Closes#40360
This PR added heuristics to determine what variable/breakpoint list
entry has the longest width when rendered. I added this in so the
uniform list would correctly determine which item has the longest width
and use that to calculate the scrollbar size.
The heuristic can be off if a non-mono space font is used in the UI; in
most cases, it's more than accurate enough though.
Release Notes:
- debugger: Add horizontal scroll bars to variable list, memory view,
and breakpoint list
---------
Co-authored-by: MrSubidubi <dev@bahn.sh>
When doing a project wide search in zed on windows for `hang`, zed
starts to freeze for a couple seconds ultimately starting to error with
`Not enough quota is available to process this command.` when
dispatching windows messages. The cause for this is that we simply
overload the windows message pump due to the sheer amount of foreground
tasks we spawn when we populate the project search.
This PR is an attempt at reducing this.
Release Notes:
- Reduced hangs and stutters in large project file searches
Closes https://github.com/zed-industries/zed/issues/39104
This fixes an issue where the preview would not work for remote buffers
in the process.
Release Notes:
- Fixed an issue where the SVG preview would not work in remote
scenarios.
- The SVG preview will now rerender on every keypress instead of only on
saves.
Closes#41180
When using the fallback prompt renderer (default on Wayland), clicks
would bleed through into underlying windows. When the click happens to
hit a button that creates a prompt, it drops the
`RenderablePromptHandle` which is contained within `Window`, causing the
`Receiver` which returns the index of the clicked `PromptButton` to
return `Err(Canceled)` even though a button was pressed.
This bug appears in the GPUI `window.rs` example, which can be ran using
`cargo run -p gpui --example window`. MacOS has a native
`PromptRenderer` and thus needs additional code to be adjusted to be
able to reproduce the issue.
Release Notes:
- N/A *or* Added/Fixed/Improved ...
This reintroduces `layer_shell` support after #32651 was reverted. On
top of that, it allows setting options for the created surface,
restricts the enum variant to the `wayland` feature, and adds an example
that renders a clock widget using the protocol.
I've renamed the `WindowKind` variant to `LayerShell` from `Overlay`,
since the protocol can also be used to render wallpapers and such, which
doesn't really fit with the word.
Things I'm still unsure of:
- We need to get the layer options types to the user somehow, but
nothing from the `platform::linux` crate was exported, I'm assuming
intentionally. I've kept the types inside the module (instead of doing
`pub use layer_shell::*` to not pollute the global namespace with
generic words like `Anchor` or `Layer` Let me know if you want to do
this differently.
- I've added the options to the `WindowKind` variant. That's the only
clean way I see to supply them when the window is created. This makes
the kind no longer implement `Copy`.
- The options don't have setter methods yet and can only be defined on
window creation. We'd have to make fallible functions for setting them,
which only work if the underlying surface is a `layer_shell` surface.
That feels un-rust-y.
CC @zeroeightysix
Thanks to @wuliuqii, whose layer-shell implementation I've also looked
at while putting this together.
Release Notes:
- Add support for the `layer_shell` protocol on wayland
---------
Co-authored-by: Ridan Vandenbergh <ridanvandenbergh@gmail.com>
This happens quite often with cargo based diagnostics which may spawn
several lines (sometimes the entire screen), forcing the user to scroll
up to the start of the diagnostic just to see the hover message is not
great.
Release Notes:
- Fixed diagnostics hovers not working if the diagnostic spans out of
view
- Declare UAC support. This will prevent Windows from flagging
`auto_update_helper.exe` as a legacy setup program that needs to run as
administrator.
- Declare support for Windows 10. This will stop Windows from applying
various application compatibility profiles.
The UAC policy is not really appropriate to apply to all GPUI
applications (e.g. an installer written in GPUI may want to declare
itself as `requireAdministrator` instead of `asInvoker`). I tried
splitting this into a Zed.exe-only manifest and enabling manifest file
merging, but I ran out of my time-box. We can fix this later if this is
flagged by GPUI users.
Release Notes:
- N/A
This isn't quite right yet, as a proper solution would remember the
input modality at the moment of focus change, rather than at painting
time. But this gets us close enough for now.
Release Notes:
- N/A
The issues is that the closure supplied to `request_measured_layout`
could be run multiple times with differing `known_dimensions`. This in
turn will mean we truncate the font runs once, inserting a multibyte
char at the end but then in the next iteration use those truncated runs
for possible the original untruncated string which has multibyte
characters overlapping the now truncated run end resulting in a faulty
utf8 boundary index.
Solution to this is simple, truncate a clone of the runs when needed
instead of modifying the original.
Fixes https://github.com/zed-industries/zed/issues/36925
Fixed ZED-2FF
Fixes ZED-2KM
Fixes ZED-2KK
Fixes ZED-1FF
Fixes ZED-255
Fixes ZED-2JD
Fixes ZED-2FX
Fixes ZED-2K2
Fixes ZED-2JX
Fixes ZED-2GE
Fixes ZED-2FC
Fixes ZED-2GD
Fixes ZED-2HY
Fixes ZED-2HR
Fixes ZED-2FN
Fixes ZED-2GT
Fixes ZED-2FK
Fixes ZED-2EY
Fixes ZED-27E
Fixes ZED-272
Fixes ZED-2EM
Fixes ZED-2CC
Fixes ZED-29V
Fixes ZED-25B
Fixes ZED-257
Fixes ZED-24R
Fixes ZED-24Q
Fixes ZED-23Z
Fixes ZED-227
Release Notes:
- Fixed a crash in text shaping when truncating rendered text
Set a TLS bit to skip invoking the crash handler when a detached thread
panics.
cc @P1n3appl3 - is this at odds with what we need the crash handler to
do?
May close#39289, cannot repro without a nightly build
Release Notes:
- Fixed extension panics crashing Zed on Linux
Co-authored-by: dino <dinojoaocosta@gmail.com>
This shrinks it from roughly a ~kilobyte to 8 byte, removing a bunch of
memmoves emitted by the compiler. Also `Arc`'s it instead of boxing as
we do clone it a couple times here and there, making that also a fair
bit cheaper
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Now that we have two surface areas that open as separate windows, it's
important they're consistent with one another. This PR make the settings
UI and rules library windows more similar by having them use the same
minimum window size and similar styles for their navbar given they have
fundamentally the same design (nav on the left and content on the
right).
Release Notes:
- N/A
Closes#39172
This refactors when we resolve UI keybindings in an effort to reduce
flickering whilst painting these: Previously, we would always resolve
these upon creating the binding. This could lead to cases where the
corresponding context was not yet available and no binding could be
resolved, even if the binding was then available on the next presented
frame. Following that, on the next rerender of whatever requested this
keybinding, the keybind for that context would then be found, we would
render that and then also win a layout shift in that process, as we went
from nothing rendered to something rendered between these frames.
With these changes, this now happens less often, because we only look
for the keybinding once the context can actually be resolved in the
window.
| Before | After |
| --- | --- |
|
https://github.com/user-attachments/assets/adebf8ac-217d-4c7f-ae5a-bab3aa0b0ee8
|
https://github.com/user-attachments/assets/70a82b4b-488f-4a9f-94d7-b6d0a49aada9
|
Also reduced cloning in the keymap editor in this process, since that
requiered changing due to this anyway.
Release Notes:
- Fixed some cases where keybinds would appear with a slight delay,
causing a flicker in the process
Re-lands https://github.com/zed-industries/zed/pull/40719, fixes the
bugs that were discovered with it and improves some more stuff in that
area
Release Notes:
- Fixed a rare issue where the extension page would stutter while
scrolling.
---------
Co-authored-by: Agus Zubiaga <agus@zed.dev>
Reverts zed-industries/zed#40719
This unveiled some bigger issues with the UniformList size computations,
which are more crucial than what was fixed here.
Release Notes:
- NOTE: BUGFIX "Fixed a rare issue where the extension page would
stutter while scrolling." was reverted due to some other issues
Fixes a bug in https://github.com/zed-industries/zed/pull/39928
The bug caused all completions to appear in bold-face
Release Notes:
- Fixed a bug where bold-face font was applied to the wrong characters
in items in the autocomplete menu
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
I noticed we had some typos that were getting through CI, but it looks
like the new version of `typos` catches them. So I updated it and fixed
them.
Release Notes:
- N/A
Closes#40608
This fixes tabbing in both the settings ui nav bar and page content
going off screen instead of scrolling the focused element into a visible
view.
The bug occurred because `gpui::list` and `gpui::uniform_list` only
render visible elements, preventing non visible elements in a view from
having their focus handle added to the element tree. Thus making the tab
stop map skip over those elements because they weren't present.
The fix for this is scrolling to reveal non visible elements and then
focus the selected element on the next frame.
Release Notes:
- settings ui: Auto scroll to reveal items in navigation bar and window
when tabbing
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>
We very frequently move this in and out of the windows slot map on
`update_window_id` calls (and we call this a lot!). This alone showed up
as `memmove`s at roughly 1% perf in Instruments when scrolling a buffer
which makes sense, `Window` itself is 4kb in size. The fix is simple,
just box the `Window` instances, moving a pointer is cheap in
comparison.
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Reduces peak stack usage in these functions and should generally be a
bit performant.
Display map benchmark results
```
To tab point/to_tab_point/1024
time: [531.40 ns 532.10 ns 532.97 ns]
change: [-2.1824% -2.0054% -1.8125%] (p = 0.00 < 0.05)
Performance has improved.
Found 1 outliers among 100 measurements (1.00%)
1 (1.00%) high severe
To fold point/to_fold_point/1024
time: [530.81 ns 531.30 ns 531.80 ns]
change: [-2.0295% -1.9054% -1.7716%] (p = 0.00 < 0.05)
Performance has improved.
Found 3 outliers among 100 measurements (3.00%)
2 (2.00%) high mild
1 (1.00%) high severe
```
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Refactor the find_tab_group method to use the question mark operator for
cleaner error handling, replacing the explicit if-else pattern with a
more concise chained approach.
Release Notes:
- N/A
Signed-off-by: Xiaobo Liu <cppcoffee@gmail.com>
### Problem
On Windows, the right Alt key was not working in keybindings (e.g.,
`Ctrl+Right Alt+B`), while the left Alt key worked correctly. This was
due to overly aggressive AltGr detection that treated any `right Alt +
left Ctrl` combination as AltGr, even on US keyboards where AltGr
doesn't exist.
### Root Cause
Windows internally represents AltGr (Alt Graph) as `right Alt + left
Ctrl` pressed simultaneously. The previous implementation always
excluded this combination from being treated as regular modifier keys to
support international keyboards. However, this broke keybindings using
right Alt on US/UK keyboards where users expect right Alt to behave
identically to left Alt.
### Solution
Implemented keyboard layout-aware AltGr detection:
1. Added `uses_altgr()` method to `WindowsKeyboardLayout` that checks if
the current keyboard layout is known to use AltGr (German, French,
Spanish, Polish, etc.)
2. Modified `current_modifiers()` to only apply AltGr special handling
when the keyboard layout actually uses it
3. Added explicit checking for both `VK_LMENU` and `VK_RMENU` instead of
relying solely on the generic `VK_MENU`
### Behavior
- **US/UK keyboards**: Right Alt now works identically to left Alt in
keybindings. `Ctrl+Right Alt+B` triggers the same action as `Ctrl+Left
Alt+B`
- **International keyboards** (German, French, Spanish, etc.): AltGr
continues to work correctly for typing special characters and doesn't
trigger keybindings
- **All keyboards**: Both Alt keys are detected symmetrically, matching
the behavior of left/right Windows keys
### Testing
Manually tested on Windows with US keyboard layout:
- `Ctrl+Left Alt+B` triggers keybinding
- `Ctrl+Right Alt+B` triggers keybinding
- Both Alt keys work independently in keybindings
Release Notes:
- Fixed Right Alt key not working in keybindings on Windows
We've been considering removing workspace-hack for a couple reasons:
- Lukas ran into a situation where its build script seemed to be causing
spurious rebuilds. This seems more likely to be a cargo bug than an
issue with workspace-hack itself (given that it has an empty build
script), but we don't necessarily want to take the time to hunt that
down right now.
- Marshall mentioned hakari interacts poorly with automated crate
updates (in our case provided by rennovate) because you'd need to have
`cargo hakari generate && cargo hakari manage-deps` after their changes
and we prefer to not have actions that make commits.
Currently removing workspace-hack causes our workspace to grow from
~1700 to ~2000 crates being built (depending on platform), which is
mainly a problem when you're building the whole workspace or running
tests across the the normal and remote binaries (which is where
feature-unification nets us the most sharing). It doesn't impact
incremental times noticeably when you're just iterating on `-p zed`, and
we'll hopefully get these savings back in the future when
rust-lang/cargo#14774 (which re-implements the functionality of hakari)
is finished.
Release Notes:
- N/A
Close#35715
Release Notes:
- Fixed to wrap long URLs in editor.
<img width="836" height="740" alt="image"
src="https://github.com/user-attachments/assets/635ce792-5f19-4c76-b131-0d270d09b103"
/>
I remember when I was working on CJK line wrapping support in the early
days, I considered making `\` a line wrapping character, but for some
reason it was on the list of characters that were not allowed to wrap.
In reference to VS Code, it looks like `&`, `/`, `?` should wrap, so I
removed all of them.
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
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
This caused issues with #40172, as it made Zed execute and block on tad
few more background tasks. Parker is ~cheap to create, hence we should
be ok to just create it at the time it is needed.
Release Notes:
- N/A
---------
Co-authored-by: Cole Miller <cole@zed.dev>