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
This PR improves key handling on Windows by moving the
`TranslateMessage` call from the message loop to after we handled
`WM_KEYDOWN`. This brings Windows behavior more in line with macOS and
gives us finer control over key events. As a result, Vim keybindings now
work properly even when an IME is active. The trade-off is that it might
introduce a slight delay in text input.
Release Notes:
- N/A
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>
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
Closes#22656
Part of #29144, this PR completely rewrites the key handling logic on
Windows, making it much more consistent with how things work on macOS.
However, one remaining issue is that on Windows, we should be using
`Ctrl+Shift+4` instead of `Ctrl+$`. That part is expected to be
addressed in #29144.
Release Notes:
- N/A
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
Closes#29117
This makes `window_min_size` work by using the `WM_GETMINMAXINFO` window
message.
Release Notes:
- N/A
---------
Co-authored-by: 张小白 <364772080@qq.com>
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
While working on implementing `add_recent_documents` for Windows, I
found that the process is significantly more complex compared to macOS.
On macOS, simply registering the `add_recent_documents` function is
enough, as the system handles everything automatically.
On Windows, however, there are two cases to consider:
- **Files opened by the app**: These appear in the "Recent" section (as
shown in the screenshot, "test.txt") and are managed automatically by
Windows (by setting windows registry), similar to macOS.

- **Folders opened by the app**: This is more complicated because
Windows does not handle it automatically, requiring the application to
track opened folders manually.
To address this, this PR introduces a `History Manager` along with
`HistoryManagerEvent::Update` and `HistoryManagerEvent::Delete` events
to simplify the process of managing recently opened folders.
https://github.com/user-attachments/assets/a2581c15-7653-4faf-96b0-7c48ab1dcc8d
Release Notes:
- N/A
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Move the SetLayeredWindowAttributes call to immediately after window
construction, and initialize it with per-pixel transparency settings, no
color key and no global blending. The render pipeline will perform alpha
blending during compositing.
Cleaned up the DWM acrylic API calls some, to explicitly set to the
three appropriate modes depending on opaque, transparent or blurred
settings. The API internally hides versioning concerns from the caller.
Set the window class background color to black, this prevents a
flashbang on slow startup, e.g. debug builds on a heavily loaded system.
The outcome is that the window no longer receives paint demands for
underlying window updates, while also having per-pixel transparency -
opaque theme elements are now correctly opaque. The transparency
settings are now portable across windows and macOS having mostly similar
outcomes (modulo palette differences). Small fonts may still appear to
be alpha blended - this seems to be in the glyph atlas, their pixels are
not actually opaque. Larger fonts (or higher DPIs) don't suffer this and
are as opaque as expected. Layering the window atop one that is
rendering at 120fps, the editor window can drop to its 8fps idle state,
while still being composited with 120fps alpha blend in the background,
in both blur and transparent modes.
Updates #20400
Release Notes:
- Improved transparency on Windows to be more efficient, support fully
opaque elements and more closely match other platforms.
While building my own application using GPUI, I found that the `key_up`
event doesn't fire on Windows or macOS, with each platform failing for
different reasons. These events aren't used anywhere in Zed yet, so it
makes sense that the issue hasn't already been caught.
I don't have a Linux machine set up right now, so I don't know if these
events fire correctly on Linux or not.
---
Without this fix, a simple layout like the following:
```rust
div()
.on_key_down(cx.listener(|_, event, _, _| println!("Key down: {:?}", event)))
.on_key_up(cx.listener(|_, event, _, _| println!("Key up: {:?}", event)));
```
...would result in the following logs if the 'a' key was pressed:
```text
Key down: KeyDownEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: Some("a") }, is_held: false }
<eof>
```
With this fix, the `key_up` event fires correctly, resulting in the
following logs:
```text
Key down: KeyDownEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: Some("a") }, is_held: false }
Key up: KeyUpEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: None } }
<eof>
```
---
I've made the assumption that the `key_char` field shouldn't be set on
the `key_up` event since, unlike the `key_down` event, it's not an event
that may produce a character.
Happy to make any changes to this PR as required. If it would be
preferable to test this on Linux as well before it's merged, let me know
and I'll sort something out.
Hopefully this makes the experience of building new applications on GPUI
smoother, and potentially saves the Zed team some time if this event is
ever used in the future.
Release Notes:
- N/A
Closes#4461
Take 2 on https://github.com/zed-industries/zed/pull/25040.
Fixes panic caused due to using `setHiddenUntilMouseMoves` return type
to `set` cursor on macOS.
Release Notes:
- Now cursor hides when the user is typing in editor. It will stay
hidden until it is moved again. This behavior is `true` by default, and
can be configured with `hide_mouse_while_typing` in settings.
---------
Co-authored-by: Peter Tripp <peter@zed.dev>
Co-authored-by: Thomas Mickley-Doyle <thomas@zed.dev>
Co-authored-by: Agus <agus@zed.dev>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Agus Zubiaga <hi@aguz.me>
Co-authored-by: Angelk90 <angelo.k90@hotmail.it>
Closes#22821
It turns out that on Windows, the `Cancel` button should **always** have
a button ID of `2`. Even if the button label is something like "Don't
Cancel", when the user presses the `Esc` key, Windows will still report
that the button with ID `2` was pressed.
Release Notes:
- N/A
This reverts commit a8610fbd13.
I've been seeing some reports of segmentation faults that appear to
point to this change as the culprit.
Closes#25366.
Release Notes:
- Community: Reverted #25040, so remove the corresponding entry from the
release notes.
This is second part needed for #17819.
There is already binding in default bindings: `"menu":
"editor::OpenContextMenu",` (but won't work on windows without this
change)
Release Notes:
- Handle "menu" key in windows
Closes https://github.com/zed-industries/zed/issues/4461
This PR improves the coding experience by hiding the mouse while the
user is typing so it does not accidentally get in their way, making it
challenging to ready characters in the editor.
Release Notes:
- The following PR hides the cursor when the user is typing by adding a
new cursor style called `None`.
- Assuming the user does not move the mouse, it will stay hidden until
it is moved again.
https://github.com/user-attachments/assets/6ba9f2ee-b9f3-4595-81e4-e9d986da4a39
---------
Co-authored-by: Agus <agus@zed.dev>
Co-authored-by: Peter Tripp <peter@zed.dev>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Closes#24744
and should also fix#17819
The change is split into two commits, first one adds F10 handling (it
needs to be handled inside `parse_syskeydown_msg_keystroke`, the second
one properly handles `Alt+Fn` combinations, this also needs to happen in
`parse_syskeydown_msg_keystroke` and is similar to a fragment inside
`parse_keydown_msg_keystroke`
Release Notes:
- Fixes F10 and Alt+Fn handling on windows
I recently noticed that on my Windows 11 machine, Zed no longer receive
the `WM_DWMCOLORIZATIONCOLORCHANGED` message when the system theme
changes. This functionality was present in the past. While this change
might be unexpected, it's understandable given Microsoft's history of
system updates.
This pull request proposes an alternative approach using the
`WM_SETTINGCHANGE` message to handle theme changes.
Release Notes:
- N/A
There's still a bit more work to do on this, but this PR is compiling
(with warnings) after eliminating the key types. When the tasks below
are complete, this will be the new narrative for GPUI:
- `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit
of state, and if `T` implements `Render`, then `Entity<T>` implements
`Element`.
- `&mut App` This replaces `AppContext` and represents the app.
- `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It
is provided by the framework when updating an entity.
- `&mut Window` Broken out of `&mut WindowContext` which no longer
exists. Every method that once took `&mut WindowContext` now takes `&mut
Window, &mut App` and every method that took `&mut ViewContext<T>` now
takes `&mut Window, &mut Context<T>`
Not pictured here are the two other failed attempts. It's been quite a
month!
Tasks:
- [x] Remove `View`, `ViewContext`, `WindowContext` and thread through
`Window`
- [x] [@cole-miller @mikayla-maki] Redraw window when entities change
- [x] [@cole-miller @mikayla-maki] Get examples and Zed running
- [x] [@cole-miller @mikayla-maki] Fix Zed rendering
- [x] [@mikayla-maki] Fix todo! macros and comments
- [x] Fix a bug where the editor would not be redrawn because of view
caching
- [x] remove publicness window.notify() and replace with
`AppContext::notify`
- [x] remove `observe_new_window_models`, replace with
`observe_new_models` with an optional window
- [x] Fix a bug where the project panel would not be redrawn because of
the wrong refresh() call being used
- [x] Fix the tests
- [x] Fix warnings by eliminating `Window` params or using `_`
- [x] Fix conflicts
- [x] Simplify generic code where possible
- [x] Rename types
- [ ] Update docs
### issues post merge
- [x] Issues switching between normal and insert mode
- [x] Assistant re-rendering failure
- [x] Vim test failures
- [x] Mac build issue
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Joseph <joseph@zed.dev>
Co-authored-by: max <max@zed.dev>
Co-authored-by: Michael Sloan <michael@zed.dev>
Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local>
Co-authored-by: Mikayla <mikayla.c.maki@gmail.com>
Co-authored-by: joão <joao@zed.dev>