This PR updates function signatures, docstrings, and gpui's other
documentation to reflect it's new state following the merge of `Model`
and `View` into `Entity` as well as the removal of `WindowContext`.
Release Notes:
- N/A
TODO:
- [x] BackgroundOrientation
- [x] PatternDash
- [x] `pattern_horizontal_dash` & `pattern_vertical_dash`
- [x] Metal dash shader
- [x] Blade dash shader
- [x] Update ui::Divider to use new pattern
---
This PR introduces proper dashed dividers using the new `PatternDash`
background shader.

Before this we were using 128 elements to create a dashed divider, which
is both expensive, and would not scale beyond a certain size. This
allows us to simplify the divider element as well.
Changes:
- Adds `BackgroundOrientation` to `gpui::color::Background` to allow
specifying a direction for a pattern
- Adds the PatternDash pattern variant
- Updates `ui::Divider`'s dashed variants to be more efficient
Misc:
- Documents the `ui::Divider` component
- Treat `.metal` files as `C` in the Zed project until we get some metal
syntax highlighting.
Release Notes:
- N/A
TODO:
- [x] Add BackgroundTag::PatternSlash
- [x] Support metal slash pattern fills
- [x] Support blade slash pattern fills
---
Adds support for a new background type in gpui, `pattern_slash`.
Usage:
```rust
div().size(px(56.0)).bg(pattern_slash(gpui::red()))
```
This will create a 56px square with a red slash pattern fill.
You can run the pattern example with `cargo run -p gpui --example
pattern`:

---
After talking with @as-cii at length about how we want to support
patterns in gpui, we decided for now we'll simply add a new
BackgroundTag specific to this pattern.
It isn't the best long term plan however – we'll likely want to
introduce the concept of a `Fill` at some point so we can have
`Fill::Solid`, `Fill::Gradient(LinearGradient)`, etc in the future.
The pattern is designed to seamlessly tile vertically for elements of
the same height. For example, for use in editor line backgrounds:

---
Release Notes:
(do we do gpui release notes?)
- Adds support for slash pattern fills in `gpui`.
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
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
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>
This PR adds a more comprehensive shadow example to gpui:

This is prep to work on the following issues:
- Shadows with a blur of 0 do not render. Expected: A shadow with sharp
edges (#22433)
- Spread does not correctly conform to the shape the shadow is cast from
Release Notes:
- N/A
When launching the Pinyin keyboard, macOS will sometimes try to peek one
character back in the string.
This caused a panic if the preceding character was an emoji. The docs
say
"don't assume the range is valid", so now we don't.
Release Notes:
- (macOS) Fixed a panic when using the Pinyin keyboard with emojis
As part of the recent changes to keyboard support, ime_key is no longer
populated by the IME; but instead by the keyboard.
As part of #20877 I changed some code to assume that falling back to key
was
ok, but this was not ok; instead we need to populate this more similarly
to how
it was done before #20336.
The alternative fix could be to instead of simulating these events in
our own
code to push a fake native event back to the platform input handler.
Closes #ISSUE
Release Notes:
- Fixed a bug where tapping `shift` coudl type "shift" if you had a
binding on "shift shift"
Release Notes:
- N/A
---
```
cargo run -p gpui --example painting
```
I added this demo to verify the detailed support of Path drawing in
GPUI.
Because of, when we actually used GPUI to draw a 2D line chart, we found
that the straight line Path#line_to did not support `anti-aliasing`, and
the drawn line looked very bad.
As shown in the demo image, if we zoom in on the image, we can clearly
see that all the lines are jagged.
I read and tried to make some appropriate adjustments to the functions
in Path, but since I have no experience in the graphics field, I still
cannot achieve anti-aliasing support so far.
I don't know if I used it wrong somewhere. I checked `curve_to` and
found that the curves drawn have anti-aliasing effects, as shown in the
arc part of the figure below.
<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/4dfb7603-e746-43e9-b737-cff56b56329f">
@iamnbutler edit:
This pull request enhances the image element by introducing the ability
to display loading and fallback states.
Changes:
- Implemented the loading and fallback states for image elements using
`.with_loading` and `.with_fallback` respectively.
- Introduced the `StyledImage` trait and `ImageStyle` to enable a fluent
API for changing image styles across image types (`Img`,
`Stateful<Img>`, etc).
Example Usage:
```rust
fn loading_element() -> impl IntoElement {
div().size_full().flex_none().p_0p5().rounded_sm().child(
div().size_full().with_animation(
"loading-bg",
Animation::new(Duration::from_secs(3))
.repeat()
.with_easing(pulsating_between(0.04, 0.24)),
move |this, delta| this.bg(black().opacity(delta)),
),
)
}
fn fallback_element() -> impl IntoElement {
let fallback_color: Hsla = black().opacity(0.5);
div().size_full().flex_none().p_0p5().child(
div()
.size_full()
.flex()
.items_center()
.justify_center()
.rounded_sm()
.text_sm()
.text_color(fallback_color)
.border_1()
.border_color(fallback_color)
.child("?"),
)
}
impl Render for ImageLoadingExample {
fn render(&mut self, _cx: &mut ViewContext<Self>) -> impl IntoElement {
img("some/image/path")
.id("image-1")
.with_fallback(|| Self::fallback_element().into_any_element())
.with_loading(|| Self::loading_element().into_any_element())
}
}
```
Note:
An `Img` must have an `id` to be able to add a loading state.
Release Notes:
- N/A
---------
Co-authored-by: nate <nate@zed.dev>
Co-authored-by: michael <michael@zed.dev>
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Re-land of #20515 with less brokenness
In particular it turns out that for control, the .characters() method
returns the control code. This mostly didn't make a difference, except
when the control code matched tab/enter/escape (for
ctrl-y,ctrl-[/ctrl-c) as we interpreted the key incorrectly.
Secondly, we were setting IME key too aggressively. This led to (in vim
mode) cmd-shift-{ being interpreted as [, so vim would wait for a second
[ before letting you change tab.
Release Notes:
- N/A
This reverts commit https://github.com/zed-industries/zed/pull/20515
I'm reverting for now to fix issues with key bindings on Nightly:
* `ctrl-c` and `ctrl-m` are being treated as `ctrl-enter`
* `ctrl-[` isn't working in vim mode
* there's a delay before `cmd-shift-[` switches tabs w/ vim mode enabled
Release Notes:
- N/A
Closes#19738
This change refactors how we handle input on macOS to avoid simulating
our own IME. This fixes a number of small edge-cases, and also lets us
remove a bunch of code that had been added to work around bugs in the
previous version.
Release Notes:
- On macOS: Keyboard shortcuts are now handled before activating the IME
system, this enables using vim's default mode on keyboards that use IME
menus (like Japanese).
- On macOS: Improvements to handling of dead-keys. For example when
typing `""` on a Brazillian keyboard, you now get a committed " and a
new marked ", as happens in other apps. Also, you can now type cmd-^ on
an AZERTY keyboard for indent; and ^ on a QWERTZ keyboard now goes to
the beginning of line in vim normal mode, or `d i "` no requires no
space to delete within quotes on Brazilian keyboards (though `d f "
space` is still required as `f` relies on the input handler, not a
binding).
- On macOS: In the terminal pane, holding down a key will now repeat
that key (as happens in iTerm2) instead of opening the character
selector.
Closes #16343Closes#10972
Release Notes:
- (breaking change) On macOS when using a keyboard that supports an
extended Latin character set (e.g. French, German, ...) keyboard
shortcuts are automatically updated so that they can be typed without
`option`. This fixes several long-standing problems where some keyboards
could not type some shortcuts.
- This mapping works the same way as
[macOS](https://developer.apple.com/documentation/swiftui/view/keyboardshortcut(_:modifiers:localization:)).
For example on a German keyboard shortcuts like `cmd->` become `cmd-:`,
`cmd-[` and `cmd-]` become `cmd-ö` and `cmd-ä`. This mapping happens at
the time keyboard layout files are read so the keybindings are visible
in the command palette. To opt out of this behavior for your custom
keyboard shortcuts, set `"use_layout_keys": true` in your binding
section. For the mappings used for each layout [see
here](a890df1863/crates/settings/src/key_equivalents.rs (L7)).
---------
Co-authored-by: Will <will@zed.dev>
Also change Zed's standard style to use
`.track_focus(&self.focus_handle(cx))`, instead of
`.track_focus(&self.focus_handle)`, to catch these kinds of errors more
easily in the future.
Release Notes:
- N/A
---------
Co-authored-by: Conrad <conrad@zed.dev>
Release Notes:
- N/A
---
We may only want to set the height of an image to limit the size and
make the width adaptive.
In HTML, we will only set width or height, and the other side will adapt
and maintain the original image ratio.
I changed this because I had a logo image that only to be limited in
height, and then I found that setting the height of the `img` alone
would not display correctly.
I also tried to set `ObjectFit` in this Demo, but it seems that none of
them can achieve the same effect as "After".
## Before
<img width="809" alt="before 2024-09-18 164029"
src="https://github.com/user-attachments/assets/7ba559ed-e53b-43e6-a072-93c8ba5b14ee">
## After
<img width="749" alt="after 2024-09-18 172003"
src="https://github.com/user-attachments/assets/51ee2eba-76b3-400a-abbf-de0e9c4021e2">
Improved the input.rs example file in gpui crate.
The new code
* allow this text field to lose and gain input focus.
* change TextInput's height from full to fix.
Release Notes:
- N/A
Release Notes:
- N/A
---
Add this for let GPUI element to support fade in-out animation.
## Platform test
- [x] macOS
- [x] blade `cargo run -p gpui --example opacity --features macos-blade`
## Usage
```rs
div()
.opacity(0.5)
.bg(gpui::black())
.text_color(gpui::black())
.child("Hello world")
```
This will apply the `opacity` it self and all children to use `opacity`
value to render colors.
## Example
```
cargo run -p gpui --example opacity
cargo run -p gpui --example opacity --features macos-blade
```
<img width="612" alt="image"
src="https://github.com/user-attachments/assets/f1da87ed-31f5-4b55-a023-39e8ee1ba349">
Release Notes:
- N/A
This updates the IME position every time the selection changes, this is
probably only useful when you enumerate languages with your IME.
TODO:
- ~There is a rare chance that the ime panel is not updated because the
window input handler is None.~
- ~Update IME panel in vim mode.~
- ~Update IME panel when leaving Buffer search input.~
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Release Notes:
- Fixed a (potential) small error in erf estimation. Technically, the
error is negligible.
I am not sure where the current calculation for erf come from and if it
is intended or a simple mistake. However it looks slightly different
from the official calculation, notably
[this](https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions)
from Wikipedia.
I will add a comment if it is intended.
Release Notes:
- N/A
Currently, the `img` element provided by GPUI only supports FilePath or
URL, but in actual applications we need to let `img` load an image
embedded in Assets.
The `svg` element can currently support this, but `img` cannot.
For example:
We have such an Assets directory:
```
assets
|- icons
|- images
|--- foo.png
```
```rs
// If give a path, considered an Asset
img("images/foo.png");
// If give a URI, considered a Remote image
img("https://foo.bar/images/foo.png");
// If give a PathBuf, considered a Local file
img(PathBuf::from("path/to/foo.png"));
```
## Example test
```
cargo run -p gpui --example image
```
<img width="827" alt="image"
src="https://github.com/user-attachments/assets/e45dcf7f-4626-4fb0-aca9-9b6e1045a952">
---------
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
This PR adds support for animated images. The image requires a id for it
to actually animate across frames.
Currently it only has support for `GIF`, I tried adding decoding a
animated `WebP` into frames but it seems to error. This issue in the
image crate seems to document this
https://github.com/image-rs/image/issues/2263.
Not sure if this is the best way or the desired way for animated images
to work in GPUI but I would really like support for animated images.
Open to feedback.
Example Video:
https://github.com/zed-industries/zed/assets/76515905/011f790f-d070-499b-96c9-bbff141fb002
Closes https://github.com/zed-industries/zed/issues/9993
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Nathan <nathan@zed.dev>
This PR adds support for full client side decorations on X11 and Wayland
TODO:
- [x] Adjust GPUI APIs to expose CSD related information
- [x] Implement remaining CSD features (Resizing, window border, window
shadow)
- [x] Integrate with existing background appearance and window
transparency
- [x] Figure out how to check if the window is tiled on X11
- [x] Implement in Zed
- [x] Repeatedly maximizing and unmaximizing can panic
- [x] Resizing is strangely slow
- [x] X11 resizing and movement doesn't work for this:
https://discord.com/channels/869392257814519848/1204679850208657418/1256816908519604305
- [x] The top corner can clip with current styling
- [x] Pressing titlebar buttons doesn't work
- [x] Not showing maximize / unmaximize buttons
- [x] Noisy transparency logs / surface transparency problem
https://github.com/zed-industries/zed/pull/13611#issuecomment-2201685030
- [x] Strange offsets when dragging the project panel
https://github.com/zed-industries/zed/pull/13611#pullrequestreview-2154606261
- [x] Shadow inset with `_GTK_FRAME_EXTENTS` doesn't respect tiling on
X11 (observe by snapping an X11 window in any direction)
Release Notes:
- N/A
---------
Co-authored-by: conrad <conrad@zed.dev>
Co-authored-by: Owen Law <81528246+someone13574@users.noreply.github.com>
Co-authored-by: apricotbucket28 <71973804+apricotbucket28@users.noreply.github.com>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>