Commit graph

180 commits

Author SHA1 Message Date
Conrad Irwin
f53823c840
Remove release channel from Zed URLs (#8863)
Also adds a new command `cli: Register Zed Scheme` that will cause URLs
to be opened in the current zed version, and we call this implicitly if
you install the CLI

Also add some status reporting to install cli

Fixes: #8857



Release Notes:

- Added success/error reporting to `cli: Install Cli`
([#8857](https://github.com/zed-industries/zed/issues/8857)).
- Removed `zed-{preview,nightly,dev}:` url schemes (used by channel
links)
- Added `cli: Register Zed Scheme` to control which zed handles the
`zed://` scheme (defaults to the most recently installed, or
the version that you last used `cli: Install Cli` with)
2024-03-04 16:08:47 -07:00
白山風露
69e0474ebb
Windows gpui platform (#8490)
First implementation of gpui platform for Windows.

Release Notes:

- N/A

---------

Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
2024-03-03 10:53:22 -08:00
Nathan Sobo
4cc4f08a53
Remove ! from todo!() in comments (#8643)
This practice makes it difficult to locate todo!s in my code when I'm
working. Let's take out the bang if we want to keep doing this.

Release Notes:

- N/A
2024-02-29 18:19:05 -07:00
Conrad Irwin
9bd5ebb74b
Revert "Introduce a new ToggleGraphicsProfiler command (#7607)" (#8567)
This reverts commit 0cebf68306.

Although this thing is very cool, it is a top source of crashes.

Example crash:
```
Segmentation fault: 11 on thread 26
  objc_retain +16
  invocation function for block in Overlay::onCommandBufferCommit(id<MTLCommandBuffer>) +60
  MTLDispatchListApply +52
```

Release Notes:

- Removed "Toggle Graphics Profiler" as it crashes too much.
2024-02-28 16:39:51 -07:00
白山風露
aef299be3d
CI: Enable clippy on Windows (#8240)
Release Notes:

- N/A
2024-02-23 16:23:42 -08:00
Kirill Bulatov
c97ecc7326
Add initial CI job for Windows target (#8088)
Clippy is disabled for now, due to many warnings in both `gpui` and
other code, see
https://github.com/zed-industries/zed/actions/runs/7980269779/job/21789529800
for more details.

Also, due to `#!/usr/bin/env bash` shebang in the `script/clippy`, it
starts in Windows CI with `shell: C:\Program Files\Git\bin\bash.EXE
-euxo pipefail {0}`

https://github.com/zed-industries/zed/actions/runs/7980269779/job/21789529800#step:4:3
It seems more appropriate to use PowerShell instead.

See `todo!("windows")` for all stubbed places currently.

Release Notes:

- N/A
2024-02-21 00:35:29 +02:00
N
8a73bc4c7d
Vim: enable sending multiple keystrokes from custom keybinding (#7965)
Release Notes:

- Added `workspace::SendKeystrokes` to enable mapping from one key to a
sequence of others
([#7033](https://github.com/zed-industries/zed/issues/7033)).

Improves #7033. Big thank you to @ConradIrwin who did most of the heavy
lifting on this one.

This PR allows the user to send multiple keystrokes via custom
keybinding. For example, the following keybinding would go down four
lines and then right four characters.

```json
[
  {
    "context": "Editor && VimControl && !VimWaiting && !menu",
    "bindings": {
      "g z": [
        "workspace::SendKeystrokes",
        "j j j j l l l l"
      ],
    }
  }
]
```

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-02-20 15:01:45 -07:00
Thorsten Ball
0a5df7d597
Fix jk not working in Vim bindings (#8023)
Fixes #8006.

Release Notes:

- Fixed two-character bindings in Vim insert mode (e.g. `j k` or `j j`)
not working.
([#8006](https://github.com/zed-industries/zed/issues/8006))

Co-authored-by: Conrad <conrad@zed.dev>
2024-02-19 10:21:07 -07:00
Dzmitry Malyshau
9ad1862f2f
Enable Blade on MacOS via "macos-blade" feature (#7669)
Depends on https://github.com/zed-industries/font-kit/pull/2 and
https://github.com/kvark/blade/pull/77

This change enables Blade to be also used on MacOS. It will also make it
easier to use it on Windows.

What works: most of the things. Zed loads as fast and appears equally
responsive to the current renderer.
<img width="306" alt="Screenshot 2024-02-11 at 12 09 15 AM"
src="https://github.com/zed-industries/zed/assets/107301/66d82f45-5ea2-4e2b-86c6-5b3ed333c827">

Things missing:
- [x] video streaming. ~~Requires a bit of plumbing on both Blade and
Zed sides, but all fairly straightforward.~~
  -  verified with a local setup
- [x] resize. ~~Not sure where exactly to hook up the reaction on the
window size change. Once we know where, the fix is one line.~~
- [ ] fine-tune CA Layer
- this isn't a blocker for merging the PR, but it would be a blocker if
we wanted to switch to the new path by default
- [ ] rebase on latest, get the dependency merged (need review/merge of
https://github.com/zed-industries/font-kit/pull/2!)

Update: I implemented resize support as well as "surface" rendering on
the Blade path (which will be useful on Linux/Windows later on). I
haven't tested the latter though - not sure how to get something
streaming. Would appreciate some help! I don't think this should be a
blocker to this PR, anyway.

The only little piece that's missing for the Blade on MacOS path to be
full-featured is fine-tuning the CALayer configuration. Zed does a lot
of careful logic in configuring the layer, such as switching the
"present with transaction" on/off intermittently, which Blade path
doesn't have yet.

Release Notes:
- N/A

---------

Co-authored-by: Mikayla <mikayla@zed.dev>
2024-02-16 13:39:40 -08:00
Antonio Scandurra
0cebf68306
Introduce a new ToggleGraphicsProfiler command (#7607)
On macOS, this will enable or disable the Metal HUD at runtime. Note
that this only works when Zed is bundled because it requires to set the
`MetalHudEnabled` key in the Info.plist.

Release Notes:

- Added a new `ToggleGraphicsProfiler` command that can be used as an
action (or via the `Help -> Toggle Graphics Profiler` menu) to
investigate graphics performance.
2024-02-09 13:29:40 +01:00
Antonio Scandurra
67b96b2b40
Replace CADisplayLink with CVDisplayLink (#7583)
Release Notes:

- Fixed a bug that caused Zed to render at 60fps even on ProMotion
displays.
- Fixed a bug that could saturate the main thread event loop in certain
circumstances.

---------

Co-authored-by: Thorsten <thorsten@zed.dev>
Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Max <max@zed.dev>
2024-02-08 13:47:12 -05:00
Mikayla Maki
d4be15b2b2
Suppress related warnings, fix nanoid, and get the build green (#7579)
This is in preparation for adding a Linux build step to our CI.

Release Notes:

- N/A
2024-02-08 09:32:53 -08:00
Mikayla
67555ee5b4
Merge branch 'main' into kvark-linux 2024-02-07 11:52:44 -08:00
Marshall Bowers
c322179bb9
Initialize the SystemAppearance using the app's global window appearance (#7508)
This PR changes our approach to initializing the `SystemAppearance` so
that we can do it earlier in the startup process.

Previously we were using the appearance from the window, meaning that we
couldn't initialize the value until we first opened the window.

Now we read the `window_appearance` from the `AppContext`. On macOS this
is backed by the
[`effectiveAppearance`](https://developer.apple.com/documentation/appkit/nsapplication/2967171-effectiveappearance)
on the `NSApplication`.

We currently still watch for changes to the appearance at the window
level, as the only hook I could find in the documentation is
[`viewDidChangeEffectiveAppearance`](https://developer.apple.com/documentation/appkit/nsview/2977088-viewdidchangeeffectiveappearance),
which is at the `NSView` level.

In my testing this makes it so Zed appropriately chooses the correct
light/dark theme on startup.

Release Notes:

- N/A
2024-02-07 11:51:18 -05:00
Antonio Scandurra
ae2c23bd8e
Reintroduce ProMotion support (#7347)
This re-introduces the changes of #7305 but this time we create a
display link using the `NSScreen` associated with the window. We're
hoping we'll get these frame requests more reliably, and this seems
supported by the fact that awakening my laptop restores the frame
requests.

Release Notes:

- See #7305.

Co-authored-by: Nathan <nathan@zed.dev>
2024-02-03 16:33:08 -07:00
Kirill Bulatov
1ab0af2fa3
Revert the commit that broke Zed display capabilities (#7326) 2024-02-03 18:32:56 +02:00
Antonio Scandurra
15edc46827
Maintain smooth frame rates when ProMotion and direct mode are enabled (#7305)
This is achieved by starting a `CADisplayLink` that will invoke the
`on_request_frame` callback at the refresh interval of the display.

We only actually draw frames when the window was dirty, or for 2 extra
seconds after the last input event to ensure ProMotion doesn't downclock
the refresh rate when the user is actively interacting with the window.

Release Notes:

- Improved performance when using a ProMotion display with fast key
repeat rates.

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
2024-02-02 16:42:46 -07:00
Dzmitry Malyshau
c000d2e16b blade: path sprite rendering 2024-02-02 00:34:08 -08:00
Dzmitry Malyshau
ca62d22147 linux: implement dispatcher, add dummy textsystem 2024-02-01 21:28:16 -08:00
Dzmitry Malyshau
d675abf70c Add Linux platform, gate usage of CVImageBuffer by macOS 2024-02-01 21:28:16 -08:00
Conrad Irwin
2187513026
app version to server (#7130)
- Send app version and release stage to collab on connect
- Read the new header on the server

Release Notes:

- Added the ability to collaborate with users on different releases of
Zed.
2024-01-31 15:46:24 -07:00
Mikayla Maki
a54eaaecee
Add raw window handle implementations to GPUI (#7101)
This is in preparation for experiments with wgpu. This should have no
external effect.

Release Notes:

- N/A
2024-01-30 11:42:28 -08:00
Piotr Osiewicz
8fbc88b708
Load embedded fonts directly from .rdata instead of cloning (#6932)
The fonts we embed in Zed binary (Zed Sans & Zed Mono) weigh about 30Mb in total and we are cloning them several times during startup and loading of embedded assets (once explicitly in Zed and then under the hood in font-kit). Moreover, after loading we have at least 2 copies of each font in our program; one in .rdata and the other on the heap for use by font-kit.
This commit does away with that distinction (we're no longer allocating the font data) and slightly relaxes the interface of `TextSystem::add_fonts` by expecting one to pass `Cow<[u8]>` instead of `Arc<Vec<u8>>`. Additionally, `AssetSource::get` now returns `Cow<'static, [u8]>` instead of `Cow<'self, [u8]>`; all existing implementations conform with that change.

Note that this optimization takes effect only in Release builds, as the library we use for asset embedding - rust-embed - embeds the assets only in Release mode and in Dev builds it simply loads data from disk. Thus it returns `Cow<[u8]>` in it's interface. Therefore, we still copy that memory around in Dev builds, but that's not really an issue. 
This patch makes no assumptions about the build profile we're running under, that's just an intrinsic property of rust-embed.

Tl;dr: this should shave off about 30Mb of memory usage and a fair chunk (~30ms) of startup time.

Release Notes:
- Improved startup time and memory usage.
2024-01-29 10:06:57 +01:00
Conrad Irwin
01424a62ea Allow prompts to have detail, and use for good
Make channel panel errors louder
2024-01-24 23:15:37 -07:00
Antonio Scandurra
25a7eb27d2 Move interaction with keychain off the main thread 2024-01-24 14:53:05 +01:00
Mikayla
938b84c045
Finish documenting GPUI 2024-01-22 19:33:45 -08:00
Conrad Irwin
b06e2eb6af Update handling of 'pending' keys
Before this change if you had a matching binding and a pending key,
the matching binding happened unconditionally.

Now we will wait a second before triggering that binding to give you
time to complete the action.
2024-01-21 20:12:01 -07:00
Mikayla
a44aae9e91
Finish documenting the action, asset, color, and element modules in GPUI
Remove SmallVec from the public API of GPUI
2024-01-20 20:15:23 -08:00
Mikayla
4184686e8d
Lock down test platform implementation 2024-01-20 15:03:36 -08:00
Mikayla
017661818d
Fix typo 2024-01-20 14:42:38 -08:00
Mikayla
9da6b8c7f6
Lock down mac os platform type visibility in the rest of GPUI
Add documentation to all platform types
2024-01-20 14:38:03 -08:00
Mikayla
33105486aa
Make platform input handler private
Automatically record the context on non-view input handlers
Simplify the async window context update() method
2024-01-20 06:56:19 -08:00
Piotr Osiewicz
0a0921f88b gpui: Bring back family and style names in font name suggestions 2024-01-18 12:10:17 +01:00
Antonio Scandurra
559461923f Remove unused PlatformAtlas::clear method 2024-01-18 10:40:15 +01:00
Mikayla Maki
75f8748509
Document party 2 (#4106)
@mikayla-maki and @nathansobo's contributions

Release Notes:

- N/A
2024-01-17 14:33:52 -08:00
Mikayla Maki
6f40da77b6
Fix scrolling in collab panel (#4105)
When the `List` element's state is `ListState::reset()`, it eagerly
trashes it's cached element heights in anticipation of a prompt render.
But, due to the recent `display_layer` changes, that re-render is not
always forthcoming. This is a problem for `ListState::scroll()`, which
depends on these cached elements to correctly calculate the new logical
scroll offset.

Solutions we attempted:

- Cache the element heights and continue the scroll calculation 
- This was conceptually incorrect, reset should only be called when the
underlying data has been changed, making any calculation with the old
results meaningless.
- Lazily re-compute the element heights in scroll 
- Beyond being a non-trivial refactor, this would probably also cause us
to double-render the list in a single frame, which is bad.
- Cache the scroll offset and only calculate it in paint 
- This solution felt awkward to implement and meant we can't supply
synchronous list scroll events.
- Delay resetting until paint 
- This means that all of the other APIs that `ListState` supplies would
give temporarily incorrect results, worsening the problem

Given these issues, we settled on the solution with the least
compromises: drop scroll events if the state has been `reset()` between
`paint()` and `scroll()`. This shifts the responsibility for the problem
out of the List element and into consumers of `List`, if you want
perfectly smooth scrolling then you need to use `reset()` judiciously
and prefer `splice()`.

That said, I tested this by aggressively scrolling the Collab panel, and
it seems to work as well as it did before.

This PR also includes some initial testing infrastructure for working
with input from the platform and rendered elements.

Release Notes:

- N/A
2024-01-17 14:11:34 -08:00
Mikayla
9eecda2dae
Update method name and partially document platform crate
co-authored-by: Nathan <nathan@zed.dev>
2024-01-17 14:07:57 -08:00
Mikayla
cae35d3334
Fix draw helper, add helper traits for selecting groupings of input events 2024-01-16 22:19:55 -08:00
Piotr Osiewicz
f011953484 Rename all_font_families to all_font_names 2024-01-16 20:32:21 +01:00
Antonio Scandurra
50ccdf5c16 Reuse input handler when reusing a view tree 2024-01-11 13:22:59 +01:00
Antonio Scandurra
0c6d107740 Introduce on_request_frame 2024-01-09 18:21:10 +01:00
Piotr Osiewicz
dc7f9bbc54
gpui: Sweep through cargo doc output and mark dubious items as non-public (#3932)
I essentially went through the publicly exported items and marked these
that are e.g. leaky reexports as pub(crate). I expect that'd be done on
Tuesday anyways.

Release Notes:
- N/A
2024-01-06 23:47:51 +01:00
Piotr Osiewicz
254a52d0a1
gpui: Remove dependency on sqlez (#3871)
This removes one of the path dependencies in gpui that's only really
needed by `workspace` (which can work around lack of these
implementations by itself). In theory it should also improve build
scheduling (as gpui doesn't have to wait for main dependency of sqlez -
libsqlite3 - to finish it's 25 seconds-long build in release), though in
practice I didn't notice a substantial improvement.
Moreover `sqlez` was unused by `settings` too, so that's removed
as well.

Release Notes:

- N/A
2024-01-05 19:36:55 +01:00
Max Brunsfeld
f5ba22659b Remove 2 suffix from gpui
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:59:39 -08:00
Nathan Sobo
684db11afd Use platform API to request mouse position
Co-Authored-By: Conrad Irwin <conrad@zed.dev>
2023-08-23 13:10:41 -06:00
Nathan Sobo
569d99a5a1 Add hover styling support 2023-08-23 09:08:05 -06:00
Nathan Sobo
d375f7992d Merge branch 'main' into divs 2023-08-22 16:35:56 -06:00
Max Brunsfeld
d9ef987b04 Fix AppKit screen coordinate conversion leading to wrong window bounds 2023-08-17 15:23:28 -07:00
Mikayla
e5eed29c72
Add components example
Re-arrange generics on mouse event handler
Add TypeTag struct for dynamically tagged components
2023-08-15 03:06:43 -07:00
Nathan Sobo
dd6425e898 WIP 2023-08-10 09:24:16 -06:00