This PR adds general-purpose functions for obtaining a `Length` in
viewport units.
Previously in #3600 we had added specific variants of `w` and `h` that
took viewport units, but I think it makes more sense to just have a
primitive that can compose with any styling method that accepts a
`Length` or `Into<Length>`.
Release Notes:
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This PR increases the max height of the outline picker so that it can
take up a larger area of the screen when there are lots of results.
This behavior is similar to the way it was in Zed1.
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This commit also changes the way search queries are built (we do not bail early anymore if include/exclude editor queries are malformed) to propagate error status of the panel.
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Previously, we changed borders to be drawn after content, so they are no longer
part of the same quads as the background. In our change, we gave the background
quad a transparent black border and the border quads transparent black
backgrounds. However, this caused the other channels to blend toward that black
color before becoming fully transparent, causing them to become darker.
In this PR, I source the "placeholder" color by duplicating the values for
the other channels and only adjust the alpha down to zero.
**This PR also bumps wasmtime version from 0.38 to 2.0 as 0.38 does not
build with Rust 1.75**. I did not test the plugin runtime as (AFAIK) we
intend to deprecate it; also, wasmtime's most recent version is 16.0, so
it'd make sense to bump the version at some point anyways. I did not
bump the version to 16.0 straight away as that'd require code changes in
`plugin_runtime`.
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Remove the event send timer in Zed 2 telemetry in effort to continue
reducing the amount of stress the vercel endpoint receives. This allows
the queues to fill up entirely before sending them off. I'm leaving the
timer in for Zed 1 because we don't force the events queue to clear on
app close in Zed 1, so it feels best to leave it in there, as it might
catch some unsent events before closing.
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This PR applies another round of refinements to the ported Zed1 themes.
Most of this was focused around the coloration of UI text to better
match Zed1.
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This PR adjusts the sizes of the current call controls in the title bar
to be smaller.
This matches the size of the other title bar items that are always
present.
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This PR adjusts the size of the tab descriptions to use the extra small
label size.
This makes it easier to distinguish between the filename and the
description:
<img width="320" alt="Screenshot 2023-12-22 at 6 49 11 PM"
src="https://github.com/zed-industries/zed/assets/1486634/451d4cd0-666c-43c2-b5df-6d9cf91dacda">
It's also more in line with how things look in Zed1.
Release Notes:
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This PR is a first pass at porting the Zed1 themes to Zed2.
For the initial release of Zed2 we'll be shipping just the themes that
existed in Zed1, ported to Zed2. The new themes that were previously
added just in Zed2 have been removed.
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1. Blocks (with their headers) and mouse listeners should be drawn together otherwise either starts to loose mouse events.
2. Scrollbar should be above all to match zed1 look and avoid buffer headers popping slightly to the right of the scrollbar.
The panic was caused by Cocoa synchronously invoking the
`selected_text_range` method on the registered input handler while we
already had a borrow of the app.
This pull request fixes this issue by showing the character palette on
the next tick of the loop (we've had this problem in other spots too and
used the same technique).
Release Notes:
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This PR disambiguates the macOS class names used in GPUI2 from the ones
used in GPUI1.
Right now if you happen to end up with a copy of both `gpui` and `gpui2`
in the dependency tree you get an unhelpful `unwrap` error when we try
to build the class names.
By giving them different names we are able to get to our more helpful
error that informs you that both GPUI1 and GPUI2 are in the module tree.
We can change these names back once we do the big "un-2-ing".
Release Notes:
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The panic was caused by Cocoa synchronously invoking the `selected_text_range`
method on the registered input handler while we already had a borrow of the
app.
This commit fixes this issue by showing the character palette on the next tick
of the loop (we've had this problem in other spots too and used the same technique).