I was interested in potentially using gpui for a hobby project, but
needed [layer
shell](https://wayland.app/protocols/wlr-layer-shell-unstable-v1)
support for it. Turns out gpui's (excellent!) architecture made that
super easy to implement, so I went ahead and did it.
Layer shell is a window role used for notification windows, lock
screens, docks, backgrounds, etc. Supporting it in gpui opens the door
to implementing applications like that using the framework.
If this turns out interesting enough to merge - I'm also happy to
provide a follow-up PR (when I have the time to) to implement some of
the desirable window options for layer shell surfaces, such as:
- namespace (currently always `""`)
- keyboard interactivity (currently always `OnDemand`, which mimics
normal keyboard interactivity)
- anchor, exclusive zone, margins
- popups
Release Notes:
- Added support for wayland layer shell surfaces in gpui
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Closes#15383Closes#10993
`NSVisualEffectView` is an official API for implementing blur effects
and, by traversing the layers, we **can remove the background color**
that comes with the view. This avoids using private APIs and aligns
better with macOS’s native design.
Currently, `GPUIView` serves as the content view of the window. To add
the blurred view, `GPUIView` is downgraded to a subview of the content
view, placed at the same level as the blurred view.
Release Notes:
- Fixed the missing shadow for blurred-background windows on macOS.
---------
Co-authored-by: Peter Tripp <peter@zed.dev>
Closes#21700
Release Notes:
- Added caps lock support and show a warning if the user is entering an
SSH password with Caps Lock enabled
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: 张小白 <364772080@qq.com>
Allows setting element as window control elements which consist of
`Drag`, `Close`, `Max`, or `Min`. This allows you to implement
dynamically sized elements that control the platform window, this is
used for areas such as the title bar. Currently only implemented for
Windows.
Release Notes:
- N/A
Closes#16527
Release Notes:
- Added MacOS titlebar double-click action
---
Unfortunately, Apple doesn't seem to make the "Fill" API public or
documented anywhere.
Co-authored-by: Mikayla Maki <mikayla@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>
Seems to be very similar to
https://github.com/zed-industries/zed/pull/28059
Edit: Updated the reproduction-steps as I missed something.
The method without a check currently causes my debug-builds to crash on
the regular if I:
- Run a debug build and open it fullscreen in a dedicated space on my
Mac.
- Work on any of the built-in languages (e.g. remove some content from
any `highlights.scm`)
- Reopen the workspace with the debug-build.
- Crash.
~~We might actually be able to revert the changes made in
https://github.com/zed-industries/zed/pull/21510 and just add the
null-check. Then again, I am not at all sure whether that would work.~~
See comment below.
Release Notes:
- N/A
Use the `NSOperatingSystemVersion` struct provided by the cocoa crate
instead of our own. Additionally we can directly use
`isOperatingSystemAtLeastVersion` instead of manually implementing
version comparison logic.
The `isOperatingSystemAtLeastVersion` instance method has been available
since MacOS 10.10, which released a decade ago.
Documentation for `isOperatingSystemAtLeastVersion `:
https://developer.apple.com/documentation/foundation/nsprocessinfo/1414876-isoperatingsystematleastversion
Release Notes:
- N/A
While building my own application using GPUI, I found that the `key_up`
event doesn't fire on Windows or macOS, with each platform failing for
different reasons. These events aren't used anywhere in Zed yet, so it
makes sense that the issue hasn't already been caught.
I don't have a Linux machine set up right now, so I don't know if these
events fire correctly on Linux or not.
---
Without this fix, a simple layout like the following:
```rust
div()
.on_key_down(cx.listener(|_, event, _, _| println!("Key down: {:?}", event)))
.on_key_up(cx.listener(|_, event, _, _| println!("Key up: {:?}", event)));
```
...would result in the following logs if the 'a' key was pressed:
```text
Key down: KeyDownEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: Some("a") }, is_held: false }
<eof>
```
With this fix, the `key_up` event fires correctly, resulting in the
following logs:
```text
Key down: KeyDownEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: Some("a") }, is_held: false }
Key up: KeyUpEvent { keystroke: Keystroke { modifiers: Modifiers { control: false, alt: false, shift: false, platform: false, function: false }, key: "a", key_char: None } }
<eof>
```
---
I've made the assumption that the `key_char` field shouldn't be set on
the `key_up` event since, unlike the `key_down` event, it's not an event
that may produce a character.
Happy to make any changes to this PR as required. If it would be
preferable to test this on Linux as well before it's merged, let me know
and I'll sort something out.
Hopefully this makes the experience of building new applications on GPUI
smoother, and potentially saves the Zed team some time if this event is
ever used in the future.
Release Notes:
- N/A
Take 2 on https://github.com/zed-industries/zed/pull/26600. Now, it
doesn't break remote development.
Instead of using it in `build_classes`, it's now used in the `open`
method while creating a window. I found similar usage in other places
over internet.
Release Notes:
- Fixed issue where Zed would show mac native tabs when opening new
fullscreen windows on macOS.
Closes#26534
Recently, we fixed a title bar transparency issue that only occurred on
macOS 15.3 and later. PR:
https://github.com/zed-industries/zed/pull/26403
However, this seems to have broken multi-window fullscreen behavior on
earlier macOS versions. This PR adds versioning so that the title bar
transparency fix only applies to macOS 15.3.0 and later.
No release notes, as this bug only exists on main right now.
Release Notes:
- N/A
Co-authored-by: MrSubidubi <dev@bahn.sh>
Closes#23735
This PR fixes an issue where Zed shows a transparent title bar in
fullscreen mode on macOS instead of the default gray one.
When switching to fullscreen mode, we change the title bar appearance to
opaque. When exiting fullscreen mode, we check the existing
`appears_transparent` flag that we pass to gpui to decide whether to
change the title bar back to transparent or not.
Note: Regardless of the `appears_transparent` flag, gpui should always
show an opaque title bar in fullscreen mode to prevent a broken
appearance, as macOS always displays the title bar in fullscreen mode
upon mouse interaction.
https://github.com/user-attachments/assets/211fb185-239b-454e-ac7f-b93b25d33805
Release Notes:
- Fixed issue where Zed showed transparent titlebar in fullscreen mode
on macOS.
Fixes#22939Fixes#23970
Supersedes https://github.com/zed-industries/zed/pull/23469
Release Notes:
- Fixed a bug where Zed could crash with certain input sources on macOS
---------
Co-authored-by: Louis Brunner <louis.brunner.fr@gmail.com>
Co-authored-by: ben <ben@zed.dev>
This PR updates function signatures, docstrings, and gpui's other
documentation to reflect it's new state following the merge of `Model`
and `View` into `Entity` as well as the removal of `WindowContext`.
Release Notes:
- N/A
Closes#14170
To fix this, Zed needs to handle swipe events on its NSView. Logitech
mice don't send the usual Mouse4 and Mouse5 buttons but emulate swipe
gestures according to these websites:
- https://superuser.com/a/1216049
- https://sensible-side-buttons.archagon.net/
Of course, the user can map these buttons to something else in the
device's driver. Most IDEs (VSCode, IntelliJ) handle that correctly by
default so it would be good to follow that pattern.
Since it's my first contribution here, please let me know if I need to
enhance this PR to make it good enough for the main branch.
Release Notes:
- Fixed mouse navigation buttons on some devices (Logitech, Mac OS)
This was added before we were handling key equivalents, and is no longer
needed. Furthermore in the gpui2 re-write we stopped sending the correct
modifiers so this hasn't worked for the last year.
Fixes#21520
Release Notes:
- Fixed a bug where cmd-escape could act like .
The macOS input handler assumes that you want to insert control
sequences when
you type ctrl-alt-X (you probably don't...).
Release Notes:
- (nightly only) fix ctrl-alt-X shortcuts
Co-Authored-By: Richard Feldman <richard@zed.dev>
Closes#21392
Release Notes:
- Fixed dismissing the macOS IME menu with escape when no marked text
was present
---------
Co-authored-by: Richard Feldman <richard@zed.dev>
When launching the Pinyin keyboard, macOS will sometimes try to peek one
character back in the string.
This caused a panic if the preceding character was an emoji. The docs
say
"don't assume the range is valid", so now we don't.
Release Notes:
- (macOS) Fixed a panic when using the Pinyin keyboard with emojis
As part of the recent changes to keyboard support, ime_key is no longer
populated by the IME; but instead by the keyboard.
As part of #20877 I changed some code to assume that falling back to key
was
ok, but this was not ok; instead we need to populate this more similarly
to how
it was done before #20336.
The alternative fix could be to instead of simulating these events in
our own
code to push a fake native event back to the platform input handler.
Closes #ISSUE
Release Notes:
- Fixed a bug where tapping `shift` coudl type "shift" if you had a
binding on "shift shift"
Re-land of #20515 with less brokenness
In particular it turns out that for control, the .characters() method
returns the control code. This mostly didn't make a difference, except
when the control code matched tab/enter/escape (for
ctrl-y,ctrl-[/ctrl-c) as we interpreted the key incorrectly.
Secondly, we were setting IME key too aggressively. This led to (in vim
mode) cmd-shift-{ being interpreted as [, so vim would wait for a second
[ before letting you change tab.
Release Notes:
- N/A
This reverts commit https://github.com/zed-industries/zed/pull/20515
I'm reverting for now to fix issues with key bindings on Nightly:
* `ctrl-c` and `ctrl-m` are being treated as `ctrl-enter`
* `ctrl-[` isn't working in vim mode
* there's a delay before `cmd-shift-[` switches tabs w/ vim mode enabled
Release Notes:
- N/A
On x86 Macs BOOL is not the same within the `objc` crate we're using.
This only comes up on nightly builds (not on CI), so I don't think I
have a way to trigger this issue locally.
Release Notes:
- N/A
Closes#19738
This change refactors how we handle input on macOS to avoid simulating
our own IME. This fixes a number of small edge-cases, and also lets us
remove a bunch of code that had been added to work around bugs in the
previous version.
Release Notes:
- On macOS: Keyboard shortcuts are now handled before activating the IME
system, this enables using vim's default mode on keyboards that use IME
menus (like Japanese).
- On macOS: Improvements to handling of dead-keys. For example when
typing `""` on a Brazillian keyboard, you now get a committed " and a
new marked ", as happens in other apps. Also, you can now type cmd-^ on
an AZERTY keyboard for indent; and ^ on a QWERTZ keyboard now goes to
the beginning of line in vim normal mode, or `d i "` no requires no
space to delete within quotes on Brazilian keyboards (though `d f "
space` is still required as `f` relies on the input handler, not a
binding).
- On macOS: In the terminal pane, holding down a key will now repeat
that key (as happens in iTerm2) instead of opening the character
selector.
This fixes the problem of a `Project` sometimes not being dropped when
closing the single, last window of Zed.
Turns out, it wasn't get dropped for the following reason:
1. `editor::Editor` held a reference to project
2. The macOS `input_handler` on the `Window` held a reference to that
`Editor`
3. The AppKit window (and its input handler) get dropped asynchronously
(in the code in this diff), after the window is closed.
4. After the window is closed and no `cx.update()` calls are made
anymore, `flush_effects` is not called anymore.
5. But `flush_effects` is where we dropped entities that don't have any
more references.
In short: we dropped `Editor`, which held a reference to `Project`, out
of band, `flush_effects` wasn't called anymore, and thus the `Project`
wasn't dropped.
cc @ConradIrwin @bennetbo since we talked about this.
Release Notes:
- N/A
Co-authored-by: Antonio <antonio@zed.dev>
This PR contains the following updates:
| Package | Type | Update | Change |
|---|---|---|---|
| [cocoa](https://togithub.com/servo/core-foundation-rs) | dependencies
| minor | `0.25` -> `0.26` |
| [cocoa](https://togithub.com/servo/core-foundation-rs) |
workspace.dependencies | minor | `0.25` -> `0.26` |
---
### Configuration
📅 **Schedule**: Branch creation - "after 3pm on Wednesday" in timezone
America/New_York, Automerge - At any time (no schedule defined).
🚦 **Automerge**: Disabled by config. Please merge this manually once you
are satisfied.
♻ **Rebasing**: Whenever PR becomes conflicted, or you tick the
rebase/retry checkbox.
🔕 **Ignore**: Close this PR and you won't be reminded about these
updates again.
---
- [ ] <!-- rebase-check -->If you want to rebase/retry this PR, check
this box
---
Release Notes:
- N/A
<!--renovate-debug:eyJjcmVhdGVkSW5WZXIiOiIzOC41Ni4wIiwidXBkYXRlZEluVmVyIjoiMzguNTYuMCIsInRhcmdldEJyYW5jaCI6Im1haW4iLCJsYWJlbHMiOltdfQ==-->
---------
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: Mikayla <mikayla@zed.dev>
Release Notes:
- N/A
This updates the IME position every time the selection changes, this is
probably only useful when you enumerate languages with your IME.
TODO:
- ~There is a rare chance that the ime panel is not updated because the
window input handler is None.~
- ~Update IME panel in vim mode.~
- ~Update IME panel when leaving Buffer search input.~
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
I want to showcase Zed's performance via videos, and this seemed like a
good way to demonstrate it.
https://github.com/user-attachments/assets/f4a5fabc-efe7-4b48-9ba5-719882fdc856
Release Notes:
- On macOS, you can now set assign `performance.show_in_status_bar:
true` in your settings to show the time to the first window draw on
startup and then current FPS of the containing window's renderer.
---------
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: David Soria Parra <167242713+dsp-ant@users.noreply.github.com>
Co-authored-by: Danny Hua <danny.hua@hey.com>