白山風露
aef299be3d
CI: Enable clippy on Windows ( #8240 )
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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 )
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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 )
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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 )
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Release Notes:
- N/A
2024-02-07 09:45:37 +02:00
Piotr Osiewicz
70e7ea365c
chore: Fix up warnings from cargo +beta check. ( #7453 )
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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
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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 )
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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
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co-authored-by: Nathan <nathan@zed.dev>
2024-01-17 14:07:57 -08:00
Thorsten Ball
5b0b9ff582
Submit bigger primitive batches when rendering
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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
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# Conflicts:
# crates/gpui/src/elements/div.rs
2024-01-15 11:37:46 +01:00
Antonio Scandurra
142a8b68c8
Avoid casting view ids to u32
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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
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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
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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
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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
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...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
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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
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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!
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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