This PR changes GPUI to open windows with a default size and location,
and to otherwise inherit from their spawning window.
Note: The linux build now crashes on startup.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Ezekiel Warren <zaucy@users.noreply.github.com>
This adds a GPUI fallback for window prompts. Linux does not support
this feature by default, so we have to implement it ourselves.
This implementation also makes it possible for GPUI clients to override
the platform prompts with their own implementations.
This is just a first pass. These alerts are not keyboard accessible yet,
does not reflect the prompt level, they're implemented in-window, rather
than as popups, and the whole feature need a pass from a designer.
Regardless, this gets us one step closer to Linux support :)
<img width="650" alt="Screenshot 2024-03-06 at 5 58 08 PM"
src="https://github.com/zed-industries/zed/assets/2280405/972ebb55-fd1f-4066-969c-a87f63b22a6f">
Release Notes:
- N/A
This reverts commit 0cebf68306.
Although this thing is very cool, it is a top source of crashes.
Example crash:
```
Segmentation fault: 11 on thread 26
objc_retain +16
invocation function for block in Overlay::onCommandBufferCommit(id<MTLCommandBuffer>) +60
MTLDispatchListApply +52
```
Release Notes:
- Removed "Toggle Graphics Profiler" as it crashes too much.
Closes#7973
This fixes a leak in GPUI when the user didn't override
`on_should_close_window`.
Release Notes:
- N/A
---------
Co-authored-by: Thorsten <thorsten@zed.dev>
Depends on https://github.com/zed-industries/font-kit/pull/2 and
https://github.com/kvark/blade/pull/77
This change enables Blade to be also used on MacOS. It will also make it
easier to use it on Windows.
What works: most of the things. Zed loads as fast and appears equally
responsive to the current renderer.
<img width="306" alt="Screenshot 2024-02-11 at 12 09 15 AM"
src="https://github.com/zed-industries/zed/assets/107301/66d82f45-5ea2-4e2b-86c6-5b3ed333c827">
Things missing:
- [x] video streaming. ~~Requires a bit of plumbing on both Blade and
Zed sides, but all fairly straightforward.~~
- verified with a local setup
- [x] resize. ~~Not sure where exactly to hook up the reaction on the
window size change. Once we know where, the fix is one line.~~
- [ ] fine-tune CA Layer
- this isn't a blocker for merging the PR, but it would be a blocker if
we wanted to switch to the new path by default
- [ ] rebase on latest, get the dependency merged (need review/merge of
https://github.com/zed-industries/font-kit/pull/2!)
Update: I implemented resize support as well as "surface" rendering on
the Blade path (which will be useful on Linux/Windows later on). I
haven't tested the latter though - not sure how to get something
streaming. Would appreciate some help! I don't think this should be a
blocker to this PR, anyway.
The only little piece that's missing for the Blade on MacOS path to be
full-featured is fine-tuning the CALayer configuration. Zed does a lot
of careful logic in configuring the layer, such as switching the
"present with transaction" on/off intermittently, which Blade path
doesn't have yet.
Release Notes:
- N/A
---------
Co-authored-by: Mikayla <mikayla@zed.dev>
We see some panics in the Drop handler for MacWindow
Looking into this, I noticed that our drop implementation was not
correctly
cleaning up the window state.
Release Notes:
- N/A
Fixes#4712, or at least works around it. As discussed in the issue,
setting the buttons frames while fullscreen can cause them to render
in the wrong location. This fixes that by simply not moving them when
fullscreen.
On macOS, this will enable or disable the Metal HUD at runtime. Note
that this only works when Zed is bundled because it requires to set the
`MetalHudEnabled` key in the Info.plist.
Release Notes:
- Added a new `ToggleGraphicsProfiler` command that can be used as an
action (or via the `Help -> Toggle Graphics Profiler` menu) to
investigate graphics performance.
Previously we wouldn't handle Backspace in dead key state correctly:
instead of removing what was typed, we'd insert the text that was in the
dead key state.
Example: on a US English layout, press `opt-u` to end up in a dead key
state with `¨` waiting for the next character to be typed. Type
`backspace`. The `¨` should be removed, but it's not.
With this change, the `backspace` is interpreted instead of being
ignored.
Release Notes:
- Fixed backspace not working for dead keys (i.e. when typing accents or
umlauts)
---------
Co-authored-by: Antonio <antonio@zed.dev>
Co-authored-by: Conrad <conrad@zed.dev>
Release Notes:
- Fixed a bug that caused Zed to render at 60fps even on ProMotion
displays.
- Fixed a bug that could saturate the main thread event loop in certain
circumstances.
---------
Co-authored-by: Thorsten <thorsten@zed.dev>
Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Max <max@zed.dev>
This was causing an issue where windows about 1/10 of the way across the
display would hang for a fully second after being deactivated.
Release Notes:
- N/A
Co-authored-by: max <max@zed.dev>
Co-authored-by: nathan <nathan@zed.dev>
Co-authored-by: antonio <antonio@zed.dev>
This re-introduces the changes of #7305 but this time we create a
display link using the `NSScreen` associated with the window. We're
hoping we'll get these frame requests more reliably, and this seems
supported by the fact that awakening my laptop restores the frame
requests.
Release Notes:
- See #7305.
Co-authored-by: Nathan <nathan@zed.dev>
This pull request decreases the size of each instance buffer and shares
instance buffers across windows.
Release Notes:
- Improved GPU memory usage.
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
This is achieved by starting a `CADisplayLink` that will invoke the
`on_request_frame` callback at the refresh interval of the display.
We only actually draw frames when the window was dirty, or for 2 extra
seconds after the last input event to ensure ProMotion doesn't downclock
the refresh rate when the user is actively interacting with the window.
Release Notes:
- Improved performance when using a ProMotion display with fast key
repeat rates.
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
- it seems like layer.drawable_size() is 0,0 in metal_renderer.rs:189
- we set this in two places:
- in response to a CALayerDelegate setFrameSize: event
- in response to a CALayerDelegate viewDidChangeBackingProperties:
event.
- it looks like if we don't set it in either of these cases we get a
different failure mode: the view is zoomed just wrong.
- That said, I can reproduce the screenshot if .scale_factor() returns
0.
- This might happen if [nativeWindow screen] is nil, which happens when
the window is off screen.
- possible that zed started with offscreen window?
- I would expect that viewDidChangeBackingProperties would fire when
that changed.
- potential fix: default to 2.0
Release Notes:
- Fixed Zed occasionally rendering blank on laungh
([#2422](https://github.com/zed-industries/community/issues/2422)).
Before this change if you had a matching binding and a pending key,
the matching binding happened unconditionally.
Now we will wait a second before triggering that binding to give you
time to complete the action.
CGDisplayBounds returns data in "global display coordinates" (which are
the same as Zed's coordinates), different from the NS APIs which use
"screen coordinates" (which have the Y axis inverted)
Also remove some transmutes while we're at it
According to Chromium source, `NSScreen::screens` should always get us
one display.
We made this change because we ran into panics caused by the previous
`unwrap()` when `CGGetActiveDisplayList` might return an empty list.