 13:12:21 -08:00
Max BrunsfeldandMikayla f5ba22659b Remove 2 suffix from gpui
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:59:39 -08:00
Nathan Sobo 6d4dd0e7a4 Checkpoint 2023-09-06 15:22:35 -06:00
Nathan Sobo e08c0fc4ce Checkpoint 2023-09-05 12:50:07 -06:00
Nathan Sobo 3bebfbcd50 Checkpoint 2023-08-25 23:15:58 -06:00
Nathan Sobo 147aa0f695 WIP 2023-08-25 21:41:21 -06:00
Nathan Sobo 0747131bd4 Compiling checkpoint 2023-08-19 19:51:22 -06:00
Nathan Sobo 0fe457020b WIP 2023-08-15 09:26:16 -06:00
Nathan SoboandMikayla Maki f9858445b8 Get a 50% colored box rendering
Co-Authored-By: Mikayla Maki <mikayla@zed.dev>
2023-08-14 14:46:09 -06:00
Nathan Sobo 2d17e9685f Compiling checkpoint 2023-08-13 21:20:47 -06:00
Mikayla Maki 26b9be628e Add the math for pane resizing 2023-07-12 22:35:51 -07:00
Kirill BulatovandMikayla Maki 4c51ab8a25 Accept null as a valid action, to disable a keystroke
co-authored-by: Mikayla Maki <mikayla@zed.dev>
2023-07-04 21:11:28 +03:00
Nathan Sobo bede668b14 Add a derive macro for Element
To turn any struct into a composite element, you can implement a render method
with the following signature:

fn render<V: View>(&mut self, view: &mut V, cx: &mut ViewContext<V>) -> AnyElement<V>;

Then add #[derive(Element)] to the struct definition.

This will make it easier to introduce higher-level components that are expressed in
terms of other elements.
2023-06-25 07:51:50 -06:00
Nathan SoboandMax Brunsfeld fe492eacbf Refine naming of element-related types and traits
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2023-04-21 13:06:37 -06:00
Nathan Sobo a25f962185 WIP 2023-04-12 12:13:35 -06:00
Nathan Sobo 868301bedb WIP 2023-04-12 10:07:17 -06:00
Nathan Sobo b54f08db77 WIP 2023-04-12 06:51:03 -06:00
Nathan Sobo e115baa60c WIP 2023-04-11 18:21:56 -06:00
Nathan Sobo 3de8fe0f87 WIP 2023-04-10 17:27:47 -06:00
Nathan Sobo 7536645eea WIP 2023-04-08 08:01:05 -06:00
Nathan Sobo 2615a11f7c Don't export platform::* from gpui
I'd like to avoid cluttering the top-level namespace with all the platform-
specific types.
2023-04-07 11:45:53 -06:00
Kay Simmons 73e7967a12 working f and t bindings 2023-01-06 14:24:20 -08:00
Antonio Scandurra 6a4f3aaa56 Create a SceneBuilder and sort stacking contexts when calling build 2022-10-25 12:16:09 +02:00
Antonio Scandurra 97ce3998ec Position IME input according to where the selection is rendered 2022-07-21 17:35:40 +02:00
Keith Simmons 686e57373b pull event data out into individual Event structs 2022-07-06 15:36:42 -07:00
Mikayla Maki 342d38a9fb Working on grid rendering 2022-07-05 15:10:34 -07:00