This is a follow-up PR to
https://github.com/zed-industries/zed/pull/39609, and attempts to
address hidden status bar items still contributing to the layout and
creating extra spacing.

- 203cbd634bfb1489b8afa4952d9594615a956b77 Adds a `.none()` method to
the `gpui::Styled` helper trait, so that status items can set their
display type to none inside their `render` method.
- 249f06e3de63b0ab32814f20e7105d8e2b642f02 Applies `.none()` to all the
status items.
- ~~499f564906c88336608c81615b11ebc9ab43d832~~ At first I was adding an
`is_visible` method to the `StatusBarView` trait, which would be used to
skip status bar items which would just render an empty div anyway, but I
felt duplicating the conditions for hiding the buttons between the
status items `is_visible` and `render` methods could be an attraction
for bugs, so I tried to find another approach. This commit contains
those changes, reverted immediately (if the `is_visible` approach is
preferred I can bring it back!)
- f37cb75f0519ceea1f3e1cc4f97087a5cb34b0fd (bonus!) Adds a condition to
the vim mode indicator to avoid a leading space when there are no
pending keys.
Release Notes:
- N/A
Closes https://github.com/zed-industries/zed/issues/38690Closes#37353
### Background
On Windows, paths are normally separated by `\`, unlike mac and linux
where they are separated by `/`. When editing code in a project that
uses a different path style than your local system (e.g. remoting from
Windows to Linux, using WSL, and collaboration between windows and unix
users), the correct separator for a path may differ from the "native"
separator.
Previously, to work around this, Zed converted paths' separators in
numerous places. This was applied to both absolute and relative paths,
leading to incorrect conversions in some cases.
### Solution
Many code paths in Zed use paths that are *relative* to either a
worktree root or a git repository. This PR introduces a dedicated type
for these paths called `RelPath`, which stores the path in the same way
regardless of host platform, and offers `Path`-like manipulation APIs.
RelPath supports *displaying* the path using either separator, so that
we can display paths in a style that is determined at runtime based on
the current project.
The representation of absolute paths is left untouched, for now.
Absolute paths are different from relative paths because (except in
contexts where we know that the path refers to the local filesystem)
they should generally be treated as opaque strings. Currently we use a
mix of types for these paths (std::path::Path, String, SanitizedPath).
Release Notes:
- N/A
---------
Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Peter Tripp <petertripp@gmail.com>
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
- **toolchains: Add new state to toolchain selector**
- **Use toolchain term for Add Toolchain button**
- **Hoist out a meta function for toolchain listers**
Closes#27332
Release Notes:
- python: Users can now specify a custom path to their virtual
environment from within the picker.
---------
Co-authored-by: Danilo Leal <daniloleal09@gmail.com>
- **util: Have maybe! use async closures instead of async blocks**
- **python: Fix flickering of virtual environment indicator in status
bar**
Closes#30723
Release Notes:
- Python: Fixed flickering of the status bar virtual environment
indicator
---------
Co-authored-by: Lukas Wirth <lukas@zed.dev>
This reverts commit 1e55e88c18.
Closes #ISSUE
Release Notes:
- Python toolchain selector now uses path to the closest pyproject.toml
as a basis for picking a toolchain. All files under the same
pyproject.toml (in filesystem hierarchy) will share a single virtual
environment. It is possible to have multiple Python virtual environments
selected for disjoint parts of the same project.
This is the core change:
https://github.com/zed-industries/zed/pull/26758/files#diff-044302c0d57147af17e68a0009fee3e8dcdfb4f32c27a915e70cfa80e987f765R1052
TODO:
- [x] Use AsyncFn instead of Fn() -> Future in GPUI spawn methods
- [x] Implement it in the whole app
- [x] Implement it in the debugger
- [x] Glance at the RPC crate, and see if those box future methods can
be switched over. Answer: It can't directly, as you can't make an
AsyncFn* into a trait object. There's ways around that, but they're all
more complex than just keeping the code as is.
- [ ] Fix platform specific code
Release Notes:
- N/A
There's still a bit more work to do on this, but this PR is compiling
(with warnings) after eliminating the key types. When the tasks below
are complete, this will be the new narrative for GPUI:
- `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit
of state, and if `T` implements `Render`, then `Entity<T>` implements
`Element`.
- `&mut App` This replaces `AppContext` and represents the app.
- `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It
is provided by the framework when updating an entity.
- `&mut Window` Broken out of `&mut WindowContext` which no longer
exists. Every method that once took `&mut WindowContext` now takes `&mut
Window, &mut App` and every method that took `&mut ViewContext<T>` now
takes `&mut Window, &mut Context<T>`
Not pictured here are the two other failed attempts. It's been quite a
month!
Tasks:
- [x] Remove `View`, `ViewContext`, `WindowContext` and thread through
`Window`
- [x] [@cole-miller @mikayla-maki] Redraw window when entities change
- [x] [@cole-miller @mikayla-maki] Get examples and Zed running
- [x] [@cole-miller @mikayla-maki] Fix Zed rendering
- [x] [@mikayla-maki] Fix todo! macros and comments
- [x] Fix a bug where the editor would not be redrawn because of view
caching
- [x] remove publicness window.notify() and replace with
`AppContext::notify`
- [x] remove `observe_new_window_models`, replace with
`observe_new_models` with an optional window
- [x] Fix a bug where the project panel would not be redrawn because of
the wrong refresh() call being used
- [x] Fix the tests
- [x] Fix warnings by eliminating `Window` params or using `_`
- [x] Fix conflicts
- [x] Simplify generic code where possible
- [x] Rename types
- [ ] Update docs
### issues post merge
- [x] Issues switching between normal and insert mode
- [x] Assistant re-rendering failure
- [x] Vim test failures
- [x] Mac build issue
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Joseph <joseph@zed.dev>
Co-authored-by: max <max@zed.dev>
Co-authored-by: Michael Sloan <michael@zed.dev>
Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local>
Co-authored-by: Mikayla <mikayla.c.maki@gmail.com>
Co-authored-by: joão <joao@zed.dev>
Closes#20476
Release Notes:
- Fixed a bug in toolchain selector that caused it to not pick up venvs
for tabs before user interacted with them.
- Fixed a bug in language selector that caused it to pick up Markdown as
the language for a buffer up until the tab was interacted with.
This PR adds support for selecting toolchains for a given language (e.g.
Rust toolchains or Python virtual environments) with support for SSH
projects provided out of the box. For Python we piggy-back off of
[PET](https://github.com/microsoft/python-environment-tools), a library
maintained by Microsoft.
Closes#16421Closes#7646
Release Notes:
- Added toolchain selector to the status bar (with initial support for
Python virtual environments)