Commit Graph
14017 Commits
Author SHA1 Message Date
85000eba81 wip: picker
co-authored-by: nathan <nathan@zed.dev>
co-authored-by: max <max@zed.dev>
2023-11-06 17:09:38 -08:00
Mikayla 3c93b585ab Checkpoint 2023-11-06 15:11:22 -08:00
Mikayla ea6755b1ca Checkpoint 2023-11-06 14:26:10 -08:00
Mikayla 3f7dc59512 Snapshot for kirill 2023-11-06 12:33:20 -08:00
Conrad Irwin 050d72719a Use gpui instead of gpui2 consistently (#3245)
Release Notes:

N/A
2023-11-06 12:02:58 -07:00
Conrad Irwin 496518f3e8 Use gpui instead of gpui2 consistenytly 2023-11-06 11:50:33 -07:00
Conrad Irwin eb325fb387 editor2 rendering (#3244)
- Make tab bar visible
- Fix tab text colors
- Ensure panes cover the available space
- Make the close button close
- Fix bug when unsubscribe called after remove
- WIP: start on editor element
- Add hover behaviour to tabs
- Add PointingHand on tabs
- gpui2: Add on_hover events
- Tooltip on tabs
- MOAR TOOLTIPS
- Use an `IconButton` for the tab close button
- Remove unneeded type qualification
- Tooltips in mouse event handler & fix executor timer
- Move more tooltip logic into gpui2 & fix tooltip moving on paint
- Update tooltip code a bit
- Allow multiple subscriptions from one entity handle

Release Notes:

- N/A
2023-11-06 11:29:42 -07:00
Marshall Bowers d224f511fa Add interactivity to Checkbox component (#3240)
This PR adds interactivity to the `Checkbox` component.

They can now be checked and unchecked by clicking them.

Release Notes:

- N/A
2023-11-06 13:22:25 -05:00
Conrad Irwin c59817cd72 Merge branch 'main' into editor2-rendering 2023-11-06 11:06:43 -07:00
Conrad Irwin d88dccffbc Allow multiple subscriptions from one entity handle 2023-11-06 11:03:14 -07:00
Conrad Irwin 3afdeeac1e tooltip2 (#3237)
- Fix executor.timer() in gpui2
- Add support for tooltips 

[[PR Description]]

Release Notes:

- N/A
2023-11-06 10:51:01 -07:00
Kirill Bulatov 254b369624 Properly toggle diagnostics (#3243)
Follow-up of https://github.com/zed-industries/zed/pull/3236 that fixes
a bug introduced in that PR: diagnostics warning toggle stopped working.

Release Notes:

- N/A
2023-11-06 19:35:49 +02:00
Kirill Bulatov bfb860c06c Properly toggle diagnostics 2023-11-06 19:29:31 +02:00
bf80c1da5b Rename fields in ThemeColors (#3242)
This PR applies a number of field renames in the `ThemeColors` struct
from the `import-theme` branch.

This will help prevent this branch from diverging too far from `main`.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
2023-11-06 11:53:27 -05:00
Julia 8bcf114a05 Actually find downloaded binary in Elixir cached binary method (#3183)
Language adapters 2.0 will systematically fix this kind of issue and
cause world peace but until we do that let's be less broken

Release Notes:

- Fixed being unable to find already downloaded Elixir-LS binary on the
file system.
2023-11-06 11:37:45 -05:00
Julia 66b967532f zed2: Actually find downloaded binary in Elixir cached binary method 2023-11-06 11:31:31 -05:00
Julia dbdb5f6519 Actually find downloaded binary in Elixir cached binary method 2023-11-06 11:18:36 -05:00
Piotr Osiewicz 9509153f99 chore: Update vue.js parser (fixes wonky HTML parsing) (#3238)
Vue.js defined a bunch of symbols in it's scanner that collided with
those defined in HTML Tree-sitter grammar. I simply removed them as they
were meant for consumption by the external parties interested in HTML
parser with Vue support - since we handle that ourselves this is not
really necessary to preserve anymore. cc was firing up a bunch of
warnings about unused symbols when I've marked those functions as
`static`, so yeah.
Release Notes:

- Fixed HTML highlighting breaking in presence of <!-- --> comments
(fixes zed-industries/community#2166).
2023-11-06 16:16:46 +01:00
Piotr Osiewicz 7374ca999b chore: Update vue.js parser (fixes wonky HTML parsing)
Vue.js defined a bunch of symbols in it's scanner that collided with those defined in HTML Tree-sitter grammar. I simply removed them as they were meant for consumption by the external parties interested in HTML parser with Vue support - since we handle that ourselves this is not really necessary to preserve anymore. cc was firing up a bunch of warnings about unused symbols, so yeah.
2023-11-05 22:56:35 +01:00
Kirill Bulatov 128d3696ad More heuristics for diagnostics updates (#3236)
Follow-up of https://github.com/zed-industries/zed/pull/3225
That PR enabled every `project::Event::DiskBasedDiagnosticsFinished` to
update the diagnostics, which turned out to be bad, Zed does query for
more diagnostics after every excerpt update, and that seems to be due to
`Event::Edited` emitted by the multibuffers created in the diagnostics
panel.

* now, instead of eagerly updating the diagnostics every time, only do
that if the panel has 0 or 1 caret placed and no changes were made in
the panel yet.
Otherwise, use previous approach and register the updated paths to defer
their update later.

* on every `update_excerpts` in the diagnostics panel, query the entire
diagnostics summary (and store it for the future comparisons), compare
old and new summaries and re-query diagnostics for every path that's not
in both summaries.
Also, query every path that was registered during the
`DiskBasedDiagnosticsFinished` updates that were not eagerly updated
before.

This way we're supposed to get all new diagnostics (for new paths added)
and re-check all old paths that might have stale diagnostics now.

* do diagnostics rechecks concurrently for every path now, speeding the
overall process

Release Notes:

- Fixed diagnostics triggering too eagerly during multicaret edits and
certain stale diagnostics not being removed in time
2023-11-05 16:17:38 +02:00
Nate Butler b2f744f576 Add checkboxes and their stories (#3235)
[[PR Description]]

Adds checkboxes and their stories.

A checkbox can be created simply by passing an id:

~~~rust
#[derive(Component)]
pub struct Checkbox {
    id: SharedString,
    checked: Selected,
    disabled: bool,
}

impl Checkbox {
    pub fn new(id: impl Into<SharedString>) -> Self {
        Self {
            id: id.into(),
            checked: Selected::Unselected,
            disabled: false,
        }
    }
    //...
}
~~~

I've documented this component rather thoroughly as an example of how
we've been thinking about building out UI elements:

~~~rs
pub fn render<V: 'static>(self, _view: &mut V, cx: &mut ViewContext<V>)
-> impl Component<V> {
        let group_id = format!("checkbox_group_{}", self.id);

        // The icon is different depending on the state of the checkbox.
        //
        // We need the match to return all the same type,
        // so we wrap the eatch result in a div.
        //
        // We are still exploring the best way to handle this.
        let icon = match self.checked {
            // When selected, we show a checkmark.
            Selected::Selected => {
                div().child(
                    IconElement::new(Icon::Check)
                        .size(crate::IconSize::Small)
                        .color(
// If the checkbox is disabled we change the color of the icon.
                            if self.disabled {
                                IconColor::Disabled
                            } else {
                                IconColor::Selected
                            },
                        ),
                )
            }
            // In an indeterminate state, we show a dash.
            Selected::Indeterminate => {
                div().child(
                    IconElement::new(Icon::Dash)
                        .size(crate::IconSize::Small)
                        .color(
// If the checkbox is disabled we change the color of the icon.
                            if self.disabled {
                                IconColor::Disabled
                            } else {
                                IconColor::Selected
                            },
                        ),
                )
            }
            // When unselected, we show nothing.
            Selected::Unselected => div(),
        };

        // A checkbox could be in an indeterminate state,
        // for example the indeterminate state could represent:
        //  - a group of options of which only some are selected
        //  - an enabled option that is no longer available
        //  - a previously agreed to license that has been updated
        //
// For the sake of styles we treat the indeterminate state as selected,
        // but it's icon will be different.
        let selected =
self.checked == Selected::Selected || self.checked ==
Selected::Indeterminate;

// We could use something like this to make the checkbox background when
selected:
        //
        // ~~~rust
        // ...
        // .when(selected, |this| {
        //     this.bg(cx.theme().colors().element_selected)
        // })
        // ~~~
        //
// But we use a match instead here because the checkbox might be
disabled,
// and it could be disabled _while_ it is selected, as well as while it
is not selected.
        let (bg_color, border_color) = match (self.disabled, selected) {
            (true, _) => (
                cx.theme().colors().ghost_element_disabled,
                cx.theme().colors().border_disabled,
            ),
            (false, true) => (
                cx.theme().colors().element_selected,
                cx.theme().colors().border,
            ),
(false, false) => (cx.theme().colors().element,
cx.theme().colors().border),
        };

        div()
// Rather than adding `px_1()` to add some space around the checkbox,
// we use a larger parent element to create a slightly larger
            // click area for the checkbox.
            .size_5()
// Because we've enlarged the click area, we need to create a
            // `group` to pass down interaction events to the checkbox.
            .group(group_id.clone())
            .child(
                div()
                    .flex()
                    // This prevent the flex element from growing
                    // or shrinking in response to any size changes
                    .flex_none()
// The combo of `justify_center()` and `items_center()`
// is used frequently to center elements in a flex container.
                    //
                    // We use this to center the icon in the checkbox.
                    .justify_center()
                    .items_center()
                    .m_1()
                    .size_4()
                    .rounded_sm()
                    .bg(bg_color)
                    .border()
                    .border_color(border_color)
// We only want the interaction states to fire when we
                    // are in a checkbox that isn't disabled.
                    .when(!self.disabled, |this| {
// Here instead of `hover()` we use `group_hover()`
                        // to pass it the group id.
                        this.group_hover(group_id.clone(), |el| {
                            el.bg(cx.theme().colors().element_hover)
                        })
                    })
                    .child(icon),
            )
    }
~~~

Release Notes:

- N/A
2023-11-05 08:37:45 -05:00
Kirill Bulatov ad93d9132f Correctly update old diagnostics 2023-11-05 15:37:27 +02:00
Kirill Bulatov fdcb907644 Parallelize diagnostics filling, add more logs 2023-11-05 15:06:39 +02:00
Kirill Bulatov ff1d692e46 Restructure inner path data 2023-11-05 14:53:13 +02:00
Kirill Bulatov 7145fabb6d Eagerly refresh diagnostics that do not intercept with user input 2023-11-05 14:44:22 +02:00
Kirill Bulatov 660c3371e4 Refresh all possibly stale diagnostics pat 2023-11-05 14:43:54 +02:00
Nate Butler 1bce5dcc69 Add checkboxes and their stories 2023-11-05 01:06:41 -05:00
Nate Butler b243de407e Simplify toggle, some ui2 reorganization (#3234)
[[PR Description]]

A few mix organizational things in UI, as well as some toggle changes.

Simplify toggle:

```rust
/// Whether the entry is toggleable, and if so, whether it is currently toggled.
///
/// To make an element toggleable, simply add a `Toggle::Toggled(_)` and handle it's cases.
///
/// You can check if an element is toggleable with `.is_toggleable()`
///
/// Possible values:
/// - `Toggle::NotToggleable` - The entry is not toggleable
/// - `Toggle::Toggled(true)` - The entry is toggleable and toggled
/// - `Toggle::Toggled(false)` - The entry is toggleable and not toggled
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum Toggle {
    NotToggleable,
    Toggled(bool),
}
```

Adds helper functions to easily get the toggle and toggleable states:

```rust
impl Toggle {
    /// Returns true if the entry is toggled (or is not toggleable.)
    ///
    /// As element that isn't toggleable is always "expanded" or "enabled"
    /// returning true in that case makes sense.
    pub fn is_toggled(&self) -> bool {
        match self {
            Self::Toggled(false) => false,
            _ => true,
        }
    }

    pub fn is_toggleable(&self) -> bool {
        match self {
            Self::Toggled(_) => true,
            _ => false,
        }
    }
}
```

Pulls `disclosure_control` out of components and creates a common def:

```rust
pub fn disclosure_control<V: 'static>(toggle: Toggle) -> impl Component<V> {
    match (toggle.is_toggleable(), toggle.is_toggled()) {
        (false, _) => div(),
        (_, true) => div().child(
            IconElement::new(Icon::ChevronDown)
                .color(IconColor::Muted)
                .size(IconSize::Small),
        ),
        (_, false) => div().child(
            IconElement::new(Icon::ChevronRight)
                .color(IconColor::Muted)
                .size(IconSize::Small),
        ),
    }
}
```

disclosure_control will likely get pulled into it's own component in the
future instead of being in toggle.

Release Notes:

- N/A
2023-11-04 12:09:41 -04:00
Nate Butler b125cc279f Simplify toggle, do some reorganization 2023-11-04 11:24:31 -04:00
Kirill Bulatov ac9efaebb7 Suppress unused vars warning generated by gpui macro (#3233) 2023-11-04 14:06:42 +02:00
Kirill Bulatov 9f40a5c53f Suppress unused vars warning generated by gpui macro 2023-11-04 13:54:37 +02:00
Conrad Irwin de5458cfe0 Update tooltip code a bit
This fixes a tiny UX bug where the tooltip would appear to move if you
hovered over an element, then moved your mouse out and back within
500ms.

The fix is to retain the task, so we can drop it to cancel it when the
mouse leaves.

Also changes the time we construct the tooltip to the time it first
shows.
2023-11-03 21:40:28 -06:00
Max Brunsfeld 42409528af Allow language injection in markdown code blocks in channel notes (#3231)
Release Notes:

- Fixed an issue where markdown code blocks were not syntax-highlighted
in channel notes editors.
2023-11-03 16:12:02 -07:00
Max Brunsfeld 2dd32dbe87 Allow language injection in markdown code blocks in channel notes 2023-11-03 15:53:54 -07:00
JuliaandConrad Irwin 4725cd2cd6 Move more tooltip logic into gpui2 & fix tooltip moving on paint
Co-Authored-By: Conrad Irwin <conrad@zed.dev>
2023-11-03 18:37:15 -04:00
Nate Butler 4cce6ae212 Add UI docs (#3230)
Not as exciting as it sounds - Just starting to scaffold out some UI
docs and want to get feedback.

Release Notes:

- N/A
2023-11-03 18:25:08 -04:00
Nate Butler b0d202ba5e Merge branch 'main' into add-ui-docs 2023-11-03 18:20:17 -04:00
Nate Butler 9ce7199d2d Add some initial docs 2023-11-03 18:19:54 -04:00
Marshall Bowers 5d36331942 storybook2: Remove unreferenced components module (#3229)
This PR removes the `components` module from `storybook2` as it was
dead, unreferenced code.

Release Notes:

- N/A
2023-11-03 18:12:21 -04:00
JuliaandConrad Irwin 3834e26f71 Tooltips in mouse event handler & fix executor timer
Co-Authored-By: Conrad Irwin <conrad@zed.dev>
2023-11-03 18:02:58 -04:00
Marshall Bowers 6abdab7735 Remove theme.txt 2023-11-03 17:52:19 -04:00
Marshall Bowers 76db100d11 ui2: Reorganize components (#3228)
This PR reorganizes the components in the `ui2` crate.

The distinction between "elements" and "components" is now gone, with
all of the reusable components living under `components/`.

The components that we built while prototyping but will eventually live
in other crates currently reside in the `to_extract/` module.

Release Notes:

- N/A
2023-11-03 17:34:11 -04:00
Marshall Bowers 287ea0a6e4 Allow deriving Serialize and Deserialize on generated refinement (#3227)
This PR adds support for deriving `Serialize` and `Deserialize` on the
refinement type generated by `#[derive(Refineable)]`.

Release Notes:

- N/A
2023-11-03 17:21:00 -04:00
Marshall Bowers b5224bdafd Remove unneeded type qualification 2023-11-03 16:40:46 -04:00
Nate ButlerandMarshall Bowers d500b01aed Add docs burndown list
Co-Authored-By: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
2023-11-03 16:37:22 -04:00
Marshall Bowers 1361b61708 Use an IconButton for the tab close button 2023-11-03 16:36:02 -04:00
Nate ButlerandMarshall Bowers 740e2cc5bf Start on ui root doc
Co-Authored-By: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
2023-11-03 16:28:54 -04:00
Conrad Irwin f97046b86f MOAR TOOLTIPS 2023-11-03 14:15:32 -06:00
Kirill Bulatov edacffab58 Refresh diagnostics inside the tab (#3225)
r-a now has 2 different types of diagnostics: 
* "disk-based" ones that come from `cargo check` and related, that emit
`project::Event::DiskBasedDiagnosticsStarted` and
`DiskBasedDiagnosticsFinished`
* "flycheck" diagnostics from r-a itself, that it tries to dynamically
apply to every buffer open, that come with `DiagnosticsUpdated` event.

Latter diagnostics update frequently, on every file close and open, but
`diagnostics.rs` logic had never polled for new diagnostics after
registering the `DiagnosticsUpdated` event, so the only way we could
have newer diagnostics was to re-open the whole panel.
The PR fixes that, and also adds more debug logging to the module.
The logic of the fix looks very familiar to previous related fix:
https://github.com/zed-industries/zed/pull/3128

One notable thing after the fix: "flycheck" diagnostics stay forever if
the diagnostics panel is opened: excerpts in that panel do not allow the
buffer to get dropped (hence, closed in terms of r-a) and get the
updated, zero diagnostics.
If the diagnostics panel is opened and closed multiple times, those
errors gradually disappear.

Release Notes:

- Fixed diagnostics panel not refreshing its contents properly
2023-11-03 22:03:05 +02:00
Conrad IrwinandJulia 33245d119e Tooltip on tabs
Co-Authored-By: Julia <julia@zed.dev>
2023-11-03 14:02:46 -06:00