Commit Graph

106 Commits

Author SHA1 Message Date
Mikayla Maki
40f60ebe2d
Fix the linux keymap (#9829)
Earlier versions where a simple find-replace of `cmd` => `ctrl`. In this
PR, I've gone over every keybinding individually and checked them.

Release Notes:

- Removed the `ShowContextMenu` action, it's only usage was in the
collab panel and it's been rebound to `SecondaryConfirm`
2024-03-26 16:10:09 -07:00
Bennet Bo Fenner
e272acd1bc
collab ui: Fix notification windows on external monitors (#9817)
Sharing a project displays a notification (window) on every screen.
Previously there was an issue with the positioning of windows on all
screens except the primary screen.

As you can see here:


![image](https://github.com/zed-industries/zed/assets/53836821/314cf367-8c70-4e8e-bc4a-dcbb99cb4f71)

Now:


![image](https://github.com/zed-industries/zed/assets/53836821/42af9ef3-8af9-453a-ad95-147b5f9d90ba)

@mikayla-maki and I also decided to refactor the `WindowOptions` a bit. 
Previously you could specify bounds which controlled the positioning and
size of the window in the global coordinate space, while also providing
a display id (which screen to show the window on). This can lead to
unusual behavior because you could theoretically specify a global bound
which does not even belong to the display id which was provided.

Therefore we changed the api to this:
```rust
struct WindowOptions {
    /// The bounds of the window in screen coordinates
    /// None -> inherit, Some(bounds) -> set bounds.
    pub bounds: Option<Bounds<DevicePixels>>,

    /// The display to create the window on, if this is None,
    /// the window will be created on the main display
    pub display_id: Option<DisplayId>,
}
```

This lets you specify a display id, which maps to the screen where the
window should be created and bounds relative to the upper left of the
screen.

Release Notes:

- Fixed positioning of popup windows (e.g. when sharing a project) when
using multiple external displays.

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-03-26 13:07:38 -07:00
Marshall Bowers
c1f1c5e75f
ui: Refine TitleBar component (#9415)
This PR continues the refinements to the `TitleBar` component.

Here are the notable changes:

- `KeyBindingDisplay` and `PlatformStyle` have been unified into a
single `PlatformStyle`.
- This provides us a consistent way for adapting UI to different
platform styles.
- `PlatformTitlebar` has been renamed to `TitleBar`.
  - The `Platform` prefix was irrelevant.
- The Windows window controls have been factored out into a separate
module and have been componentized.

<img width="1283" alt="Screenshot 2024-03-15 at 3 34 38 PM"
src="https://github.com/zed-industries/zed/assets/1486634/07da391f-828b-48bf-8849-58863f4ccce7">

> I'm missing the Segoe Fluent Icons font, so that's why the aren't
rendering properly.

Release Notes:

- N/A
2024-03-15 15:48:07 -04:00
Marshall Bowers
123d3ee282
ui: Clean up PlatformTitlebar implementation (#9413)
This PR cleans up the implementation of the `PlatformTitlebar` component
to better match our conventions for building UI components.

Release Notes:

- N/A
2024-03-15 14:31:02 -04:00
Mikayla Maki
e792c1a5c5
Open new windows with a default size and position (#9204)
This PR changes GPUI to open windows with a default size and location,
and to otherwise inherit from their spawning window.

Note: The linux build now crashes on startup.

Release Notes:

- N/A

---------

Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Ezekiel Warren <zaucy@users.noreply.github.com>
2024-03-12 21:19:51 -07:00
Antonio Scandurra
4700d33728
Fix flickering (#9012)
See https://zed.dev/channel/gpui-536

Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207


### Problem

After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.

However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.

### Solution

This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.

We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.

With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.

### Performance

Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).


![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e)

Release Notes:

- Fixed a bug that was causing popovers to flicker.

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 10:45:57 +01:00
Marshall Bowers
9735912965
Enable clippy::clone_on_copy (#8728)
This PR enables the
[`clippy::clone_on_copy`](https://rust-lang.github.io/rust-clippy/master/index.html#/clone_on_copy)
rule and fixes the outstanding violations.

Release Notes:

- N/A
2024-03-02 17:37:48 -05:00
Marshall Bowers
4b81b15cad
Enable clippy::useless_conversion (#8724)
This PR enables the
[`clippy::useless_conversion`](https://rust-lang.github.io/rust-clippy/master/index.html#/useless_conversion)
rule and fixes the outstanding violations.

Release Notes:

- N/A
2024-03-02 16:31:47 -05:00
Kirill Bulatov
c29ea9bdbc Allow using context in the placeholder_text method 2024-02-25 00:08:57 +02:00
白山風露
aef299be3d
CI: Enable clippy on Windows (#8240)
Release Notes:

- N/A
2024-02-23 16:23:42 -08:00
Michael Angerman
ba6b319046
Add an app_menu to Storybook which enables quitting with cmd-q (#8166)
I really think storybook is a cool standalone app but there are some
usability issues that are getting in the way of making this a fun tool
to use.

Currently it is not easy to gracefully exit out of storybook.

In fact even trying to Ctrl-c out of storybook seems currently broken to
me...

So the only real way to exit out of storybook is to kill the process
after a Ctrl-z.

This PR attempts to make this much easier by adding a simple app_menu
with a menu item called quit along with the ability to *Cmd-q* out of
storybook as well...

Both the menu item quit and *Cmd-q* gracefully exit storybook.

There are still a bunch of issues with storybook which I plan on
addressing in future PR's but this is a start and something that to me
is the highest priority to make storybook more functional and easy to
use moving forward.

One of my longer term goals of storybook is to have it be a nice stand
alone application similar to
[Loungy](https://github.com/MatthiasGrandl/Loungy) which can be used as
a nice tutorial application for how to develop a real world *gpui* app.

For that reason I added a *assets/keymaps/storybook.json* file as well.
2024-02-22 12:51:40 -05:00
Bennet Bo Fenner
c33efe8cd0
recent projects: cleanup ui (#7528)
As the ui for the file finder was recently changed in #7364, I think it
makes sense to also update the ui of the recent projects overlay.

Before:

![image](https://github.com/zed-industries/zed/assets/53836821/8a0f5bef-9b37-40f3-a974-9dfd7833cc71)

After:

![image](https://github.com/zed-industries/zed/assets/53836821/7e9f934a-1ac3-4716-b7b6-67a7435f3bde)


Release Notes:

- Improved UI of recent project overlay
2024-02-19 14:37:52 +02:00
Marshall Bowers
7656096814
Rework access to ThemeRegistry global (#7023)
This PR reworks how we access the `ThemeRegistry` global.

Previously we were making calls directly on the context, like
`cx.global::<ThemeRegistry>`. However, one problem with this is that it
spreads out the knowledge of exactly what type is stored in the global.

In order to make it easier to adjust the type we store in the context
(e.g., wrapping the `ThemeRegistry` in an `Arc`), we now call methods on
the `ThemeRegistry` itself for accessing the global.

It would also be interesting to see how we could prevent access to the
`ThemeRegistry` without going through one of these dedicated methods 🤔

Release Notes:

- N/A
2024-01-29 17:51:34 -05:00
Piotr Osiewicz
8fbc88b708
Load embedded fonts directly from .rdata instead of cloning (#6932)
The fonts we embed in Zed binary (Zed Sans & Zed Mono) weigh about 30Mb in total and we are cloning them several times during startup and loading of embedded assets (once explicitly in Zed and then under the hood in font-kit). Moreover, after loading we have at least 2 copies of each font in our program; one in .rdata and the other on the heap for use by font-kit.
This commit does away with that distinction (we're no longer allocating the font data) and slightly relaxes the interface of `TextSystem::add_fonts` by expecting one to pass `Cow<[u8]>` instead of `Arc<Vec<u8>>`. Additionally, `AssetSource::get` now returns `Cow<'static, [u8]>` instead of `Cow<'self, [u8]>`; all existing implementations conform with that change.

Note that this optimization takes effect only in Release builds, as the library we use for asset embedding - rust-embed - embeds the assets only in Release mode and in Dev builds it simply loads data from disk. Thus it returns `Cow<[u8]>` in it's interface. Therefore, we still copy that memory around in Dev builds, but that's not really an issue. 
This patch makes no assumptions about the build profile we're running under, that's just an intrinsic property of rust-embed.

Tl;dr: this should shave off about 30Mb of memory usage and a fair chunk (~30ms) of startup time.

Release Notes:
- Improved startup time and memory usage.
2024-01-29 10:06:57 +01:00
Marshall Bowers
5f1dcb76fe
Load JSON themes (#6893)
This PR changes the theme loading to use the JSON themes bundled with
the binary rather then the Rust theme definitions.

### Performance

I profiled this using `cargo run --release` to see what the speed
differences would be now that we're deserializing JSON:

**Before:** `ThemeRegistry::load_user_themes` took 16.656666ms
**After:** `ThemeRegistry::load_user_themes` took 18.784875ms

It's slightly slower, but not by much. There is probably some work we
could do here to bring down the theme loading time in general.

Release Notes:

- N/A
2024-01-27 16:03:04 -05:00
Mikayla
ce0ff819f9
Fix more tests 2024-01-23 21:49:05 -08:00
Julia
2c3d9805a4 Store a z-index id per-layer
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2024-01-22 10:16:59 -05:00
Marshall Bowers
4ce0c27e0a
Remove more commented-out code (#4150)
This PR removes some more commented-out code from various spots in the
codebase.

Release Notes:

- N/A
2024-01-18 23:17:41 -05:00
Conrad Irwin
6c2da0d25b Revert "Store a z-index id per-layer (#4128)"
This reverts commit 28a2337218, reversing
changes made to e992f84735.
2024-01-18 13:28:23 -07:00
Julia
bc2302f723 Store a z-index id per-layer
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2024-01-18 13:24:25 -05:00
Nathan Sobo
1d3ca8eb5d Adjust APIs for simpler examples in blog post 2024-01-17 21:19:28 -07:00
Mikayla Maki
aa7351041d
Add typo detection to CI (#4107)
Adding the typos crate to our CI will take some doing, as we have
several tests which rely on typos in various ways (e.g. checking state
as the user types), but I thought I'd take a first stab at fixing what
it finds.

Release Notes:

- N/A
2024-01-17 17:13:47 -08:00
Piotr Osiewicz
6cbc49e5f0
Editor docs (#4097)
Release Notes:

- N/A

---------

Co-authored-by: Kirill <kirill@zed.dev>
2024-01-18 00:48:37 +01:00
Mikayla
57400e9687
Fix typos detected by crate-ci/typos 2024-01-17 14:31:21 -08:00
Marshall Bowers
90f4c70a82
Rename h_stack and v_stack to h_flex and v_flex, respectively (#4053)
This PR renames the `h_stack` and `v_stack` to `h_flex` and `v_flex`,
respectively.

We were previously using `h_stack` and `v_stack` to match SwiftUI, but
`h_flex` and `v_flex` fit better with the web/flexbox terminology that
the rest of GPUI uses.

Additionally, we were already calling the utility functions used to
implement `h_stack` and `v_stack` by the new names.

Release Notes:

- N/A
2024-01-15 11:34:06 -05:00
Julia
5000a53a61 Prevent storybook dialog from swallowing terminal cursor when ctrl-c-ed 2024-01-15 10:19:08 -05:00
Mikayla
bfb59f1598
Remove last stale code 2024-01-12 20:59:19 -08:00
Marshall Bowers
4afa5fb23e
Add stories for collab notifications (#3967)
This PR adds some basic stories for collab notifications to make them
easier to work on:

<img width="1076" alt="Screenshot 2024-01-08 at 9 43 39 PM"
src="https://github.com/zed-industries/zed/assets/1486634/4a0adcfa-1134-49c2-b589-74ac1d52af4c">

I factored out a `CollabNotification` component that defines the general
structure for one of these notifications, and this is the component that
we use in the stories, with representative values passed to it to
simulate the different instances of the notification.

We can't use the actual notification components in the stories due to
their data dependencies.

Release Notes:

- N/A
2024-01-08 21:54:59 -05:00
Max Brunsfeld
dfcb17fe74 Remove 2 suffix for theme
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:41:01 -08:00
Max Brunsfeld
4305c5fdbe Remove 2 suffix for ui, storybook, text
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:33:51 -08:00
Marshall Bowers
45f3a98359
Remove old ui and storybook crates (#3125)
This PR deletes the old `ui` and `storybook` crates in favor of their
newer variants that we'll be landing to `main` in the near future.

### Motivation

These crates are based off the old version of GPUI 2 (the `gpui2`
crate).

At this point we have since transitioned to the new version of GPUI 2
(the `gpui3` crate, currently still on the `gpui2` branch).

Having both copies around is confusing, so the old ones are going the
way of the dinosaurs.

Release Notes:

- N/A
2023-10-12 17:40:20 -04:00
Marshall Bowers
456baaa112
Mainline GPUI2 UI work (#3099)
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.

Included in this is a performance improvement to make use of the
`TextLayoutCache` when calling `layout` for `Text` elements.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
2023-10-06 13:18:56 -04:00
Marshall Bowers
9e1f7c4c18
Mainline GPUI2 UI work (#3079)
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Nate <nate@zed.dev>
2023-10-02 18:20:47 -04:00
Marshall Bowers
247c7eff14
storybook: Fix kitchen sink story (#3064)
This PR fixes the kitchen sink story in the storybook.

Included are some additional changes that make it so the kitchen sink is
automatically populated by all of the defined stories.

Release Notes:

- N/A
2023-09-28 21:22:50 -04:00
Marshall Bowers
f26ca0866c
Mainline GPUI2 UI work (#3062)
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Nate <nate@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
2023-09-28 19:36:21 -04:00
Marshall Bowers
ad62a966a6
Display available stories in storybook CLI (#3021)
This PR updates the storybook CLI to support displaying all of the
available stories.

The `--help` flag will now show a list of all the available stories:

<img width="1435" alt="Screenshot 2023-09-22 at 6 11 00 PM"
src="https://github.com/zed-industries/zed/assets/1486634/284e1a24-46ec-462e-9709-0f9b6e94931f">

Inputting an invalid story name will also show the list of available
stories:

<img width="1435" alt="Screenshot 2023-09-22 at 6 10 43 PM"
src="https://github.com/zed-industries/zed/assets/1486634/1ce3ae3f-ab03-4976-a06a-5a2b5f61eae3">

Release Notes:

- N/A
2023-09-22 18:16:16 -04:00
Marshall Bowers
fe4248cf34
Scaffold Toolbar and Breadcrumb components (#3020)
This PR scaffolds the `Toolbar` and `Breadcrumb` components.

Right now they both just consist of hardcoded data.

<img width="846" alt="Screenshot 2023-09-22 at 4 54 00 PM"
src="https://github.com/zed-industries/zed/assets/1486634/70578df2-7216-42d2-97ef-d38b83fb4a25">

<img width="799" alt="Screenshot 2023-09-22 at 4 46 04 PM"
src="https://github.com/zed-industries/zed/assets/1486634/73ca3d8a-baf9-4ed4-b4c4-279c674672a3">

Release Notes:

- N/A
2023-09-22 16:57:33 -04:00
Marshall Bowers
27e3e09bb9
Label component states in stories (#3019)
This PR updates the UI component stories to label the various states
that they are in.

Release Notes:

- N/A
2023-09-22 15:48:32 -04:00
Marshall Bowers
8b6e982495
Remove manual mapping in FromStr implementation for StorySelector (#3018)
This PR removes the need for writing manual mappings in the `FromStr`
implementation for the `StorySelector` enum used in the storybook CLI.

We are now using the
[`EnumString`](https://docs.rs/strum/0.25.0/strum/derive.EnumString.html)
trait from `strum` to automatically derive snake_cased names for the
enums.

This will cut down on some of the manual work needed to wire up more
stories to the storybook.

Release Notes:

- N/A
2023-09-22 14:06:09 -04:00
Marshall Bowers
71c1e36d1e
Put Theme behind an Arc (#3017)
This PR puts the `Theme` returned from the `theme` function behind an
`Arc`.

### Motivation

While working on wiring up window focus events for the `TitleBar`
component we ran into issues where `theme` was holding an immutable
borrow to the `ViewContext` for the entirety of the `render` scope,
which prevented having mutable borrows in the same scope.

### Explanation

To avoid this, we can make `theme` return an `Arc<Theme>` to allow for
cheap clones and avoiding the issues with the borrow checker.

Release Notes:

- N/A

Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
2023-09-22 13:35:30 -04:00
Marshall Bowers
d8c6adf338
Factor story boilerplate out into separate components (#3016)
This PR factors out the bulk of the boilerplate required to setup a
story in the storybook out into separate components.

The pattern we're using here is adapted from the "[associated
component](https://maxdeviant.com/posts/2021/react-associated-components/)"
pattern in React.

Release Notes:

- N/A
2023-09-22 11:38:01 -04:00
Marshall Bowers
5083ab7694
Add TrafficLights component (#3011)
This PR adds a `TrafficLights` component for GPUI2.

<img width="861" alt="Screenshot 2023-09-21 at 11 32 10 PM"
src="https://github.com/zed-industries/zed/assets/1486634/0fe0e847-49b3-44dc-bd4c-64f12f0051c1">

Release Notes:

- N/A
2023-09-21 23:42:18 -04:00
Marshall Bowers
66358f2900
Update storybook to support stories for individual components (#3010)
This PR updates the `storybook` with support for adding stories for
individual components.

### Motivation

Right now we just have one story in the storybook that renders an entire
`WorkspaceElement`.

While iterating on the various UI components, it will be helpful to be
able to create stories of those components just by themselves.

This is especially true for components that have a number of different
states, as we can render the components in all of the various states in
a single layout.

### Explanation

We achieve this by adding a simple CLI to the storybook.

The `storybook` binary now accepts an optional `[STORY]` parameter that
can be used to indicate which story should be loaded. If this parameter
is not provided, it will load the workspace story as it currently does.

Passing a story name will load the corresponding story, if it exists.

For example:

```
cargo run -- elements/avatar
```

<img width="723" alt="Screenshot 2023-09-21 at 10 29 52 PM"
src="https://github.com/zed-industries/zed/assets/1486634/5df489ed-8607-4024-9c19-c5f4541f97c9">

```
cargo run -- components/facepile
```

<img width="785" alt="Screenshot 2023-09-21 at 10 30 07 PM"
src="https://github.com/zed-industries/zed/assets/1486634/e04a4577-7403-405d-b23c-e765b7a06229">



Release Notes:

- N/A
2023-09-21 22:41:53 -04:00
Marshall Bowers
baa07e935e
Extract UI elements from storybook into new ui crate (#3008)
This PR extracts the various UI elements from the `storybook` crate into
a new `ui` library crate.

Release Notes:

- N/A
2023-09-21 19:25:35 -04:00
Marshall Bowers
c252eae32e
Reorganize ui module exports (#3007)
This PR reorganizes the exports for the `ui` module in the `storybook`
crate.

### Motivation

Currently we expose each of the various elements/components/modules in
two places:

- Through the module itself (e.g., `ui::element::Avatar`)
- Through the `ui` module's re-exports (e.g., `ui::Avatar`)

This means it's possible to import any given item from two spots, which
can lead to inconsistencies in the consumers. Additionally, it also
means we're shipping the exact module structure underneath `ui` as part
of the public API.

### Explanation

To avoid this, we can avoid exposing each of the individual modules
underneath `ui::{element, component, module}` and instead export just
the module contents themselves.

This makes the `ui` module namespace flat.

Release Notes:

- N/A
2023-09-21 17:46:37 -04:00
Nate Butler
be6690bf0b Update tracker.md 2023-09-20 13:08:20 -04:00
Nate Butler
6dcb0bafb0 WIP Project Tracker 2023-09-20 12:53:08 -04:00
Nate Butler
2699f170ca Checkpoint - Details 2023-09-19 19:18:23 -04:00
Nate Butler
65aa4d5642 Draw indent guides using indent_level
Co-Authored-By: Julia <30666851+ForLoveOfCats@users.noreply.github.com>
2023-09-19 12:38:46 -04:00
Nate Butler
3a9f5d6ddc use u32 as indent_level
Co-Authored-By: Julia <30666851+ForLoveOfCats@users.noreply.github.com>
2023-09-19 11:59:55 -04:00