The new `ElementContext` was originally introduced to ensure the element
APIs could only be used inside of elements. Unfortunately, there were
many places where some of those APIs needed to be used, so
`WindowContext::with_element_context` was introduced, which defeated the
original safety purposes of having a specific context for elements.
This pull request merges `ElementContext` into `WindowContext` and adds
(debug) runtime checks to APIs that can only be used during certain
phases of element drawing.
Release Notes:
- N/A
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
This removes the manual calls to `scroll_to_reveal_item` in the new
assistant, as they are superseded by the new autoscrolling behavior of
the `List` when the editor requests one.
Release Notes:
- N/A
This pull request introduces the new
`ElementContext::request_autoscroll(bounds)` and
`ElementContext::take_autoscroll()` methods in GPUI. These new APIs
enable container elements such as `List` to change their scroll position
if one of their children requested an autoscroll. We plan to use this in
the revamped assistant.
As a drive-by, we also:
- Renamed `Element::before_layout` to `Element::request_layout`
- Renamed `Element::after_layout` to `Element::prepaint`
- Introduced a new `List::splice_focusable` method to splice focusable
elements into the list, which enables rendering offscreen elements that
are focused.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
This introduces a new API on `StatefulInteractiveElement` to create a
tooltip that can be hovered, scrolled inside, and clicked:
`.hoverable_tooltip`.
Right now we only use it in the `git blame` gutter, but the plan is to
use the new hover/click/scroll behavior in #10398 to introduce new
git-blame-tooltips.
Release Notes:
- N/A
---------
Co-authored-by: Antonio <antonio@zed.dev>
While working towards fixes for the image viewer, @mikayla-maki and I
discovered that we didn't have `object-fit: scale-down` implemented.
This doesn't _fully_ solve the image issues as there is some issue where
only the bounds width is updating on layout change that I haven't fully
chased down.
Co-Authored-By: @mikayla-maki
Release Notes:
- N/A
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Due to: https://github.com/zed-industries/zed/issues/9985 and an
abundance of caution, I'm reverting the image and svg rendering updates
for now until we can debug the issue. cc: @niklaswimmer
Release Notes:
- N/A
This reverts https://github.com/zed-industries/zed/pull/8327
That PR introduced a regression where completions' syntax highlighting
would be corrupted in a non-deterministic way, such that it varied from
frame to frame:
In the screenshot below, many of the field names (e.g. `cursor`,
`depth`) are incorrectly colored as types instead of fields. The
`finished_states` field has highlighting that changes at the wrong
offset. All of these values changed from frame to frame, creating a
strange flickering effect:
<img width="599" alt="Screenshot 2024-04-01 at 5 56 36 PM"
src="https://github.com/zed-industries/zed/assets/326587/b6a48f02-f146-4f76-92e6-32fb417d86c0">
Release Notes:
- N/A
This fixes#9928 by invalidating the tooltip on mouse scroll.
I think _ideally_ we'd have a solution that only invalidates it if,
after mouse scroll, we're not hovering over the element. But I tried
that (by essentially duplicating the code for `MouseMoveEvent` but that
lead to some inconsistencies. I think we don't redraw when we finish
scrolling.
This now behaves exactly like tooltips in Chrome: invalidate on scroll,
move mouse again to trigger the tooltip.
It also behaves like the hover tooltips in the editor.
https://github.com/zed-industries/zed/assets/1185253/05b9170e-414c-4453-84e5-90510b943c15
Release Notes:
- N/A
Closes#10017. While reworking the `overlay` element in #9911, I did not
realize that all overlay elements called `defer_draw` with a priority of
`1`.
/cc @as-cii
Not including release notes, since it was only present in nightly.
Release Notes:
- N/A
PR: #9931 broke image scaling, such that it ignores the object-fit
parameter and instead always scales the image to fit the bounds. This
fixes the regression.
This is a follow up to #9436 . It has a cleaner API and generalized the
image_cache to be a generic asset cache, that all GPUI elements can make
use off. The changes have been discussed with @mikayla-maki on Discord.
---------
Co-authored-by: Mikayla <mikayla@zed.dev>
There was a problem using deferred draws with `overlay` and tooltips at
the same time.
The `overlay` element was removed and was split up into two separate
elements
- `deferred`
- `anchored` - Mimics the `overlay` behavior but does not render its
children as deferred
`tooltip_container` does not defer its drawing anymore and only uses
`anchored`.
/cc @as-cii
Release Notes:
- Fixed tooltip for the recent projects popover not showing anymore
---------
Co-authored-by: Antonio <antonio@zed.dev>
This PR adds support for handling action releases — events that
are fired when the user releases all the modifier keys that were part of
an action-triggering shortcut.
If the user holds modifiers and invokes several actions sequentially via
shortcuts (same or different), only the last action is "released" when
its modifier keys released.
~The following methods were added to `Div`:~
- ~`capture_action_release()`~
- ~`on_action_release()`~
- ~`on_boxed_action_release()`~
~They work similarly to `capture_action()`, `on_action()` and
`on_boxed_action()`.~
See the implementation details in [this
comment](https://github.com/zed-industries/zed/pull/8782#issuecomment-2009154646).
Release Notes:
- Added a fast-switch mode to the file finder: hit `p` or `shift-p`
while holding down `cmd` to select a file immediately. (#8258).
Related Issues:
- Implements #8757
- Implements #8258
- Part of #7653
Co-authored-by: @ConradIrwin
Release Notes:
- Added [object-fit
API](https://developer.mozilla.org/en-US/docs/Web/CSS/object-fit) to the
`img` element. This allows the user to decide how the image is scaled
within the element bounds.
- Fixes corner radius not working as expected on overflowing elements.
Also, add a `deferred` function which takes an element to paint after
the current element tree.
Release Notes:
- Improved the size and position of the hitbox for resizing left, right,
and bottom panels.
([#8855](https://github.com/zed-industries/zed/issues/8855))
Co-authored-by: Julia <julia@zed.dev>
Co-authored-by: Nathan <nathan@zed.dev>
Previously, we were considering the mouse to be "out" of a div when its
hitbox wasn't hovered. However, if a parent listened for
"mouse_down_out" and a child occluded the parent, the parent would
always think the mouse was out even when the user clicked the child.
This commit changes the definition of "mouse out" to simply mean "does
not contain the point", without accounting for occlusion.
Release Notes:
- N/A
Co-authored-by: Julia <julia@zed.dev>
This pull request fixes a couple of easy regressions we discovered right
after using #9012 on nightly:
- Popover buttons for a chat message were being occluded by the message
itself.
- Scrolling was not working on the `List` element.
Release Notes:
- N/A
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>
This adds a GPUI fallback for window prompts. Linux does not support
this feature by default, so we have to implement it ourselves.
This implementation also makes it possible for GPUI clients to override
the platform prompts with their own implementations.
This is just a first pass. These alerts are not keyboard accessible yet,
does not reflect the prompt level, they're implemented in-window, rather
than as popups, and the whole feature need a pass from a designer.
Regardless, this gets us one step closer to Linux support :)
<img width="650" alt="Screenshot 2024-03-06 at 5 58 08 PM"
src="https://github.com/zed-industries/zed/assets/2280405/972ebb55-fd1f-4066-969c-a87f63b22a6f">
Release Notes:
- N/A
Project panel loses the last scrolling position every time the user
hides/shows it. This PR fixes the problem.
The reason of the problem is that `UniformListScrollHandle`, which is
intended to store the scrolling position between redrawings, is only
used for ad-hoc autoscrollings to the list items, while the
`interactivity.scroll_handle` that is responsible for the scrolling
position, doesn't survive the project panel hiding.
How the problem looks:
https://github.com/zed-industries/zed/assets/2101250/7c7e3da6-9a9d-4f28-a181-ee9547349d4c
Release Notes:
- Fixed scrolling position restoration in the Project Panel.
This uses bounds checking alone to determine hover state to avoid
flicker. It's a short-term solution because the rendering is incorrect.
We think this is better than flickering though and buys us some time as
we work on a more robust solution overall.
Release Notes:
- Fixed flickering when hovering.
---------
Co-authored-by: Nathan <nathan@zed.dev>
If the list is large (size > overdraw + available height) the
`all_rendered` check was preventing the list from returning an inferred
size. Theoretically we can now report heights which are actually too
small (because not all items were affected during layout), this can be
manually adjusted using the overdraw parameter. In this case its fine
because the picker is inside a max_height which should never be more
then the overdraw we specify (1000 px), and the list will shrink down
either way when the request_measured_layout callback is called again.
Release Notes:
- Fixed flashing of recent projects list when there were a lot of
projects in the list
([#8364](https://github.com/zed-industries/zed/issues/8364#issuecomment-1962849393)).
This should prevent a class of bugs where one queries the wrong type of
global, which results in oddities at runtime.
Release Notes:
- N/A
---------
Co-authored-by: Marshall <marshall@zed.dev>
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
This PR is a follow-up to #7084, where I noted that I wasn't satisfied
with using `SharedUri` to represent both URIs and paths on the local
filesystem:
> I'm still not entirely happy with this naming, as the file paths that
we can store in here are not _really_ URIs, as they are lacking a
protocol.
>
> I want to explore changing `SharedUri` / `SharedUrl` back to alway
storing a URL and treat local filepaths differently, as it seems we're
conflating two different concerns under the same umbrella, at the
moment.
`SharedUri` has now been reverted to just containing a `SharedString`
with a URI.
`ImageSource` now has a new `File` variant that is used to load an image
from a `PathBuf`.
Release Notes:
- N/A
This PR renames `SharedUrl` to `SharedUri` to better reflect its intent.
I'm still not entirely happy with this naming, as the file paths that we
can store in here are not _really_ URIs, as they are lacking a protocol.
I want to explore changing `SharedUri` / `SharedUrl` back to alway
storing a URL and treat local filepaths differently, as it seems we're
conflating two different concerns under the same umbrella, at the
moment.
Release Notes:
- N/A
This PR implements support for loading and displaying images from a
local file using gpui's `img` element.
API Changes:
- Changed `SharedUrl` to `SharedUrl::File`, `SharedUrl::Network`
Usage:
```rust
// load from network
img(SharedUrl::network(...)) // previously img(SharedUrl(...)
// load from filesystem
img(SharedUrl::file(...))
```
This will be useful when implementing markdown image support, because we
need to be able to render images from the filesystem (relative/absolute
path), e.g. when implementing markdown preview #5064.
I also added an example `image` to the gpui crate, let me know if this
is useful. Showcase:
<img width="872" alt="image"
src="https://github.com/zed-industries/zed/assets/53836821/b4310a26-db81-44fa-9a7b-61e7d0ad4349">
**Note**: The example is fetching images from [Lorem
Picsum](https://picsum.photos) ([Github
Repo](https://github.com/DMarby/picsum-photos)), which is a free
resource for fetching images in a specific size. Please let me know if
you're okay with using this in the example.
Simplify Zed's collaboration system by:
- Only allowing member management on root channels.
- Disallowing moving sub-channels between different roots.
- Disallowing public channels nested under private channels.
This should make the mental model easier to understand, and makes it
clearer
who has what access. It is also significantly simpler to implement, and
so
hopefully more performant and less buggy.
Still TODO:
- [x] Update collab_ui to match.
- [x] Fix channel buffer tests.
Release Notes:
- Simplified channel membership management.
Since our last measurements, startup time in Zed had regressed quite
significantly. This was due to several issues:
- We were loading IBMPlex, which we're not really using in the UI.
- Images were being parsed in the foreground, thus blocking the main
thread
- Language models (for semantic index and assistant) were being loaded
in the foreground, thus blocking the main thread
- Interaction with the keychain was blocking the main thread
In addition to these, with this pull request we will now deserialize the
items for a pane in parallel, as opposed to doing so sequentially.
All combined, when running the zed binary directly this brings startup
time from ~350ms to ~210ms on my machine.
Release Notes:
- Improved startup time.