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>
Adds a simple git placeholder panel for us to iterate from. Also
includes a number of assets from the git prototyping branch that we will
use.
Note: This panel is staff flagged for now.
Release Notes:
- N/A
This PR creates a new, revamped `DecoratedIcon` component that enables
using different SVGs, one for the knockout background and another for
the actual icon. That's different than what we were doing before—copying
the SVG and using slightly different positioning—because we wanted to
unlock an aligned knockout effect, which was particularly hard to do
with non-simple shapes such as an X.
Release Notes:
- N/A
---------
Co-authored-by: Nate Butler <1714999+iamnbutler@users.noreply.github.com>
This PR adds the `ui::Table` component.
It has a rather simple API, but cells can contain either strings or
elements, allowing for some complex uses.
Example usage:
```rust
Table::new(vec!["Product", "Price", "Stock"])
.width(px(600.))
.striped()
.row(vec!["Laptop", "$999", "In Stock"])
.row(vec!["Phone", "$599", "Low Stock"])
.row(vec!["Tablet", "$399", "Out of Stock"])
```
For more complex use cases, the table supports mixed content:
```rust
Table::new(vec!["Status", "Name", "Priority", "Deadline", "Action"])
.width(px(840.))
.row(vec![
element_cell(Indicator::dot().color(Color::Success).into_any_element()),
string_cell("Project A"),
string_cell("High"),
string_cell("2023-12-31"),
element_cell(Button::new("view_a", "View").style(ButtonStyle::Filled).full_width().into_any_element()),
])
// ... more rows
```
Preview:

This component is pretty basic, improvements are welcome!
Release Notes:
- N/A