Commit Graph
297 Commits
Author SHA1 Message Date
Mikayla Maki 989d172cfc Add edit JSON button (#39732)
Closes #ISSUE

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-10-08 06:23:43 +00:00
Piotr OsiewiczandSmit Barmase d359a814f8 editor: Represent scroll offset with more precision (#39367)
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>
2025-10-02 23:04:31 +02:00
50bb8a4ae6 gpui: Add tab group (#38531)
Closes #ISSUE

Co-Authored-By: Mikayla <mikayla@zed.dev>
Co-Authored-By: Anthony <anthony@zed.dev>
Co-Authored-By: Kate <kate@zed.dev>

Release Notes:

- N/A *or* Added/Fixed/Improved ...

---------

Co-authored-by: Kate <kate@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Anthony <anthony@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-09-25 14:41:29 +00:00
Lukas Wirth a9fe18f4cb Revert "gpui: Flash menu in menubar on macOS when action is triggered (#38588)" (#38880)
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
2025-09-25 13:36:19 +00:00
Victor Tran ed7bd5a8ed gpui: Flash menu in menubar on macOS when action is triggered (#38588)
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
2025-09-24 12:09:03 -07:00
localccandJakub Konka 8bac1bee7a Disable subpixel shifting for y axis on Windows (#38440)
Release Notes:

- N/A

---------

Co-authored-by: Jakub Konka <kubkon@jakubkonka.com>
2025-09-22 13:46:29 +02:00
Finn Evers ded6467604 Refactor the scrollbar component (#36105)
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
2025-09-13 00:43:16 +02:00
Martin Pool b9cf5886e4 Run doctests in CI and fix up existing doctests (#37851)
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
2025-09-12 23:24:04 +03:00
Anthony Eid 707d0e6ebd settings ui: Add text field support to ui layer (#37868)
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
2025-09-09 18:48:22 +00:00
Smit Barmase 57c6dbd71e linux: Fix IME positioning on scaled display on Wayland (#37600)
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.
2025-09-05 09:10:50 +05:30
localcc bb2d833373 Revert "gpui: Fix overflow_hidden to support clip with border radius" (#37480)
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
2025-09-03 19:52:47 +00:00
Jason Lee 40199266b6 gpui: Fix overflow_hidden to support clip with border radius (#35083)
Release Notes:

- N/A

---

Same case in HTML example:


https://developer.mozilla.org/en-US/play?id=p7FhB3JAhiVfLHAXnsbrn7JYYX%2Byq1gje%2B%2BTZarnXvvjmaAx3NlrXqMAoI35s4zeakShKee6lydHYeHr

```html
<div style="padding: 50px; text-align: center;">
  <div style="overflow: hidden; border-radius: 24px">
    <div style="background: #000; border: 3px solid red; color: #fff; padding: 8px 28px;">
      Let build applications with GPUI.
    </div>
    <div style="background: #333; border: 3px dashed black; color: #fff; padding: 8px 28px;">
      Let build applications with GPUI.
    </div>
  </div>

  <div style="margin-top: 20px; border-radius: 24px">
    <div style="background: #000; color: #fff; padding: 8px 28px;">
      This is not overflow: hidden.
    </div>
  </div>
</div>
```

<img width="610" height="213" alt="image"
src="https://github.com/user-attachments/assets/5f95e263-e52c-414f-8f0c-e6aa04ceb802"
/>

### Before

<img width="912" height="740" alt="image"
src="https://github.com/user-attachments/assets/f09c1936-52fc-4381-9a50-93977e9d64a6"
/>

### After 

```bash
cargo run -p gpui --example content_mask
```

<img width="912" height="740" alt="image"
src="https://github.com/user-attachments/assets/4bde58f3-c850-418d-9dc7-d2245852e7d7"
/> |


- [x] Metal
- [x] Blade
- [x] DirectX
- [x] ContentMask radius must reduce the container border widths.
- [x] The dash border render not correct, when not all side have
borders.
2025-09-03 12:44:33 +02:00
Jakub Konka 5a9e18603d gpui: Fix intra rustdoc links (#37320)
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
2025-09-03 07:31:48 +02:00
Gaauwe Rombouts a852bcc094 Improve system window tabs visibility (#37244)
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
2025-08-31 18:24:00 -06:00
张小白 38e5c8fb66 keymap_editor: Fix incorrect keystroke being reported (#36998)
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.
2025-08-28 15:16:13 +08:00
Gaauwe RomboutsandConrad Irwin 78c2f1621d Add macOS window tabs (#33334)
Closes https://github.com/zed-industries/zed/issues/14722
Closes https://github.com/zed-industries/zed/issues/4948
Closes https://github.com/zed-industries/zed/issues/7136

Follow up of https://github.com/zed-industries/zed/pull/20557 and
https://github.com/zed-industries/zed/pull/32238.

Based on the discussions in the previous PRs and the pairing session
with @ConradIrwin I've decided to rewrite it from scratch, to properly
incorporate all the requirements. The feature is opt-in, the settings is
set to false by default. Once enabled via the Zed settings, it will
behave according to the user’s system preference, without requiring a
restart — the next window opened will adopt the new behavior (similar to
Ghostty).

I’m not entirely sure if the changes to the Window class are the best
approach. I’ve tried to keep things flexible enough that other
applications built with GPUI won’t be affected (while giving them the
option to still use it), but I’d appreciate input on whether this
direction makes sense long-term.



https://github.com/user-attachments/assets/9573e094-4394-41ad-930c-5375a8204cbf

### Features
* System-aware tabbing behavior
* Respects the three system modes: Always, Never, and Fullscreen
(default on macOS)
* Changing the Zed setting does not require a restart — the next window
reflects the change
* Full theme support
    * Integrates with light and dark themes
* [One
Dark](https://github.com/user-attachments/assets/d1f55ff7-2339-4b09-9faf-d3d610ba7ca2)
* [One
Light](https://github.com/user-attachments/assets/7776e30c-2686-493e-9598-cdcd7e476ecf)
    * Supports opaque/blurred/transparent themes as best as possible
* [One Dark -
blurred](https://github.com/user-attachments/assets/c4521311-66cb-4cee-9e37-15146f6869aa)
* Dynamic layout adjustments
    * Only reserves tab bar space when tabs are actually visible
* [With
tabs](https://github.com/user-attachments/assets/3b6db943-58c5-4f55-bdf4-33d23ca7d820)
* [Without
tabs](https://github.com/user-attachments/assets/2d175959-5efc-4e4f-a15c-0108925c582e)
* VS Code compatibility
* Supports the `window.nativeTabs` setting in the VS Code settings
importer
* Command palette integration
    * Adds commands for managing tabs to the command palette
* These can be assigned to keyboard shortcuts as well, but didn't add
defaults as to not reserve precious default key combinations

Happy to pair again if things can be improved codewise, or if
explanations are necessary for certain choices!



Release Notes:
* Added support for native macOS window tabbing. When you set
`"use_system_window_tabs": true`, Zed will merge windows in the same was
as macOS: by default this happens only when full screened, but you can
adjust your macOS settings to have this happen on all windows.

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2025-08-28 03:51:22 +00:00
Floyd Wang 9ca4fb16b2 gpui: Support disabling window resizing and minimizing (#36859)
Add support to disable both window resizing and minimizing.

| | macOS | Windows |
| - | - | - |
| **Unresizable** | <img width="412" height="440"
alt="SCR-20250822-qpea"
src="https://github.com/user-attachments/assets/d6d45510-dc4b-436f-a9fa-ce9cb0b0c411"
/> | <img width="276" height="298" alt="2025-08-22 110757"
src="https://github.com/user-attachments/assets/9deff498-e903-4173-9c26-072dd9409fc1"
/> |
| **Unminimizable** | <img width="412" height="440"
alt="SCR-20250822-qpfl"
src="https://github.com/user-attachments/assets/e1d5f9eb-6de5-4908-8b52-38ccb2e65689"
/> | <img width="276" height="298" alt="2025-08-22 110814"
src="https://github.com/user-attachments/assets/da94b006-3544-4274-8b02-1cab7ca8dd70"
/> |

Release Notes:

- N/A
2025-08-27 10:26:57 -07:00
tidely 7bdc99abc1 Fix clippy::redundant_clone lint violations (#36558)
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
2025-08-20 12:20:13 +02:00
Piotr Osiewicz 05fc0c432c Fix a bunch of other low-hanging style lints (#36498)
- **Fix a bunch of low hanging style lints like unnecessary-return**
- **Fix single worktree violation**
- **And the rest**

Release Notes:

- N/A
2025-08-19 21:26:17 +02:00
Piotr Osiewicz 8f567383e4 Auto-fix clippy::collapsible_if violations (#36428)
Release Notes:

- N/A
2025-08-19 13:27:24 +00:00
localcc 56c4992b9a Fix underline flickering (#35989)
Closes #35559

Release Notes:

- Fixed underline flickering
2025-08-11 19:17:48 +02:00
Conrad Irwin 12084b6677 Fix keys not being sent to terminal (#35979)
Fixes #35057

Release Notes:

- Fix input being sent to editor/terminal when pending keystrokes are
resolved
2025-08-11 09:07:32 -06:00
Anthony EidandRemco Smits 010441e23b debugger: Show run to cursor in editor's context menu (#35745)
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>
2025-08-06 15:45:22 -04:00
0025019db4 gpui: Press enter, space to trigger click to focused element (#35075)
Release Notes:

- N/A

> Any user interaction that is equivalent to a click, such as pressing
the Space key or Enter key while the element is focused. Note that this
only applies to elements with a default key event handler, and
therefore, excludes other elements that have been made focusable by
setting the
[tabindex](https://developer.mozilla.org/en-US/docs/Web/HTML/Reference/Global_attributes/tabindex)
attribute.

https://developer.mozilla.org/en-US/docs/Web/API/Element/click_event

---------

Co-authored-by: Anthony <anthony@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: Umesh Yadav <23421535+imumesh18@users.noreply.github.com>
2025-08-05 18:15:30 -04:00
Ben KunkleandMrSubidubi 6b77654f66 onboarding: Wire up tab index (#35659)
Closes #ISSUE

Allows tabbing through everything in all three pages. Until #35075 is
merged it is not possible to actually "click" tab focused buttons with
the keyboard.

Additionally adds an action `onboarding::Finish` and displays the
keybind. The action corresponds to both the "Skip all" and "Start
Building" buttons, with the keybind displayed similar to how it is for
the page nav buttons

Release Notes:

- N/A *or* Added/Fixed/Improved ...

---------

Co-authored-by: MrSubidubi <finn@zed.dev>
2025-08-05 19:48:15 +00:00
15ad986329 windows: Port to DirectX 11 (#34374)
Closes #16713
Closes #19739
Closes #33191
Closes #26692
Closes #17374
Closes #35077
Closes https://github.com/zed-industries/zed/issues/35205
Closes https://github.com/zed-industries/zed/issues/35262


Compared to the current Vulkan implementation, this PR brings several
improvements:

- Fewer weird bugs
- Better hardware compatibility
- VSync support
- More accurate colors
- Lower memory usage
- Graceful handling of device loss

---

**TODO:**

- [x] Don’t use AGS binaries directly
- [ ] The message loop is using too much CPU when ths app is idle
- [x] There’s a
[bug](https://github.com/zed-industries/zed/issues/33191#issuecomment-3109306630)
in how `Path` is being rendered.

---

Release Notes:

- N/A

---------

Co-authored-by: Kate <kate@zed.dev>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
2025-07-30 15:27:58 -07:00
Finn Evers 158f65fd1e gpui: Ensure tab index handles are properly reused across frames (#35235)
This fixes an issue where focus handles with a tab index would get lost
between rendered frames because the focus handles were not reused for
the following paint cycle.

Release Notes:

- N/A
2025-07-28 23:33:20 +02:00
Jason Lee caa4b529e4 gpui: Add tab focus support (#33008)
Release Notes:

- N/A

With a `tab_index` and `tab_stop` option to `FocusHandle` to us can
switch focus by `Tab`, `Shift-Tab`.

The `tab_index` is from
[WinUI](https://learn.microsoft.com/en-us/uwp/api/windows.ui.xaml.controls.control.tabindex?view=winrt-26100)
and [HTML
tabindex](https://developer.mozilla.org/en-US/docs/Web/HTML/Reference/Global_attributes/tabindex),
only the `tab_stop` is enabled that can be added into the `tab_handles`
list.

- Added `window.focus_next()` and `window.focus_previous()` method to
switch focus.
- Added `tab_index` to `InteractiveElement`.

```bash
cargo run -p gpui --example tab_stop
```


https://github.com/user-attachments/assets/ac4e3e49-8359-436c-9a6e-badba2225211
2025-07-20 16:38:54 -07:00
Mikayla Maki 2da2ae65a0 gpui: Add use state APIs (#34741)
This PR adds a component level state API to GPUI, as well as a few
utilities for simplified interactions with entities

Release Notes:

- N/A
2025-07-19 01:27:54 +00:00
Joseph T. Lyons 9a20843ba2 Revert "gpui: Improve path rendering & global multisample anti-aliasing" (#34722)
Reverts zed-industries/zed#29718

We've noticed some issues with Zed on Intel-based Macs where typing has
become sluggish, and git bisect has seemed to point towards this PR.
Reverting for now, until we can understand why it is causing this issue.
2025-07-18 16:03:08 +00:00
Ben Kunkle 9b63ba6205 gpui: Add cx.intercept_keystrokes API to intercept keystrokes before action dispatch (#34084)
Closes #ISSUE

`cx.intercept_keystrokes` functions as a sibling API to
`cx.observe_keystrokes`. Under the hood the two API's are basically
identical, however, `cx.observe_keystrokes` runs _after_ all event
dispatch handling (including action dispatch) while
`cx.intercept_keystrokes` runs _before_. This allows for
`cx.stop_propagation()` calls within the `cx.intercept_keystrokes`
callback to prevent action dispatch.

The motivating example usage behind this API is also included in this
PR. It is used as part of a keystroke input component that needs to
intercept keystrokes before action dispatch to display them.

cc: @mikayla-maki 

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-07-09 22:44:32 +00:00
SunliandJason Lee 4fdda8d5a1 gpui: Improve path rendering & global multisample anti-aliasing (#29718)
Currently, the rendering path required creating a texture for each path,
which wasted a large amount of video memory. In our application, simply
drawing some charts resulted in video memory usage as high as 5G.

I removed the step of creating path textures and directly drew the paths
on the rendering target, adding post-processing global multi-sampling
anti-aliasing. Drawing paths no longer requires allocating any
additional video memory and also improves the performance of path
rendering.

Release Notes:

- N/A

---------

Co-authored-by: Jason Lee <huacnlee@gmail.com>
2025-07-02 09:41:42 -07:00
Matin AnissandMichael Sloan e5c812fbcb gpui: Dynamic element arena (#32079)
Implements a chunking strategy for the element arena that allows it to
grow dynamically based on allocations, it is initialised with a single
chunk of a total size of 1 mebibyte. On allocation of data with a size
greater than the remaining space of the current chunk a new chunk is
created.

This reduces the memory allocation from the static 32 mebibytes, this
especially helps GPUI applications that don't need such a large element
arena and even Zed in most cases. This also prevents the panic when
allocations ever exceed the element arena.

Release Notes:

- N/A

---------

Co-authored-by: Michael Sloan <michael@zed.dev>
2025-06-25 13:29:13 -06:00
Michael Sloan 9427526a41 gpui: Clear the element arena after presenting the frame (#33338)
This is an easy way to shave some microseconds off the critical path for
frame rendering. On my machine this reduces typical frame rendering
latency by ~100 microseconds, probably quite a bit more on slower
machines.

Here is how long it typically takes to drop elements from the arena,
from a fairly brief run:


![image](https://github.com/user-attachments/assets/65cfd911-eccf-4393-887d-8cad2cd27148)

Release Notes:

- N/A
2025-06-24 19:43:33 +00:00
Michael Sloan 9bdfd1e98a gpui: Fix pending keys dispatch path panic (#32891)
For me this is a panic that started occurring today in my use of Zed.
The repro is to type `ctrl-x` to start a pending key sequence and then
close the collab side panel with the mouse. The issue is that
dispatching the action based on pending keystrokes uses the same
`DispatchNodeId` as when the 1 second timer was started.
`DispatchNodeId` is not stable across frames. This also means that the
wrong `DispatchNodeId` can be used in the non-panicing case, potentially
causing the action to not occur.

The mystery here is why did this only start happening now in my use of
Zed, and why isn't it showing up in the panics dashboard / issue
reports.

Panic looks like

```
{
  "thread": "main",
  "payload": "index out of bounds: the len is 467 but the index is 1861",
  "location_data": {
    "file": "crates/gpui/src/key_dispatch.rs",
    "line": 519
  },
  "backtrace": [
    "zed::reliability::init_panic_hook::{{closure}}::he1d8257b19b16eec+155265758",
    "std::panicking::rust_panic_with_hook::h33b18b24045abff4+128544307",
    "std::panicking::begin_panic_handler::{{closure}}::hf8313cc2fd0126bc+128543530",
    "std::sys::backtrace::__rust_end_short_backtrace::h57fe07c8aea5c98a+128537145",
    "__rustc[95feac21a9532783]::rust_begin_unwind+128542669",
    "core::panicking::panic_fmt::hd54fb667be51beea+9456688",
    "core::panicking::panic_bounds_check::h1a9bf3d94de0fc80+9457170",
    "gpui::key_dispatch::DispatchTree::dispatch_path::hce77d277881569bf+73992023",
    "gpui::app::App::spawn::{{closure}}::hb1e79bbbdead3012+73687056",
    "async_task::raw::RawTask<F,T,S,M>::run::hd13f66f99bb24bbd+70694231",
    "<gpui::platform::linux::x11::client::X11Client as gpui::platform::linux::platform::LinuxClient>::run::h5a92ddaaf9a06dd1+74465138",
    "gpui::platform::linux::platform::<impl gpui::platform::Platform for P>::run::hd19ac52b2d94268e+74064525",
    "gpui::app::Application::run::hee83110c717a5af0+151862692",
    "zed::main::hca7e2265584c4139+153307630",
    "std::sys::backtrace::__rust_begin_short_backtrace::h2e04f4034c2d82c5+153146899",
    "std::rt::lang_start::{{closure}}::h91cf1ca0eeae23ae+154454121",
    "std::rt::lang_start_internal::h418648f91f5be3a1+128467809",
    "main+153326748",
    "__libc_start_call_main+25056432783818",
    "__libc_start_main_impl+25056432784011",
    "_start+12389486"
  ],
  "app_version": "0.190.6",
  "app_commit_sha": "9a2dcbbe244407fed51d61f38e4a4a59ec1cccc6",
  "release_channel": "stable",
  "target": "x86_64-unknown-linux-gnu",
  "os_name": "Linux X11",
  "os_version": "ubuntu 24.04",
  "architecture": "x86_64",
  "panicked_on": 1750185799233,
  "system_id": "abae7201-61fb-442b-922b-202071ae81c0",
  "installation_id": "69a0fb9a-11a2-4065-ad8c-b281e68525ad",
  "session_id": "bc5b5f2f-e4c3-44a8-948e-c0550a2e2ef2"
}
```

Release Notes:

- Fixed a rare panic / potential incorrect action dispatch when a
pending keysequence is applied after the 1 second timer elapsing.
2025-06-18 01:40:59 +00:00
90aa99bb14 Add Caps Lock support (#30470)
Closes #21700

Release Notes:

- Added caps lock support and show a warning if the user is entering an
SSH password with Caps Lock enabled

---------

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: 张小白 <364772080@qq.com>
2025-06-18 00:43:33 +00:00
Finn Evers 7ecad2bef9 gpui: Fix window cursor style flickering (#32596)
Closes #32592
Follow-up to #31965 

This PR fixes the cursor style flickering on Linux systems. The issue
arose since the window cursor style was not reused anymore for
subsequent frames after the changes in #31965. This works on MacOS for
hiding cursors, since they are hidden until the next mouse movement
occurs, which is not the case for other systems.

This PR re-adds this whilst keeping the fixes applied in #31965. We now
determine the first cursor style that is hovered and continue searching
for a cursor style that should be applied globally. If one to apply for
the whole window is found, we return that cursor style early instead.

Alternatively, we could store window cursor style request in a vector
similar to normal cursor styles. That would require more memory in
exchange for fewer checks which cursor style to apply. I preferred the
approach here, though, but can change this should the other method be
preferred.

CC @smitbarmase since you assigned yourself that issue.

Release Notes:

- Fixed an issue where the cursor would flicker whilst typing.
2025-06-12 15:24:44 +05:30
Finn Evers 2fe1293fba Improve cursor style behavior for some draggable elements (#31965)
Follow-up to #24797

This PR ensures some cursor styles do not change for draggable elements
during dragging. The linked PR covered this on the higher level for
draggable divs. However, e.g. the pane divider inbetween two editors is
not a draggable div and thus still has the issue that the cursor style
changes during dragging. This PR fixes this issue by setting the hitbox
to `None` in cases where the element is currently being dragged, which
ensures the cursor style is applied to the cursor no matter what during
dragging.

Namely, this change fixes this for
- non-div pane dividers
- minimap slider and the
- editor scrollbars

and implements it for the UI scrollbars (Notably, UI scrollbars do
already have `cursor_default` on their parent container but would not
keep this during dragging. I opted out on removing this from the parent
containers until #30194 or a similar PR is merged).


https://github.com/user-attachments/assets/f97859dd-5f1d-4449-ab92-c27f2d933c4a

Release Notes:

- N/A
2025-06-06 16:56:27 -04:00
Conrad Irwin 5ad51ca48e vim: Show 'j' from jk pre-emptively (#32007)
Fixes: #29812
Fixes: #22538

Co-Authored-By: <corentinhenry@gmail.com>

Release Notes:

- vim: Multi-key bindings in insert mode will now show the pending
keystroke in the buffer. For example if you have `jk` mapped to escape,
pressing `j` will immediately show a `j`.
2025-06-06 14:11:51 -06:00
Matin Aniss ca3f46588a gpui: Implement dynamic window control elements (#30828)
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
2025-06-06 10:11:24 -07:00
Michael Sloan d801b7b12e Fix bindings_for_action handling of shadowed key bindings (#32220)
Fixes two things:

* ~3 months ago [in PR
#26420](https://github.com/zed-industries/zed/pull/26420/files#diff-33b58aa2da03d791c2c4761af6012851b7400e348922d64babe5fd48ac2a8e60)
`bindings_for_action` was changed to return bindings even when they are
shadowed (when the keystrokes would actually do something else).

* For edit prediction keybindings there was some odd behavior where
bindings for `edit_prediction_conflict` were taking precedence over
bindings for `edit_prediction` even when the `edit_prediction_conflict`
predicate didn't match. The workaround for this was #24812. The way it
worked was:

    - List all bindings for the action

- For each binding, get the highest precedence binding with the same
input sequence

- If the highest precedence binding has the same action, include this
binding. This was the bug - this meant that if a binding in the keymap
has the same keystrokes and action it can incorrectly take display
precedence even if its context predicate does not pass.

- Fix is to check that the highest precedence binding is a full match.
To do this efficiently, it's based on an index within the keymap
bindings.

Also adds `highest_precedence_binding_*` variants which avoid the
inefficiency of building lists of bindings just to use the last.

Release Notes:

- Fixed display of keybindings to skip bindings that are shadowed by a
binding that uses the same keystrokes.
- Fixed display of `editor::AcceptEditPrediction` bindings to use the
normal precedence that prioritizes user bindings.
2025-06-06 06:24:59 +00:00
Christian Bergschneider 40c91d5df0 gpui: Implement window_handle and display_handle for wayland platform (#28152)
This PR implements the previously unimplemented window_handle and
display_handle methods in the wayland platform. It also exposes the
display_handle method through the Window struct.

Release Notes:

- N/A
2025-05-30 15:45:03 -07:00
Chung Wei LeongandMikayla Maki 0ee900e8fb Support macOS Sequoia titlebar double-click action (#30468)
Closes #16527

Release Notes:

- Added MacOS titlebar double-click action

---

Unfortunately, Apple doesn't seem to make the "Fill" API public or
documented anywhere.

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2025-05-30 17:13:50 +00:00
047e7eacec gpui: Improve window.prompt to support ESC with non-English cancel text on macOS (#29538)
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>
2025-05-30 15:26:27 +00:00
laizy c4dbaa91f0 gpui: Fix race condition when upgrading a weak reference (#30952)
Release Notes:

- N/A
2025-05-30 08:18:25 -07:00
Michael Sloan 9086784038 gpui: Support hitbox blocking mouse interaction except scrolling (#31712)
tl;dr: This adds `.block_mouse_except_scroll()` which should typically
be used instead of `.occlude()` for cases when the mouse shouldn't
interact with elements drawn below an element. The rationale for
treating scroll events differently:

* Mouse move / click / styles / tooltips are for elements the user is
interacting with directly.
* Mouse scroll events are about finding the current outer scroll
container.

Most use of `occlude` should probably be switched to this, but I figured
I'd derisk this change by minimizing behavior changes to just the 3 uses
of `block_mouse_except_scroll`.

GPUI changes:

* Added `InteractiveElement::block_mouse_except_scroll()`, and removes
`stop_mouse_events_except_scroll()`

* Added `Hitbox::should_handle_scroll()` to be used when handling scroll
wheel events.

* `Window::insert_hitbox` now takes `HitboxBehavior` instead of
`occlude: bool`.

    - `false` for that bool is now `HitboxBehavior::Normal`.

    - `true` for that bool is now `HitboxBehavior::BlockMouse`.
    
    - The new mode is `HitboxBehavior::BlockMouseExceptScroll`.

* Removes `Default` impl for `HitboxId` since applications should not
manually create `HitboxId(0)`.

Release Notes:

- N/A
2025-05-29 21:41:15 +00:00
Michael Sloan 649072d140 Add a live Rust style editor to inspector to edit a sequence of no-argument style modifiers (#31443)
Editing JSON styles is not very helpful for bringing style changes back
to the actual code. This PR adds a buffer that pretends to be Rust,
applying any style attribute identifiers it finds. Also supports
completions with display of documentation. The effect of the currently
selected completion is previewed. Warning diagnostics appear on any
unrecognized identifier.


https://github.com/user-attachments/assets/af39ff0a-26a5-4835-a052-d8f642b2080c

Adds a `#[derive_inspector_reflection]` macro which allows these methods
to be enumerated and called by their name. The macro code changes were
95% generated by Zed Agent + Opus 4.

Release Notes:

* Added an element inspector for development. On debug builds,
`dev::ToggleInspector` will open a pane allowing inspecting of element
info and modifying styles.
2025-05-26 17:43:57 +00:00
ab59982bf7 Add initial element inspector for Zed development (#31315)
Open inspector with `dev: toggle inspector` from command palette or
`cmd-alt-i` on mac or `ctrl-alt-i` on linux.

https://github.com/user-attachments/assets/54c43034-d40b-414e-ba9b-190bed2e6d2f

* Picking of elements via the mouse, with scroll wheel to inspect
occluded elements.

* Temporary manipulation of the selected element.

* Layout info and JSON-based style manipulation for `Div`.

* Navigation to code that constructed the element.

Big thanks to @as-cii and @maxdeviant for sorting out how to implement
the core of an inspector.

Release Notes:

- N/A

---------

Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Marshall Bowers <git@maxdeviant.com>
Co-authored-by: Federico Dionisi <code@fdionisi.me>
2025-05-23 23:08:59 +00:00
Kirill Bulatov 16366cf9f2 Use anyhow more idiomatically (#31052)
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
2025-05-20 23:06:07 +00:00
Max BrunsfeldandMikayla Maki 29c31f020e Implement rendering of images with data urls in markdown (#30322)
Fixes #28266

![Screenshot 2025-05-08 at 5 08
21 PM](https://github.com/user-attachments/assets/774d2dde-3f2d-466c-8eb1-c67badbd89e4)

Release Notes:

- Added support for rendering images with data URLs in markdown. This
can show up in hover documentation provided by language servers.

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-05-08 18:26:24 -07:00