Closes#36300
This PR follows Windows conventions by introducing
`KeybindingKeystroke`, so shortcuts now show up as `ctrl-shift-4`
instead of `ctrl-$`.
It also fixes issues with keyboard layouts: when `use_key_equivalents`
is set to true, keys are remapped based on their virtual key codes. For
example, `ctrl-\` on a standard English layout will be mapped to
`ctrl-ё` on a Russian layout.
Release Notes:
- N/A
---------
Co-authored-by: Kate <kate@zed.dev>
The move to DirectWrite was a substantial change in how the glyph atlas
is produced. The initial implementation used ClearType but was
downsampling to grayscale during atlas generation, then using the
grayscale atlas as an alpha mask. The problem with this approach is that
DirectWrite rendering is dependent upon internal gamma correction - i.e.
the color of the text and background. As we're producing a colorless
atlas we can't tell DirectWrite what colors to target.
This change moves to render with grayscale which is a better match for
our intended target of an alpha mask atlas. The atlas effectively still
contains a gamma bias, in that the render effectively assumes a black on
white render, leading to perceptually missing pixels when a final blend
is performed in a light on dark render. To address this the shader
applies a conditional gamma correction based on the luminance of the
text, assuming that most of the time light text implies a light on dark
render. The result is a rendering that is perceptually extremely close
to the old render target, but still closer to the platform common render
behavior - perceptually light on dark renders are now "slightly thinner"
than before, but have a "complete" render, that is they are no longer
missing light pixels necessary for legibility.
Updates #36023
This removes around 900 unnecessary clones, ranging from cloning a few
ints all the way to large data structures and images.
A lot of these were fixed using `cargo clippy --fix --workspace
--all-targets`, however it often breaks other lints and needs to be run
again. This was then followed up with some manual fixing.
I understand this is a large diff, but all the changes are pretty
trivial. Rust is doing some heavy lifting here for us. Once I get it up
to speed with main, I'd appreciate this getting merged rather sooner
than later.
Release Notes:
- N/A
Closes#24672
This PR complements a feature added earlier by @JosephTLyons (in
https://github.com/zed-industries/zed/pull/32353) where the text is
considered as the tab title in a new buffer. It piggybacks off that
change and sets the title as the suggested filename in the save dialog
(completely mirroring the same functionality in VSCode):

Release Notes:
- Text entered in a new untitled buffer is considered as the default
filename when saving
Instead of selecting a screen to share arbitrarily, we'll now allow user
to select the screen to share. Note that sharing multiple screens at the
time is still not supported (though prolly not too far-fetched).
Related to #4666

Release Notes:
- Added screen selector dropdown to screen share button
---------
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Cole Miller <cole@zed.dev>
Add `screen-capture` feature to gpui to enable screen capture support. The motivation for this is to make dependencies on scap / x11 / xcb optional.
Release Notes:
- N/A
---------
Co-authored-by: Michael Sloan <michael@zed.dev>
Release Notes:
- N/A
----
The before version GPUI used `Cancel` for cancel text, if we use
non-English text (e.g.: "取消" in Chinese), then the press `Esc` to cancel
will not work.
So this PR to change it by use `PromptButton` to instead the `&str`,
then we can use `PromptButton::cancel("取消")` for the `Cancel` button.
Run `cargo run -p gpui --example window` to test.
---
Platform Test:
- [x] macOS
- [x] Windows
- [x] Linux (x11 and Wayland)
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
This PR adds a new `PlatformKeyboardLayout` trait with two methods:
`id(&self) -> &str` and `name(&self) -> &str`. The `id()` method returns
a unique identifier for the keyboard layout, while `name()` provides a
human-readable name. This distinction is especially important on
Windows, where the `id` and `name` can be quite different. For example,
the French layout has an `id` of `0000040C`, which is not
human-readable, whereas the `name` would simply be `French`. Currently,
the existing `keyboard_layout()` method returns what's essentially the
same as `id()` in this new design.
This PR implements the `name()` method for both Windows and macOS. On
Linux, for now, `name()` still returns the same value as `id()`.
Release Notes:
- N/A
Reapplies #27807 after [revert due to not building on
ARM](https://github.com/zed-industries/zed/pull/28141) by updating scap
to include [a fix to its build on
ARM](08f0a01417)
Release Notes:
- N/A
---------
Co-authored-by: Marshall Bowers <git@maxdeviant.com>
While `scap` does have support for Wayland and Windows, but haven't seen
screensharing work properly there yet. So for now just adding support
for X11 screensharing.
WIP branches for enabling wayland and windows support:
* https://github.com/zed-industries/zed/tree/wayland-screenshare
* https://github.com/zed-industries/zed/tree/windows-screenshare
Release Notes:
- Added support for screensharing on X11 (Linux)
---------
Co-authored-by: Conrad <conrad@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Junkui Zhang <364772080@qq.com>
Supercedes #24561Closes#21059
Before this change we would skip saving multibuffers regardless of the
save intent. Now we correctly save them.
Along the way:
* Prompt to save when closing the last singleton copy of an item (even
if it's still open in a multibuffer).
* Update our file name prompt to pull out dirty project items from
multibuffers instead of counting multibuffers as untitled files.
* Fix our prompt test helpers to require passing the button name instead
of the index. A few tests were passing invalid responses to save
prompts.
* Refactor the code a bit to hopefully clarify it for the next bug.
Release Notes:
- Fixed edge-cases when closing multiple items including multibuffers.
Previously no prompt was generated when closing an item that was open in
a multibuffer, now you will be prompted.
- vim: Fix :wq in a multibuffer
Similar to #20826 but keeps the Swift implementation. There were quite a
few changes in the `call` crate, and so that code now has two variants.
Closes#13714
Release Notes:
- Added preliminary Linux support for voice chat and viewing
screenshares.
---------
Co-authored-by: Kirill Bulatov <mail4score@gmail.com>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Issues found:
* audio does not work well with various set-ups using USB
* switching audio during initial join may leave the client with no audio
at all
* audio streaming is done on the main thread, beachballing certain
set-ups
* worse screenshare quality (seems that there's no dynamic scaling
anymore, compared to the Swift SDK)
This reverts commit 1235d0808e.
Release Notes:
- N/A
See https://github.com/livekit/rust-sdks/pull/355
Todo:
* [x] make `call` / `live_kit_client` crates use the livekit rust sdk
* [x] create a fake version of livekit rust API for integration tests
* [x] capture local audio
* [x] play remote audio
* [x] capture local video tracks
* [x] play remote video tracks
* [x] tests passing
* bugs
* [x] deafening does not work
(https://github.com/livekit/rust-sdks/issues/359)
* [x] mute and speaking status are not replicated properly:
(https://github.com/livekit/rust-sdks/issues/358)
* [x] **linux** - crash due to symbol conflict between WebRTC's
BoringSSL and libcurl's openssl
(https://github.com/livekit/rust-sdks/issues/89)
* [x] **linux** - libwebrtc-sys adds undesired dependencies on `libGL`
and `libXext`
* [x] **windows** - linker error, maybe related to the C++ stdlib
(https://github.com/livekit/rust-sdks/issues/364)
```
libwebrtc_sys-54978c6ad5066a35.rlib(video_frame.obj) : error LNK2038:
mismatch detected for 'RuntimeLibrary': value 'MT_StaticRelease' doesn't
match value 'MD_DynamicRelease' in
libtree_sitter_yaml-df6b0adf8f009e8f.rlib(2e40c9e35e9506f4-scanner.o)
```
* [x] audio problems
Release Notes:
- Switch from Swift to Rust LiveKit SDK 🦀
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Conrad Irwin <conrad@zed.dev>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Michael Sloan <michael@zed.dev>
Closes #16343Closes#10972
Release Notes:
- (breaking change) On macOS when using a keyboard that supports an
extended Latin character set (e.g. French, German, ...) keyboard
shortcuts are automatically updated so that they can be typed without
`option`. This fixes several long-standing problems where some keyboards
could not type some shortcuts.
- This mapping works the same way as
[macOS](https://developer.apple.com/documentation/swiftui/view/keyboardshortcut(_:modifiers:localization:)).
For example on a German keyboard shortcuts like `cmd->` become `cmd-:`,
`cmd-[` and `cmd-]` become `cmd-ö` and `cmd-ä`. This mapping happens at
the time keyboard layout files are read so the keybindings are visible
in the command palette. To opt out of this behavior for your custom
keyboard shortcuts, set `"use_layout_keys": true` in your binding
section. For the mappings used for each layout [see
here](a890df1863/crates/settings/src/key_equivalents.rs (L7)).
---------
Co-authored-by: Will <will@zed.dev>
Since `WindowsDispatcher` requires a minimum Windows version of Windows
10 Fall Creators Update (10.0.16299), and the `alacritty_terminal`
dependency relies on conPTY, an API introduced in the same version,
additionally, `DirectWriteTextSystem` also relies on Windows 10 Fall
Creators Update (10.0.16299), so it seems reasonable to make
`CosmicTextSystem` Linux-only. And we can use `DirectWriteTextSystem` on
the Windows platform exclusively. I hope this approach makes sense.
Release Notes:
- N/A
I decided to remove the GPUI APIs since `chrono` already provides this
functionality, and is already been used for this purpose in other parts
of the code (e.g.
[here](80402a6840/crates/zed/src/main.rs (L756))
or
[here](80402a6840/crates/ui/src/utils/format_distance.rs (L258)))
These usages end up calling the `time_format` crate, which takes in a
`UtcOffset`. It's probably cleaner to rewrite the crate to take in
`chrono` types, but that would require rewriting most of the code there.
Release Notes:
- linux: Use local time zone in chat and Git blame
Note:
- We have disabled all tests that rely on Postgres in the Linux CI. We
only really need to test these once, and as macOS is our team's primary
platform, we'll only enable them on macOS for local reproduction.
- We have disabled all tests that rely on the font metrics. We
standardized on Zed Mono in many fonts, but our CoreText Text System and
Cosmic Text System proved to be very different in effect. We should
revisit if we decide to standardize our text system across platforms
(e.g. using Harfbuzz everywhere)
- Extended the condition timeout significantly. Our CI machines are slow
enough that this is causing spurious errors in random tests.
Release Notes:
- N/A
---------
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
TODO:
- [x] Finish GPUI changes on other operating systems
This is a largely internal change to how we report data to our
diagnostics and telemetry. This PR also includes an update to our blade
backend which allows us to report errors in a more useful way when
failing to initialize blade.
Release Notes:
- N/A
---------
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Running the tests on windows currently fails for every gpui test using
the `TestPlatform` with
```rs
called `Result::unwrap()` on an `Err` value: CoInitialize has not been called. (0x800401F0)
```
trying to call `CoCreateInstance`in the `DirectWriteComponent`.
The `WindowsPlatform` calls
[`OleInitialize`](https://learn.microsoft.com/de-de/windows/win32/api/ole2/nf-ole2-oleinitialize)
which internally calls `CoInitializeEx` so I just copied that to the
`TestPlatform`.
Release Notes:
- N/A
Fixes: #11651
Co-Authored-By: versecafe <147033096+versecafe@users.noreply.github.com>
Release Notes:
- Added a "New Window" item to the dock menu
([#11651](https://github.com/zed-industries/zed/issues/11651)).
---------
Co-authored-by: versecafe <147033096+versecafe@users.noreply.github.com>
This fixes restart after updates not working on Linux.
On Linux we can't reliably get the binary path after an update, because
the original binary was deleted and the path will contain ` (deleted)`.
See: https://github.com/rust-lang/rust/issues/69343
We *could* strip ` (deleted)` off, but that feels nasty. So instead we
save the original binary path, before we do the installation, then
restart.
Later on, we can also change this to be a _new_ binary path returned by
the installers, which we then have to start.
Release Notes:
- N/A
Notable things I've had to fix due to 1.78:
- Better detection of unused items
- New clippy lint (`assigning_clones`) that points out places where assignment operations with clone rhs could be replaced with more performant `clone_into`
Release Notes:
- N/A
@SomeoneToIgnore This code should 100% work for future Zed users, but
for current Zed users, Zed's internal list of recents may not be synced
w/ macOS' Recent Documents at first. If needed this can be fixed by
calling `cx.refresh_recent_documents` on startup, but that feels a bit
unnecessary.
Release Notes:
- Fixes behavior of Recent Documents list on macOS
This PR builds off of an earlier version of
https://github.com/zed-industries/zed/pull/9595, rearranges some of the
logic, and removes an unused platform API.
Release Notes:
- N/A
---------
Co-authored-by: apricotbucket28 <agustin.nicolas.marcos@outlook.com>
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>
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>
Also adds a new command `cli: Register Zed Scheme` that will cause URLs
to be opened in the current zed version, and we call this implicitly if
you install the CLI
Also add some status reporting to install cli
Fixes: #8857
Release Notes:
- Added success/error reporting to `cli: Install Cli`
([#8857](https://github.com/zed-industries/zed/issues/8857)).
- Removed `zed-{preview,nightly,dev}:` url schemes (used by channel
links)
- Added `cli: Register Zed Scheme` to control which zed handles the
`zed://` scheme (defaults to the most recently installed, or
the version that you last used `cli: Install Cli` with)