Commit graph

73 commits

Author SHA1 Message Date
白山風露
aef299be3d
CI: Enable clippy on Windows (#8240)
Release Notes:

- N/A
2024-02-23 16:23:42 -08:00
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
Antonio Scandurra
55129d4d6c
Revert "Use Fx* variants of HashMap and HashSet everywhere in Zed" (#7492)
Reverts zed-industries/zed#7481

This would regress performance because we'd be using the standard
library's hash maps everywhere, so reverting for now.
2024-02-07 13:16:22 +01:00
Kirill Bulatov
eb236302c2
Use Fx* variants of HashMap and HashSet everywhere in Zed (#7481)
Release Notes:

- N/A
2024-02-07 09:45:37 +02:00
Piotr Osiewicz
70e7ea365c
chore: Fix up warnings from cargo +beta check. (#7453)
With upcoming release of 1.76 I did a check of current +beta (which
seems to already be at 1.77). These would cause CI pipeline failures
once 1.77 is out.

Release Notes:

- N/A
2024-02-06 20:36:02 +01:00
Dzmitry Malyshau
d0a0ce1885 blade: mono/poly chrome sprite rendering 2024-02-03 21:30:47 -08:00
Dzmitry Malyshau
7c7aad5e76 blade: port underline shader 2024-02-02 23:04:56 -08:00
Dzmitry Malyshau
666b134d20 linux: shadow rendering 2024-02-01 21:43:28 -08:00
Dzmitry Malyshau
d675abf70c Add Linux platform, gate usage of CVImageBuffer by macOS 2024-02-01 21:28:16 -08:00
Thorsten Ball
bf843e2131 Cache last used layer_id for StackingOrder
This optimizes rendering time by saving computation of the layer_id and
comparison when inserting it into the `BTreeMaps`.

Co-authored-by: Antonio <antonio@zed.dev>
2024-01-23 11:46:11 +01:00
Mikayla Maki
a8990baaac
Document more gpui (#4187)
Also add several `TODO!(docs)` comments to places that need more
feedback.

Release Notes:

- N/A
2024-01-21 15:10:04 -08:00
Mikayla
aa57a4cfbc
Document / lockdown more of GPUI 2024-01-21 14:26:45 -08:00
Piotr Osiewicz
6c82380232 chore: Fix clippy::needless_borrow up to an editor 2024-01-21 15:03:24 +01:00
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
Thorsten Ball
5b0b9ff582 Submit bigger primitive batches when rendering
Before this change we wouldn't submit all possible primitives of the
same kind that are less-than the max order.

Result was that we would submit, say, 10 paths each in a separate batch
instead of actually batching them.

This was overly strict because even if the order of two different
primitives was the same, we could have still batched the 1st primitive
kind, if its implicit ordering was less than 2nd kind.

Example: say we have the following primitives and these orders

  5x paths, order 3
  2x sprites, order 3

Previously, we would submit 1 path, 1 path, 1 path, 1 path, 1 path, then
the sprites.

With this changes, we batch the 5 paths into one batch.

Co-authored-by: Antonio <antonio@zed.dev>
2024-01-17 13:50:55 +01:00
Antonio Scandurra
4ff514ca7e Merge remote-tracking branch 'origin/main' into cache
# Conflicts:
#	crates/gpui/src/elements/div.rs
2024-01-15 11:37:46 +01:00
Antonio Scandurra
142a8b68c8 Avoid casting view ids to u32
Also, it looks like using a u64 directly doesn't work well with Metal
shaders, so we unpack the u64 into two u32s.
2024-01-11 12:28:48 +01:00
Antonio Scandurra
a4ef1bc096 Rename reuse_geometry to reuse_view 2024-01-10 23:06:10 +01:00
Antonio Scandurra
881c532256 Insert primitives associated with views from a previous scene 2024-01-10 10:50:16 +01:00
Antonio Scandurra
84b05d6c05 Maintain view stack as part of DispatchTree 2024-01-09 15:12:23 +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
ebf8b32811 Checkpoint 2023-09-08 16:25:10 -06:00
Nathan Sobo
5a778fbde6 Checkpoint 2023-09-06 14:16:15 -06:00
Nathan Sobo
3b5ee59273 Split playground into gpui2 and storybook 2023-08-30 16:12:14 -06:00
Nathan Sobo
733df38f9b Checkpoint
Co-Authored-By: Antonio Scandurra <antonio@zed.dev>
2023-08-22 11:34:06 -06:00
Nathan Sobo
afff46b335 Checkpoint 2023-08-19 21:24:28 -06:00
Nathan Sobo
b95b2af3e0 Store generic mouse regions on window that contain their event type id 2023-08-17 08:37:55 -06:00
Nathan Sobo
812d3f6af6 Get basic mouse_down and mouse_up working 2023-08-16 22:21:27 -06:00
Nathan Sobo
187d78011c WIP 2023-08-16 13:52:42 -06:00
Mikayla
29a85635ea
Make each setting optional 2023-08-12 12:23:46 -07:00
Mikayla
563b25f26f
Add deserialization helper 2023-08-12 12:21:44 -07:00
Nathan Sobo
65123e6eed Allow individual corner radii on drop shadows 2023-08-12 10:58:08 -06:00
Nathan Sobo
40f478937e Allow distinct corner radii for images 2023-08-12 10:50:04 -06:00
Nathan Sobo
84dc4090bd Wire up per corner radii for quad
Still need to expose this in the styling layer and allow images
to have per corner radii.
2023-08-12 10:40:23 -06:00
Sergey Onufrienko
b45f5f0489
feat: add JsonSchema to gpui 2023-06-16 21:36:42 +02:00
Nathan Sobo
e115baa60c WIP 2023-04-11 18:21:56 -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
Antonio Scandurra
2055f05b09 💄 2022-10-25 12:19:25 +02:00
Antonio Scandurra
33ebfc3f10 Rename depth to height when referring to stacking contexts 2022-10-25 12:18:23 +02:00
Antonio Scandurra
6a4f3aaa56 Create a SceneBuilder and sort stacking contexts when calling build 2022-10-25 12:16:09 +02:00
Nathan Sobo
6e53deb1b2 Refine mouse event naming 2022-10-16 11:18:58 -06:00
Antonio Scandurra
9d990ae329 Show all room participants in titlebar
...and allow following them into external projects.
2022-10-10 14:20:45 +02:00
Antonio Scandurra
9efa39e81e Merge branch 'main' into capture 2022-09-15 12:02:07 +02:00
K Simmons
a7d0732f95 fixed release build issue 2022-09-13 15:26:10 -07:00
Antonio Scandurra
79a7a0e0e7 Capture screen in BGRA8 and render it in capture example app 2022-09-13 14:10:13 +02:00
Antonio Scandurra
e12eaf8c58 Start on Scene::push_surface
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-09-13 14:10:13 +02:00
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