Supersedes https://github.com/zed-industries/zed/pull/12090fixes#5180fixes#5055
See original PR for an example of the feature at work.
This PR changes the settings interface to be backwards compatible, and
adds the `ui_font_fallbacks`, `buffer_font_fallbacks`, and
`terminal.font_fallbacks` settings.
Release Notes:
- Added support for font fallbacks via three new settings:
`ui_font_fallbacks`, `buffer_font_fallbacks`, and
`terminal.font_fallbacks`.(#5180, #5055).
---------
Co-authored-by: Junkui Zhang <364772080@qq.com>
Run any Jupyter kernel in Zed on any buffer (editor):
<img width="1074" alt="image"
src="https://github.com/zed-industries/zed/assets/836375/eac8ed69-d02b-4d46-b379-6186d8f59470">
## TODO
### Lifecycle
* [x] Launch kernels on demand
* [x] Wait for kernel to be started
* [x] Request Kernel info on start
* [x] Show in progress indicator
* [ ] Allow picking kernel (it defaults to first matching language name)
* [ ] Menu for interrupting and shutting down the kernel
* [ ] Drop running kernels once editor is dropped
### Media Outputs
* [x] Render text and tracebacks with ANSI color handling
* [x] Render markdown as text
* [x] Render PNG and JPEG images using an explicit height based on
line-height
* ~~Render SVG~~ -- not happening for this PR due to lack of text in SVG
support
* [ ] Process `update_display_data` message and related `display_id`
* [x] Process `page` data from payloads as outputs
* [ ] Render markdown as, well, rendered markdown -- Note: unsure if we
can get line heights here
### Document
* [x] Select code and run
* [x] Run current line
* [x] Clear previous overlapping runs
* [ ] Support running markdown code blocks
* [ ] Action to export session as notebook or output files
* [ ] Action to clear all outputs
* [ ] Delete outputs when lines are deleted
## Other missing features
The following is a list of missing functionality or expectations that
are out of scope for this PR.
### Python Environments
Detecting python environments should probably be done in a separate PR
in tandem with how they're used with LSP. Users likely want to pick an
environment for their project, whether a virtualenv, conda env, pyenv,
poetry backed virtualenv, or the system. Related issues:
* https://github.com/zed-industries/zed/issues/7646
* https://github.com/zed-industries/zed/issues/7808
* https://github.com/zed-industries/zed/issues/7296
### LSP Integration
* Submit `complete_request` messages for completions to interleave
interactive variables with LSP
* LSP for IPython semantics (`%%timeit`, `!ls`, `get_ipython`, etc.)
## Future release notes
- Run code in any editor, whether it's a script or a markdown document
Release Notes:
- N/A
A minor thing I've spotted and decided to fix on the spot.
It was being cloned twice within the body of that function (one of which
was redundant even without this PR); now in most cases we go down from 2
clones to 0.
Release Notes:
- N/A
We're planning to associate "selection sources" with global element ids
to allow arbitrary UI text to be selected in GPUI. Previously, global
ids were not exposed outside the framework and we entangled management
of the element id stack with element state access. This was more
acceptable when element state was the only place we used global element
ids, but now that we're planning to use them more places, it makes sense
to deal with element identity as a first-class part of the element
system. We now ensure that the stack of element ids which forms the
current global element id is correctly managed in every phase of element
layout and paint and make the global id available to each element
method. In a subsequent PR, we'll use the global element id as part of
implementing arbitrary selection for UI text.
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
The new `ElementContext` was originally introduced to ensure the element
APIs could only be used inside of elements. Unfortunately, there were
many places where some of those APIs needed to be used, so
`WindowContext::with_element_context` was introduced, which defeated the
original safety purposes of having a specific context for elements.
This pull request merges `ElementContext` into `WindowContext` and adds
(debug) runtime checks to APIs that can only be used during certain
phases of element drawing.
Release Notes:
- N/A
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
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>
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).

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>
This uses bounds checking alone to determine hover state to avoid
flicker. It's a short-term solution because the rendering is incorrect.
We think this is better than flickering though and buys us some time as
we work on a more robust solution overall.
Release Notes:
- Fixed flickering when hovering.
---------
Co-authored-by: Nathan <nathan@zed.dev>
Dims text by a certain factor - this respects theme opacity. The amount
is documented in the code. As far as I can tell, all other terminals
also dim text using this same method. Dim only affects the foreground.
<img width="755" alt="SCR-20240209-mfls"
src="https://github.com/zed-industries/zed/assets/52195359/c32f2aff-1142-4333-a05d-6aca425cb235">
Release Notes:
- Added terminal text dimming (fixes#7497)
Fixes text in the terminal displaying as bold when it's actually just
dim. I think it was just a simple oversight because the original code
`|`'s together the BOLD and DIM_BOLD flags, which is the same as
DIM_BOLD, which is wrong because it should only be BOLD :p
Release Notes:
- Fixed#4464
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
This fixes `cmd+k` in the terminal taking 1s to have an effect. It is
now immediate.
It also fixes#7270 by ensuring that we don't set a bad state when
matching keybindings.
It matches keybindings per context and if it finds a match on a lower
context it doesn't keep pending keystrokes. If it finds two matches on
the same context level, requiring more keystrokes, then it waits.
Release Notes:
- Fixed `cmd-k` in terminal taking 1s to have an effect. Also fixed
sporadic non-matching of keybindings if there are overlapping
keybindings.
([#7270](https://github.com/zed-industries/zed/issues/7270)).
---------
Co-authored-by: Conrad <conrad@zed.dev>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
This improves a performance problem we were observing when having
multiple windows updating at the same time, where each window would
invalidate the other window's layout cache.
Release Notes:
- Improved performance when having multiple Zed windows open.
Co-authored-by: Max Brunsfeld <max@zed.dev>
We saw stack traces in our #panic channel pop up that failed on this line:
3330614219/alacritty_terminal/src/event_loop.rs (L323-L324)
With this message:
thread 'PTY reader' panicked at 'called `Result::unwrap()` on an `Err` value: Os { code: 9, kind: Uncategorized, message: "Bad file descriptor" }'
/Users/administrator/.cargo/git/checkouts/alacritty-afea874b09a502a5/3330614/alacritty_terminal/src/event_loop.rs:324
We don't know how to reproduce the error. It doesn't seem related to the number of open PTY handles,
because `openpty` itself didn't fail. We can only assume that something went wrong between
`openpty` and the setup of the polling.
Since Alacritty itself changed its polling mechanism significantly by switching
from `mio` to `polling` (https://github.com/alacritty/alacritty/pull/6846) we upgraded
with the hope that this will fix the bug.
Co-authored-by: Antonio <antonio@zed.dev>
Co-authored-by: Federico <code@fdionisi.me>
Co-authored-by: David <dammerung2718@icloud.com>
Co-authored-by: Bennet <bennetbo@gmx.de>
This isn't my favorite idea of a fix, but it does work for now, and it
seems likely the terminal will need to configure other aspects of action
dispatch in the future.
In the future we should explore making it possible to do this via the
keymap, either by making disabling bindings more robust; or by having a
way to indicate immediate mode per binding.
This PR adds more terminal colors that were present in the Zed1 themes
to the Zed2 theme.
Namely, we now have the `dim_` variants for the various ANSI colors and
various `foreground` colors.
Release Notes:
- Improved terminal colors.
Previously, we were trying not to synchronize the terminal too often
because there could be multiple layout/paint calls prior to rendering
a frame.
Now that we perform a single render pass per frame, we can just synchronize
the terminal state. Not doing so could make it seem like we're dropping frames.
This PR adjusts our font resolution code to attempt to use a fallback
font if the specified font cannot be found.
Right now our fallback font stack is `Zed Mono`, followed by `Helvetica`
(in practice we should always be able to resolve `Zed Mono` since we
bundle it with the app).
In the future we'll want to surface the ability to set the fallback font
stack from GPUI consumers, and potentially even support specifying font
stacks in the user settings (as opposed to a single font family).
Release Notes:
- Fixed a panic when trying to load a font that could not be found.