This PR fixes an issues where the toolbar would not appear for the
center pane when Zed2 initially loads.
We resolved this by adding a call to initialize the center pane when the
workspace is initialized
Due to changes in the way subscriptions work we can on longer observe an
event that is emitted in the same event cycle in which the subscription
is created.
Because of this we need to explicitly initialize the center pane, as it
won't get performed by the subscription.
Release Notes:
- N/A
---------
Co-authored-by: Antonio <antonio@zed.dev>
This PR fixes an issue where the specified color for a
`HighlightedLabel` was not respected as the default color for
non-highlighted text.
Release Notes:
- N/A
Added an ephemeral root node so that even if there's no window/focused handle we still have something to dispatch to.
Co-authored-by: Antonio <antonio@zed.dev>
(in the first commit, this PR autoformats both yaml files with Zed's
default prettier, to be able to edit those in prettier from now on)
Bundling is a relatively long procedure, and now we have nightly builds
for zed2 (with their own lifecycle, CI file and tag for triggering it
from non-main branch).
Hence, bundling zed1 and/or zed2 by default looks wasteful and
unnecessary, disable them by default.
There's still a `run-build-dmg` label that enables bundling for any PR
needed, and a `startsWith(github.ref, 'refs/tags/v')` check in the CI
run to keep the releases working.
Release Notes:
- N/A
This PR binds the `workspace::NewFile` action only in the `Workspace`
context. It previously was bound globally, which caused us to hijack the
`cmd-n` binding when the context menu was visible in the project panel.
In the process, we also added some other global workspace actions and
move some other global bindings to be bound only on `Pane` and
`Workspace`.
Release Notes:
- N/A
- Work on default light theme
- Update tab bar and tabs
- Port quick_action_bar crate to zed2
- Add `Indicator` component
- Add `v_stack` & `h_stack` to ui::prelude::*
Release Notes:
- N/A
This PR fixes an issues where the text—both placeholder and
user-entered—would not show up in the editor in the theme selector.
It seems to be the min width on the wrapper element that fixes this.
Release Notes:
- N/A
Addresses
https://zed-industries.slack.com/archives/C04S5TU0RSN/p1701428432093989
by allowing to open a buffer without a corresponding project `Entry`.
This means that now, we can remove the "fake worktree" requirement and
open files without creating any (the PR does not do this step yet, but
prepares the code for it).
In addition, the PR fixes glob matching code and adds more tests on
excluded files queries.
Release Notes:
- Fixed search query inclusions/exclusions working incorrectly
- Fixed excluded files being opened via CLI and failing or spoiling
project tree view
I noticed a panic when trying to open the theme selector. Removing `Arc`
from `cx.global::<Arc<ThemeRegistry>>()` did the job. Is that the right
way? I'm not sure. 😅
Release Notes:
- N/A
Add hidden_action_types to CommandPaletteFilter.
WindowContext.available_actions now returns global actions as well.
Co-authored-by: Antonio <antonio@zed.dev>
* Current Call section of the collab panel
* Improve the collab titlebar
* Add basic UI for following
Following only partially works, but the UI for following is now in
place.
This PR fixes an issue where an element with a cursor style set would
not update the cursor when hovering over it.
Previously the cursor style would only appear by interacting with the
element in some way, for instance, by clicking on the element or by
having a `.hover` with some other style being applied.
Release Notes:
- N/A
Previously we were using a function in `editor` to combine syntax
highlighting and fuzzy match positions, it would operate on the full
text as put into the label. However we now have a method `ranges` on
`StringMatch` itself which operates on just the match text.
The outline view has some pretty specific behavior around path/normal
matches and how they are highlighted. So let's just give the match the
full text before it leaves the search function so it can freely index
This PR adds support for copying diagnostics messages to the clipboard.
This was already working, but we were missing implementations
clipboard-related methods in the `TestPlatform` that were causing the
tests to fail when the copying functionality was added.
Release Notes:
- N/A
[[PR Description]]
This will get updated – I need to get the template derek used for the
new preview icon. Sorry for the jank in advance.
Release Notes:
- N/A
[[PR Description]]
- Add pane empty state
- Ensure tab bar doesn't resize when a tab is added
- Make ButtonLike respect the style of a disabled button
- Add additional cursors to gpui2
Release Notes:
- N/A
It feels like every week or two someone hits this and is confused about
why the app isn't launch, been meaning to disable this in dev builds for
a while. This does mean that it'll be possible to hit the local DB lock
panic in a dev build if you run it multiple times but that is so rare
that it seems preferable
Release Notes:
- N/A
We've investigated another spurious failure, this time with test_multiple_excerpts_large_multibuffer; sadly it didn't really get us anywhere, so for now we're relaxing an assert.
Co-authored-by: Kirill <kirill@zed.dev>
Returned highlights were okay, but the test was trying to normalize the output by sorting the highlights by color. The ordering is different between gpui1 Color and gpui2 Hsla.
These tests failed due to an indefinite hang in buffer.condition in the following code:
\`\`\`rust
let buffer = cx
.add_model(|cx| Buffer::new(0, cx.model_id() as u64, text).with_language(language, cx));
buffer.condition(cx, |buf, _| !buf.is_parsing()).await;
`\`\`
In both gpui1 and gpui2 \`.with_language\` spawns a task that notifies the context once it's done. The \`condition\` waits for notifications to be raised. The gist of the problem was that in gpui2, the spawned task was scheduled straight away, so we never really saw the notification with \`condition\`, causing us to wait indefinitely. This is probably a difference in test between schedulers in gpui1 and gpui2, but I kind of sidestepped the issue by spawning a condition before firing off a parsing task with \`set_language\`.
- +language_selector2
- Language Selector 2 working!
- Prevent languages showing in wrong order first
- copilot_menu2 (though only tested offling, which is insufficient)
- Dismiss tooltips at capture
- Get ChannelModal opening
[[PR Description]]
Release Notes:
- N/A
Without this, hitting cmd-n on the context menu in the project browser
invokes the workspace::NewFile action instead of the project::NewFile
action. We're considering changing the behavior so that bindings with no
context can only invoke global actions.
Co-Authored-By: Max <max@zed.dev>
This fixes a bug where it was possible to put the channel tree into a
bad state by accidentally dragging a channel into itself or one of its
descendants.
This PR extends `Button` with support for an optional icon to be
displayed next to the label.
As part of this, the functionality for displaying an icon within a
button has been factored out into an internal `ButtonIcon` component.
`ButtonIcon` is now used by both `IconButton` and `Button` to
encapsulate the concerns of an icon that is rendered within a button.
Release Notes:
- N/A
This PR adds a new `selected_label` method to `Button`.
This can be used to set a different label that should be rendered when
the `Button` is selected.
Release Notes:
- N/A
This PR adds a new `selected_icon` method to `IconButton`.
This can be used to set a different icon that should be rendered when
the `IconButton` is selected.
Release Notes:
- N/A
- Adds a placeholder `ButtonStyle::Tinted`.
- Note: Using this now will just give you a block of `gpui::red()`
- Documents ButtonLike and ButtonStyle to hopefully help make choosing a
button style easier.
Release Notes:
- N/A
We observed some weird behavior in `ContextMenu`, specifically:
- It seems like we don't intercept actions that have been dispatched,
which causes the context menu to stay open.
- The key bindings for editor actions in the context menu seem to come
from Vim
Release Notes:
- N/A
This bug was my fault, something I changed months ago to be more
consistent with VS Code - really strange that it took months for someone
to find out spaces couldn't be used in the project panel.
~I didn't apply this fix to zed2 because I dont think the facilities are
in place to do so (@maxbrunsfeld, @mikayla-maki, is there a system in
place for this that I missed?). I did leave a TODO.~
Fix is now in zed 2.
Release Notes:
- Fixed a bug where spaces could not be inserted when editing file names
in the project panel
([#2308](https://github.com/zed-industries/community/issues/2308)).
This PR is a quick-and-dirty approach to clarify what is happening when
a user doesn't have an API key so the assistant opens with the key
editor.
- Adds some text explaining how to close the panel
- Explains that other subscriptions don't cover the assistant, it needs
an api key.
- Helps people understand where to go to get an API key.
This is a Zed 1 change only, a bandaid. Zed 2 will have a better
solution: [Working
issue](https://github.com/zed-industries/zed/issues/3461)
Release Notes:
- N/A
This PR reworks the `ListHeader` component to be more open.
The `meta` method can now be used to append meta items of any element to
the `ListHeader`, and they will be rendered with the appropriate spacing
between them.
Release Notes:
- N/A
Bumps Tree-sitter for
https://github.com/tree-sitter/tree-sitter/pull/2802
This fixes a regression introduced in the last Tree-sitter upgrade.
Release Notes:
- Fixed a crash that occurred when editing certain Markdown files.
This PR implements the `Selectable` trait for the `ListItem` and
`ListHeader` components.
These components already had their own selectable behavior, but weren't
formally adhering to the interface defined by the trait.
Release Notes:
- N/A
Based on influencer's feedback.
The diagnostics are collected and available still, since that might
become a settings/UI toggle later.
Also, buffer diagnostics are still updated for gitignored files.
Release Notes:
- Excluded gitignored files' diagnostics from project panel and its
indicator.
The diagnostics are collected and available still, since that might become a settings/UI toggle later.
Also, buffer diagnostics are still updated for gitignored files.
Deals with https://github.com/zed-industries/community/issues/2124
* sends more ClientCapabilities LSP data, diagnostics capabilities in
particular: those are now required by typescript-language-server LSP to
start publishing diagnostics
* sends more parameters during eslint workspace initialization, so it is
able to correctly look up project's typescript config
Presumably, it's not enough and some convoluted project set ups may
break still, but let's wait for examples and feedback.
Release Notes:
- Fixed typescript-language-server diagnostics not appearing for newer
server versions; fixed eslint diagnostics using wrong directory for
typescript config lookup
* Fix crash when jumping to definition
* Enabling resolution of completions
* Make links in interactive text clickable
* Enable code paths that use `select_anchors`
This PR updates the (placeholder) breadcrumb to use the new `ButtonLike`
component.
Eventually this will need custom styling (e.g., syntax highlighting for
the symbol children), which is why we're using a `ButtonLike` as opposed
to a regular `Button`.
Release Notes:
- N/A
This PR fixes a bug where the selected state for the panel icons in the
status bar was not correctly reflecting whether the panel was open.
It was erroneously using the `is_open` state for the context menu.
Release Notes:
- N/A
This PR adds new `Button` and `IconButton` components built on top of
our new button abstractions.
Both of these buttons are built from the common `ButtonLike` base, and
implement the `ButtonCommon` (name TBD) trait in order to provide a
common interface.
There are still some visual tweaks that we'll need to make to the new
buttons, but those should be straightforward to make after we land this.
Release Notes:
- N/A
This PR makes the `toggle` method on the various list components accept
an `impl Into<Option<bool>>` instead of just an `Option<bool>`.
This allows a caller with just a `bool` avoid having to wrap the
`Option` themselves.
Release Notes:
- N/A
This PR reworks the `Disclosure` component.
The primary goal here was to remove the illegal state where a
`Disclosure` is rendered with a `Toggle::NotToggleable` state, as the
`Disclosure` shouldn't exist at all in this case.
Release Notes:
- N/A
This PR reorganizes the list components so that each of the sub
components lives in its own file.
### Motivation
I've seen a number of folks have trouble finding the `ListItem`
definition while pairing, so having it in its own file seems more
self-explanatory.
Release Notes:
- N/A
This PR adds a context menu to the project panel in Zed2.
* [x] Allow the context menu to extend outside of the project panel's
bounds
* [x] Add keyboard shortcuts to the context menu
* [x] Dismiss the context menu
* [x] when running an action
* [x] when changing selection in the project panel
Release Notes:
NA
Refactors prettier support:
* moves away prettier-related code into a separate module, makes
prettier installation & start phases more type-restricted
* ensures prettier installation and start attempts are capped with a
fixed attempts amount: after it's exceeded, no further attempts to
install and/or start prettier area made
* improves default prettier management, by correctly preserving its
plugin set between (re) installations and always installing the prettier
server part
* slightly improves prettier logging
Release Notes:
- N/A
This commit adds a depth map to the frame so we can find the "top most"
opaque layer by stacking order for a given point.
This lets us determine whether the element being hovered was part of the
given layer in the previous frame, which fixes the hover issue.
Still to do:
* [ ] Fix up mouse events too (I tried this, but it's not working yet,
and I want to understand why)
Release Notes:
- N/A
This PR fixes tooltips not showing on `IconButton`s.
The "fix" here is the same hack that we used to fix `on_click` handlers
for `ListItem`s, where we introduce another layer of wrapping with an
element with an ID set.
This PR also adds a story for the `IconButton` so this issue can be
tested/observed in isolation.
Release Notes:
- N/A
This PR updates the `ui2` crate to reference the `theme2` and
`settings2` crates without the `2` the way we do in our other crates.
Release Notes:
- N/A
[[PR Description]]
Refine the `Keybinding` component.
Still some issues:

Lots of things moving so want to get this in.
Changes:
- use icons for some keys & modifiers
- updates some icons
- updates some state colors
Release Notes:
- N/A
Zed 2 Release Notes:
- Keybindings now use icons for common keys and modifiers
This PR adds an inset variant to the `ListItem` component.
We're now using this inset variant for the `ListItem`s we render in
pickers.
Release Notes:
- N/A
This PR reworks the project panel to render its items using the
`ListItem` component.
There are a few hacks in here in order to get click handlers working for
the `ListItem`, but we'll want to get these fixed in GPUI.
Release Notes:
- N/A
Previously, `npm i` command could take too much time to download
dependencies, which was caused by wrong flags used.
Since we run `node` and `npm` processes ourselves and try to isolate
them from potentially "bad" user configs, it seems safer to remove any
ways to re-configure the tools via env vars, so strip off those too.
Release Notes:
- N/A
This PR updates the `PickerDelegate` implementations to render their
matches using the `ListItem` component so that they can have a
consistent style.
At some point it might make sense to move the `ListItem` rendering up
into the `Picker` implementation itself, and just have the delegate
responsible for giving us the inner content of the `ListItem`.
Release Notes:
- N/A
Adds support for Uiua to my favorite editor in advance of AOC and
integrates the new nushell lsp. Change made to both zed1 and zed2.
Release Notes:
- Added support for the integrated Nushell LSP
- Added support for the Uiua language
TODO:
- [ ] Add y axis padding to list instead of popover container
- [x] Combined max-width between completions list and docs
- [ ] Allow docs to be taller than completion list
- [x] Use the workspace bounds to set doc position
- [ ] Clean up markdown styles
- [x] (🐜) Changing items should set doc scroll position to the top
- [x] (🐜) popovers should render on top of all panes
- [ ] (extra) Try adding code block backgrounds to md rendering
- [ ] (extra) Use ui font for markdown text, buffer font for markdown
code.
- [ ] (extra) Try lining up inline code in completions menu
[[PR Description]]
Release Notes:
- N/A
[[PR Description]]
- Start outlining unfinished elements in `gpui::red()`
- Update tabs so they don't jump when activated
- Mock out a number of ui elements we haven't started yet.
Release Notes:
- N/A
Fixes binary build warnings such as
https://github.com/zed-industries/zed/actions/runs/6980107733/job/18994693722#step:5:9
```
warning: output filename collision.
The bin target `dotenv` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `dotenv` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/dotenv
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The bin target `dotenv` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `dotenv` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/dotenv.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The bin target `seed` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `seed` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/seed
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The bin target `seed` in package `collab2 v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab2)` has the same output filename as the bin target `seed` in package `collab v0.28.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/collab)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/seed.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```
by suffixing the collab2 binaries with `2`.
Release Notes:
- N/A
This new element will let us react to click events on arbitrary ranges
of some rendered text, e.g.:
```rs
InteractiveText::new(
"element-id",
StyledText::new("Hello world, how is it going?").with_runs(vec![
cx.text_style().to_run(6),
TextRun {
background_color: Some(green()),
..cx.text_style().to_run(5)
},
cx.text_style().to_run(18),
]),
)
.on_click(vec![2..4, 1..3, 7..9], |range_ix, cx| {
println!("Clicked range {range_ix}");
})
```
As part of this, I also added the ability to give text runs a background
color.
Release Notes:
- N/A
This one does not contain variable-level debug info; since we mostly
rely on backtraces though, this should be fine. It also improves compile
times a bunch for both incremental and clean scenarios.
Release Notes:
- N/A
This one does not contain variable-level debug info; since we mostly rely on backtraces though, this should be fine. It also improves compile times a bunch for both incremental and clean scenarios.
./script/zed-local now looks for "--zed2" flag in its args and runs Zed2
binaries instead of zed1. 'foreman start' can be launched with '-f
Procfile.zed2" argument to launch zed2 collab server.
Release Notes:
- N/A
./script/zed-local now looks for "--zed2" flag in its args and runs Zed2 binaries instead of zed1.
'foreman start' can be launched with '-f Procfile.zed2" argument to launch zed2 collab server.
Adds app events (`first open` and `open`). For the time being, I'm
abandonding trying to add `close`, after running into many issues
trying. The code is in place for me to continue on that work, but at the
moment, we require having the telemetry settings in hand when calling
any of the methods that log an event, so we can honor the user's
preference for sending telemetry or not, but when running the
`on_app_close` method, to send off an app `close` event, the settings
are no longer available (probably the order of teardown?), which causes
some tests to end up failing. I'm not sure how to solve this. Maybe we
keep the settings on the telemetry struct and update it each time any
event is logged, then, on app shutdown, when logging the app `close`
event, we can use the stored version (idk).
Release Notes:
- N/A
This PR decouples `call2` from `workspace2` in order to improve our
compile times.
Why pick such a small, innocent crate as `call`? It depends on
`live_kit_client`, which is not-so-innocent and is in fact stalling our
clean builds.
In this PR, `call2` depends on `workspace2`; workspace crate defines a
`CallHandler` trait for which the implementation resides in `call`; it
it then all tied together in `zed`, which passes a factory of `Box<dyn
CallHandler>` into workspace's `AppState`.
Clean debug build before this change: ~1m45s
Clean debug build after this change: ~1m25s
Clean release build before this change: ~6m30s
Clean release build after this change: ~4m30s
~Gonna follow up with release timings where I expect the change to be
more impactful (as this allows 2/3 of the infamous trio of
"project-workspace-editor" long pole to proceed quicker, without being
blocked on live-kit-client build script)~.
This should have little effect (if any) in incremental scenarios, where
live_kit_client is already built.
[release
timings.zip](https://github.com/zed-industries/zed/files/13431121/release.timings.zip)
Release Notes:
- N/A
This PR reworks the `ListItem` component to accept `children` rather
than just a `Label`.
This is a step towards making the `ListItem` component more open.
As part of this the `ContextMenu` was simplified to only construct the
various list components in `render` rather than holding them as part of
its state.
Release Notes:
- N/A
It looks like we should keep RUSTFLAGS consistent in CI if possible;
some commands augmented RUSTFLAGS with "-D warnings" which overrode
`.cargo/config.toml`, causing unnecessary rebuilds even for non-bundling
runs. Tl;dr: for the last few days our average CI time spiked
significantly.
There are several solutions:
- We can place `-D warnings` in our `.cargo/config.toml`. That's not a
good solution, because then you wouldn't ever be able to build Zed with
warnings locally. A true PITA!
- We can place another config.toml somewhere in the search path
(https://doc.rust-lang.org/cargo/reference/config.html#hierarchical-structure)
and rely on the merging of properties. That way we can avoid having `-D
warnings` on developer machines while being able to override CI
behaviour at will.
This PR implements the latter approach by creating the new config file
manually. Ideally we should have it a a separate file in repository
that's moved into $HOME/.cargo on each CI run. Maybe we should even
place it somewhere more local to the checked out Zed version, as placing
it in a global spot is kinda bad too - what if we start building
multiple cargo projects on our CI machines?
Release Notes:
- N/A
This PR extracts the `Story` component into a separate `story` crate so
that it can be shared among various crates that define stories.
Release Notes:
- N/A
---------
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
This PR fixes a panic that occurs when opening the settings in zed2.
We store the `ThemeRegistry` as a global without wrapping it in an
`Arc`, so we need to retrieve it the same way.
Release Notes:
- N/A
This is an exploration of what it would take to remove the `V` generic
from the element type. Answer: less than I expected.
I added a new struct to GPUI2: `CallbackHandle<Event>`, and reworked the
interactivity related APIs to take this type. I also added a
`.callback()` function to `ViewContext` that can construct a
`CallbackHandle` to wrap our current `|&mut View, &Evt, &mut
ViewContext| {...}` based APIs. With these two changes, we can now
capture the context of the callsite of a click handler, allowing us to
capture all relevant types and data _before_ sending them into GPUI.
This lets us achieve a similar programing style to the existing system,
while also letting us remove all of the generics from the entire element
system. For an example of what this looks like in practice, here's a
side by side diff of the test in `interactive.rs` (which compiles and
passes):
<img width="1310" alt="Screenshot 2023-11-19 at 7 32 08 PM"
src="https://github.com/zed-industries/zed/assets/2280405/596f2a9a-9c8e-4158-bf6d-0003cf973015">
Note how the new arrangement of types is more amenable to rust's type
inference, allowing the code to be just as terse as before despite the
extra function call in the middle.
This approach also allows components to provide well typed APIs to
views, without ever knowing that view's type. This PR includes an
example rewrite of the button component in `ui2`, here's what it's
struct could look like now:
<img width="1105" alt="Screenshot 2023-11-19 at 7 24 28 PM"
src="https://github.com/zed-industries/zed/assets/2280405/fc98d3c2-6831-4c0f-a324-ab0fae33b0bc">
However, I have not yet ported the derive macro for Component to this
new structure, as I know @nathansobo is currently reworking that code.
Once that macro has been rewritten, it should be relatively easy to
rewrite the rest of Zed2 with this approach, the only major difference
that I can foresee is that the editor element would need to wrap it's
operations in an update callback. Though I can think of a few ways to
fix this with a new `ViewElement` trait, that does the wrapping for you.
[[PR Description]]
Adds `script/deploy-docs`:
- If you don't already have it, it will clone the `zed-docs` repo into
`../zed-docs`
- It will build the docs and output them in `../zed-docs`
- Then it will open the docs.
- By default this "dry runs" (doesn't push) but you can pass `-p` to
push the changes.
- If you add `-c` it will clean out the old docs before running.
If you run the script with `p` it will push up the changes, and vercel
will automatically deploy them.
Release Notes:
- N/A
If we find a previous installation_id, then we send `open`. If we don't find a previous installation_id, then we sent as `first open`. If we fail, we mark it as `open` so that we don't accidentally bloat our `first open` stats.
When running `script/bundle` with the new `-2` flag, we needed to adjust
the fat-binary creation step to look for the binary called `Zed2`.
We also fixed a source of intermittent build failures in `script/bundle`
due to running multiple `swift build` processes concurrently for the
`live_kit_client2` crate, building for the two architectures.
Release Notes:
NA
This PR reworks the `List` component to use `children` instead of
accepting a `Vec<ListItem>` in its constructor.
This is a step towards making the `List` component more open.
Release Notes:
- N/A
This PR changes `Element::paint` to move self and introduces a new
`RenderOnce` trait, which renders into an element by moving self.
Elements are required to be `RenderOnce`, and `element_id` is now on
`RenderOnce` so we can get the id without moving self. The `child` and
`children` methods now expect `impl RenderOnce`.
```rust
pub trait Element<V: 'static>: 'static + RenderOnce<V> {
type State: 'static;
fn layout(
&mut self,
view_state: &mut V,
element_state: Option<Self::State>,
cx: &mut ViewContext<V>,
) -> (LayoutId, Self::State);
fn paint(
self,
bounds: Bounds<Pixels>,
view_state: &mut V,
element_state: &mut Self::State,
cx: &mut ViewContext<V>,
);
fn into_any(self) -> AnyElement<V> {
AnyElement::new(self)
}
}
pub trait RenderOnce<V: 'static>: Sized {
type Element: Element<V> + 'static;
fn element_id(&self) -> Option<ElementId>;
fn render_once(self) -> Self::Element;
// default helpers ...
}
```
To make a type a component, you can add `#[derive(RenderOnce)]`, which
will require your type to implement the `Component` trait:
```rust
pub trait Component<V: 'static>: 'static {
type Rendered: RenderOnce<V>;
fn render(self, view: &mut V, cx: &mut ViewContext<V>) -> Self::Rendered;
}
```
I'm satisfied with this being what we open source for elements, aside
from maybe adding a `StatefulComponent` trait that uses element state.
Things finally feel like they slot into a coherent and simple narrative.
Release Notes:
- N/A
- [X] assistant_events
- [X] call_events
- [X] copilot_events
- [X] cpu_events
- [X] download_events
- [X] editor_events
- [X] memory_events
- [X] page_events
- [X] panic_events
---
- [X] For each of the previous tables:
- [X] backup events to comp
- [X] make new table (changing any time fields to be datetime64)
- [X] copy data
- [X] rename old table
- [X] rename new table
---
- [ ] Delete all old tables once (going to hold off on this for some
time - want to make sure things are working correctly)
- [X] we see new data coming in on new tables
- [X] old times truncate correctly
- [X] new times show millisecond values
---
- [X] check dashboards to make sure queries didn't get broken from
changing time data type
- [X] Fix broken charts
- [X] monitor vercel for runtime errors
---
- [X] zed.dev changes
- [X] chrono changes to panicked_on
- [X] Make sure new panics are good
- [X] remove commented out code and dbg code
- [X] triple check that both crate versions have the changes
- [X] make sure all event function calls use the same original arguments
- [X] Finish testing version 2
Release Notes:
- N/A
Previously text that was rendered in a flex-column would reserve the
correct
amount of space during layout, and then paint itself incorrectly.
Release Notes:
- N/A
This cuts down LLVM IR size from 3 million lines to 700k in debug build.
This then leads to ~3s compile time in debug build (without incremental
on ui itself), as opposed to 10.5s on main.
Release Notes:
- N/A
This cuts down LLVM IR size from 3 million lines to 700k in debug build.
This then leads to ~3s compile time in debug build (without incremental on ui itself), as opposed to 10.5s on main.
* Part of https://github.com/zed-industries/community/issues/70
Allows to fully remove from Zed certain files or file groups: no items
will be scanned or added into worktrees, so nothing will be shown in
project tree, project search and go to file would not see those,
corresponding FS events will be ignored.
One exclusion is .git files: those are still not shown or accessible by
default, yet tracked in the worktrees.
By default, is configured to
```json
"file_scan_exclusions": [
"**/.git",
"**/.svn",
"**/.hg",
"**/CVS",
"**/.DS_Store",
"**/Thumbs.db",
"**/.classpath",
"**/.settings"
],
```
* In addition, contains code preparations for "search in included files"
feature: new SearchOptions variant, search crate and RPC adjustments
Release Notes:
- Added `file_scan_exclusions` section to project settings to completely
ignore certain files in Zed
Made the trait into a blanket-trait impl if you have it's two
constituent pieces (FocusableView and EventEmitter) to remove the
duplicated method. I also changed the struct to an enum for aesthetic
reasons (EventType::EventName feels self documenting to me) and added
some new `cx` APIs utilizing our new powers of dismissal.
Release Notes:
- N/A
I accidentally left the test assertions unnecessarily vague in
https://github.com/zed-industries/zed/pull/3348. This PR makes the
assertions constrain the behavior more specifically. I also added a
second test for a related bug that was fixed in that PR, about
performing and undoing an edit while a buffer reload is in-progress.
Release Notes:
- NA
Get rid of the following warnings:
```
The example target `test_app` in package `live_kit_client2 v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client2)` has the same output filename as the example target `test_app` in package `live_kit_client v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client)`.
Colliding filename is: /Users/someonetoignore/work/zed/zed/target/debug/examples/test_app
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The example target `test_app` in package `live_kit_client2 v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client2)` has the same output filename as the example target `test_app` in package `live_kit_client v0.1.0 (/Users/someonetoignore/work/zed/zed/crates/live_kit_client)`.
Colliding filename is: /Users/someonetoignore/work/zed/zed/target/debug/examples/test_app.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
---------------
warning: output filename collision.
The bin target `Zed` in package `zed2 v0.109.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/zed2)` has the same output filename as the bin target `Zed` in package `zed v0.113.0 (/Users/administrator/actions-runner-1/_work/zed/zed/crates/zed)`.
Colliding filename is: /Users/administrator/actions-runner-1/_work/zed/zed/target/debug/Zed.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```
as we plant to build *.dmg of both versions for a while.
Release Notes:
- N/A
ShapedLines are never wrapped, whereas WrappedLines are optionally
wrapped if they are associated with a wrap width. Originally, when
rewriting GPUI, I tried to combine everything because wrapping is
inherently optional for the Text element, but we have a bunch of APIs
that don't make sense on a line that may wrap, so we need a distinct
type for that case.
This is a precursor to implementing clickable links in markdown. I
noticed multiple places where we were confused about whether or not the
line was wrapped so this felt important.
Release Notes:
- N/A
ShapedLines are never wrapped, whereas WrappedLines are optionally wrapped if
they are associated with a wrap width. I tried to combine everything because
wrapping is inherently optional for the Text element, but we have a bunch of
APIs that don't make sense on a line that may wrap, so we need a distinct type
for that case.
### Summary
This PR fixes a bug that @as-cii and @osiewicz saw when the on-disk
contents of files changed due to running `git checkout` at the command
line. It caused a buffer's contents to diverge from the file's on disk
contents, but the buffer to show an *unmodified* status.
I've also introduced new APIs on gpui's deterministic executor, which
make it possible to write a test that reliably triggered the bug.
### Details
The bug is triggered by the following sequence of events:
1. A buffer's file changes on disk while the buffer is *unmodified*
2. Zed reloads the new content of the file
3. Before updating the buffer itself, Zed computes a *diff* between the
buffer's current contents, and the newly-loaded contents
4. While this diff is being computed, one of two things happens:
1. the buffer changes on-disk *again*.
2. the user edits the buffer, but undoes the edit, so that the buffer
returns to an unmodified state
The bug itself was caused by a few things:
* The buffer diffing algorithm is pretty slow, because we perform a
character-wise diff
* We previously allowed multiple reload tasks to run concurrently
* When discarding an out-of-date diff, we failed to update parts of the
buffer's state (`saved_fingerprint`) which allow us to recognize that
the buffer's content differs from the file.
It was also difficult to reproduce the problem in tests, because under
deterministic execution, because it was extremely unlikely for other
tasks to make progress *after* a file had been reloaded, but *before*
the disk task has resolved. To help with testing, I introduced a pair of
executor APIs:
`spawn_labeled`, - for spawning a background task with a given *label*
`deprioritize_task` - for forcing tasks with a given label to run
*after* all other concurrent tasks.
I also made the `Model::next_event` test helper method more useful, in
that it no longer runs *until* parked in order to wait for the next
event to occur. It just steps the executor one poll at a time until the
model emits an event.
Release Notes:
- Fixed a bug that caused buffers to report incorrect modified/conflict
status when their buffers changed on disk multiple times in rapid
succession.
[[PR Description]]
- Adds ui_font_family, ui_font_features, ui_font_size to settings and
default settings
- Use the new ui font settings to set the rem size when the workspace is
created.
Release Notes:
- N/A
This PR adds a parameter to the `theme2::init` method to indicate what
the theme-loading behavior should be.
This allows us to indicate when we want to load all of the additional
built-in user themes (like in the Zed binary and in the storybook), and
when we don't want to load the user themes (like in tests).
We're using an enum over just a `bool` here for clarity at the call
site.
Release Notes:
- N/A
Initially, we imagined registering keyboard handlers in the initialize
phase so we would understand the relationships between focus handles
during the layout pass, which would allow us to assign assign `focus_in`
styles that impact layout.
However, we soon realized that many elements aren't created until paint
time anyway, such as within the uniform list. Since it's impossible to
know prior to paint whether an element contains the focused element, it
makes more sense to eliminate the `focus_in` styling helper.
Release Notes:
- N/A
Also including:
* Fixes for focus when closing the last item in a pane
* Workspace#active_item_as::<Editor>()
* cx.simulate_input()
Release Notes:
- N/A
We need to notify when we set the pending mouse down so we attach the
mouse up event listener before the mouse button is released.
Release Notes:
- N/A
This PR does away with the extra type parameters on Div and instead
introduces two wrapper elements, `Stateful` and `Focusable`. All of the
interactivity is stored on `Interactivity` and `InteractiveState`, which
is stored on the base element. The wrappers simply control what methods
are available to call.
Not sure this is fully working, but a smoke test does work.
/cc @as-cii @ConradIrwin
Release Notes:
- N/A
This PR extends the `Label` component with additional functionality,
partially for use in the `TextTooltip` component.
- [x] `Label` should take a `size` (`Default` & `Small` for now)
- These should use `text_ui` and `text_ui_sm`
- [x] Fold `LabelColor` and `IconColor` into one enum
- `TextColor`
- [x] `TextTooltip`'s keybinding field should take whatever we use for
keybindings instead of a string, and render the keybinding component
- [x] `TextTooltip` should use small `Label`s
Release Notes:
- N/A
I'm gonna land what I have, even though some features aren't ported yet,
since we're working on all of this code so actively.
* [x] get the basic structure compiling
* [x] get the panel laying out correctly
* [ ] rename / new file editor
* [ ] enable the tests
* [ ] drag and drop
* [ ] context menu
[[PR Description]]
- Allows a button to take a color and resolve it into `IconColor` and
`LabelColor`
- Extend `IconColor` and `LabelColor` to allow them to take a
`Player(i)`
- `impl From<LabelColor> for IconColor`
Release Notes:
- N/A
This PR adds the `gpt-4-1106-preview` model. It required forking two
repos from different organizations, as one is a submodule of another.
Update 1:
~Currently, I'm just temporarily pointing towards a personal fork of the
repo, but once [this
PR](https://github.com/zurawiki/tiktoken-rs/pull/49) lands, we can
switch back to using the official crate.~
Update 2:
~PR was merged, we are now pointing to a specific commit on the original
official repo - may want to bump it to an official version once a new
one has been released.~
Update 3:
Author published a [new
version](https://crates.io/crates/tiktoken-rs/0.5.7). Now, we are back
to relying on the official crate.
<img width="1118" alt="SCR-20231114-ibgs"
src="https://github.com/zed-industries/zed/assets/19867440/cc2657b6-98f9-413f-9a0c-f337636f367c">
Release Notes:
- Added support for the
[`gpt-4-1106-preview`](https://openai.com/blog/new-models-and-developer-products-announced-at-devday)
model in the assistant panel.
- Updated the `assistant.default_open_ai_model` setting to default to
`gpt-4-1106-preview`. To override the default, use the following snippet
to your `settings.json` file:
```rs
"assistant": {
// 1. "gpt-3.5-turbo-0613""
// 2. "gpt-4-0613""
// 3. "gpt-4-1106-preview"
"default_open_ai_model": "<Your choice of model here>"
},
```
- Update command matches faster
- Fix action dispatching...
- Add Text::styled() and use it in command palette
- Fix SingleLine editor font size
- Fix elevation on go_to_line2
- Allow clicking on commands in the command palette
Release Notes:
- N/A
- `actions!` now uses `#[action]` on each struct to reduce duplication.
- The `#[action]` macro now works on unit structs.
- Renamed `menu::unused` to `menu::init` and added more explanation in
comments.
Release Notes:
- N/A
This is a continuation of
https://github.com/zed-industries/zed/pull/3232, however as I started
working on this it seemed a bit premature.
There are a few GPUI changes to finish getting the editor green (mainly
clipboard and simulate_resize), as well as several editor methods to
port (several around changing selections), as well as several editor
methods that are now fully broken (tagged with 'todo(finish editor
tests)').
I am also comitting the partially ported integration tests, which where
close to compiling.
Release Notes:
- N/A
[[PR Description]]
- Colocates defaults with their defs
- Organizes each style module into the `styles` subfolder
(`src/styles/players`, etc)
- Standardizes the use of `dark()` and `light()` throughout (ex:
`StatusColors::dark()`)
- Documents and extents StatusColors
Release Notes:
- N/A
This resolves a minor issue where build scripts could've acquired more
job server tokens from Cargo than allowed by `-j` parameter. I've filled
a PR at https://github.com/rust-lang/cc-rs/pull/878 and we've iterated
on the design over there since.
TL;DR: some build scripts may complete a tad bit quicker, potentially
shaving off a few seconds off of debug/release builds. Full description
of the issue is available in
https://github.com/rust-lang/cc-rs/issues/858
Release Notes:
- N/A
This resolves a minor issue where build scripts could've acquired more job server tokens from Cargo than allowed by `-j` parameter. I've filled a PR at https://github.com/rust-lang/cc-rs/pull/878 and we've iterated on the design over there since.
TL;DR: some build scripts may complete a tad bit quicker, potentially shaving off a few seconds off of debug/release builds.
Make the panel less jumpy by deferring diagnostics updates until cmd-s
is pressed, if any caret is placed inside the diagnostics panel.
Release Notes:
- N/A
Still to do:
- [ ] Figure out why `ctrl-g` `ctrl-g` doesn't dismiss GoToLine (but
`cmd-shift-p` `cmd-shift-p` does dismiss Command). Likely to do with the
"Editor" context in the keymap, but this did used to work in gpui1.
- [ ] Fix first render with incorrect matches immediately flashes.
- [ ] Show keybindings
- [x] Figure out why `cmd-shift-p "go to line" enter` panics
- [ ] Fix the selected visuals
- [ ] Party hard
- [ ] Uncomment the tests
This PR updates the `theme_importer` with support for parsing theme
files containing comments.
Up until now we've been manually removing comments from the VS Code
theme files.
Release Notes:
- N/A
This PR extends our support for parsing hex color codes to `Rgba` to
additionally support 3-value (`#rgb`) and 4-value (`#rgba`) formats.
See [here](https://developer.mozilla.org/en-US/docs/Web/CSS/hex-color)
for more details on these hex color variants.
Release Notes:
- N/A
This PR fixes some issues in response to feedback from Dan Abramov and
Jose Valim.
To do:
* [x] fix non-word search suggestions
* [x] add setting for disabling search suggestions
Release Notes:
- Fixed an issue where opening a search without text selected would
populate the search query with non-word characters adjacent to the
cursor.
- Added a setting, `seed_search_query_from_cursor`, which controls
whether the search query is automatically populated from the buffer when
starting a new buffer search or project search.
By default, the search query will always be set to the word under the
cursor. If you want to only populate the search query when text is
selected, you can add the following to your `~/.zed/settings.json`:
```json
{
"seed_search_query_from_cursor": "selection"
}
```
If you don't want the search query to be automatically populated, even
when there is text selected, add the following:
```json
{
"seed_search_query_from_cursor": "never"
}
```
This PR refines a number of styles in the default theme, as well as
updates the theme importer to support importing syntax styles from VS
Code themes.
Release Notes:
- N/A
This fix only required changing the `overrides` queries for JavaScript
and TSX. I've made the fix in both the `zed2` and `zed` crates.
Release Notes:
- Fixed an issue in JavaScript and TSX files, where the 'toggle
comments' command used the wrong comment syntax inside of JSX tags and
expressions within JSX.
When this feature is set the `themes` module won't be compiled.
This allows us to run the `theme_importer` even when the `themes` module
has compile errors in it.
Fixes
> the most annoying thing i'm running into right now is that when i'm
patching something inside node_modules, Zed tries to pretty-format it
according to my prettier config. this messes up the patch because it has
formatting changes now. i need the pretty formatting on save to be off
inside node_modules, that never makes sense
feedback from #influencers
Do note though, that language servers will still format any file inside
node_modules, but at least it's not prettier now.
VSCode seem to format the node_modules/** files via language servers
too, so that seems ok for now, and the rest could be fixed during
> "project diagnostics" (eslint) seem to be running inside node_modules,
e.g. i'm seeing 3182 "errors" in my project. that doesn't make sense and
probably wastes resources in addition to being annoying
feedback later.
Release Notes:
- Fixed prettier formatting files inside node_modules
This PR takes a different approach to input handling.
Rather than returning the optional input handler, focus handle pair from
the element trait, we instead allow you to register an input handler
imperatively on the window context with `WindowContext::handle_input`.
You pass a focus handle reference and any implementer of
`PlatformInputHandler`. There's an `ElementInputHandler<V>` that
implements `PlatformWindowHandler` so long as `V` implements
`InputHandler`.
Release Notes:
- N/A
This removes a lot of ad-hoc event translation code in the workspace and
replaces it with a GPUI feature and trait bounds.
TODO:
- [x] Proof out idea
- [x] Convert the workspace
- [x] Convert the rest of the app
Release Notes:
- N/A
[[PR Description]]
Adds documentation to ColorScaleSteps:
```rust
/// Returns the specified step in the [`ColorScale`].
#[inline]
pub fn step(&self, step: ColorScaleStep) -> Hsla {
// Steps are one-based, so we need convert to the zero-based vec index.
self.0[step.0 - 1]
}
/// `Step 1` - Used for main application backgrounds.
///
/// This step provides a neutral base for any overlaying components, ideal for applications' main backdrop or empty spaces such as canvas areas.
///
#[inline]
pub fn step_1(&self) -> Hsla {
self.step(ColorScaleStep::ONE)
}
/// `Step 2` - Used for both main application backgrounds and subtle component backgrounds.
///
/// Like `Step 1`, this step allows variations in background styles, from striped tables, sidebar backgrounds, to card backgrounds.
#[inline]
pub fn step_2(&self) -> Hsla {
self.step(ColorScaleStep::TWO)
}
/// `Step 3` - Used for UI component backgrounds in their normal states.
///
/// This step maintains accessibility by guaranteeing a contrast ratio of 4.5:1 with steps 11 and 12 for text. It could also suit hover states for transparent components.
#[inline]
pub fn step_3(&self) -> Hsla {
self.step(ColorScaleStep::THREE)
}
/// `Step 4` - Used for UI component backgrounds in their hover states.
///
/// Also suited for pressed or selected states of components with a transparent background.
#[inline]
pub fn step_4(&self) -> Hsla {
self.step(ColorScaleStep::FOUR)
}
/// `Step 5` - Used for UI component backgrounds in their pressed or selected states.
#[inline]
pub fn step_5(&self) -> Hsla {
self.step(ColorScaleStep::FIVE)
}
/// `Step 6` - Used for subtle borders on non-interactive components.
///
/// Its usage spans from sidebars' borders, headers' dividers, cards' outlines, to alerts' edges and separators.
#[inline]
pub fn step_6(&self) -> Hsla {
self.step(ColorScaleStep::SIX)
}
/// `Step 7` - Used for subtle borders on interactive components.
///
/// This step subtly delineates the boundary of elements users interact with.
#[inline]
pub fn step_7(&self) -> Hsla {
self.step(ColorScaleStep::SEVEN)
}
/// `Step 8` - Used for stronger borders on interactive components and focus rings.
///
/// It strengthens the visibility and accessibility of active elements and their focus states.
#[inline]
pub fn step_8(&self) -> Hsla {
self.step(ColorScaleStep::EIGHT)
}
/// `Step 9` - Used for solid backgrounds.
///
/// `Step 9` is the most saturated step, having the least mix of white or black.
///
/// Due to its high chroma, `Step 9` is versatile and particularly useful for semantic colors such as
/// error, warning, and success indicators.
#[inline]
pub fn step_9(&self) -> Hsla {
self.step(ColorScaleStep::NINE)
}
/// `Step 10` - Used for hovered or active solid backgrounds, particularly when `Step 9` is their normal state.
#[inline]
pub fn step_10(&self) -> Hsla {
self.step(ColorScaleStep::TEN)
}
/// `Step 11` - Used for text and icons requiring low contrast or less emphasis.
#[inline]
pub fn step_11(&self) -> Hsla {
self.step(ColorScaleStep::ELEVEN)
}
/// `Step 12` - Used for text and icons requiring high contrast or prominence.
#[inline]
pub fn step_12(&self) -> Hsla {
self.step(ColorScaleStep::TWELVE)
}
```
Release Notes:
- N/A
This PR switches us over to a fork of `ctor` that contains the fixes
from https://github.com/mmastrac/rust-ctor/pull/295, backported to our
current version of `ctor` (v0.1.20).
Once 1) the `ctor` maintainer publishes a new version with that change
and 2) we're ready to upgrade to the latest version of `ctor` we can
switch back to the mainline version.
Release Notes:
- N/A
This adds a `UniformList` element and partially implements `Picker` as a
component, using `UniformList`. Because editor2 isn't fully implemented
yet, the picker doesn't have filtering logic yet. We want to merge this
for now though, to make the UniformList element available for other
crates.
Release Notes:
- N/A
Project2's LLVM IR size is ~33-44% bigger than project1 due to the fact
that in gpui2 we call async_task::spawn(_local) with impl Future instead
of dyn Future, which leads to quite a few more instantiations of
RawTask.
LLVM-IR size for project2:
| build_type | main | this branch | project1 |
| debug | 2617795 | 2022814 | 1817866 |
| release | 4439033 | 3715086 | 3314489 |
Note that this PR is in line with what was done in GPUI1 (we've also
boxed futures there).
Release Notes:
- N/A
Project2's LLVM IR size is ~20-25% bigger than project1 due to the fact that in gpui2 we call async_task::spawn(_local) with impl Future instead of dyn Future, which leads to quite a few more instantiations of RawTask.
LLVM-IR size for project2:
| build_type | main | this branch | project1 |
| debug | 2617795 | 2022814 | 1817866 |
| release | 4439033 | 3715086 | 3314489 |
This updates our approach to action registration to make it
static/global.
There are 3 different approaches to creating an action, depending on the
complexity of your action's implementation. All of them involve defining
a data type with the correct trait implementations and registering it,
each a bit more powerful / verbose.
* Define a simple list of unit structs that implement `Action` -
`actions!(Foo, Bar, Baz)`
* Make a more complex data type into an action with `#[action]`. This
derives all the necessary traits and registers the action.
```rs
#[action]
struct MoveLeft {
word: true
}
```
* Implement all traits yourself and just register the action with
`#[register_action]`.
Release Notes:
N/A
[[PR Description]]
- Update the default theme player colors for `Zed Pro Moonlight` and
`Zed Pro Daylight`
- Adds the ability to create stories in the `theme2` crate

You can see them by running:
- `cargo run -p storybook2 -- components/players --theme "Zed Pro
Daylight"`
- `cargo run -p storybook2 -- components/players --theme`
The player colors crisscross back and forth on the color wheel so that
the colors are as distinct as possible.

We do have room to add additional players if needed. Just let me know if
we feel like the default 8 aren't cutting it.
Release Notes:
- N/A
This PR adds basic text input to Editors in zed2.
Note that we have *not* yet implemented the
`InputHandler::bounds_for_range` method on `Editor`, so the composition
and emoji picker windows are not yet positioned correctly.
[[PR Description]]
- Adds doc comments for most fields on ThemeColors
- Scaffolds out some upcoming additional fields (Will add in a later PR)
- Renames a few fields:
- `element_placeholder` -> `element_placeholder_text`
- `element_drop_target` -> `drop_target_background`
- Removes the redundant `element_placeholder_text` (This should be set
using `text_placeholder`
Release Notes:
- N/A
This PR reworks the way we define our third-party themes to make them
work as overlays on top of a base theme.
We introduce the concept of a `UserThemeFamily` that contains
`UserTheme`s. Rather than being an entire theme definition on their own,
a `UserTheme` just contains optional overrides for the values in a
`Theme`.
When resolving a `UserTheme`, we apply it on top of the base theme. Any
values not overridden in the `UserTheme` will fall back to the `Theme`
defaults.
Right now we are just using `UserTheme` to model third-party themes that
we distribute with the Zed binary. However, this same structure can also
be used to import arbitrary user themes (such as from a theme registry,
or even a theme blob from the settings file).
Release Notes:
- N/A
Ignore this PR for now.
This has a chance to speed up a build in case where e.g. we're
single-threaded in aarch64 build; at that point the x86_64 codegen can
take place. Also, MIR can probably be shared between the two
architectures, further reducing build time.
Release Notes:
- N/A
This PR renames the `ThemeVariant` type to `Theme`.
This better reflects its purpose, as well as matches the same name as we
had before, which should make porting crates slightly easier.
Release Notes:
- N/A
[[PR Description]]
Thanks @maxdeviant for all the help with this one 🫂
- Adds the `theme_importer` crate
- Adds the ability to import themes in VSCode Format.
- Adds the `assets/themes/src` folder with source files for imported
themes
- Adds an initial set of themes: `andromeda`, `ayu`, `dracula`,
`gruvbox`, `night-owl`, `noctis`, `palenight`, `rose-pine`, `solarized`,
`synthwave-84`.
From the README:
## Usage
- `cargo run -p theme_importer` - Import the context of
`assets/themes/src`
---
## Troubleshooting
As the importer generates rust files, you may need to manually do some
cleanup in `registry.rs` and `themes/mod.rs` if you remove themes or
delete the `themes` folder in the theme crate.
---
## Required Structure
To import a theme or series of themes 3 things are required:
- `family.json`: A JSON file containing the theme family metadata and
list of theme variants
- `{theme_name}.json`: One theme json for each theme variant
- `LICENSE`: A license file for the theme family
### `family.json`
#### `name`
The name of the theme family. Avoid special characters.
This will be used for the theme family directory name (lowercased) and
the theme family name in the Zed UI.
Good:
- `Rose Pine`
- `Synthwave 84`
- `Monokai Solarized`
Bad:
- `Rosé Pine`
- `Synthwave '84`
- `Monokai (Solarized)`
#### `author`
The author of the theme family. This can be a name or a username.
This will be used for the theme family author in the Zed UI.
#### `themes`
A list of theme variants.
`appearance` can be either `light` or `dark`. This will impact which
default fallback colors are used, and where the theme shows up in the
Zed UI.
### `{theme_name}.json`
Each theme added to the family must have a corresponding JSON file. This
JSON file can be obtained from the VSCode extensions folder (once you
have installed it.) This is usually located at `~/.vscode/extensions`
(on macOS).
You can use `open ~/.vscode/extensions` to open the folder in Finder
directly.
Copy that json file into the theme family directory and tidy up the
filenames as needed.
### `LICENSE`
A LICENSE file is required to import a theme family. Failing to provide
a complete text license will cause it to be skipped when the import is
run.
If the theme only provices a license code (e.g. MIT, Apache 2.0, etc.)
then put that code into the LICENSE file.
If no license is provided, either contact the theme creator or don't add
the theme.
---
### Complete Example:
An example family with multiple variants:
```json
{
"name": "Ayu",
// When both name and username are available
// prefer the `username (name)` format
"author": "dempfi (Ike Ku)",
"themes": [
{
"name": "Ayu Light",
"file_name": "ayu-light.json",
"appearance": "light"
},
{
"name": "Ayu Mirage",
"file_name": "ayu-mirage.json",
"appearance": "dark"
},
{
"name": "Ayu Dark",
"file_name": "ayu-dark.json",
"appearance": "dark"
}
]
}
```
An example single variant family:
```json
{
"name": "Andromeda",
"author": "Eliver Lara (EliverLara)",
"themes": [
{
"name": "Andromeda",
"file_name": "andromeda.json",
"appearance": "dark"
},
{
"name": "Andromeda Bordered",
"file_name": "andromeda-bordered.json",
"appearance": "dark"
}
]
}
```
Release Notes:
- N/A
- Make tab bar visible
- Fix tab text colors
- Ensure panes cover the available space
- Make the close button close
- Fix bug when unsubscribe called after remove
- WIP: start on editor element
- Add hover behaviour to tabs
- Add PointingHand on tabs
- gpui2: Add on_hover events
- Tooltip on tabs
- MOAR TOOLTIPS
- Use an `IconButton` for the tab close button
- Remove unneeded type qualification
- Tooltips in mouse event handler & fix executor timer
- Move more tooltip logic into gpui2 & fix tooltip moving on paint
- Update tooltip code a bit
- Allow multiple subscriptions from one entity handle
Release Notes:
- N/A
This PR applies a number of field renames in the `ThemeColors` struct
from the `import-theme` branch.
This will help prevent this branch from diverging too far from `main`.
Release Notes:
- N/A
---------
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
Language adapters 2.0 will systematically fix this kind of issue and
cause world peace but until we do that let's be less broken
Release Notes:
- Fixed being unable to find already downloaded Elixir-LS binary on the
file system.
This has a chance to speed up a build in case where e.g. we're single-threaded in aarch64 build; at that point the x86_64 codegen can take place. Also, MIR can probably be shared between the two architectures, further reducing build time.
Vue.js defined a bunch of symbols in it's scanner that collided with
those defined in HTML Tree-sitter grammar. I simply removed them as they
were meant for consumption by the external parties interested in HTML
parser with Vue support - since we handle that ourselves this is not
really necessary to preserve anymore. cc was firing up a bunch of
warnings about unused symbols when I've marked those functions as
`static`, so yeah.
Release Notes:
- Fixed HTML highlighting breaking in presence of <!-- --> comments
(fixeszed-industries/community#2166).
Vue.js defined a bunch of symbols in it's scanner that collided with those defined in HTML Tree-sitter grammar. I simply removed them as they were meant for consumption by the external parties interested in HTML parser with Vue support - since we handle that ourselves this is not really necessary to preserve anymore. cc was firing up a bunch of warnings about unused symbols, so yeah.
Follow-up of https://github.com/zed-industries/zed/pull/3225
That PR enabled every `project::Event::DiskBasedDiagnosticsFinished` to
update the diagnostics, which turned out to be bad, Zed does query for
more diagnostics after every excerpt update, and that seems to be due to
`Event::Edited` emitted by the multibuffers created in the diagnostics
panel.
* now, instead of eagerly updating the diagnostics every time, only do
that if the panel has 0 or 1 caret placed and no changes were made in
the panel yet.
Otherwise, use previous approach and register the updated paths to defer
their update later.
* on every `update_excerpts` in the diagnostics panel, query the entire
diagnostics summary (and store it for the future comparisons), compare
old and new summaries and re-query diagnostics for every path that's not
in both summaries.
Also, query every path that was registered during the
`DiskBasedDiagnosticsFinished` updates that were not eagerly updated
before.
This way we're supposed to get all new diagnostics (for new paths added)
and re-check all old paths that might have stale diagnostics now.
* do diagnostics rechecks concurrently for every path now, speeding the
overall process
Release Notes:
- Fixed diagnostics triggering too eagerly during multicaret edits and
certain stale diagnostics not being removed in time
[[PR Description]]
Adds checkboxes and their stories.
A checkbox can be created simply by passing an id:
~~~rust
#[derive(Component)]
pub struct Checkbox {
id: SharedString,
checked: Selected,
disabled: bool,
}
impl Checkbox {
pub fn new(id: impl Into<SharedString>) -> Self {
Self {
id: id.into(),
checked: Selected::Unselected,
disabled: false,
}
}
//...
}
~~~
I've documented this component rather thoroughly as an example of how
we've been thinking about building out UI elements:
~~~rs
pub fn render<V: 'static>(self, _view: &mut V, cx: &mut ViewContext<V>)
-> impl Component<V> {
let group_id = format!("checkbox_group_{}", self.id);
// The icon is different depending on the state of the checkbox.
//
// We need the match to return all the same type,
// so we wrap the eatch result in a div.
//
// We are still exploring the best way to handle this.
let icon = match self.checked {
// When selected, we show a checkmark.
Selected::Selected => {
div().child(
IconElement::new(Icon::Check)
.size(crate::IconSize::Small)
.color(
// If the checkbox is disabled we change the color of the icon.
if self.disabled {
IconColor::Disabled
} else {
IconColor::Selected
},
),
)
}
// In an indeterminate state, we show a dash.
Selected::Indeterminate => {
div().child(
IconElement::new(Icon::Dash)
.size(crate::IconSize::Small)
.color(
// If the checkbox is disabled we change the color of the icon.
if self.disabled {
IconColor::Disabled
} else {
IconColor::Selected
},
),
)
}
// When unselected, we show nothing.
Selected::Unselected => div(),
};
// A checkbox could be in an indeterminate state,
// for example the indeterminate state could represent:
// - a group of options of which only some are selected
// - an enabled option that is no longer available
// - a previously agreed to license that has been updated
//
// For the sake of styles we treat the indeterminate state as selected,
// but it's icon will be different.
let selected =
self.checked == Selected::Selected || self.checked ==
Selected::Indeterminate;
// We could use something like this to make the checkbox background when
selected:
//
// ~~~rust
// ...
// .when(selected, |this| {
// this.bg(cx.theme().colors().element_selected)
// })
// ~~~
//
// But we use a match instead here because the checkbox might be
disabled,
// and it could be disabled _while_ it is selected, as well as while it
is not selected.
let (bg_color, border_color) = match (self.disabled, selected) {
(true, _) => (
cx.theme().colors().ghost_element_disabled,
cx.theme().colors().border_disabled,
),
(false, true) => (
cx.theme().colors().element_selected,
cx.theme().colors().border,
),
(false, false) => (cx.theme().colors().element,
cx.theme().colors().border),
};
div()
// Rather than adding `px_1()` to add some space around the checkbox,
// we use a larger parent element to create a slightly larger
// click area for the checkbox.
.size_5()
// Because we've enlarged the click area, we need to create a
// `group` to pass down interaction events to the checkbox.
.group(group_id.clone())
.child(
div()
.flex()
// This prevent the flex element from growing
// or shrinking in response to any size changes
.flex_none()
// The combo of `justify_center()` and `items_center()`
// is used frequently to center elements in a flex container.
//
// We use this to center the icon in the checkbox.
.justify_center()
.items_center()
.m_1()
.size_4()
.rounded_sm()
.bg(bg_color)
.border()
.border_color(border_color)
// We only want the interaction states to fire when we
// are in a checkbox that isn't disabled.
.when(!self.disabled, |this| {
// Here instead of `hover()` we use `group_hover()`
// to pass it the group id.
this.group_hover(group_id.clone(), |el| {
el.bg(cx.theme().colors().element_hover)
})
})
.child(icon),
)
}
~~~
Release Notes:
- N/A
[[PR Description]]
A few mix organizational things in UI, as well as some toggle changes.
Simplify toggle:
```rust
/// Whether the entry is toggleable, and if so, whether it is currently toggled.
///
/// To make an element toggleable, simply add a `Toggle::Toggled(_)` and handle it's cases.
///
/// You can check if an element is toggleable with `.is_toggleable()`
///
/// Possible values:
/// - `Toggle::NotToggleable` - The entry is not toggleable
/// - `Toggle::Toggled(true)` - The entry is toggleable and toggled
/// - `Toggle::Toggled(false)` - The entry is toggleable and not toggled
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum Toggle {
NotToggleable,
Toggled(bool),
}
```
Adds helper functions to easily get the toggle and toggleable states:
```rust
impl Toggle {
/// Returns true if the entry is toggled (or is not toggleable.)
///
/// As element that isn't toggleable is always "expanded" or "enabled"
/// returning true in that case makes sense.
pub fn is_toggled(&self) -> bool {
match self {
Self::Toggled(false) => false,
_ => true,
}
}
pub fn is_toggleable(&self) -> bool {
match self {
Self::Toggled(_) => true,
_ => false,
}
}
}
```
Pulls `disclosure_control` out of components and creates a common def:
```rust
pub fn disclosure_control<V: 'static>(toggle: Toggle) -> impl Component<V> {
match (toggle.is_toggleable(), toggle.is_toggled()) {
(false, _) => div(),
(_, true) => div().child(
IconElement::new(Icon::ChevronDown)
.color(IconColor::Muted)
.size(IconSize::Small),
),
(_, false) => div().child(
IconElement::new(Icon::ChevronRight)
.color(IconColor::Muted)
.size(IconSize::Small),
),
}
}
```
disclosure_control will likely get pulled into it's own component in the
future instead of being in toggle.
Release Notes:
- N/A
This fixes a tiny UX bug where the tooltip would appear to move if you
hovered over an element, then moved your mouse out and back within
500ms.
The fix is to retain the task, so we can drop it to cancel it when the
mouse leaves.
Also changes the time we construct the tooltip to the time it first
shows.
This PR reorganizes the components in the `ui2` crate.
The distinction between "elements" and "components" is now gone, with
all of the reusable components living under `components/`.
The components that we built while prototyping but will eventually live
in other crates currently reside in the `to_extract/` module.
Release Notes:
- N/A
r-a now has 2 different types of diagnostics:
* "disk-based" ones that come from `cargo check` and related, that emit
`project::Event::DiskBasedDiagnosticsStarted` and
`DiskBasedDiagnosticsFinished`
* "flycheck" diagnostics from r-a itself, that it tries to dynamically
apply to every buffer open, that come with `DiagnosticsUpdated` event.
Latter diagnostics update frequently, on every file close and open, but
`diagnostics.rs` logic had never polled for new diagnostics after
registering the `DiagnosticsUpdated` event, so the only way we could
have newer diagnostics was to re-open the whole panel.
The PR fixes that, and also adds more debug logging to the module.
The logic of the fix looks very familiar to previous related fix:
https://github.com/zed-industries/zed/pull/3128
One notable thing after the fix: "flycheck" diagnostics stay forever if
the diagnostics panel is opened: excerpts in that panel do not allow the
buffer to get dropped (hence, closed in terms of r-a) and get the
updated, zero diagnostics.
If the diagnostics panel is opened and closed multiple times, those
errors gradually disappear.
Release Notes:
- Fixed diagnostics panel not refreshing its contents properly
This PR removes the `Default` impl for `ThemeColors`.
Since we need default light and dark variants for `ThemeColors`, we
can't use a single `Default` impl.
Release Notes:
- N/A
Opening this pull request early on, as I added a bunch of APIs to
`gpui2` and uncommented code that might be useful to others in
`workspace2`.
Release Notes:
- N/A
Previously, when using rounded corners, the borders would get wider.
Looks like we weren't using the input color values consistently in the
fragment shader. The quad values are raw HSLA and are converted in the
vertex shader.
Release Notes:
- N/A
This required using mpsc channels to invoke frame callbacks on the
main thread and send the receiver to the platform display link.
Co-Authored-By: Julia Risley <julia@zed.dev>
This PR adds a `map` method to the `Component` trait.
`map` is a fully-generalized form of `when`, as `when` can be expressed
in terms of `map`:
```rs
div().map(|this| if condition { then(this) } else { this })
```
This allows us to take advantage of Rust's pattern matching when
building up conditions:
```rs
// Before
div()
.when(self.current_side == PanelSide::Left, |this| this.border_r())
.when(self.current_side == PanelSide::Right, |this| {
this.border_l()
})
.when(self.current_side == PanelSide::Bottom, |this| {
this.border_b().w_full().h(current_size)
})
// After
div()
.map(|this| match self.current_side {
PanelSide::Left => this.border_r(),
PanelSide::Right => this.border_l(),
PanelSide::Bottom => this.border_b().w_full().h(current_size),
})
```
Release Notes:
- N/A
authenticate with completion provider on new inline assists
Release Notes:
- Fixed bug which lead the inline assist functionality to never
authenticate
This pull request removes more `Send` bounds from GPUI2 after #3206 and
simplifies some internals. Specifically:
- The `Reference` enum was removed, as we always capture mutable
references anyway.
- A few GATs from `Context` and `VisualContext` were removed, as they're
unnecessary now that `MainThread` isn't a thing.
- View rendering was greatly simplified (we were able to remove
`EraseViewState` and `ViewObject`)
Release Notes:
- N/A
The potential for deadlock and other complexity ended up convincing us
that the benefits of making the app state accessible from any thread
were not worth their cost. We probably could have gone back to the old
executors, but we decided to fix forward and continue to get the
benefits of the new dispatcher.
This PR adjusts the representations of `ColorScale`s to allow us to
remove an unsafe `From` impl when converting from the statically-defined
representation of the scale.
Release Notes:
- N/A
This PR adds a new `ui_font_size` setting that can be used to control
the scale of the entire UI.
We use the value in this setting to set the base rem size of the window.
Release Notes:
- N/A
This PR adjusts the individual color scale functions to return
`ColorScaleSet`s instead of `DefaultColorScaleSet`s.
We only use the `DefaultColorScaleSet`s to simplify the construction of
the scales, so it isn't necessary to surface them outside of the
function.
Release Notes:
- N/A
This PR updates the `ThemeStyles` struct to use the `Refineable` trait
instead of a custom declarative macro for generating refinements.
Release Notes:
- N/A
This PR removes the old `Theme` definition in favor of the new
`ThemeVariant`s.
The new `SyntaxStyles` have been reverted to the old `SyntaxTheme` that
operates by storing the syntax styles as a vector of
`gpui2::HighlightStyle`s.
This is necessary for the intended usage by `language2`, where we find
the longest key in the theme's syntax styles that matches the capture
name:
18431051d9/crates/language2/src/highlight_map.rs (L15-L41)
This PR reworks the theme definition in the `theme2` crate to be based
off of the new theme work that @iamnbutler has been working on.
We're still developing the new theme system, but it is complete enough
that we can now load the default theme and use it to theme the storybook
(albeit with some further refining of the color palette required).
---------
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Marshall Bowers <marshall@zed.dev>
The entity map needs to be able to distinguish between the case when
the entity_id is waiting to be dropped, and when it is completely gone.
Before 8bc207141, it assumed that entity_ids in dropped_entity_ids could
be re-used. This caused `take_dropped` to error because the slot had
been overwritten. The fix there caused weak handles to allow upgrading
a reference count from 0, which could resurrect items in
`dropped_entity_ids` which caused them to be dropped twice.
We could allow weak items to upgrade from 0, and delete from
dropped_entity_ids, but that seemed more complicated than necessary.
# This config is different from config.toml in this directory, as the latter is recognized by Cargo.
# This file is placed in $HOME/.cargo/config.toml on CI runs. Cargo then merges Zeds .cargo/config.toml with $HOME/.cargo/config.toml
# with preference for settings from Zeds config.toml.
# TL;DR: If a value is set in both ci-config.toml and config.toml, config.toml value takes precedence.
# Arrays are merged together though. See: https://doc.rust-lang.org/cargo/reference/config.html#hierarchical-structure
# The intent for this file is to configure CI build process with a divergance from Zed developers experience; for example, in this config file
# we use `-D warnings` for rustflags (which makes compilation fail in presence of warnings during build process). Placing that in developers `config.toml`
# would be incovenient.
# We *could* override things like RUSTFLAGS manually by setting them as environment variables, but that is less DRY; worse yet, if you forget to set proper environment variables
# in one spot, that's going to trigger a rebuild of all of the artifacts. Using ci-config.toml we can define these overrides for CI in one spot and not worry about it.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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