Commit Graph

3188 Commits

Author SHA1 Message Date
Kirill Bulatov
97b429953e gpui: Do not render ligatures between different styled text runs (#43080)
An attempt to re-land https://github.com/zed-industries/zed/pull/41043
Part of https://github.com/zed-industries/zed/issues/5259 (as `>>>`
forms a ligature that we need to break into differently colored tokens)

Before:

<img width="301" height="86" alt="image"
src="https://github.com/user-attachments/assets/e710391a-b8ad-4343-8344-c86fc5cb86b6"
/>

and


https://github.com/user-attachments/assets/ae77ba64-ca50-4b5d-9ee4-a7d46fcaeb34


After:
<img width="1254" height="302" alt="image"
src="https://github.com/user-attachments/assets/7fd5dba5-d798-4153-acf2-e38a1cb712ae"
/>


When certain combination of characters forms a ligature, it takes the
color of the first character.
Even though the runs are split already by color and other properties,
the underlying font system merges the runs together.

Attempts to modify color and other, unrelated to font size, parameters,
did not help on macOS, hence a somewhat odd approach was taken: runs get
interleaved font sizes: normal and "normal + a tiny bit more".
This is the only option that helped splitting the ligatures, and seems
to render fine.

Release Notes:

- Fixed ligatures forming between different text kinds

---------

Co-authored-by: Lukas Wirth <lukas@zed.dev>
2025-11-19 19:37:22 +02:00
Finn Evers
2c4fd24d37 gpui: Restore last window close behavior on macOS (#43058)
Follow-up to https://github.com/zed-industries/zed/pull/42391

Release Notes:

- Fixed an issue where Zed did not respect the `on_last_window_closed`
setting on macOS
2025-11-19 13:22:29 +00:00
Lukas Wirth
5ccbe945a6 util: Check whether discovered powershell is actually executable (#43044)
Closes https://github.com/zed-industries/zed/issues/42944

The powershell we discovered might be in a directory with higher
permission requirements which will cause us to fail using it.

Release Notes:

- Fixed powershell discovery disregarding admin requirements
2025-11-19 09:26:49 +00:00
Barani S
917148c5ce gpui: Use DWM API for backdrop effects and add Mica/Mica Alt support (#41842)
This PR updates window background rendering to use the **official DWM
backdrop API** (`DwmSetWindowAttribute`) instead of the legacy
`SetWindowCompositionAttribute`.
It also adds **Mica** and **Mica Alt** options to
`WindowBackgroundAppearance` for native Windows 11 effects.

### Motivation

Enables modern, stable, and GPU-accelerated backdrops consistent with
Windows 11’s Fluent Design.
Removes reliance on undocumented APIs while maintaining backward
compatibility with older Windows versions.

### Changes

* Added `MicaBackdrop` and `MicaAltBackdrop` variants.
* Switched to DWM API for applying backdrop effects.
* Verified fallback behavior on Windows 10.

### Release Notes:

- Added `WindowBackgroundAppearance::MicaBackdrop` and
`WindowBackgroundAppearance::MicaAltBackdrop` for Windows 11 Mica and
Mica Alt window backdrops.

### Screenshots

- `WindowBackgroundAppearance::Blurred`
<img width="553" height="354" alt="image"
src="https://github.com/user-attachments/assets/57c9c25d-9412-4141-94b5-00000cc0b1ec"
/>

- `WindowBackgroundAppearance::MicaBackdrop`
<img width="553" height="354" alt="image"
src="https://github.com/user-attachments/assets/019f541c-3335-4c9e-b026-71f5a1786534"
/>

- `WindowBackgroundAppearance::MicaAltBackdrop`
<img width="553" height="354" alt="image"
src="https://github.com/user-attachments/assets/5128d600-c94d-4c89-b81a-8b842fe1337a"
/>

---------

Co-authored-by: John Tur <john-tur@outlook.com>
2025-11-18 18:20:32 -05:00
Lukas Wirth
097024d46f util: Use process spawn helpers in more places (#42976)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-18 14:31:39 +00:00
Lukas Wirth
671500de1b agent_ui: Fix images copied from win explorer not being pastable (#42858)
Closes https://github.com/zed-industries/zed/issues/41505

A bit adhoc but it gets the job done for now

Release Notes:

- Fixed images copied from windows explorer not being pastable in the
agent panel
2025-11-17 17:58:22 +00:00
tidely
9bebf314e0 http_client: Remove unused HttpClient::type_name method (#42803)
Closes #ISSUE

Remove unused method `HttpClient::type_name`. Looking at the PR from a
year ago when it was added, it was never actually used for anything and
seems like a prototyping artifact.

Other misc changes for the `http_client` crate include:

- Use `derive_more::Deref` for `HttpClientWithUrl` (already used for
`HttpClientWithProxy`)
- Move `http_client::proxy()` higher up in the trait definition. (It was
in between methods that have default implementations)

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-17 15:28:22 +01:00
Lukas Wirth
a66a539a09 Reduce macro burden for rust-analyzer (#42871)
This enables optimizations for our own proc-macros as well as some heavy
hitters. Additionally this gates the `derive_inspector_reflection` to be
skipped for rust-analyzer as it currently slows down rust-analyzer way
too much

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-17 12:31:00 +00:00
warrenjokinen
b463266fa1 Remove mention of Fireside Hacks (#42853)
Fireside Hack events are no longer being held.

Closes #ISSUE

Release Notes:

- N/A
2025-11-16 23:26:38 -05:00
Ivan Pasquariello
305206fd48 Make drag and double click enabled on the whole title bar on macOS (#41839)
Closes #4947

Taken inspiration from @tasuren implementation, plus the addition for
the double click enabled on the whole title bar too to
maximizes/restores the window.

I was not able to test the application on Linux, no need to test on
Windows since the feature is enabled by the OS.

Release Notes:

- Fixed title bar not fully draggable on macOS
- Fixed not being able to maximizes/restores the window with double
click on the whole title bar on macOS
2025-11-14 22:46:35 +00:00
Lukas Wirth
a8e0de37ac gpui: Fix crashes when losing devices while resizing on windows (#42740)
Fixes ZED-1HC

Release Notes:

- Fixed Zed panicking when moving Zed windows over different screens
associated with different gpu devices on windows
2025-11-14 17:51:26 +00:00
Rafael Lüder
46eb9e5223 Update scale factor and drawable size when macOS window changes screen (#38269)
Summary

Fixes UI scaling issue that occurs when starting Zed after disconnecting
an external monitor on macOS. The window's scale factor and drawable
size are now properly updated when the window changes screens.

Problem Description

When an external monitor is disconnected and Zed is started with only
the built-in screen active, the UI scale becomes incorrect. This happens
because:

1. macOS triggers the `window_did_change_screen` callback when a window
moves between displays (including when displays are disconnected)
2. The existing implementation only restarted the display link but
didn't update the window's scale factor or drawable size
3. This left the window with stale scaling information from the previous
display configuration

Root Cause

The `window_did_change_screen` callback in
`crates/gpui/src/platform/mac/window.rs` was missing the logic to update
the window's scale factor and drawable size when moving between screens.
This logic was only present in the `view_did_change_backing_properties
callback`, which isn't triggered when external monitors are
disconnected.

Solution

- Extracted common logic: Created a new `update_window_scale_factor()`
function that encapsulates the scale factor and drawable size update
logic
- Added scale factor update to screen change: Modified
`window_did_change_screen` to call this function after restarting the
display link
- Refactored existing code: Updated `view_did_change_backing_properties`
to use the new shared function, reducing code duplication

The fix ensures that whenever a window changes screens (due to monitor
disconnect, reconnect, or manual movement), the scale factor, drawable
size, and renderer state are properly synchronized.

Testing

-  Verified that UI scaling remains correct after disconnecting
external monitor
-  Confirmed that reconnecting external monitor works properly
-  Tested that manual window movement between displays updates scaling
correctly
-  No regressions observed in normal window operations

To verity my fix worked I had to copy my preview workspace over my dev
workspace, once I had done this I could reproduce the issue on main
consistently. After switching to the branch with this fix the issue was
resolved.

The fix is similar to what was done on
https://github.com/zed-industries/zed/pull/35686 (Windows)

Closes #37245 #38229

Release Notes:

- Fixed: Update scale factor and drawable size when macOS window changes
screen

---------

Co-authored-by: Kate <work@localcc.cc>
2025-11-13 16:51:13 +00:00
Piotr Osiewicz
6b239c3a9a Bump Rust to 1.91.1 (#42561)
Release Notes:

- N/A

---------

Co-authored-by: Julia Ryan <juliaryan3.14@gmail.com>
2025-11-12 20:27:04 +00:00
Conrad Irwin
c8930e07a3 Allow multiple parked threads in tests (#42551)
Closes #ISSUE

Release Notes:

- N/A

Co-Authored-By: Piotr <piotr@zed.dev>
2025-11-12 10:29:31 -07:00
Vasyl Protsiv
80b32ddaad gpui: Add 'Nearest' scrolling strategy to 'UniformList' (#41844)
This PR introduces `Nearest` scrolling strategy to `UniformList`. This
is now used in completions menu and the picker to choose the appropriate
scrolling strategy depending on movement direction. Previously,
selecting the next element after the last visible item caused the menu
to scroll with `ScrollStrategy::Top`, which scrolled the whole page and
placed the next element at the top. This behavior is inconsistent,
because using `ScrollStrategy::Top` when moving up only scrolls one
element, not the whole page.


https://github.com/user-attachments/assets/ccfb238f-8f76-4a18-a18d-bbcb63340c5a

The solution is to introduce the `Nearest` scrolling strategy which will
internally choose the scrolling strategy depending on whether the new
selected item is below or above currently visible items. This ensures a
single-item scroll regardless of movement direction.


https://github.com/user-attachments/assets/8502efb8-e2c0-4ab1-bd8d-93103841a9c4


I also noticed that some functions in the file have different logic
depending on `y_flipped`. This appears related to reversing the order of
elements in the list when the completion menu appears above the cursor.
This was a feature suggested in #11200 and implemented in #23446. It
looks like this feature was reverted in #27765 and there currently seem
to be no way to have `y_flipped` to be set to `true`.

My understanding is that the opposite scroll strategy should be used if
`y_flipped`, but since there is no way to enable this feature to test it
and I don't know if the feature is ever going to be reintroduced I
decided not to include it in this PR.


Release Notes:

- gpui: Add 'Nearest' scrolling strategy to 'UniformList'
2025-11-12 16:37:14 +01:00
localcc
49634f6041 Miniprofiler (#42385)
Release Notes:

- Added hang detection and a built in performance profiler
2025-11-12 15:31:20 +01:00
Kirill Bulatov
ddf762e368 Revert "gpui: Unify the index_for_x methods (#42162)" (#42505)
This reverts commit 082b80ec89.

This broke clicking, e.g. in snippets like

```rs
let x = vec![
    1, 2, //
    3,
];
```

clicking between `2` and `,` is quite off now.

Release Notes:

- N/A
2025-11-12 08:24:06 +00:00
Lukas Wirth
f2cadad49a gpui: Fix RefCell already borrowed in WindowsPlatform::run (#42506)
Relands #42440 

Fixes ZED-1VX

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-12 08:19:32 +00:00
Lukas Wirth
854c6873c7 Revert "gpui: Fix RefCell already borrowed in WindowsPlatform::run" (#42481)
Reverts zed-industries/zed#42440

There are invalid temporaries in here keeping the borrows alive for
longer
2025-11-11 21:42:59 +00:00
Richard Feldman
a56693d9e8 Fix panic when opening an invalid URL (#42483)
Now instead of a panic we see this:

<img width="511" height="132" alt="Screenshot 2025-11-11 at 3 47 25 PM"
src="https://github.com/user-attachments/assets/48ba2f41-c5c0-4030-9331-0d3acfbf9461"
/>


Release Notes:

- Trying to open invalid URLs in a browser now shows an error instead of
panicking
2025-11-11 21:24:37 +00:00
Richard Feldman
9e1e732db8 Use longer timeout on evals (#42465)
The GPT-5 ones in particular can take a long time!

Release Notes:

- N/A

---------

Co-authored-by: Bennet Bo Fenner <bennetbo@gmx.de>
2025-11-11 16:37:20 +00:00
Lukas Wirth
b8fcd3ea04 gpui: Fix RefCell already borrowed in WindowsPlatform::run (#42440)
Fixes ZED-1VX

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-11 13:43:06 +00:00
Lukas Wirth
1c4bb60209 gpui: Fix invalid unwrap in windows window creation (#42426)
Fixes ZED-34M

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-11 10:55:19 +00:00
Conrad Irwin
9e717c7711 Use cloud for auto-update (#42246)
We've had several outages with a proximate cause of "vercel is
complicated",
and auto-update is considered a critical feature; so lets not use vercel
for
that.

Release Notes:

- Auto Updates (and remote server binaries) are now downloaded via
https://cloud.zed.dev instead of https://zed.dev. As before, these URLs
redirect to the GitHub release for actual downloads.
2025-11-10 23:00:55 -07:00
John Tur
112b5c16b7 Add QuitMode policy to GPUI (#42391)
Applications can select a policy for when the app quits using the new
function `Application::with_quit_mode`:
- Only on explicit calls to `App::quit`
- When the last window is closed
- Platform default (former on macOS, latter everywhere else) 

Release Notes:

- N/A
2025-11-10 16:45:43 -05:00
Tryanks
ddf5937899 gpui: Move 'app closing on last window closed' behavior to app-side (#41436)
This commit is a continuation of #36548. As per [mikayla-maki's
Comment](https://github.com/zed-industries/zed/pull/36548#issuecomment-3412140698),
I removed the process management behavior located in GPUI and
reimplemented it in Zed.

Release Notes:

- N/A

---------

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-11-10 17:19:35 +00:00
John Tur
81d38d9872 Additional Windows keyboard input fixes (#42294)
- Enable Alt+Numpad input
- For this to be effective, the default keybindings for Alt+{Number}
will need to be unbound. This won't be needed once we gain the ability
to differentiate numpad digit keys from alphanumeric digit keys.
  - Fixes https://github.com/zed-industries/zed/issues/40699
- Fix a number of edge cases with dead keys

Release Notes:

- N/A
2025-11-09 03:51:39 -05:00
John Tur
a66dac7b3a Fix crash during drag-and-drop on Windows (#42227)
The HGLOBAL is itself the HDROP. Do not dereference it.

Release Notes:

- windows: Fixed crashes during drag-and-drop operations
2025-11-07 19:18:47 +00:00
Lukas Wirth
8ba33ad270 gpui: Do not unwrap in window_procedure (#42216)
Technically these should not be possible to hit, but sentry says
otherwise. Turning these into errors should give us more information
than the abort due to unwinding across ffi boundaries.

Fixes ZED-321

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-07 18:10:30 +00:00
Lukas Wirth
6cafe4a9c5 gpui: Do not panic when unable to find the selected fonts (#42212)
Fixes ZED-329

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-07 17:08:37 +00:00
Mikayla Maki
082b80ec89 gpui: Unify the index_for_x methods (#42162)
Supersedes https://github.com/zed-industries/zed/pull/39910

At some point, these two (`index_for_x` and `closest_index_for_x`)
methods where separated out and some code paths used one, while other
code paths took the other. That said, their behavior is almost
identical:

- `index_for_x` computes the index behind the pixel offset, and returns
`None` if there's an overshoot
- `closest_index_for_x` computes the nearest index to the pixel offset,
taking into account whether the offset is over halfway through or not.
If there's an overshoot, it returns the length of the line.

Given these two behaviors, `closest_index_for_x` seems to be a more
useful API than `index_for_x`, and indeed the display map and other core
editor features use it extensively. So this PR is an experiment in
simply replacing one behavior with the other.

Release Notes:

- Improved the accuracy of mouse selections in Markdown
2025-11-07 14:23:43 +02:00
Jason Lee
29cc3d0e18 gpui: Add to support check state to MenuItem (#39876)
Release Notes:

- N/A

---


https://github.com/user-attachments/assets/d46b77ae-88ba-43da-93ad-3656a7fecaf9

The system menu is only support for macOS, so here just modify the macOS
platform special code.

The Windows, Linux used `ApplicationMenu`, I have already added
`checked` option to Zed's ContextMenu.

Then later when this PR merged, we can improve "View" menu to show check
state to panels (Project Panel, Outline Panel, ...).
2025-11-07 09:42:55 +00:00
Lukas Wirth
a7fac65d62 gpui: Remove unneeded weak Rc cycle in WindowsWindowInner (#42119)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 17:33:09 +00:00
Lukas Wirth
bf8864d106 gpui: Remove all (unsound) ManuallyDrop usages, panic on device loss (#42114)
Given that when we lose our devices unrecoverably we will panic anyways,
might as well do so eagerly which makes it clearer.

Additionally this PR replaces all uses of `ManuallyDrop` with `Option`,
as otherwise we need to do manual bookkeeping of what is and isn't
initialized when we try to recover devices as we can bail out halfway
while recovering. In other words, the code prior to this was fairly
unsound due to freely using `ManuallyDrop::drop`.
 
Fixes ZED-1SS
 
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 17:29:15 +00:00
Lukas Wirth
6f6f652cf2 zlog: Add env var to enable line number logging (#41905)
Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 15:31:26 +00:00
Lukas Wirth
001a47c8b7 gpui: Inline some hot recursive scope functions (#42069)
This reduces stack usage in prepainting slightly as we stack less
references to window/app.

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-06 08:31:39 +00:00
Lexi Mattick
273321608f gpui: Add debug assertion to Window::on_action and make docs consistent (#41202)
Improves formatting consistency across various docs, fixes some typos,
and adds a missing `debug_assert_paint` to `Window::on_action` and
`Window::on_action_when`.

Release Notes:

- N/A
2025-11-06 07:55:20 +00:00
Jason Lee
64c8c19e1b gpui: Impl Default for TextRun (#41084)
Release Notes:

- N/A

When I was implementing Input, I often used `TextRun`, but `background`,
`underline` and `strikethrough` were often not used.

So make change to simplify it.
2025-11-06 01:50:23 +00:00
Petros Amoiridis
714481073d Fix macOS new window stacking (#38683)
Closes #36206 

Disclaimer: I did use AI for help to end up with this proposed solution.
😅

## Observed behavior of native apps on macOS (like Safari)

I first did a quick research on how Safari behaves on macOS, and here's
what I have found:

1. Safari seems to position new windows with an offset based on the
currently active window
2. It keeps opening new windows with an offset until the new window
cannot fit the display bounds horizontally, vertically or both.
3. When it cannot fit horizontally, the new window opens at x=0
(y=active window's y)
4. When it cannot fit vertically, the new window opens at y=0 (x=active
window's x)
5. When it cannot fit both horizontally and vertically, the new window
opens at x=0 and y=0 (top left).
6. At any moment if I activate a different Safari window, the next new
window is offset off of that
7. If I resize the active window and open a new window, the new window
has the same size as the active window

So, I implemented the changes based on those observations.

I am not sure if touching `gpui/src/window.rs` is the way to go. I am
open to feedback and direction here.

I am also not sure if making my changes platform (macOS) specific, is
the right thing to do. I reckoned that Linux and Windows have different
default behaviors, and the original issue mentioned macOS. But,
likewise, I am open to take a different approach.

## Tests

I haven't included tests for such change, as it seems to me a bit
difficult to properly test this, other than just doing a manual
integration test. But if you would want them for such a change, happy to
try including them.

## Alternative approach

I also did some research on macOS native APIs that we could use instead
of trying to make the calculations ourselves, and I found
`NSWindow.cascadeTopLeftFromPoint` which seems to be doing exactly what
we want, and more. It probably takes more things into consideration and
thus it is more robust. We could go down that road, and add it to
`gpui/src/platform/mac/window.rs` and then use it for new window
creation. Again, if that's what you would do yourselves, let me know and
I can either change the implementation here, or open a new pull request
and let you decide which one would you would like to pursue.

## Video showing the behavior


https://github.com/user-attachments/assets/f802a864-7504-47ee-8c6b-8d9b55474899

🙇‍♂️

Release Notes:

- Improved macOS new window stacking
2025-11-06 01:22:49 +00:00
Sean Timm
eccdfed32b gpui: Convert macOS clipboard file URLs to paths for paste (#36848)
- On macOS, pasting now inserts the actual file path when the clipboard
contains a file URL (public.file-url/public.url)
- Terminal paste remains text-only; no temp files or data URLs are
created. If only raw image bytes exist on the clipboard, paste is a
no-op.
- Scope: macOS only; no dependency changes.
- Added a test (test_file_url_converts_to_path) that verifies URL→path
conversion using a unique pasteboard.

Release Notes:

- Improved pasting on macOS: now inserts the actual file path when the
clipboard contains a file URL (enables image paste support for Claude
Code)
2025-11-06 00:35:52 +00:00
Cyandev
2664596a34 gpui: Fix incorrect handling of Function key modifier on macOS (#38518)
On macOS, the Function key is reserved for system use and should not be
used in application code.

This commit updated keystroke matching and key event handling to ignore
the Function key modifier while users are typing or pressing
keybindings.

For some keyboards with compact layout (like my 65% keyboard), there is
no separated backtick key. Esc and it shares the same physical key. To
input backtick, users may press `Fn-Esc`. However, macOS will still
deliver events with Fn key modifier to applications. Cocoa framework can
handle this correctly, which typically ignore the Fn directly. GPUI
should also follow the same rule, otherwise, the backtick key on those
keyboards won't work.

Release Notes:

- Fixed a bug where typing fn-\` on macOS would not insert a `.
2025-11-05 23:19:32 +00:00
John Tur
7c23ef89ec Fix corrupted characters being inserted when Alt is pressed (#42033)
The Alt+Numpad buffer that's maintained by the input stack is getting
corrupted, leading to garbage characters being inserted on keystrokes
like Alt+Up. Disable the automatic handling of Alt+Numpad for now until
the cause of this corruption is understood. The Alt+Numpad input did not
work anyway, so this does not regress anything.

Release Notes:

- windows: Fixed corrupted characters being inserted when Alt is pressed
(preview only)
2025-11-05 21:03:36 +00:00
Danilo Leal
feed34cafe gpui: Add support for rendering SVG from external files (#42024)
Release Notes:

- N/A

---------

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-11-05 16:12:30 -03:00
John Tur
b4f7af066e Work around codegen bug with GetKeyboardState (#41970)
Works around an issue, which can be reproduced in the following program:
```rs
use windows::Win32::UI::Input::KeyboardAndMouse::{GetKeyboardState, VK_CONTROL};

fn main() {
    let mut keyboard_state = [0u8; 256];
    unsafe {
        GetKeyboardState(&mut keyboard_state).unwrap();
    }

    let ctrl_down = (keyboard_state[VK_CONTROL.0 as usize] & 0x80) != 0;
    println!("Is Ctrl down: {ctrl_down}");
}
```

In debug mode, this program prints the correct answer. In release mode,
it always prints false. The optimizer appears to think that
`keyboard_state` isn't mutated and remains zeroed, and folds the
`modifier_down` comparisons to `false`.

Release Notes:

- N/A
2025-11-05 08:06:14 +00:00
John Tur
2ead8c42fb Improve Windows text input for international keyboard layouts and IMEs (#41259)
- Custom handling of dead keys has been removed. UX for dead keys is now
the same as other applications on Windows.
- We could bring back some kind of custom UI, but only if UX is fully
compatible with expected Windows behavior (e.g. ability to move the
cursor after typing a dead key).
  - Fixes https://github.com/zed-industries/zed/issues/38838
- Character input via AltGr shift state now always has priority over
keybindings. This applies regardless of whether the keystroke used the
AltGr key or Ctrl+Alt to enter the shift state.
- In particular, we use the following heuristic to determine whether a
keystroke should trigger character input first or trigger keybindings
first:
- If the keystroke does not have any of Ctrl/Alt/Win down, trigger
keybindings first.
- Otherwise, determine the character that would be entered by the
keystroke. If it is a control character, or no character at all, trigger
keybindings first.
- Otherwise, the keystroke has _any_ of Ctrl/Alt/Win down and generates
a printable character. Compare this character against the character that
would be generated if the keystroke had _none_ of Ctrl/Alt/Win down:
- If the character is the same, the modifiers are not significant;
trigger keybindings first.
- If there is no active input handler, or the active input handler
indicates that it isn't accepting text input (e.g. when an operator is
pending in Vim mode), character entry is not useful; trigger keybindings
first.
- Otherwise, assume the modifiers enable access to an otherwise
difficult-to-enter key; trigger character entry first.
  - Fixes https://github.com/zed-industries/zed/issues/35862
- Fixes
https://github.com/zed-industries/zed/issues/40054#issuecomment-3447833349
  - Fixes https://github.com/zed-industries/zed/issues/41486
- TranslateMessage calls are no longer skipped for unhandled keystrokes.
This fixes language input keys on Japanese and Korean keyboards (and
surely other cases as well).
- To avoid any other missing-TranslateMessage headaches in the future,
the message loop has been rewritten in a "traditional" Win32 style,
where accelerators are handled in the message loop and TranslateMessage
is called in the intended manner.
  - Fixes https://github.com/zed-industries/zed/issues/39971
  - Fixes https://github.com/zed-industries/zed/issues/40300
  - Fixes https://github.com/zed-industries/zed/issues/40321
  - Fixes https://github.com/zed-industries/zed/issues/40335
  - Fixes https://github.com/zed-industries/zed/issues/40592
  - Fixes https://github.com/zed-industries/zed/issues/40638
- As a bonus, Alt+Space now opens the system menu, since it is triggered
by the WM_SYSCHAR generated by TranslateMessage.
- VK_PROCESSKEYs are now ignored rather than being unwrapped and matched
against keybindings. This ensures that IMEs will reliably receieve
keystrokes that they express interest in. This matches the behavior of
native Windows applications.
  - Fixes https://github.com/zed-industries/zed/issues/36736
  - Fixes https://github.com/zed-industries/zed/issues/39608
  - Fixes https://github.com/zed-industries/zed/issues/39991
  - Fixes https://github.com/zed-industries/zed/issues/41223
  - Fixes https://github.com/zed-industries/zed/issues/41656
  - Fixes https://github.com/zed-industries/zed/issues/34180
  - Fixes https://github.com/zed-industries/zed/issues/41766


Release Notes:

- windows: Improved keyboard input handling for international keyboard
layouts and IMEs
2025-11-04 20:28:12 -05:00
Sergey Cherepanoff
769a8a650e windows: Automatically find Windows SDK when building gpui (#38711)
### Summary

This PR changes `gpui/build.rs` to look up the Windows SDK directory in
the registry instead of falling back to a hard-coded path.

---

### Problem

Currently, building `gpui` on Windows requires `fxc.exe` to be in `PATH`
or at a predefined location (unless `GPUI_FXC_PATH` is set). This
requires to maintain a certain build environment with proper paths/vars
or to install the specific SDK version.

It is possible to find the SDK automatically using the registry keys it
creates upon installation. Specifically in
`SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0`
branch there are:
* `InstallationFolder` telling the SDK installation location;
* `ProductVersion` telling the SDK version in use.

These keys provide enough information to locate the SDK binaries, with
added robustness:
* handles non-standard SDK installation path;
* deterministically selects the latest SDK when multiple versions are
present.

---

### Changes Made

* **Updated `crates/gpui/build.rs`**:

  * added dependency on `winreg`
  * introduced `find_latest_windows_sdk_binary()` helper
  * updated fallback logic to use registry lookup

This PR only changes the fallback location, and does not touch the
established environment-based workflow.

Release Notes:

- N/A

---

### Impact

Reduces manual configuration needed to build GPUI on Windows.

---------

Co-authored-by: John Tur <john-tur@outlook.com>
2025-11-04 20:14:54 +00:00
scuzqy
cdd7d4b2fb windows: Skip AppendCategory call when there are no shell links (#37926)
`ICustomDestinationList::AppendCategory` rejects an empty `IObjectArray`
and returns an `E_INVALIDARG` error. Error propagated and caused an
early-return from `update_jump_list()`.
<img width="1628" height="540" alt="image"
src="https://github.com/user-attachments/assets/f8143297-c71e-42a1-a505-66cd77dfa599"
/>

Release Notes:

- N/A
2025-11-04 18:48:18 +00:00
John Tur
4002b32ad4 Coalesce dispatcher window messages on Windows (#41861)
Take 2 at https://github.com/zed-industries/zed/pull/41595

Release Notes:

- N/A
2025-11-04 09:43:06 +01:00
Anthony Eid
2eeb02305c editor: Add a setting to show a scrollbar in completion menu (#41849)
A user on Discord requested this feature:
https://discord.com/channels/869392257814519848/1434188637389717556/1434188637389717556

I added a scrollbar setting called `completion_menu_scrollbar` to the
completion menu and defaulted it to "Never" to match past behavior.

Release Notes:

- editor: Add `editor.completion_menu_scrollbar` setting to show a
scrollbar in the completion menu
2025-11-03 21:03:18 +00:00
Lukas Wirth
5fc54986c7 Revert "sum_tree: Replace rayon with futures (#41586) (#41846)
This causes the background executor to hang

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-11-03 19:25:15 +00:00