It's unfortunate to need to have access to a GPUI window in order to
create a terminal, because it forces to take a `Window` parameter in
entities that otherwise would have been pure models.
This pull request changes it so that we pass the `Project`'s entity id,
which is equally stable as the window id.
Release Notes:
- N/A
Co-authored-by: Ben Brandt <benjamin.j.brandt@gmail.com>
The terminal tool card used a fixed height and scrolling, but this meant
that it was too tall for commands that only outputted a few lines, and
the nested scrolling was undesirable.
This PR makes the card be as too as needed to fit the entire output (no
scrolling), and allows the user to collapse it to fewer lines when
applicable. Making it work the same way as the edit tool card. In fact,
both tools now use a shared UI component.
https://github.com/user-attachments/assets/1127e21d-1d41-4a4b-a99f-7cd70fccbb56
Release Notes:
- Agent: Display full terminal output
- Agent: Allow collapsing terminal output
To-dos:
- [x] Expose the command to defend against cases where that's just super
long
- [x] Tackle the vertical scroll conflict with panel scroll
- [x] Reduce default font-size
Release Notes:
- N/A
---------
Co-authored-by: Ben Brandt <benjamin.j.brandt@gmail.com>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: Agus Zubiaga <hi@aguz.me>
Part of https://github.com/zed-industries/zed/issues/16472
* Adds debug logging to everywhere near INSERT/UPDATEs in the DB
So something like
`env RUST_LOG=debug,wasmtime_cranelift=off,cranelift_codegen=off,vte=off
cargo run` could be used to view these (current zlog seems to process
the exclusions odd, so not sure this is the optimal RUST_LOG line) can
be used to debug any further writes.
* Removes excessive window stack serialization
Previously, it serialized unconditionally every 100ms.
Now, only if the stack had changed, which is now check every 500ms.
* Removes excessive terminal serialization
Previously, it serialized its `cwd` on every `ItemEvent::UpdateTab`
which was caused by e.g. any character output.
Now, only if the `cwd` has changed at the next event processing time.
Release Notes:
- Fixed more excessive DB writes
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
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>
Closes#23006
This PR should have been split into two, but since the changes are
related, I merged them into one.
1. On load, the title bar actions and bottom bar toggles are
unresponsive until the center pane is clicked. This happens because the
terminal captures focus (even if it's closed) long after the workspace
sets focus to itself during loading.
The issue was in the `focus_view` call used in the `new` method of
`TerminalPanel`. Since new terminal views can be created behind the
scenes (i.e., without the terminal being visible to the user), we
shouldn't handle focus for the terminal in this case. Removing
`focus_view` from the `new` method has no impact on the existing
terminal focusing logic. I've tested scenarios such as creating new
terminals, splitting terminals, zooming, etc., and everything works as
expected.
2. Currently, on load, docked terminals do not automatically focus when
they are only visible item to the user. This PR implements it.
Before/After:
1. When only the dock terminal is visible on load. Terminal is focused.
<img
src="https://github.com/user-attachments/assets/af8848aa-ccb5-4a3b-b2c6-486e8d588f09"
alt="image" height="280px" />
<img
src="https://github.com/user-attachments/assets/8f76ca2e-de29-4cc0-979b-749b50a00bbd"
alt="image" height="280px" />
2. When other items are visible along with the dock terminal on load.
Editor is focused.
<img
src="https://github.com/user-attachments/assets/d3248272-a75d-4763-9e99-defb8a369b68"
alt="image" height="280px" />
<img
src="https://github.com/user-attachments/assets/fba5184e-1ab2-406c-9669-b141aaf1c32f"
alt="image" height="280px" />
3. Multiple tabs along with split panes. Last terminal is focused.
<img
src="https://github.com/user-attachments/assets/7a10c3cf-8bb3-4b88-aacc-732b678bee19"
alt="image" height="270px" />
<img
src="https://github.com/user-attachments/assets/4d16e98f-9d7a-45f6-8701-d6652e411d3b"
alt="image" height="270px" />
Future:
When a docked terminal is in a zoomed state and Zed is loaded, we should
prioritize focusing on the terminal over the active item (e.g., an
editor) behind it. This hasn't been implemented in this PR because the
zoomed state during the load function is stale. The correct state is
received later via the workspace. I'm still investigating where exactly
this should be handled, so this will be a separate PR.
cc: @SomeoneToIgnore
Release Notes:
- Fixed unresponsive buttons on load until the center pane is clicked.
- Added auto-focus for the docked terminal on load when no other item is
focused.
* Remove unnecessary WindowContext and ViewContext '_ lifetimes
* Removed some cases where WindowContext has a different name than `cx`.
Release Notes:
- N/A
Closes https://github.com/zed-industries/zed/issues/21652
* prevents zooming out the panel when any terminal pane is closed
* forces focus on new terminal panes, to prevent the workspace from
getting odd pane events in the background
Release Notes:
- (Preview only) Fixed zoomed terminal pane issues on split
Fixes part of issue #7808
> This venv should be the one we automatically activate when opening new
terminals, if the detect_venv setting is on.
Release Notes:
- Selected Python toolchains (virtual environments) are now automatically activated in new terminals.
---------
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Closes https://github.com/zed-industries/zed/issues/4351

Applies the same splitting mechanism, as Zed's central pane has, to the
terminal panel.
Similar navigation, splitting and (de)serialization capabilities are
supported.
Notable caveats:
* zooming keeps the terminal splits' ratio, rather expanding the
terminal pane
* on macOs, central panel is split with `cmd-k up/down/etc.` but `cmd-k`
is a "standard" terminal clearing keybinding on macOS, so terminal panel
splitting is done via `ctrl-k up/down/etc.`
* task terminals are "split" into regular terminals, and also not
persisted (same as currently in the terminal)
Seems ok for the initial version, we can revisit and polish things
later.
Release Notes:
- Added the ability to split the terminal panel
This adds the ability for Zed to restore unsaved buffers on restart. The
user is no longer prompted to save/discard/cancel when trying to close a
Zed window with dirty buffers in it. Instead those dirty buffers are
stored and restored on restart.
It does this by saving the contents of dirty buffers to the internal
SQLite database in which Zed stores other data too. On restart, if there
are dirty buffers in the database, they are restored.
On certain events (buffer changed, file saved, ...) Zed will serialize
these buffers, throttled to a 100ms, so that we don't overload the
machine by saving on every keystroke. When Zed quits, it waits until all
the buffers are serialized.
### Current limitations
- It does not persist undo-history (right now we don't persist/restore
undo-history regardless of dirty buffers or not)
- It does not restore buffers in windows without projects/worktrees.
Example: if you open a new window with `cmd-shift-n` and type something
in a buffer, this will _not_ be stored and you will be asked whether to
save/discard on quit. In the future, we want to fix this by also
restoring windows without projects/worktrees.
### Demo
https://github.com/user-attachments/assets/45c63237-8848-471f-8575-ac05496bba19
### Related tickets
I'm unsure about closing them, without also fixing the 2nd limitation:
restoring of worktree-less windows. So let's wait until that.
- https://github.com/zed-industries/zed/issues/4985
- https://github.com/zed-industries/zed/issues/4683
### Note on performance
- Serializing editing buffer (asynchronously on background thread) with
500k lines takes ~200ms on M3 Max. That's an extreme case and that
performance seems acceptable.
Release Notes:
- Added automatic restoring of unsaved buffers. Zed can now be closed
even if there are unsaved changes in buffers. One current limitation is
that this only works when having projects open, not single files or
empty windows with unsaved buffers. The feature can be turned off by
setting `{"session": {"restore_unsaved_buffers": false}}`.
---------
Co-authored-by: Bennet <bennet@zed.dev>
Co-authored-by: Antonio <antonio@zed.dev>