![]() Closes #26468 #16667 This PR fixes the spacebar not working with multiple keyboard layouts on Linux X11. I have tested this with Czech, Russian, German, German Neo 2, etc. It seems to work correctly. `XkbStateNotify` events correctly update XKB state with complete modifier info (depressed/latched/locked), but `KeyPress/KeyRelease` events immediately overwrite that state using `update_mask()` with only raw X11 modifier bits. This breaks xkb state as we reset `latched_mods` and `locked_mods` to 0, as well as we might not correctly handle cases where this new xkb state needs to change. Previous logic is flawed because `KeyPress/KeyRelease` event only gives you depressed modifiers (`event.state`) and not others, which we try to fill in from `previous_xkb_state`. This patch was introduced to fix capitalization issue with Neo 2 (https://github.com/zed-industries/zed/pull/14466) and later to fix wrong keys with German layout (https://github.com/zed-industries/zed/pull/31193), both of which I have tested this PR with. Now, instead of manually managing XKB state, we use the `update_key` method, which internally handles modifier states and other cases we might have missed. From `update_key` docs: > Update the keyboard state to reflect a given key being pressed or released. > > This entry point is intended for programs which track the keyboard state explictly (like an evdev client). If the state is serialized to you by a master process (like a Wayland compositor) using functions like `xkb_state_serialize_mods()`, you should use `xkb_state_update_mask()` instead. **_The two functins should not generally be used together._** > > A series of calls to this function should be consistent; that is, a call with `xkb::KEY_DOWN` for a key should be matched by an `xkb::KEY_UP`; if a key is pressed twice, it should be released twice; etc. Otherwise (e.g. due to missed input events), situations like "stuck modifiers" may occur. > > This function is often used in conjunction with the function `xkb_state_key_get_syms()` (or `xkb_state_key_get_one_sym()`), for example, when handling a key event. In this case, you should prefer to get the keysyms *before* updating the key, such that the keysyms reported for the key event are not affected by the event itself. This is the conventional behavior. Release Notes: - Fix the issue where the spacebar doesn’t work with multiple keyboard layouts on Linux X11. |
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README.md |
Welcome to GPUI!
GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.
Getting Started
GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io. You'll also need to use the latest version of stable Rust and be on macOS or Linux. Add the following to your Cargo.toml
:
gpui = { git = "https://github.com/zed-industries/zed" }
Everything in GPUI starts with an Application
. You can create one with Application::new()
, and kick off your application by passing a callback to Application::run()
. Inside this callback, you can create a new window with App::open_window()
, and register your first root view. See gpui.rs for a complete example.
Dependencies
GPUI has various system dependencies that it needs in order to work.
macOS
On macOS, GPUI uses Metal for rendering. In order to use Metal, you need to do the following:
- Install Xcode from the macOS App Store, or from the Apple Developer website. Note this requires a developer account.
Ensure you launch XCode after installing, and install the macOS components, which is the default option.
-
Install Xcode command line tools
xcode-select --install
-
Ensure that the Xcode command line tools are using your newly installed copy of Xcode:
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
The Big Picture
GPUI offers three different registers depending on your needs:
-
State management and communication with
Entity
's. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's entities. Entities are owned by GPUI and are only accessible through an owned smart pointer similar to anRc
. See theapp::context
module for more information. -
High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply an
Entity
that can be rendered, by implementing theRender
trait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree ofelements
, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See thediv
element for an all purpose swiss-army knife of rendering. -
Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the
element
module for more information.
Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.
Other Resources
In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:
-
Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the
action
module for more information. -
Platform services, such as
quit the app
oropen a URL
are available as methods on theapp::App
. -
An async executor that is integrated with the platform's event loop. See the
executor
module for more information., -
The
[gpui::test]
macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, aTestAppContext
which provides ways of simulating common platform input. Seeapp::test_context
andtest
modules for more details.
Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.