Part One for Resolving #10910
### Summary
Typing prefix (partial keybinding) will behave like Vim. No timeout
until you either finish the sequence or hit Escape, while ambiguous
sequences still auto-resolve after 1s.
### Description
This follow-up tweaks the which-key system first part groundwork so our
timeout behavior matches Vim’s expectations. Then we can implement the
UI part in the next step (reference latest comments in
https://github.com/zed-industries/zed/pull/34798)
- `DispatchResult` now reports when the current keystrokes are already a
complete binding in the active context stack (`pending_has_binding`). We
only start the 1s flush timer in that case. Pure prefixes or sequences
that only match in other contexts—stay pending indefinitely, so
leader-style combos like `space f g` no longer evaporate after a second.
- `Window::dispatch_key_event` cancels any prior timer before scheduling
a new one and only spawns the background flush task when
`pending_has_binding` is true. If there’s no matching binding, we keep
the pending keystrokes and rely on an explicit Escape or more typing to
resolve them.
Release Notes:
- Fixed multi-stroke keybindings so only ambiguous prefixes auto-trigger
after 1 s; unmatched prefixes now stay pending until canceled, matching
Vim-style leader behavior.
Closes#4947
Taken inspiration from @tasuren implementation, plus the addition for
the double click enabled on the whole title bar too to
maximizes/restores the window.
I was not able to test the application on Linux, no need to test on
Windows since the feature is enabled by the OS.
Release Notes:
- Fixed title bar not fully draggable on macOS
- Fixed not being able to maximizes/restores the window with double
click on the whole title bar on macOS
Improves formatting consistency across various docs, fixes some typos,
and adds a missing `debug_assert_paint` to `Window::on_action` and
`Window::on_action_when`.
Release Notes:
- N/A
Closes#36206
Disclaimer: I did use AI for help to end up with this proposed solution.
😅
## Observed behavior of native apps on macOS (like Safari)
I first did a quick research on how Safari behaves on macOS, and here's
what I have found:
1. Safari seems to position new windows with an offset based on the
currently active window
2. It keeps opening new windows with an offset until the new window
cannot fit the display bounds horizontally, vertically or both.
3. When it cannot fit horizontally, the new window opens at x=0
(y=active window's y)
4. When it cannot fit vertically, the new window opens at y=0 (x=active
window's x)
5. When it cannot fit both horizontally and vertically, the new window
opens at x=0 and y=0 (top left).
6. At any moment if I activate a different Safari window, the next new
window is offset off of that
7. If I resize the active window and open a new window, the new window
has the same size as the active window
So, I implemented the changes based on those observations.
I am not sure if touching `gpui/src/window.rs` is the way to go. I am
open to feedback and direction here.
I am also not sure if making my changes platform (macOS) specific, is
the right thing to do. I reckoned that Linux and Windows have different
default behaviors, and the original issue mentioned macOS. But,
likewise, I am open to take a different approach.
## Tests
I haven't included tests for such change, as it seems to me a bit
difficult to properly test this, other than just doing a manual
integration test. But if you would want them for such a change, happy to
try including them.
## Alternative approach
I also did some research on macOS native APIs that we could use instead
of trying to make the calculations ourselves, and I found
`NSWindow.cascadeTopLeftFromPoint` which seems to be doing exactly what
we want, and more. It probably takes more things into consideration and
thus it is more robust. We could go down that road, and add it to
`gpui/src/platform/mac/window.rs` and then use it for new window
creation. Again, if that's what you would do yourselves, let me know and
I can either change the implementation here, or open a new pull request
and let you decide which one would you would like to pursue.
## Video showing the behavior
https://github.com/user-attachments/assets/f802a864-7504-47ee-8c6b-8d9b55474899🙇♂️
Release Notes:
- Improved macOS new window stacking
Closes https://github.com/zed-industries/zed/issues/39104
This fixes an issue where the preview would not work for remote buffers
in the process.
Release Notes:
- Fixed an issue where the SVG preview would not work in remote
scenarios.
- The SVG preview will now rerender on every keypress instead of only on
saves.
This isn't quite right yet, as a proper solution would remember the
input modality at the moment of focus change, rather than at painting
time. But this gets us close enough for now.
Release Notes:
- N/A
The issues is that the closure supplied to `request_measured_layout`
could be run multiple times with differing `known_dimensions`. This in
turn will mean we truncate the font runs once, inserting a multibyte
char at the end but then in the next iteration use those truncated runs
for possible the original untruncated string which has multibyte
characters overlapping the now truncated run end resulting in a faulty
utf8 boundary index.
Solution to this is simple, truncate a clone of the runs when needed
instead of modifying the original.
Fixes https://github.com/zed-industries/zed/issues/36925
Fixed ZED-2FF
Fixes ZED-2KM
Fixes ZED-2KK
Fixes ZED-1FF
Fixes ZED-255
Fixes ZED-2JD
Fixes ZED-2FX
Fixes ZED-2K2
Fixes ZED-2JX
Fixes ZED-2GE
Fixes ZED-2FC
Fixes ZED-2GD
Fixes ZED-2HY
Fixes ZED-2HR
Fixes ZED-2FN
Fixes ZED-2GT
Fixes ZED-2FK
Fixes ZED-2EY
Fixes ZED-27E
Fixes ZED-272
Fixes ZED-2EM
Fixes ZED-2CC
Fixes ZED-29V
Fixes ZED-25B
Fixes ZED-257
Fixes ZED-24R
Fixes ZED-24Q
Fixes ZED-23Z
Fixes ZED-227
Release Notes:
- Fixed a crash in text shaping when truncating rendered text
This shrinks it from roughly a ~kilobyte to 8 byte, removing a bunch of
memmoves emitted by the compiler. Also `Arc`'s it instead of boxing as
we do clone it a couple times here and there, making that also a fair
bit cheaper
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Now that we have two surface areas that open as separate windows, it's
important they're consistent with one another. This PR make the settings
UI and rules library windows more similar by having them use the same
minimum window size and similar styles for their navbar given they have
fundamentally the same design (nav on the left and content on the
right).
Release Notes:
- N/A
Closes#40608
This fixes tabbing in both the settings ui nav bar and page content
going off screen instead of scrolling the focused element into a visible
view.
The bug occurred because `gpui::list` and `gpui::uniform_list` only
render visible elements, preventing non visible elements in a view from
having their focus handle added to the element tree. Thus making the tab
stop map skip over those elements because they weren't present.
The fix for this is scrolling to reveal non visible elements and then
focus the selected element on the next frame.
Release Notes:
- settings ui: Auto scroll to reveal items in navigation bar and window
when tabbing
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>
We very frequently move this in and out of the windows slot map on
`update_window_id` calls (and we call this a lot!). This alone showed up
as `memmove`s at roughly 1% perf in Instruments when scrolling a buffer
which makes sense, `Window` itself is 4kb in size. The fix is simple,
just box the `Window` instances, moving a pointer is cheap in
comparison.
Release Notes:
- N/A *or* Added/Fixed/Improved ...
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
Closes https://github.com/zed-industries/zed/issues/37621
Improves https://github.com/zed-industries/zed/issues/24623
Adding scrollbars withing Zed's UI currently is rather cumbersome, as it
requires the copying of a lot of code in order for these to work. Wiring
up settings for scrollbar visibilty always has to be done at the call
site and the state has to be saved and maintained by the caller as well.
Similarly, reserving space has to also be handled by the caller.
This PR changes the way scrollbars work in Zed fundamentally by making
use of the new `use_keyed_state` APIs: Instead of saving the state at
the call site, the window now keeps track of the state corresponding to
scrollbars. This enables us to add scrollbars with e.g. one simple call
on divs:
```rust
div()
.vertical_scrollbar(window, cx)
```
will add a scrollbar to the corresponding container. There are some more
improvements regarding tracking of scrollbar visibility settings (which
is now handled by a trait for each setting that supports this) as well
as reserving space.
Additionally, all needed stuff for layouting, catching events and
reserving space is also now managed by the scrollbar component instead.
This drastically reduces the amount of event listeners and makes
layouting of two scrollbars easier.
Furthermore, this paves the way for more improvements to scrollbars,
such as graceful auto-hide. Only downsight here is that we lose some
customizability in a few areas. However, once this lands, we gain the
ability to quickly follow these up without breaking stuff elsewhere.
This also already fixes a few bugs:
- Scrollbars no longer flicker on first render.
- Auto-hide now properly works for all scrollbars.
- If the content size changes, the scrollbar is updated on the same
frame. Both of these happened because we were computing the scrollbar
sizes too early, causing us to use the sizes from the previous frame or
unitialized sizes.
- The project panel no longer jumps if scrolled all the way to the
bottom and the scrollbar actually auto-hides.
Still TODO:
- [x] Fix scrolling in the debugger memory view
- [x] Clean up some more in the scrollbar component and reduce clones
there
- [x] Ensure we don't over-notify the entity the scrollbar is rendered
within
- [x] Make sure auto-hide properly works for all cases
- [x] Check whether we want to implement the scrollbar trait for
`UniformList`s as well
- ~~ [ ] Use for uniformlist where possible~~ Postponed
- [x] Improve layout for cases where we render both scrollbars.
Release Notes:
- N/A
Follows on from
https://github.com/zed-industries/zed/pull/37716#pullrequestreview-3195695110
by @SomeoneToIgnore
After this the doctests will be run in CI to check that the examples are
still accurate.
Note that doctests aren't run by Nextest: you can run them locally with
`cargo test --doc`.
Summary:
* Run tests from CI
* Loosen an exact float comparison to match approximately (otherwise it
fails)
* Fixed one actual bug in the tests for `dilate` where the test code
assumed that `dilate` mutates `self` rather than returning a new object
* Add some `must_use` on some functions that seemed at risk of similar
bugs, following the Rust stdlib style to add it where ignoring the
result is almost certainly a bug.
* Fix some cases where the doc examples seem to have gone out of date
with the code
* Add imports to doctests that need them
* Add some dev-dependencies to make the tests build
* Fix the `key_dispatch` module docstring, which was accidentally
attached to objects within that module
* Skip some doctest examples that seem like they need an async
environment or that just looked hard to get running
AI usage: I asked Claude to do some of the repetitive tests. I checked
the output and fixed up some things that seemed to not be in the right
spirit of the test, or too longwinded.
I think we could reasonably run the tests on only Linux to save CI
CPU-seconds and latency, but I haven't done that yet, partly because of
how it's implemented in the action.
Release Notes:
- N/A
This is an initial implementation that isn't used for any settings yet,
but will be used once `Vec<String>` is implemented.
I also updated the window.with_state api to grant access to a
`Context<S>` app reference instead of just an App.
## Example
<img width="603" height="83" alt="Screenshot 2025-09-09 at 2 15 56 PM"
src="https://github.com/user-attachments/assets/7b3fc350-a157-431f-a4bc-80a1806a3147"
/>
Release Notes:
- N/A
Removes IME bounds scaling on Wayland since it uses logical pixels,
unlike X11. We now scale only on X11. Windows and macOS don’t use these
bounds for IME anyway.
Release Notes:
- Fixed an issue where the IME popover could appear outside the window
or fail to show on Wayland.
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
The only warnings remaining are links to private modules/items, but I
lack knowledge to work out if the referenced modules/items should be
made public, or if the links should be rewritten into exposed
traits/items.
Links to associated items such as trait implementations have to be
written using full markdown format such as:
... [[ `App::update_global` ]](( BorrowAppContext::update_global ))
This is due to https://github.com/rust-lang/rust/issues/74563 which
sadly prohibits fully-qualified syntax:
... [[ `<App as BorrowAppContext>::update_global` ]]
Release Notes:
- N/A
Probably related to https://github.com/zed-industries/zed/pull/37072
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
This PR fixes two bugs and also changes one behavior in the **Keymap
Editor**.
As shown in the video, when I press `ctrl-shift-2` in the Keymap Editor,
the first keystroke is displayed as `ctrl-shift-@`, which is incorrect.
On macOS and Linux, it should be `ctrl-@`.
https://github.com/user-attachments/assets/69cfcfa0-b422-45d6-8e69-80f8608180fd
Also, after pressing `ctrl-shift-2` and then releasing `2` and `ctrl`, a
`shift` keystroke was incorrectly added.
https://github.com/user-attachments/assets/892124fd-847d-4fde-9b20-a27ba49ac934
Now, when you enter a sequence like `+ctrl+alt-alt+f` in the Keymap
Editor, it will output `ctrl-f` instead of `ctrl-alt-f`, matching VS
Code’s behavior.
Release Notes:
- Fixed incorrect keystroke reporting in the Keymap Editor.
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
This also fixed a bug where evaluate selected text was an available
option when the selected debug session was terminated.
Release Notes:
- debugger: add Run to Cursor back to Editor's context menu
Co-authored-by: Remco Smits <djsmits12@gmail.com>