Commit graph

30 commits

Author SHA1 Message Date
Marshall Bowers
78e0f71a28
ui: Use PopoverMenu::new for constructing PopoverMenus (#13178)
This PR replaces the `popover_menu` function for constructing
`PopoverMenu`s with a `PopoverMenu::new` associated function.

This brings `PopoverMenu` in line with our other UI components.

Release Notes:

- N/A
2024-06-17 18:14:37 -04:00
Kirill Bulatov
eb7a09b459
Add excerpts into outline panel (#13034)
Follow-up of https://github.com/zed-industries/zed/pull/12637

Adds excerpt items into the outline panel: now all outline items are
initially hidden under excerpt items that could be toggled open/closed
similar to directories.


![Screenshot 2024-06-14 at 10 45
04](https://github.com/zed-industries/zed/assets/2690773/9c9ef91b-1666-43c3-acc4-96f850098a28)

On active editor's selection change, a corresponding outline will be
revealed still, expanding the corresponding excerpt

![Screenshot 2024-06-14 at 10 45
13](https://github.com/zed-industries/zed/assets/2690773/7dfd14f7-4aca-48f2-8760-8e1362b9a043)

Release Notes:

- N/A
2024-06-14 12:03:16 +03:00
Nathan Sobo
5f98b9617a
Start on a database-backed prompt library (#12468)
Using the file system as a database seems like it's easy, but it's
actually a real pain. I'd like to use LMDB to store the prompts locally
so we have more control. We can always add an export option, but I want
the source of truth to be somewhere other than the file system.

So far, I have a PromptStore which is global to the application and can
be initialized on startup. Then there's a `PromptLibrary` which is
intended to be the root of a new kind of Zed window. I haven't actually
seen pixels yet, but I've sketched out the basics needed to create a new
prompt, save, etc.

Still lots to figure out but the foundations of being backed by a DB and
rendering in an independent window are in place.

/cc @iamnbutler @as-cii 

Release Notes:

- N/A

---------

Co-authored-by: Antonio Scandurra <me@as-cii.com>
2024-06-03 15:58:43 +02:00
Mikayla Maki
5a149b970c
Make tests less noisy (#12463)
When running the tests for linux, I found a lot of benign errors getting
logged. This PR cuts down some of the noise from unnecessary workspace
serialization and SVG renders

Release Notes:

- N/A
2024-05-29 18:06:45 -07:00
Antonio Scandurra
bcbf2f2fd3
Introduce autoscroll support for elements (#10889)
This pull request introduces the new
`ElementContext::request_autoscroll(bounds)` and
`ElementContext::take_autoscroll()` methods in GPUI. These new APIs
enable container elements such as `List` to change their scroll position
if one of their children requested an autoscroll. We plan to use this in
the revamped assistant.

As a drive-by, we also:

- Renamed `Element::before_layout` to `Element::request_layout`
- Renamed `Element::after_layout` to `Element::prepaint`
- Introduced a new `List::splice_focusable` method to splice focusable
elements into the list, which enables rendering offscreen elements that
are focused.

Release Notes:

- N/A

---------

Co-authored-by: Nathan <nathan@zed.dev>
2024-04-23 15:14:22 +02:00
Bennet Bo Fenner
ea4419076e
Add preview tabs (#9125)
This PR implements the preview tabs feature from VSCode.
More details and thanks for the head start of the implementation here
#6782.

Here is what I have observed from using the vscode implementation ([x]
-> already implemented):
- [x] Single click on project file opens tab as preview
- [x] Double click on item in project panel opens tab as permanent
- [x] Double click on the tab makes it permanent
- [x] Navigating away from the tab makes the tab permanent and the new
tab is shown as preview (e.g. GoToReference)
- [x] Existing preview tab is reused when opening a new tab
- [x] Dragging tab to the same/another panel makes the tab permanent
- [x] Opening a tab from the file finder makes the tab permanent
- [x] Editing a preview tab will make the tab permanent
- [x] Using the space key in the project panel opens the tab as preview
- [x] Handle navigation history correctly (restore a preview tab as
preview as well)
- [x] Restore preview tabs after restarting
- [x] Support opening files from file finder in preview mode (vscode:
"Enable Preview From Quick Open")
 
I need to do some more testing of the vscode implementation, there might
be other behaviors/workflows which im not aware of that open an item as
preview/make them permanent.

Showcase:


https://github.com/zed-industries/zed/assets/53836821/9be16515-c740-4905-bea1-88871112ef86


TODOs
- [x] Provide `enable_preview_tabs` setting
- [x] Write some tests
- [x] How should we handle this in collaboration mode (have not tested
the behavior so far)
- [x] Keyboard driven usage (probably need workspace commands)
- [x] Register `TogglePreviewTab` only when setting enabled?
- [x] Render preview tabs in tab switcher as italic
- [x] Render preview tabs in image viewer as italic
- [x] Should this be enabled by default (it is the default behavior in
VSCode)?
- [x] Docs

Future improvements (out of scope for now):
- Support preview mode for find all references and possibly other
multibuffers (VSCode: "Enable Preview From Code Navigation")


Release Notes:

- Added preview tabs
([#4922](https://github.com/zed-industries/zed/issues/4922)).

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-04-11 23:09:12 +02:00
Thorsten Ball
3a0d3cee87
Compute scrollbar markers asynchronously (#10080)
Refs #9647
Fixes https://github.com/zed-industries/zed/issues/9792

This pull request moves the computation of scrollbar markers off the
main thread, to prevent them from grinding the editor to a halt when we
have a lot of them (e.g., when there are lots of search results on a
large file). With these changes we also avoid generating multiple quads
for adjacent markers, thus fixing an issue where we stop drawing other
primitives because we've drawn too many quads in the scrollbar.

Release Notes:

- Improved editor performance when displaying lots of search results,
diagnostics, or symbol highlights in the scrollbar
([#9792](https://github.com/zed-industries/zed/issues/9792)).

---------

Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Nathan <nathan@zed.dev>
2024-04-03 12:21:17 +02:00
Marshall Bowers
14cdafb0a8
Enable clippy::eq_op (#9369)
This PR enables the
[`clippy::eq_op`](https://rust-lang.github.io/rust-clippy/master/index.html#/eq_op)
rule and fixes the outstanding violations.

Enabling this rule seems to have caught two bugs!

Release Notes:

- N/A
2024-03-14 17:05:07 -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
Conrad Irwin
0b87be71e6
Make anchor_in_excerpt Optional (#8975)
We were seeing panics due to callers assuming they had valid
excerpt_ids, but that cannot easily be guaranteed across await points as
anyone may remove an excerpt.

Release Notes:

- Fixed a panic when hovering in a multibuffer
2024-03-06 18:55:36 -07:00
Marshall Bowers
4b81b15cad
Enable clippy::useless_conversion (#8724)
This PR enables the
[`clippy::useless_conversion`](https://rust-lang.github.io/rust-clippy/master/index.html#/useless_conversion)
rule and fixes the outstanding violations.

Release Notes:

- N/A
2024-03-02 16:31:47 -05:00
Max Brunsfeld
b65cf6d2d9 Merge branch 'main' into language-api-docs 2024-01-18 15:06:45 -08:00
Piotr Osiewicz
6cbc49e5f0
Editor docs (#4097)
Release Notes:

- N/A

---------

Co-authored-by: Kirill <kirill@zed.dev>
2024-01-18 00:48:37 +01:00
Joseph T. Lyons
ba9a9f4f17 Add more open events
project search
diagnostics
welcome page
2024-01-15 16:26:04 -05:00
Marshall Bowers
90f4c70a82
Rename h_stack and v_stack to h_flex and v_flex, respectively (#4053)
This PR renames the `h_stack` and `v_stack` to `h_flex` and `v_flex`,
respectively.

We were previously using `h_stack` and `v_stack` to match SwiftUI, but
`h_flex` and `v_flex` fit better with the web/flexbox terminology that
the rest of GPUI uses.

Additionally, we were already calling the utility functions used to
implement `h_stack` and `v_stack` by the new names.

Release Notes:

- N/A
2024-01-15 11:34:06 -05:00
Kirill Bulatov
c197ea49ca Simplify uniform list scrolling logic 2024-01-10 13:45:50 +02:00
Max Brunsfeld
b02f37083b More docs 2024-01-09 10:53:57 -08:00
Marshall Bowers
47476faef1
Fix label color for inactive tabs (#3899)
This PR fixes an issue where certain tabs were not using the correct
color for their labels when they were inactive.

Release Notes:

- Fixed an issue where some inactive tabs were not using the correct
label color.
2024-01-04 17:25:11 -05:00
Max Brunsfeld
0ac8aae17b Remove 2 suffix for language_tools, search, terminal_view, auto_update
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 10:52:40 -08:00
Nathan Sobo
d375f7992d Merge branch 'main' into divs 2023-08-22 16:35:56 -06:00
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
0bf607cd2d WIP 2023-08-10 10:26:48 -06:00
Nathan Sobo
c602d98680 WIP 2023-07-26 13:34:57 -06:00
Piotr Osiewicz
e92015b12f
Split out Interactive<T> into Toggle<T> and Interactive<T> 2023-06-20 16:05:20 -07:00
Max Brunsfeld
04e43899c0 Change action namespace to 'debug' for LSP log and syntax tree view 2023-06-12 15:54:36 -07:00
Max Brunsfeld
018466171b Include field names in the syntax tree 2023-06-12 15:32:16 -07:00
Max Brunsfeld
b4f3a88b38 Close the menu when selecting a different layer in the syntax tree view 2023-06-12 15:14:57 -07:00
Max Brunsfeld
56b749788f Improve the look of the syntax tree view UI 2023-06-12 15:14:57 -07:00
Max Brunsfeld
e969e3b028 Sync selection between syntax tree view and editor 2023-06-12 15:14:57 -07:00
Max Brunsfeld
086cfe57c5 Start work on a syntax tree view 2023-06-12 15:14:56 -07:00