Commit graph

42 commits

Author SHA1 Message Date
wannacu
8ae74bc6df
gpui: Fix pre-edit position after applying scale factor (#18214)
before:

![image](https://github.com/user-attachments/assets/20590089-3333-4ca8-a371-b07acfbe43f9)

after:

![image](https://github.com/user-attachments/assets/2d25623e-0602-4d24-b563-64e1d2ec3492)

Release Notes:

- N/A
2024-09-30 12:57:59 +02:00
Conrad Irwin
4d26f83d23
Revert "settings: Remove auxiliary Content types where possible (#16744)" (#17768)
This breaks setting `{"scrollbar": {"show":"never"}}`
Release Notes:

- N/A
2024-09-12 14:46:08 -04:00
Piotr Osiewicz
ccf6f27b8f
settings: Remove auxiliary Content types where possible (#16744)
Release Notes:

- N/A
2024-09-10 22:59:10 -04:00
Jason Lee
47aec5e64d
Improve popup menu to leave some margin with window edges (#17159)
Release Notes:

- Improved popup menu to leave some margin with window edges.

## Updates in GPUI

- gpui: Add `snap_to_window_with_margin` method to `anchored` to support
leave margin to window edges.

## Before

<img width="609" alt="before-snap-to-window 2024-08-30 222506"
src="https://github.com/user-attachments/assets/62bb6791-7c89-4558-9484-5c7b31f5e91e">

## After

<img width="698" alt="snap-to-window1 2024-08-30 222506"
src="https://github.com/user-attachments/assets/51634e79-2a95-42fe-8362-a3c7003648eb">

<img width="622" alt="snap-to-window 2024-08-30 222506"
src="https://github.com/user-attachments/assets/43a865d6-d238-4fdc-ae9d-8160b9ba7953">
2024-09-07 03:05:57 +02:00
Piotr Osiewicz
e6c1c51b37
chore: Fix several style lints (#17488)
It's not comprehensive enough to start linting on `style` group, but
hey, it's a start.

Release Notes:

- N/A
2024-09-06 11:58:39 +02:00
Richard Feldman
b1a581e81b
Copy/paste images into editors (Mac only) (#15782)
For future reference: WIP branch of copy/pasting a mixture of images and
text: https://github.com/zed-industries/zed/tree/copy-paste-images -
we'll come back to that one after landing this one.

Release Notes:

- You can now paste images into the Assistant Panel to include them as
context. Currently works only on Mac, and with Anthropic models. Future
support is planned for more models, operating systems, and image
clipboard operations.

---------

Co-authored-by: Antonio <antonio@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Jason <jason@zed.dev>
Co-authored-by: Kyle <kylek@zed.dev>
2024-08-13 13:18:25 -04:00
Son
bab4da78b7
Fix corner radius when doing rounded_full (#15663)
Release Notes:

- Fixed issue when doing `rounded_full`, it should render a pill-shape
rect instead of current eye-shape.

For example with this code
`div().h_4().w_16().bg(rgb(0xffffff)).rounded_full()`

Current:

<img width="144" alt="image"
src="https://github.com/user-attachments/assets/f8b20c7c-d91f-4c20-9f38-d435f59e72b7">

Fixed:

<img width="172" alt="image"
src="https://github.com/user-attachments/assets/ff8bbe26-2b31-4ef1-a2fb-25b458386ffb">
2024-08-12 15:24:32 +02:00
Conrad Irwin
3e31955b7f
SSH remote ui (#15129)
Still TODO:
* [x] hide this UI unless you have some ssh projects in settings
* [x] add the "open folder" flow with the new open picker
* [ ] integrate with recent projects / workspace restoration

Release Notes:

- N/A
2024-07-26 16:45:44 -06:00
Peter Tripp
821aa0811d
Fix delay when changing scrolling direction (#13867)
Fixes: #13720.

Co-authored-by: Antonio Scandurra <antonio@zed.dev>
2024-07-05 11:11:43 -04:00
Mikayla Maki
47aa761ca9
Linux window decorations (#13611)
This PR adds support for full client side decorations on X11 and Wayland

TODO:
- [x] Adjust GPUI APIs to expose CSD related information
- [x] Implement remaining CSD features (Resizing, window border, window
shadow)
- [x] Integrate with existing background appearance and window
transparency
- [x] Figure out how to check if the window is tiled on X11
- [x] Implement in Zed
- [x] Repeatedly maximizing and unmaximizing can panic
- [x] Resizing is strangely slow
- [x] X11 resizing and movement doesn't work for this:
https://discord.com/channels/869392257814519848/1204679850208657418/1256816908519604305
- [x] The top corner can clip with current styling
- [x] Pressing titlebar buttons doesn't work
- [x] Not showing maximize / unmaximize buttons
- [x] Noisy transparency logs / surface transparency problem
https://github.com/zed-industries/zed/pull/13611#issuecomment-2201685030
- [x] Strange offsets when dragging the project panel
https://github.com/zed-industries/zed/pull/13611#pullrequestreview-2154606261
- [x] Shadow inset with `_GTK_FRAME_EXTENTS` doesn't respect tiling on
X11 (observe by snapping an X11 window in any direction)

Release Notes:

- N/A

---------

Co-authored-by: conrad <conrad@zed.dev>
Co-authored-by: Owen Law <81528246+someone13574@users.noreply.github.com>
Co-authored-by: apricotbucket28 <71973804+apricotbucket28@users.noreply.github.com>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-07-03 11:28:09 -07:00
Aaron Ruan
93a5d0ca29
Add limit to minimum window size (#13126)
Release Notes:

- Add a limit to the minimum window size on macOS.

Here's the minimum window before change:
<img width="121" alt="image"
src="https://github.com/zed-industries/zed/assets/38318044/9e907194-42e5-457e-91ea-96613426b479">

After change:
<img width="410" alt="image"
src="https://github.com/zed-industries/zed/assets/38318044/6e9c3057-9860-4f4b-9a73-c158ebac5ba9">
2024-06-24 21:26:13 -06:00
Mikayla Maki
6b9ddbfef2
Add more menus to Zed (#12940)
### TODO

- [x] Make sure keybinding shows up in pane + menu
- [x] Selection tool in the editor toolbar
- [x] Application Menu
- [x] Add more options to pane + menu
   - Go to File...
  - Go to Symbol in Project... 
- [x] Add go items to the selection tool in the editor:
   - Go to Symbol in Editor...
   - Go to Line/Column...
   - Next Problem
   - Previous Problem
- [x] Fix a bug where modals opened from a context menu aren't focused
correclty
- [x] Determine if or what needs to be done with project actions:
- Difficulty is that these are exposed in the UI via clicking the
project name in the titlebar or by right clicking the root entry in the
project panel. But they require reading and are two clicks away. Is that
sufficient?
    - Add Folder to Project
    - Open a new project
    - Open recent
 - [x] Get a style pass 
 - [x] Implement style pass
   - [x] Fix the wrong actions in the selection menu
   - [x] Show selection tool toggle in the 'editor settings' thing
- [x] Put preferences section from the app menu onto the right hand user
menu
- [x] Add Project menu into app menu to replace 'preferences' section,
and put the rest of the actions there
- [ ] ~~Adopt `...` convention for opening a surface~~ uncertain what
this convention is.
   - [x] Adopt link styling  for webview actions
   - [x] Set lucide hamburger for menu icon
   - [x] Gate application menu to only show on Linux and Windows




Release Notes:

- Added a 'selection and movement' tool to the Editor's toolbar, as well
as controls to toggle it and a setting to remove it (`"toolbar":
{"selections_menu": true/false }`)
- Changed the behavior of the `+` menu in the tab bar to use standard
actions and keybindings. Replaced 'New Center Terminal' with 'New
Terminal', and 'New Search', with the usual 'Deploy Search'. Also added
item-creating actions to this menu.
- Added an 'application' menu to the titlebar to Linux and Windows
builds of Zed
2024-06-18 12:16:54 -07:00
Max Brunsfeld
da281d6d8f
Fix issues where screen and window sizes contained Pixels, but were declared as DevicePixels (#12991)
On most platforms, things were working correctly, but had the wrong
type. On X11, there were some problems with window and display size
calculations.

Release Notes:

- Fixed issues with window positioning on X11

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-06-13 10:48:37 -07:00
apricotbucket28
344e5e1cf2
wayland: Fix window bounds restoration (#12581)
Fixes multiple issues that prevented window bounds restoration to not
work on Wayland.

Note: Since the display uuid depends on the `wl_output.name` field, this
only works properly on KDE 5.26+ or Gnome 44+ ([kwin
commit](330a02d862),
[mutter](7e838b1115)).

Release Notes:

- N/A
2024-06-03 09:27:01 -07:00
Kyle Kelley
f5c2483423
Close the backticks in gpui geometry examples (#10579)
I noticed some of the examples in `crates/gpui/src/geometry.rs` were
missing ending triple backticks.

Release Notes:

- N/A
2024-04-15 16:52:19 -07:00
Piotr Osiewicz
4fb9f41e69
gpui/metal: Clamp max texture width/height to 16kB (#10314)
Fixed #10149
A user had Zed crash due to invalid font size in settings. It turned out
the width/height of glyphs does not pass validation in Metal texture
initialization with a large enough font size.

All modern Macs have a max texture width/height of 16kB (barring Apple
A8, used by iPhone 6 back in 2014, which uses 8kB). This commit clamps
texture size at 16kB. Note that while it fixes Zed crash, using a font
size that hits the limit is still pretty unusable - the users will still
have a pretty unusable editor, but at least it won't crash for them.



Release Notes:

- Fixed crashes with huge `buffer_font_size` values.
2024-04-09 14:09:09 +02:00
Mikayla Maki
9bce5e8b82
Improve diagnostic header UI (#9888)
This PR rearranges the diagnostics to put the headers to the left of the
diagnostic messages and adds an additional button to close the
diagnostics.

<img width="394" alt="Screenshot 2024-03-27 at 2 01 19 PM"
src="https://github.com/zed-industries/zed/assets/2280405/83be4051-6441-47c6-9b48-77c75ce9c8eb">

<img width="326" alt="Screenshot 2024-03-27 at 2 01 56 PM"
src="https://github.com/zed-industries/zed/assets/2280405/d849ca34-91e9-4de6-9d9c-503b75e97d60">

As a drive by, I also quieted a useless but loud log message.

Release Notes:

- Added a close button to the `f8` diagnostics.
2024-03-27 14:30:27 -07:00
Bennet Bo Fenner
e272acd1bc
collab ui: Fix notification windows on external monitors (#9817)
Sharing a project displays a notification (window) on every screen.
Previously there was an issue with the positioning of windows on all
screens except the primary screen.

As you can see here:


![image](https://github.com/zed-industries/zed/assets/53836821/314cf367-8c70-4e8e-bc4a-dcbb99cb4f71)

Now:


![image](https://github.com/zed-industries/zed/assets/53836821/42af9ef3-8af9-453a-ad95-147b5f9d90ba)

@mikayla-maki and I also decided to refactor the `WindowOptions` a bit. 
Previously you could specify bounds which controlled the positioning and
size of the window in the global coordinate space, while also providing
a display id (which screen to show the window on). This can lead to
unusual behavior because you could theoretically specify a global bound
which does not even belong to the display id which was provided.

Therefore we changed the api to this:
```rust
struct WindowOptions {
    /// The bounds of the window in screen coordinates
    /// None -> inherit, Some(bounds) -> set bounds.
    pub bounds: Option<Bounds<DevicePixels>>,

    /// The display to create the window on, if this is None,
    /// the window will be created on the main display
    pub display_id: Option<DisplayId>,
}
```

This lets you specify a display id, which maps to the screen where the
window should be created and bounds relative to the upper left of the
screen.

Release Notes:

- Fixed positioning of popup windows (e.g. when sharing a project) when
using multiple external displays.

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-03-26 13:07:38 -07:00
Mikayla Maki
fd0071f2af
Add an animation to the LSP checking indicator (#9463)
Spinner go spinny.

Extra thanks to @kvark for helping me with the shaders.



https://github.com/zed-industries/zed/assets/2280405/9d5f4f4e-0d43-44d2-a089-5d69939938e9


Release Notes:

- Added a spinning animation to the LSP checking indicator

---------

Co-authored-by: Dzmitry Malyshau <kvark@fastmail.com>
2024-03-19 10:16:18 -07:00
Mikayla Maki
e792c1a5c5
Open new windows with a default size and position (#9204)
This PR changes GPUI to open windows with a default size and location,
and to otherwise inherit from their spawning window.

Note: The linux build now crashes on startup.

Release Notes:

- N/A

---------

Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Ezekiel Warren <zaucy@users.noreply.github.com>
2024-03-12 21:19:51 -07:00
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
Mikayla
0c3fb449f0
Document geometry 2024-01-22 19:30:40 -08:00
Mikayla
1902df9316
WIP: Start geometry crate 2024-01-22 19:30:40 -08:00
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
6419df82ee
Fix certain hovers being cut off 2024-01-22 09:49:07 -08:00
Antonio Scandurra
84c36066bc Start on caching views
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2024-01-08 19:07:20 +01:00
Piotr Osiewicz
d475f1373a
gpui: Further docs refinement & moved some reexports into 'private' module (#3935)
This commit mostly fixes invalid URLs in docstrings. It also
encapsulates crates we reexport (serde stuff + linkme) into a public
module named "private" in order to reduce the API surfaced through docs.
Moreover, I fixed up a bunch of crates that were pulling serde_json in
through gpui explicitly instead of using Cargo manifest.

Release Notes:
- N/A
2024-01-07 14:14:21 +01:00
Piotr Osiewicz
254a52d0a1
gpui: Remove dependency on sqlez (#3871)
This removes one of the path dependencies in gpui that's only really
needed by `workspace` (which can work around lack of these
implementations by itself). In theory it should also improve build
scheduling (as gpui doesn't have to wait for main dependency of sqlez -
libsqlite3 - to finish it's 25 seconds-long build in release), though in
practice I didn't notice a substantial improvement.
Moreover `sqlez` was unused by `settings` too, so that's removed
as well.

Release Notes:

- N/A
2024-01-05 19:36:55 +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
Max Brunsfeld
28d3d21108 Generalize Refineable derive macro to derive arbitrary traits on the refinement type 2023-11-09 13:23:31 -08:00
Nathan Sobo
c7a3186d08 Checkpoint 2023-09-18 20:17:27 -06:00
Nathan Sobo
a5e4ceb735 Checkpoint: Add methods for setting arbitrary lengths 2023-09-18 19:48:22 -06:00
Nathan Sobo
d311bd04ff Add basic inspector 2023-09-07 22:24:02 -06:00
Nathan Sobo
5a778fbde6 Checkpoint 2023-09-06 14:16:15 -06:00
Nathan Sobo
fd1633ac4b Render a titlebar you can barely see
Co-Authored-By: Mikayla Maki <mikayla@zed.dev>
2023-08-28 14:24:27 -06:00
Nathan Sobo
147aa0f695 WIP 2023-08-25 21:41:21 -06:00
Nathan Sobo
6663d3f8eb Checkpoint 2023-08-19 22:33:28 -06:00
Nathan Sobo
0747131bd4 Compiling checkpoint 2023-08-19 19:51:22 -06:00
Nathan Sobo
9b74dc196e Introduce Refinement trait and derive macro 2023-08-18 01:03:46 -06:00
Nathan Sobo
a8ecc1a643 Add support for a measure function to the layout engine facade 2023-08-15 22:02:56 -06:00
ForLoveOfCats
8ba2f77148 One big cleanup pass of clippy lints
Co-authored-by: Mikayla <mikayla@zed.dev>
2022-08-10 16:51:01 -07:00
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/geometry.rs (Browse further)