- Custom handling of dead keys has been removed. UX for dead keys is now the same as other applications on Windows. - We could bring back some kind of custom UI, but only if UX is fully compatible with expected Windows behavior (e.g. ability to move the cursor after typing a dead key). - Fixes https://github.com/zed-industries/zed/issues/38838 - Character input via AltGr shift state now always has priority over keybindings. This applies regardless of whether the keystroke used the AltGr key or Ctrl+Alt to enter the shift state. - In particular, we use the following heuristic to determine whether a keystroke should trigger character input first or trigger keybindings first: - If the keystroke does not have any of Ctrl/Alt/Win down, trigger keybindings first. - Otherwise, determine the character that would be entered by the keystroke. If it is a control character, or no character at all, trigger keybindings first. - Otherwise, the keystroke has _any_ of Ctrl/Alt/Win down and generates a printable character. Compare this character against the character that would be generated if the keystroke had _none_ of Ctrl/Alt/Win down: - If the character is the same, the modifiers are not significant; trigger keybindings first. - If there is no active input handler, or the active input handler indicates that it isn't accepting text input (e.g. when an operator is pending in Vim mode), character entry is not useful; trigger keybindings first. - Otherwise, assume the modifiers enable access to an otherwise difficult-to-enter key; trigger character entry first. - Fixes https://github.com/zed-industries/zed/issues/35862 - Fixes https://github.com/zed-industries/zed/issues/40054#issuecomment-3447833349 - Fixes https://github.com/zed-industries/zed/issues/41486 - TranslateMessage calls are no longer skipped for unhandled keystrokes. This fixes language input keys on Japanese and Korean keyboards (and surely other cases as well). - To avoid any other missing-TranslateMessage headaches in the future, the message loop has been rewritten in a "traditional" Win32 style, where accelerators are handled in the message loop and TranslateMessage is called in the intended manner. - Fixes https://github.com/zed-industries/zed/issues/39971 - Fixes https://github.com/zed-industries/zed/issues/40300 - Fixes https://github.com/zed-industries/zed/issues/40321 - Fixes https://github.com/zed-industries/zed/issues/40335 - Fixes https://github.com/zed-industries/zed/issues/40592 - Fixes https://github.com/zed-industries/zed/issues/40638 - As a bonus, Alt+Space now opens the system menu, since it is triggered by the WM_SYSCHAR generated by TranslateMessage. - VK_PROCESSKEYs are now ignored rather than being unwrapped and matched against keybindings. This ensures that IMEs will reliably receieve keystrokes that they express interest in. This matches the behavior of native Windows applications. - Fixes https://github.com/zed-industries/zed/issues/36736 - Fixes https://github.com/zed-industries/zed/issues/39608 - Fixes https://github.com/zed-industries/zed/issues/39991 - Fixes https://github.com/zed-industries/zed/issues/41223 - Fixes https://github.com/zed-industries/zed/issues/41656 - Fixes https://github.com/zed-industries/zed/issues/34180 - Fixes https://github.com/zed-industries/zed/issues/41766 Release Notes: - windows: Improved keyboard input handling for international keyboard layouts and IMEs
Welcome to GPUI!
GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.
Getting Started
GPUI is still in active development as we work on the Zed code editor, and is still pre-1.0. There will often be breaking changes between versions. You'll also need to use the latest version of stable Rust and be on macOS or Linux. Add the following to your Cargo.toml:
gpui = { version = "*" }
Everything in GPUI starts with an Application. You can create one with Application::new(), and kick off your application by passing a callback to Application::run(). Inside this callback, you can create a new window with App::open_window(), and register your first root view. See gpui.rs for a complete example.
Dependencies
GPUI has various system dependencies that it needs in order to work.
macOS
On macOS, GPUI uses Metal for rendering. In order to use Metal, you need to do the following:
- Install Xcode from the macOS App Store, or from the Apple Developer website. Note this requires a developer account.
Ensure you launch Xcode after installing, and install the macOS components, which is the default option.
-
Install Xcode command line tools
xcode-select --install -
Ensure that the Xcode command line tools are using your newly installed copy of Xcode:
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
The Big Picture
GPUI offers three different registers depending on your needs:
-
State management and communication with
Entity's. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's entities. Entities are owned by GPUI and are only accessible through an owned smart pointer similar to anRc. See theapp::contextmodule for more information. -
High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply an
Entitythat can be rendered, by implementing theRendertrait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree ofelements, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See thedivelement for an all purpose swiss-army knife of rendering. -
Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the
elementmodule for more information.
Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.
Other Resources
In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:
-
Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the
actionmodule for more information. -
Platform services, such as
quit the apporopen a URLare available as methods on theapp::App. -
An async executor that is integrated with the platform's event loop. See the
executormodule for more information., -
The
[gpui::test]macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, aTestAppContextwhich provides ways of simulating common platform input. Seeapp::test_contextandtestmodules for more details.
Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.