Commit graph

32 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
1a0242eff7
Add story for ApplicationMenu (#13948)
This PR adds a story for the `ApplicationMenu` so it can be viewed in
isolation.

<img width="664" alt="Screenshot 2024-07-08 at 4 45 24 PM"
src="https://github.com/zed-industries/zed/assets/1486634/dca3dd32-4845-4009-b781-b4bac9ba6049">

Release Notes:

- N/A
2024-07-08 16:55:55 -04:00
Nate Butler
0b57df5deb
Extract title_bar crate (#13597)
This PR extracts a singular title bar (`title_bar::TitleBar`) from
`ui::TitleBar` and
`collab_ui::collab_titlebar_item::CollabTitlebarItem`.

This is a first step towards organizing title bar things into one place,
and standardizing platform titlebar/window control implementations.

Release Notes:

- N/A
2024-06-27 19:14:13 -04:00
Nate Butler
4d5441c09d
Add UI setting components (#13550)
Adds some of the UI components to allow us to visually render settings.

These are UI only and are not functional yet (@maxdeviant will be
working on these when he is back.)

You can see some examples by running `script/storybook setting`.

![CleanShot 2024-06-26 at 12 38
37@2x](https://github.com/zed-industries/zed/assets/1714999/b5e6434d-3bc5-4fcd-9c0a-d280950cbef2)

Release Notes:

- N/A
2024-06-26 13:02:58 -04:00
Marshall Bowers
b9ecca7524
Remove wiring for assistant2 (#11940)
This PR removes the wiring for `assistant2` that hooks it up to Zed.

Since we're focusing in on improving the current assistant, we don't
need this present in Zed.

I left the `assistant2` crate intact for now, to make it easier to
reference any code from it.

Release Notes:

- N/A
2024-05-16 18:32:53 -04:00
Marshall Bowers
fdadbc7174
Add WithRemSize element (#11928)
This PR adds a new `WithRemSize` element to the `ui` crate.

This element can be used to create an element tree that has a different
rem size than the base window.

`WithRemSize` can be nested, allowing for subtrees that have a different
rem size than their parent and their children.

<img width="912" alt="Screenshot 2024-05-16 at 2 25 28 PM"
src="https://github.com/zed-industries/zed/assets/1486634/f599cd9f-c101-496b-93e8-06e570fbf74f">

Release Notes:

- N/A
2024-05-16 14:37:55 -04:00
Nate Butler
1ab247756a
Add Tool Strip (#11756)
Release Notes:

- N/A

---------

Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
2024-05-13 17:58:08 -04:00
Marshall Bowers
3dc5d48e0c
assistant2: Add ChatNotice component (#11262)
This PR adds a new `ChatNotice` component for displaying notices within
the assistant.

We will be able to use this for allowing the user to confirm a project
index request.

<img width="518" alt="Screenshot 2024-05-01 at 2 41 31 PM"
src="https://github.com/zed-industries/zed/assets/1486634/3beaeeaf-6046-4284-ac0a-4248e1f9ac20">

Release Notes:

- N/A
2024-05-01 14:51:28 -04:00
Marshall Bowers
f2a1226e18
assistant2: Setup storybook (#11228)
This PR sets up the `assistant2` crate with the storybook so that UI
elements can be iterated on in isolation.

To start, we have some stories for the `ChatMessage` component:

```sh
cargo run -p storybook -- components/assistant_chat_message
```

<img width="1233" alt="Screenshot 2024-04-30 at 5 20 03 PM"
src="https://github.com/zed-industries/zed/assets/1486634/510967ea-0e9b-4fa9-94fb-421ee74bcc45">

Release Notes:

- N/A
2024-04-30 17:33:32 -04:00
Kyle Kelley
68a1ad89bb
New revision of the Assistant Panel (#10870)
This is a crate only addition of a new version of the AssistantPanel.
We'll be putting this behind a feature flag while we iron out the new
experience.

Release Notes:

- N/A

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Conrad Irwin <conrad@zed.dev>
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
Co-authored-by: Antonio Scandurra <antonio@zed.dev>
Co-authored-by: Nate Butler <nate@zed.dev>
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Max <max@zed.dev>
2024-04-23 16:23:26 -07:00
Marshall Bowers
c1f1c5e75f
ui: Refine TitleBar component (#9415)
This PR continues the refinements to the `TitleBar` component.

Here are the notable changes:

- `KeyBindingDisplay` and `PlatformStyle` have been unified into a
single `PlatformStyle`.
- This provides us a consistent way for adapting UI to different
platform styles.
- `PlatformTitlebar` has been renamed to `TitleBar`.
  - The `Platform` prefix was irrelevant.
- The Windows window controls have been factored out into a separate
module and have been componentized.

<img width="1283" alt="Screenshot 2024-03-15 at 3 34 38 PM"
src="https://github.com/zed-industries/zed/assets/1486634/07da391f-828b-48bf-8849-58863f4ccce7">

> I'm missing the Segoe Fluent Icons font, so that's why the aren't
rendering properly.

Release Notes:

- N/A
2024-03-15 15:48:07 -04:00
Marshall Bowers
123d3ee282
ui: Clean up PlatformTitlebar implementation (#9413)
This PR cleans up the implementation of the `PlatformTitlebar` component
to better match our conventions for building UI components.

Release Notes:

- N/A
2024-03-15 14:31:02 -04:00
Antonio Scandurra
4700d33728
Fix flickering (#9012)
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).


![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e)

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>
2024-03-11 10:45:57 +01:00
Marshall Bowers
4afa5fb23e
Add stories for collab notifications (#3967)
This PR adds some basic stories for collab notifications to make them
easier to work on:

<img width="1076" alt="Screenshot 2024-01-08 at 9 43 39 PM"
src="https://github.com/zed-industries/zed/assets/1486634/4a0adcfa-1134-49c2-b589-74ac1d52af4c">

I factored out a `CollabNotification` component that defines the general
structure for one of these notifications, and this is the component that
we use in the stories, with representative values passed to it to
simulate the different instances of the notification.

We can't use the actual notification components in the stories due to
their data dependencies.

Release Notes:

- N/A
2024-01-08 21:54:59 -05:00
Max Brunsfeld
4305c5fdbe Remove 2 suffix for ui, storybook, text
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:33:51 -08:00
Marshall Bowers
45f3a98359
Remove old ui and storybook crates (#3125)
This PR deletes the old `ui` and `storybook` crates in favor of their
newer variants that we'll be landing to `main` in the near future.

### Motivation

These crates are based off the old version of GPUI 2 (the `gpui2`
crate).

At this point we have since transitioned to the new version of GPUI 2
(the `gpui3` crate, currently still on the `gpui2` branch).

Having both copies around is confusing, so the old ones are going the
way of the dinosaurs.

Release Notes:

- N/A
2023-10-12 17:40:20 -04:00
Marshall Bowers
456baaa112
Mainline GPUI2 UI work (#3099)
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.

Included in this is a performance improvement to make use of the
`TextLayoutCache` when calling `layout` for `Text` elements.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
2023-10-06 13:18:56 -04:00
Marshall Bowers
247c7eff14
storybook: Fix kitchen sink story (#3064)
This PR fixes the kitchen sink story in the storybook.

Included are some additional changes that make it so the kitchen sink is
automatically populated by all of the defined stories.

Release Notes:

- N/A
2023-09-28 21:22:50 -04:00
Marshall Bowers
f26ca0866c
Mainline GPUI2 UI work (#3062)
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Nate <nate@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
2023-09-28 19:36:21 -04:00
Marshall Bowers
ad62a966a6
Display available stories in storybook CLI (#3021)
This PR updates the storybook CLI to support displaying all of the
available stories.

The `--help` flag will now show a list of all the available stories:

<img width="1435" alt="Screenshot 2023-09-22 at 6 11 00 PM"
src="https://github.com/zed-industries/zed/assets/1486634/284e1a24-46ec-462e-9709-0f9b6e94931f">

Inputting an invalid story name will also show the list of available
stories:

<img width="1435" alt="Screenshot 2023-09-22 at 6 10 43 PM"
src="https://github.com/zed-industries/zed/assets/1486634/1ce3ae3f-ab03-4976-a06a-5a2b5f61eae3">

Release Notes:

- N/A
2023-09-22 18:16:16 -04:00