Commit graph

190 commits

Author SHA1 Message Date
Piotr Osiewicz
6825715503
Another batch of lint fixes (#36521)
- **Enable a bunch of extra lints**
- **First batch of fixes**
- **More fixes**

Release Notes:

- N/A
2025-08-19 20:33:44 +00:00
Finn Evers
3e0a755486
Remove some redundant entity clones (#36274)
`cx.entity()` already returns an owned entity, so there is no need for
these clones.

Release Notes:

- N/A
2025-08-15 20:27:44 +00:00
Conrad Irwin
bd61eb0889
Use IBM Plex Sans / Lilex (#36084)
The Zed Plex fonts were found to violate the OFL by using the word Plex
in the name.

Lilex has better ligatures and box-drawing characters than Zed Plex
Mono, but Zed Plex Sans should be identical
to IBM Plex Sans.

Closes #15542
Closes zed-industries/zed-fonts#31

Release Notes:

- The "Zed Plex Sans" and "Zed Plex Mono" fonts have been replaced with
"IBM Plex Sans" and "Lilex". The old names still work for backward
compatibility. Other than fixing line-drawing characters, and improving
the ligatures, there should be little visual change as the fonts are all
of the same family.
- Introduced ".ZedSans" and ".ZedMono" as aliases to allow us to easily
change the default fonts in the future. These currently default to "IBM
Plex Sans" and "Lilex" respectively.
2025-08-13 13:25:52 -06:00
Smit Barmase
3a247ee947
project panel: Add indent guides for sticky items (#34092)
- Adds new trait `StickyItemsDecoration` in `sticky_items` which is
implemented by `IndentGuides` from `indent_guides`.

<img width="347" alt="image"
src="https://github.com/user-attachments/assets/577748bc-13f6-41b8-9266-6a0b72349a18"
/>

Release Notes:

- N/A
2025-07-09 05:28:25 +05:30
Alex Shi
31b7786be7
Fix IndentGuides story (#32781)
This PR updates the `Model` to `Entity` also fixes the
`IndentGuidesStory`. In this
[commit](6fca1d2b0b),
`Entity<T>` replaces `View<T>`/`Model<T>`.

Other than this, I noticed the storybook fails on my MacOS and Ubuntu,
see error below

```
thread 'main' panicked at crates/gpui/src/colors.rs:99:15:
called `Result::unwrap()` on an `Err` value: no state of type gpui::colors::GlobalColors exists
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

This was resolved by explicitly specifying `GlobalColors` in Storybook.

Release Notes:

- N/A
2025-07-01 15:43:39 +00:00
Ben Kunkle
deb2564b31
gpui: Add keybind metadata API (#33316)
Closes #ISSUE

Adds a very simple API to track metadata about keybindings in GPUI,
namely the source of the binding. The motivation for this is displaying
the source of keybindings in the [keymap
UI](https://github.com/zed-industries/zed/pull/32436).

The API is designed to be as simple and flexible as possible, storing
only a `Option<u32>` on the bindings themselves to keep the struct
small. It is intended to be used as an index or key into a table/map
created and managed by the consumer of the API to map from indices to
arbitrary meta-data. I.e. the consumer is responsible for both
generating these indices and giving them meaning.

The current usage in Zed is stateless, just a mapping between constants
and User, Default, Base, and Vim keymap sources, however, this can be
extended in the future to also track _which_ base keymap is being used.

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-06-24 16:07:45 +00:00
Smit Barmase
131f2857a5
editor: Improve code completion filtering to provide fewer and more accurate suggestions (#32928)
Closes #32756

- Uses `filter_text` from LSP source to filter items in completion list.
This fixes noisy lists like on typing `await` in Rust, it would suggest
`await.or`, `await.and`, etc., which are bad suggestions. Fallbacks to
label.
- Add `penalize_length` flag to fuzzy matcher, which was the default
behavior across. Now, this flag is set to `false` just for code
completion fuzzy matching. This fixes the case where if the query is
`unreac` and the completion items are `unreachable` and
`unreachable!()`, the item with a shorter length would have a larger
score than the other one, which is not right in the case of
auto-complete context. Now these two items will have the same fuzzy
score, and LSP `sort_text` will take over in finalizing its ranking.
- Updated test to be more utility based rather than example based. This
will help to iterate/verify logic faster on what's going on.

Before/After:

await: 
<img width="600" alt="before-await"
src="https://github.com/user-attachments/assets/384138dd-a90d-4942-a430-6ae15df37268"
/>
<img width="600" alt="after-await"
src="https://github.com/user-attachments/assets/d05a10fa-bae5-49bd-9fe7-9933ff215f29"
/>

iter:
<img width="600" alt="before-iter"
src="https://github.com/user-attachments/assets/6e57ffe9-007d-4b17-9cc2-d48fc0176c8e"
/>
<img width="600" alt="after-iter"
src="https://github.com/user-attachments/assets/a8577a9f-dcc8-4fd6-9ba0-b7590584ec31"
/>

opt:
<img width="600" alt="opt-before"
src="https://github.com/user-attachments/assets/d45b6c52-c9ee-4bf3-8552-d5e3fdbecbff"
/>
<img width="600" alt="opt-after"
src="https://github.com/user-attachments/assets/daac11a8-9699-48f8-b441-19fe9803848d"
/>

Release Notes:

- Improved code completion filtering to provide fewer and more accurate
suggestions.
2025-06-18 16:01:28 +05:30
Michael Sloan
681c88d4e7
Fix clicking in to agent message editor and tighten up vertical spacing (#32765)
* Adds `min_lines` to `EditorMode::AutoHeight` and use `min_lines: 4` in
agent message editor. This makes it so that clicks in the blank space
below the first line of the editor also focus it, instead of needing to
click the very first line.

* Removes the div wrapping the editor, as it was only there to set
`min_h_16()`. This also tightens up the min space given to the editor -
before it was not evenly dividing the number of lines.

* Further tightens up vertical spacing by using `gap_1` instead of
`gap_4` between editor and controls below

At 4 line min height (after on the left, before on the right):


![image](https://github.com/user-attachments/assets/e8eefb1b-9ea3-4f98-ad55-25f95760d61f)

At 5 lines, one more than min height (after on the left, before on the
right):


![image](https://github.com/user-attachments/assets/a6ba737c-6a56-4343-a55a-d264f2a06377)

Release Notes:

- Agent: Fixed clicking to focus the message editor to also work for
clicks below the last line.
2025-06-15 18:45:44 +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
Nate Butler
e26620d1cf
gpui: Add a standard text example (#30747)
This is a dumb first pass at a standard text example. We'll use this to
start digging in to some text/scale rendering issues.

There will be a ton of follow-up features to this, but starting simple.

Release Notes:

- N/A
2025-05-16 17:35:44 +02:00
Nate Butler
c05bf096f8
Merge Component and ComponentPreview trait (#28365)
- Merge `Component` and `ComponentPreview` trait
- Adds a number of component previews
- Removes a number of stories

Release Notes:

- N/A
2025-04-08 16:09:06 -06:00
Julia Ryan
01ec6e0f77
Add workspace-hack (#27277)
This adds a "workspace-hack" crate, see
[mozilla's](https://hg.mozilla.org/mozilla-central/file/3a265fdc9f33e5946f0ca0a04af73acd7e6d1a39/build/workspace-hack/Cargo.toml#l7)
for a concise explanation of why this is useful. For us in practice this
means that if I were to run all the tests (`cargo nextest r
--workspace`) and then `cargo r`, all the deps from the previous cargo
command will be reused. Before this PR it would rebuild many deps due to
resolving different sets of features for them. For me this frequently
caused long rebuilds when things "should" already be cached.

To avoid manually maintaining our workspace-hack crate, we will use
[cargo hakari](https://docs.rs/cargo-hakari) to update the build files
when there's a necessary change. I've added a step to CI that checks
whether the workspace-hack crate is up to date, and instructs you to
re-run `script/update-workspace-hack` when it fails.

Finally, to make sure that people can still depend on crates in our
workspace without pulling in all the workspace deps, we use a `[patch]`
section following [hakari's
instructions](https://docs.rs/cargo-hakari/0.9.36/cargo_hakari/patch_directive/index.html)

One possible followup task would be making guppy use our
`rust-toolchain.toml` instead of having to duplicate that list in its
config, I opened an issue for that upstream: guppy-rs/guppy#481.

TODO:
- [x] Fix the extension test failure
- [x] Ensure the dev dependencies aren't being unified by Hakari into
the main dependencies
- [x] Ensure that the remote-server binary continues to not depend on
LibSSL

Release Notes:

- N/A

---------

Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-04-02 13:26:34 -07:00
Piotr Osiewicz
dc64ec9cc8
chore: Bump Rust edition to 2024 (#27800)
Follow-up to https://github.com/zed-industries/zed/pull/27791

Release Notes:

- N/A
2025-03-31 20:55:27 +02:00
Mikayla Maki
8a307e7b89
Switch fully to Rust Livekit (redux) (#27126)
Swift bindings BEGONE

Release Notes:

- Switched from using the Swift LiveKit bindings, to the Rust bindings,
fixing https://github.com/zed-industries/zed/issues/9396, a crash when
leaving a collaboration session, and making Zed easier to build.

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Co-authored-by: Michael Sloan <michael@zed.dev>
2025-03-28 17:58:23 +00:00
loczek
a201263448
storybook: Fix auto_height_editor story (#27653)
This is a fix for this error when trying to run `auto_height_editor`
story:

```sh
thread 'main' panicked at C:\Users\x\dev\zed\crates\settings\src\settings_store.rs:363:32:
unregistered setting type workspace::workspace_settings::WorkspaceSettings
```

Release Notes:

- N/A
2025-03-28 08:42:44 -04:00
Mikayla Maki
1aefa5178b
Move "async move" a few characters to the left in cx.spawn() (#26758)
This is the core change:
https://github.com/zed-industries/zed/pull/26758/files#diff-044302c0d57147af17e68a0009fee3e8dcdfb4f32c27a915e70cfa80e987f765R1052

TODO:
- [x] Use AsyncFn instead of Fn() -> Future in GPUI spawn methods
- [x] Implement it in the whole app
- [x] Implement it in the debugger 
- [x] Glance at the RPC crate, and see if those box future methods can
be switched over. Answer: It can't directly, as you can't make an
AsyncFn* into a trait object. There's ways around that, but they're all
more complex than just keeping the code as is.
- [ ] Fix platform specific code

Release Notes:

- N/A
2025-03-19 02:09:02 +00:00
smit
593f3dc1d5
keymap: Update Prev to Previous for consistency (#25909)
Closes #10167

This is take 2 on https://github.com/zed-industries/zed/pull/2341 which
was closed due to lack of migrator.

This PR contains rename of following keymap actions: 
```sh
1. ["editor::GoToPrevHunk", { "center_cursor": true }] -> ["editor::GoToPreviousHunk", { "center_cursor": true }]
2. "editor::GoToPrevDiagnostic" -> "editor::GoToPreviousDiagnostic"
3. "editor::ContextMenuPrev" -> "editor::ContextMenuPrevious"
4. "search::SelectPrevMatch" -> "search::SelectPreviousMatch"
5. "file_finder::SelectPrev" -> "file_finder::SelectPrevious"
6. "menu::SelectPrev" -> "menu::SelectPrevious"
7. "editor::TabPrev" -> "editor::Backtab"
```

Release Notes:

- Renamed several keymap actions for consistency (e.g., `GoToPrevHunk` →
`GoToPreviousHunk`, `TabPrev` → `Backtab`). Your existing configured
keybindings will still work. You can click **"Backup and Update"** at
the top of your keymap file to easily update to the new actions.


Co-authored-by: Joseph T. Lyons <JosephTLyons@gmail.com>
2025-03-03 17:44:49 +05:30
Mikayla Maki
73ac19958a
Add user-visible output for remote operations (#25849)
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>
2025-03-03 09:20:15 +00:00
Nate Butler
5397ca23a1
ui: More component previews, UI component cleanup (#25302)
- Don't require ui component docs (this isn't really working)
- Add more component previews
- Update component preview style & navigation

Release Notes:

- N/A
2025-02-21 09:20:53 -05:00
Nate Butler
2d71733490
ui: Update Label component (#24653)
- Standardize style methods
- Convert label story to a component preview
- update component preview styles  

Release Notes:

- N/A
2025-02-11 20:16:59 +00:00
Marshall Bowers
072d2b061a
ui: Remove ToolStrip component (#24529)
This PR removes the `ToolStrip` component.

Pulling this change out of
https://github.com/zed-industries/zed/pull/24456.

Release Notes:

- N/A
2025-02-09 16:07:40 +00:00
Mikayla Maki
9cae96f82f
Remove more references to 'model' in GPUI APIs (#23693)
Release Notes:

- N/A
2025-01-27 04:00:27 +00:00
Mikayla Maki
a6b1514246
Fix missed renames in #22632 (#23688)
Fix a bug where a GPUI macro still used `ModelContext`
Rename `AsyncAppContext` -> `AsyncApp`
Rename update_model, read_model, insert_model, and reserve_model to
update_entity, read_entity, insert_entity, and reserve_entity

Release Notes:

- N/A
2025-01-26 23:37:34 +00:00
Nathan Sobo
6fca1d2b0b
Eliminate GPUI View, ViewContext, and WindowContext types (#22632)
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>
2025-01-26 03:02:45 +00:00
Michael Sloan
711dc21eb2
Load all key bindings that parse and use markdown in error notifications (#23113)
* Collects and reports all parse errors

* Shares parsed `KeyBindingContextPredicate` among the actions.

* Updates gpui keybinding and action parsing to return structured
errors.

* Renames "block" to "section" to match the docs, as types like
`KeymapSection` are shown in `json-language-server` hovers.

* Removes wrapping of `context` and `use_key_equivalents` fields so that
`json-language-server` auto-inserts `""` and `false` instead of `null`.

* Updates `add_to_cx` to take `&self`, so that the user keymap doesn't
get unnecessarily cloned.

In retrospect I wish I'd just switched to using TreeSitter to do the
parsing and provide proper diagnostics. This is tracked in #23333

Release Notes:

- Improved handling of errors within the user keymap file. Parse errors
within context, keystrokes, or actions no longer prevent loading the key
bindings that do parse.
2025-01-18 22:27:08 +00:00
Piotr Osiewicz
c9534e8025
chore: Use workspace fields for edition and publish (#23291)
This prepares us for an upcoming bump to Rust 2024 edition.

Release Notes:

- N/A
2025-01-17 17:39:22 +01:00
Michael Sloan
a15360bcc8
Dequalify WindowContext and ViewContext references (#22477)
Release Notes:

- N/A
2024-12-28 23:09:55 +00:00
Michael Sloan
25970650a7
Improve StringMatchCandidate::new interface (#22011)
Release Notes:

- N/A
2024-12-14 13:35:36 -07:00
Nate Butler
19d6e067af
Toggle & Switch (#21979)
![CleanShot 2024-12-13 at 11 27
39@2x](https://github.com/user-attachments/assets/7c7828c0-c5c7-4dc6-931e-722366d4f15a)

- Adds the Switch component
- Updates `Selected`, `Selectable` -> `ToggleState`, `Toggleable`
- Adds `checkbox` and `switch` functions to align better with other
elements in our layout system.

We decided not to merge Switch and Checkbox. However, in a followup I'll
introduce a Toggle or AnyToggle enum so we can update
`CheckboxWithLabel` -> `ToggleWithLabel` as this component will work
exactly the same with either a Checkbox or a Switch.

Release Notes:

- N/A
2024-12-13 14:23:02 -05:00
Nate Butler
0a28800049
Add preview for Checkbox with Label (#20448)
Add previews for Checkbox with Label.

Merge checkbox components.

Release Notes:

- N/A
2024-11-08 22:53:15 -05:00
Marshall Bowers
273173ec8a
Revert "theme: Turn ThemeRegistry into a trait (#20076)" (#20094)
This PR reverts #20076 to turn the `ThemeRegistry` back into a regular
struct again.

It doesn't actually help us by having it behind a trait.

Release Notes:

- N/A
2024-11-01 15:34:20 -04:00
Marshall Bowers
af9e7f1f96
theme: Turn ThemeRegistry into a trait (#20076)
This PR converts the `ThemeRegistry` type into a trait instead of a
concrete implementation.

This allows for the extension store to depend on an abstraction rather
than the concrete theme registry implementation.

We currently have two `ThemeRegistry` implementations:

- `RealThemeRegistry` — this was previously the `ThemeRegistry` and
contains the real implementation of the registry.
- `VoidThemeRegistry` — a null object that doesn't have any behavior.

Release Notes:

- N/A
2024-11-01 10:19:09 -04:00
Bennet Bo Fenner
4214ed927f
project panel: Add indent guides (#18260)
See #12673



https://github.com/user-attachments/assets/94079afc-a851-4206-9c9b-4fad3542334e



TODO:
- [x] Make active indent guides work for autofolded directories
- [x] Figure out which theme colors to use
- [x] Fix horizontal scrolling
- [x] Make indent guides easier to click
- [x] Fix selected background flashing when hovering over entry/indent
guide
- [x] Docs

Release Notes:

- Added indent guides to the project panel
2024-10-24 13:07:20 +02:00
Marshall Bowers
b752548742
storybook: Load GPUI with default features (#19253)
This PR makes it so the Storybook loads GPUI with the default features
enabled.

This fixes a panic that would occur when trying to run any of the
stories.

Release Notes:

- N/A
2024-10-15 17:55:58 -04:00
Mikayla Maki
22ac178f9d
Restore HTTP client transition, but use reqwest everywhere (#19055)
Release Notes:

- N/A
2024-10-11 14:58:58 -07:00
Mikayla Maki
5d5c4b6677
Revert http client changes (#18892)
These proved to be too unstable. Will restore these changes once the issues have been fixed.

Release Notes:

- N/A
2024-10-09 01:07:18 -07:00
Marshall Bowers
c83690ff14
storybook: Wire up HTTP client (#18818)
This PR wires up the HTTP client in the Storybook.

Release Notes:

- N/A
2024-10-07 12:29:10 -04:00
Nate Butler
8376dd2011
ui crate docs & spring cleaning (#18768)
Similar to https://github.com/zed-industries/zed/pull/18690 &
https://github.com/zed-industries/zed/pull/18695, this PR enables
required docs for `ui` and does some cleanup.

Changes:
- Enables the `deny(missing_docs)` crate-wide.
- Adds `allow(missing_docs)` on many modules until folks pick them up to
document them
- Documents some modules (all in `ui/src/styles`)
- Crate root-level organization: Traits move to `traits`, other misc
organization
- Cleaned out a bunch of unused code.

Note: I'd like to remove `utils/format_distance` but the assistant panel
uses it. To move it over to use the `time_format` crate we may need to
update it to use `time` instead of `chrono`. Needs more investigation.

Release Notes:

- N/A
2024-10-05 23:28:34 -04:00
Bennet Bo Fenner
73ff8c0f1f
Fix missing tooltips for selected buttons (#18435)
Reverts #13857. Hiding tooltips for selected buttons prevents tooltips
like "Close x dock" from showing up, see #14938 for an example.
The intention of the original PR was to hide the "Show application menu"
tooltip, while the context menu is open.
In order to fix this without breaking other UI elements, we track the
state of the context menu using `PopoverMenuHandle` now, which allows us
to prevent the tooltip from showing up while the context menu is open.

Closes #14938

Release Notes:

- Fixed an issue where some tooltips would not show up
2024-09-27 14:16:14 +02:00
Nate Butler
ce848375fe
add ui::Vector and separate images from icons (#17815)
This PR pulls non-icon assets out of `ui::components::icon` in
preparation for icon standardization.

In the future icons will have standard names and sizes, and these image
assets won't conform to those constraints.

We can also add a `ui::components::image::Image` wrapper around the
`gpui::img` element in the future for any Zed-specific image styling we
want to enforce.

Of note:

```rust
#[derive(Debug, PartialEq, Eq, Copy, Clone, EnumIter, EnumString, IntoStaticStr, Serialize, Deserialize, DerivePathStr)]
#[strum(serialize_all = "snake_case")]
#[path_str(prefix = "images", suffix = ".svg")]
pub enum VectorName {
    ZedLogo,
    ZedXCopilot,
}
```

You can see in the above code we no longer need to manually specify
paths for image/icon enums like we currently do in
`ui::components::icon`.

The icon component will get this same treatment in the future, once we:

- do the design work needed to standardize the icons
- remove unused icons
- update icon names

Release Notes:

- N/A
2024-09-13 17:44:16 -04:00
Piotr Osiewicz
095a08d9c8
chore: Another round of style lints fixes (#17519)
Closes #ISSUE

Release Notes:

- N/A
2024-09-07 02:36:55 +02:00
Piotr Osiewicz
e6c1c51b37
chore: Fix several style lints (#17488)
It's not comprehensive enough to start linting on `style` group, but
hey, it's a start.

Release Notes:

- N/A
2024-09-06 11:58:39 +02:00
Nate Butler
3d175f685f
Unify Story/StoryContainers (#17114)
Unify the various Story containers, and use gpui default colors over the
custom `StoryColors`.

Release Notes:

- N/A
2024-08-29 17:27:01 -04:00
Nate Butler
01f8d27f22
Add a simple set of default colors to gpui (#17110)
This PR adds an initial set of default colors to `gpui`. 

These will power default-styled gpui components (things like checkboxes,
buttons, inputs, etc.), storybook, and give a very simple,
appearance-aware set of colors out of the box for folks to build with.

These colors will evolve and be updated in the near future, they are
literally pulled from Finder for now :)

The API might not be perfect, I focused on getting something in quickly
that we can iterate on!

### Usage

```rs
use gpui::{colors, DefaultColor}

fn auto(cx: &WindowContext) -> {
  // Init the full set of DefaultColors
  let colors = colors(cx.appearance());
  // Use a color
  // It will automatically give you the correct color for the system's
  // current appearance.
  let background = DefaultColor::Background.hsla(&colors)
}

fn manual() -> {
  // Init the full sets of DefaultColors
  let light_colors = DefaultColors::light();
  let dark_colors = DefaultColors::dark();
  // Use a color
  // Maybe for some fancy inverted element
  let background = DefaultColor::Background.hsla(&light_colors)
  let inverted_background = DefaultColor::Background.hsla(&dark_colors)
  let inverted_text = DefaultColor::Text.hsla(&dark_colors)
}

```

Note: We need `cx` for the auto way as we need to get the system
appearance from the App/Window/ViewContext via `cx.appearance()`.

### Example

You can run `script/storybook default_colors` to open the Default Colors
story:

| Light | Dark |
|-------|------|
| ![CleanShot 2024-08-29 at 16 19
20@2x](https://github.com/user-attachments/assets/80369de4-8926-4b30-80f5-f81a8a7b9531)
| ![CleanShot 2024-08-29 at 16 19
33@2x](https://github.com/user-attachments/assets/fd7a2aae-27e6-460f-a054-8f37623dc96d)
|


Release Notes:

- N/A
2024-08-29 16:50:03 -04:00
Peter Tripp
eb3c4b0e46
Docs Party 2024 (#15876)
Co-authored-by: Raunak Raj <nkray21111983@gmail.com>
Co-authored-by: Thorsten Ball <mrnugget@gmail.com>
Co-authored-by: Bennet <bennet@zed.dev>
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
Co-authored-by: Joseph T Lyons <JosephTLyons@gmail.com>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Jason <jason@zed.dev>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Marshall <marshall@zed.dev>
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Jason Mancuso <7891333+jvmncs@users.noreply.github.com>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
2024-08-09 13:37:54 -04:00
Thorsten Ball
19d8422933
stories: Get OverflowScrollStory to scroll again (#15982)
This makes it at least scroll again, but it doesn't scroll down to the
last element yet. We haven't figured out why yet.


Release Notes:

- N/A

Co-authored-by: Bennet <bennet@zed.dev>
Co-authored-by: Antonio <antonio@zed.dev>
2024-08-09 12:32:26 +02:00
Marshall Bowers
26aec4ba99
ui: Remove old settings components (#15347)
This PR removes the old settings components, as they've been adapted
into other components for the settings UI.

Release Notes:

- N/A
2024-07-27 14:12:32 -04:00
Marshall Bowers
05003ed4c5
Hoist strum to workspace level (#15243)
This PR hoists `strum` up to a workspace dependency.

Release Notes:

- N/A
2024-07-25 21:30:48 -04:00
Jason Lee
fb541accb2
gpui: Update Menu name to use SharedString type to support more types (#14791)
Release Notes:

- N/A
2024-07-19 08:51:31 -04:00
Conrad Irwin
b87d1eabcc
linux: Panic less on window init (#14255)
This change pulls in https://github.com/kvark/blade/pull/135 and updates
the simplelog dependency for compatibility with that.


Release Notes:

- linux: Show link to troubleshooting docs when we can't open a window
2024-07-11 16:04:46 -06:00