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
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
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>
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
Earlier, I merged #24723
Before merging it, I made a change that was incorrect and fast followed
with a fix: #28548
Following that fix, @bennetbo discovered that the modals where no longer
highlighting correctly, particularly the outline modal.
So I'm going to revert it all.
Release Notes:
- N/A
Release Notes:
- N/A
---
Fix this long-standing issue so that we can support Link hover colors.
And renamed `text_layout` example to `text_style`.
---
I spent some time studying the process of this text style change and
found it a bit complicated.
At first, I thought there was a problem with refine and it was not
passed properly. After changing it, I found that it was not the problem.
Then I found that it was because `TextRun` had already stored the
`color`, `background`, `underline`, `strikethrough` in TextRun in the
`request_layout` stage. They area calculate at the `request_layout`
stage, but request_layout stage there was no `hitbox`, so the hover
state was not obtained.
```bash
cargo run -p gpui --example text_style
```
https://github.com/user-attachments/assets/24f88f73-775e-41d3-a502-75a7a39ac82b
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
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>
Since `TextLayout` is not shared by multiple threads, changing it to
`Rc<RefCell<T>>` should improve performance.
I also found several codes with the same problem. If you think this
change is beneficial, I will continue to improve it in the subsequent
PR. 🙂
Release Notes:
- N/A
Release Notes:
- Improved performance when using the scroll wheel and some other mouse
interactions.
Based on some cache details about GPUI `AnyView::cached` that I found in
the discussion of
https://github.com/zed-industries/zed/discussions/24260#discussioncomment-12135749,
and combined with the optimization points found in actual applications.
This change may have some scenarios that I have not considered, so I
just make a draft to put forward my ideas first for discussion.
From my analysis, `AnyView::cached` will always invalid by Div's mouse
events, because of it called `window.refresh`. I understand that (mouse
move event) this is because the interface changes related to hover and
mouse_move will be affected style, so `window.refresh` is required.
Since Div does not have the `entity_id` of View, it is impossible to
know which View should be refreshed, so the entire window can only be
refreshed.
With this change, we can reduce a lot of `render` method calls on
ScrollWheel or Mouse Event.
This PR adds toasts for reporting success and errors from remote git
operations. This PR also adds a focus handle to notifications, in
anticipation of making them keyboard accessible.
Release Notes:
- N/A
---------
Co-authored-by: julia <julia@zed.dev>
Regression in #22644
Unfortunately not a full fix, In the case where a tooltip gets displayed
and then gets occluded after display, it will stick around until the
mouse exits the hover bounds.
Release Notes:
- N/A
Co-authored-by: Ben <ben@zed.dev>
Adds a text property for controlling left, center, or right text
alignment.
#8792 should stay open since this doesn't add support for `justify`
(which would require a much bigger change since this can just alter the
origin of each line, but justify requires changing spacing, whereas
justify requires changes to each platform's shaping code).
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>
It's easy to overshoot the bottom of the tooltip when cursoring to a
button, such as opening the commit from a blame tooltip. Before this
change the tooltip would immediately disappear, and now it sticks around
for a bit.
Also:
* Shares the implementation with `elements/text.rs`. This will
particularly be handy when it makes use of hoverable tooltips.
* Improves the fix to #21657.
- Now the element will no longer think it has an active tooltip that it
registers with the window.
- It will instead display the next available tooltip, whereas I believe
before the next available tooltip would be suppressed.
* Fixes bug where `cx.refresh()` wasn't called when text tooltip is
hidden due to a mouse down event.
* Ports over fix in https://github.com/zed-industries/zed/pull/14832 to
`elements/text.rs`
Release Notes:
- The tooltip for inline git blame now waits a bit before disappearing
when the mouse leaves it.
Various fixes for Zeta and one fix that's visible to non-Zeta-using
users of inline completions.
Release Notes:
- Changed inline completions (Copilot, Supermaven, ...) to not show up
in empty buffers.
---------
Co-authored-by: Antonio <antonio@zed.dev>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Bennet <bennet@zed.dev>
Closes https://github.com/zed-industries/zed/issues/21657
Follow-up of https://github.com/zed-industries/zed/pull/22488
Previous PR broke git blame tooltips, which are expected to be open when
hovered, even if the mouse cursor is moved away from the actual blame
entry that caused the tooltip to appear.
Current version moves the invalidation logic into `prepaint_tooltip`,
where the new data about the tooltip origin is used to ensure we
invalidate only tooltips that have no mouse cursor in either origin
bounds or tooltip bounds (if it's hoverable).
Release Notes:
- Fixed tooltips getting stuck
* Remove unnecessary WindowContext and ViewContext '_ lifetimes
* Removed some cases where WindowContext has a different name than `cx`.
Release Notes:
- N/A
This pull request replaces the static `⋯` character we used to insert
when folding a range with a custom render function that return an
`AnyElement`. We plan to use this in the assistant, but for now this
should be behavior-preserving.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Conrad <conrad@zed.dev>
This pull request introduces a new `markdown` crate which is capable of
parsing and rendering a Markdown source. One of the key additions is
that it enables text selection within a `Markdown` view. Eventually,
this will replace `RichText` but for now the goal is to use it in the
assistant revamped assistant in the spirit of making progress.
<img width="711" alt="image"
src="https://github.com/zed-industries/zed/assets/482957/b56c777b-e57c-42f9-95c1-3ada22f63a69">
Note that this pull request doesn't yet use the new markdown renderer in
`assistant2`. This is because we need to modify the assistant before
slotting in the new renderer and I wanted to merge this independently of
those changes.
Release Notes:
- N/A
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Conrad <conrad@zed.dev>
Co-authored-by: Alp <akeles@umd.edu>
Co-authored-by: Zachiah Sawyer <zachiah@proton.me>
We're planning to associate "selection sources" with global element ids
to allow arbitrary UI text to be selected in GPUI. Previously, global
ids were not exposed outside the framework and we entangled management
of the element id stack with element state access. This was more
acceptable when element state was the only place we used global element
ids, but now that we're planning to use them more places, it makes sense
to deal with element identity as a first-class part of the element
system. We now ensure that the stack of element ids which forms the
current global element id is correctly managed in every phase of element
layout and paint and make the global id available to each element
method. In a subsequent PR, we'll use the global element id as part of
implementing arbitrary selection for UI text.
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
The new `ElementContext` was originally introduced to ensure the element
APIs could only be used inside of elements. Unfortunately, there were
many places where some of those APIs needed to be used, so
`WindowContext::with_element_context` was introduced, which defeated the
original safety purposes of having a specific context for elements.
This pull request merges `ElementContext` into `WindowContext` and adds
(debug) runtime checks to APIs that can only be used during certain
phases of element drawing.
Release Notes:
- N/A
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
This pull request introduces the new
`ElementContext::request_autoscroll(bounds)` and
`ElementContext::take_autoscroll()` methods in GPUI. These new APIs
enable container elements such as `List` to change their scroll position
if one of their children requested an autoscroll. We plan to use this in
the revamped assistant.
As a drive-by, we also:
- Renamed `Element::before_layout` to `Element::request_layout`
- Renamed `Element::after_layout` to `Element::prepaint`
- Introduced a new `List::splice_focusable` method to splice focusable
elements into the list, which enables rendering offscreen elements that
are focused.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
This introduces a new API on `StatefulInteractiveElement` to create a
tooltip that can be hovered, scrolled inside, and clicked:
`.hoverable_tooltip`.
Right now we only use it in the `git blame` gutter, but the plan is to
use the new hover/click/scroll behavior in #10398 to introduce new
git-blame-tooltips.
Release Notes:
- N/A
---------
Co-authored-by: Antonio <antonio@zed.dev>
This reverts https://github.com/zed-industries/zed/pull/8327
That PR introduced a regression where completions' syntax highlighting
would be corrupted in a non-deterministic way, such that it varied from
frame to frame:
In the screenshot below, many of the field names (e.g. `cursor`,
`depth`) are incorrectly colored as types instead of fields. The
`finished_states` field has highlighting that changes at the wrong
offset. All of these values changed from frame to frame, creating a
strange flickering effect:
<img width="599" alt="Screenshot 2024-04-01 at 5 56 36 PM"
src="https://github.com/zed-industries/zed/assets/326587/b6a48f02-f146-4f76-92e6-32fb417d86c0">
Release Notes:
- N/A
See https://zed.dev/channel/gpui-536
Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207
### Problem
After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.
However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.
### Solution
This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.
We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.
With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.
### Performance
Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).

Release Notes:
- Fixed a bug that was causing popovers to flicker.
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
This uses bounds checking alone to determine hover state to avoid
flicker. It's a short-term solution because the rendering is incorrect.
We think this is better than flickering though and buys us some time as
we work on a more robust solution overall.
Release Notes:
- Fixed flickering when hovering.
---------
Co-authored-by: Nathan <nathan@zed.dev>