Commit graph

41 commits

Author SHA1 Message Date
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
Christian Clauss
cff2e8bbe0 Fix typos discovered by codespell 2024-01-25 18:32:32 +01:00
Mikayla
1f94463ce2
Switch Arc<Mutex<Keymap>> to Rc<RefCell<Keymap>>, a relic of the GPUI2 port.
Make gpui pass clippy
2024-01-22 19:30:38 -08:00
Mikayla
df4566fd1e
Refactor out element context from GPUI 2024-01-21 19:43:35 -08:00
Mikayla
aa57a4cfbc
Document / lockdown more of GPUI 2024-01-21 14:26:45 -08:00
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
Marshall Bowers
aff119b80a
Fix possessive "its" in docs and comments (#3998)
This PR fixes a number of places where we were incorrectly using "it's"
where we needed to use the possessive "its".

Release Notes:

- N/A
2024-01-10 10:09:48 -05:00
Mikayla
80790d921d
Fix / remove small todos 2024-01-09 14:16:46 -08:00
Kirill Bulatov
625c9d8980 Remove some todo!'s 2024-01-09 11:36:36 +02:00
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
e0fdc7d0aa Eliminate PaintContext 2023-09-11 09:00:59 -06:00
Nathan Sobo
a24d94cfda Eliminate LayoutContext 2023-09-11 08:47:00 -06:00
Nathan Sobo
ebf8b32811 Checkpoint 2023-09-08 16:25:10 -06:00
Nathan Sobo
0bf607cd2d WIP 2023-08-10 10:26:48 -06:00
Nathan Sobo
1b03c5d69c Pass PaintContext to Element::paint
I want to use this on another branch, but it's a sweeping change,
so this prepares the ground for it. This can always be reverted if
it doesn't work out.
2023-07-25 17:32:31 -06:00
Antonio Scandurra
7f345f8bf5 Separate Window::build_scene into layout and paint 2023-05-03 12:18:16 +02:00
Nathan Sobo
fe492eacbf Refine naming of element-related types and traits
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2023-04-21 13:06:37 -06:00
Antonio Scandurra
03619dfa55 Rename Drawable::boxed to into_element and make containers generic
Multi-element are now generic over any drawable child, which can be converted
into an element.

Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2023-04-21 12:43:19 -06:00
Nathan Sobo
a25f962185 WIP 2023-04-12 12:13:35 -06:00
Nathan Sobo
e115baa60c WIP 2023-04-11 18:21:56 -06:00
Nathan Sobo
3de8fe0f87 WIP 2023-04-10 17:27:47 -06:00
Nathan Sobo
6638407ff9 WIP: Everything shredded 2023-04-10 16:10:32 -06:00
Nathan Sobo
7536645eea WIP 2023-04-08 08:01:05 -06:00
Antonio Scandurra
2b4fd53202 Rename height to z-index 2022-10-25 13:47:12 +02:00
Antonio Scandurra
dfe2fd0386 Allow specifying a custom height for stacking contexts 2022-10-25 13:41:47 +02:00
K Simmons
70e2951e35 add mouse region handler bool for adding the handler above the child 2022-10-24 23:30:35 -07:00
Nathan Sobo
12eab6551f Remove dispatch_event from Element trait 2022-10-16 13:08:25 -06:00
Antonio Scandurra
45d118f96f Decide whether to clip to visible bounds on a per-element basis
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-10-11 17:05:13 +02:00
Mikayla Maki
4bc0afdafa Finished terminal hyperlinks for now 2022-09-26 16:33:29 -07:00
K Simmons
444417203b Move workspace overlay elements into an actual overlay in order to get proper stacking context depths
Co-Authored-By: Mikayla Maki <mikayla@zed.dev>
2022-09-11 15:34:12 -07:00
K Simmons
6b26965074 Permanent fix to repeat MouseRegion Tag failure in Workspace
Polish tab bar buttons

Co-Authored-By: Mikayla Maki <mikayla@zed.dev>
2022-09-11 15:34:10 -07:00
K Simmons
69ecbb644d DOCK WORKING!
Update editor element to use mouse regions instead of dispatch event for mouse events
Fix bug in presenter where mouse region handlers were stored on click and called instead of more up to date handlers from subsequent renders
Changed MouseRegion to require discriminants in all cases
Add scroll wheel event to MouseRegion
Polished a bunch of dock inconsistencies

Co-Authored-By: Mikayla Maki <mikayla@zed.dev>
2022-09-11 15:32:20 -07:00
ForLoveOfCats
8ba2f77148 One big cleanup pass of clippy lints
Co-authored-by: Mikayla <mikayla@zed.dev>
2022-08-10 16:51:01 -07:00
Antonio Scandurra
97ce3998ec Position IME input according to where the selection is rendered 2022-07-21 17:35:40 +02:00
Antonio Scandurra
8a146e49ca Use a different fit mode for tooltips 2022-06-15 16:45:04 +02:00
Antonio Scandurra
ea8b5016f7 Snap overlay's bottom/right edge to same window's edge on overflow 2022-06-09 13:48:02 +02:00
Antonio Scandurra
701e2090cd Align context menu to fit within the window bounds 2022-06-02 09:47:06 +02:00
Nathan Sobo
c3baf2748f Block hovering behind overlays 2022-05-27 11:54:51 -06:00
Nathan Sobo
b110fd5fb7 Render a context menu when right-clicking in project panel
It doesn't currently do anything, but I managed to get it rendering in an absolutely positioned way.
2022-05-26 09:59:25 +02:00
Antonio Scandurra
73f2fd6b09 Pass visible bounds to Element::dispatch_event 2022-04-07 15:10:09 +02:00
Nathan Sobo
fdfed3d7db Move all crates to a top-level crates folder
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-10-04 13:22:21 -06:00
Renamed from gpui/src/elements/overlay.rs (Browse further)