Take a Keymap
when setting app menus
For a brief period on this branch, we were taking a `DispatchTree`. Doing so resulted in more accurate key bindings but it meant that we would have had to recompute the app menus every time the key context changed. We decided to err on the side of keeping things simple and work in the same way they worked back in zed1. Co-Authored-By: Marshall <marshall@zed.dev>
This commit is contained in:
parent
6549a9a091
commit
c8ddc95caa
4 changed files with 17 additions and 30 deletions
|
@ -1,7 +1,6 @@
|
|||
use crate::{
|
||||
AnyWindowHandle, BackgroundExecutor, ClipboardItem, CursorStyle, DispatchTree, DisplayId,
|
||||
ForegroundExecutor, Platform, PlatformDisplay, PlatformTextSystem, TestDisplay, TestWindow,
|
||||
WindowOptions,
|
||||
AnyWindowHandle, BackgroundExecutor, ClipboardItem, CursorStyle, DisplayId, ForegroundExecutor,
|
||||
Keymap, Platform, PlatformDisplay, PlatformTextSystem, TestDisplay, TestWindow, WindowOptions,
|
||||
};
|
||||
use anyhow::{anyhow, Result};
|
||||
use collections::VecDeque;
|
||||
|
@ -213,7 +212,7 @@ impl Platform for TestPlatform {
|
|||
unimplemented!()
|
||||
}
|
||||
|
||||
fn set_menus(&self, _menus: Vec<crate::Menu>, _dispatch_tree: Option<&DispatchTree>) {
|
||||
fn set_menus(&self, _menus: Vec<crate::Menu>, _keymap: &Keymap) {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue