zed/crates/gpui/examples/window_positioning.rs

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use gpui::{
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
div, point, prelude::*, px, rgb, App, Application, Bounds, Context, DisplayId, Hsla, Pixels,
SharedString, Size, Window, WindowBackgroundAppearance, WindowBounds, WindowKind,
WindowOptions,
};
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 20:07:38 +00:00
struct WindowContent {
text: SharedString,
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
bounds: Bounds<Pixels>,
bg: Hsla,
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 20:07:38 +00:00
}
impl Render for WindowContent {
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
fn render(&mut self, window: &mut Window, _: &mut Context<Self>) -> impl IntoElement {
let window_bounds = window.bounds();
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
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 20:07:38 +00:00
div()
.flex()
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
.flex_col()
.bg(self.bg)
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 20:07:38 +00:00
.size_full()
.items_center()
.text_color(rgb(0xffffff))
.child(self.text.clone())
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
.child(
div()
.flex()
.flex_col()
.text_sm()
.items_center()
.size_full()
.child(format!(
"origin: {}, {} size: {}, {}",
self.bounds.origin.x,
self.bounds.origin.y,
self.bounds.size.width,
self.bounds.size.height
))
.child(format!(
"cx.bounds() origin: {}, {} size {}, {}",
window_bounds.origin.x,
window_bounds.origin.y,
window_bounds.size.width,
window_bounds.size.height
)),
)
}
}
fn build_window_options(display_id: DisplayId, bounds: Bounds<Pixels>) -> WindowOptions {
WindowOptions {
// Set the bounds of the window in screen coordinates
window_bounds: Some(WindowBounds::Windowed(bounds)),
// Specify the display_id to ensure the window is created on the correct screen
display_id: Some(display_id),
titlebar: None,
window_background: WindowBackgroundAppearance::Transparent,
focus: false,
show: true,
kind: WindowKind::PopUp,
is_movable: false,
app_id: None,
window_min_size: None,
window_decorations: None,
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 20:07:38 +00:00
}
}
fn main() {
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
Application::new().run(|cx: &mut App| {
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 20:07:38 +00:00
// Create several new windows, positioned in the top right corner of each screen
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
let size = Size {
width: px(350.),
height: px(75.),
};
let margin_offset = px(150.);
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 20:07:38 +00:00
for screen in cx.displays() {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
let bounds = Bounds {
origin: point(margin_offset, margin_offset),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Top Left {:?}", screen.id()).into(),
bg: gpui::red(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: screen.bounds().top_right()
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
- point(size.width + margin_offset, -margin_offset),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Top Right {:?}", screen.id()).into(),
bg: gpui::red(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: screen.bounds().bottom_left()
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
- point(-margin_offset, size.height + margin_offset),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Bottom Left {:?}", screen.id()).into(),
bg: gpui::blue(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: screen.bounds().bottom_right()
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
- point(size.width + margin_offset, size.height + margin_offset),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Bottom Right {:?}", screen.id()).into(),
bg: gpui::blue(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: point(screen.bounds().center().x - size.center().x, margin_offset),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Top Center {:?}", screen.id()).into(),
bg: gpui::black(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: point(margin_offset, screen.bounds().center().y - size.center().y),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Left Center {:?}", screen.id()).into(),
bg: gpui::black(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: point(
screen.bounds().center().x - size.center().x,
screen.bounds().center().y - size.center().y,
),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Center {:?}", screen.id()).into(),
bg: gpui::black(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: point(
screen.bounds().size.width - size.width - margin_offset,
screen.bounds().center().y - size.center().y,
),
size,
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Right Center {:?}", screen.id()).into(),
bg: gpui::black(),
bounds,
})
})
.unwrap();
let bounds = Bounds {
origin: point(
screen.bounds().center().x - size.center().x,
screen.bounds().size.height - size.height - margin_offset,
),
size,
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 20:07:38 +00:00
};
Eliminate GPUI View, ViewContext, and WindowContext types (#22632) There's still a bit more work to do on this, but this PR is compiling (with warnings) after eliminating the key types. When the tasks below are complete, this will be the new narrative for GPUI: - `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit of state, and if `T` implements `Render`, then `Entity<T>` implements `Element`. - `&mut App` This replaces `AppContext` and represents the app. - `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It is provided by the framework when updating an entity. - `&mut Window` Broken out of `&mut WindowContext` which no longer exists. Every method that once took `&mut WindowContext` now takes `&mut Window, &mut App` and every method that took `&mut ViewContext<T>` now takes `&mut Window, &mut Context<T>` Not pictured here are the two other failed attempts. It's been quite a month! Tasks: - [x] Remove `View`, `ViewContext`, `WindowContext` and thread through `Window` - [x] [@cole-miller @mikayla-maki] Redraw window when entities change - [x] [@cole-miller @mikayla-maki] Get examples and Zed running - [x] [@cole-miller @mikayla-maki] Fix Zed rendering - [x] [@mikayla-maki] Fix todo! macros and comments - [x] Fix a bug where the editor would not be redrawn because of view caching - [x] remove publicness window.notify() and replace with `AppContext::notify` - [x] remove `observe_new_window_models`, replace with `observe_new_models` with an optional window - [x] Fix a bug where the project panel would not be redrawn because of the wrong refresh() call being used - [x] Fix the tests - [x] Fix warnings by eliminating `Window` params or using `_` - [x] Fix conflicts - [x] Simplify generic code where possible - [x] Rename types - [ ] Update docs ### issues post merge - [x] Issues switching between normal and insert mode - [x] Assistant re-rendering failure - [x] Vim test failures - [x] Mac build issue Release Notes: - N/A --------- Co-authored-by: Antonio Scandurra <me@as-cii.com> Co-authored-by: Cole Miller <cole@zed.dev> Co-authored-by: Mikayla <mikayla@zed.dev> Co-authored-by: Joseph <joseph@zed.dev> Co-authored-by: max <max@zed.dev> Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local> Co-authored-by: Mikayla <mikayla.c.maki@gmail.com> Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
cx.open_window(build_window_options(screen.id(), bounds), |_, cx| {
cx.new(|_| WindowContent {
gpui: Fix `cx.bounds`, `cx.open_window` position on macOS (#14044) Release Notes: - gpui: Fixed `cx.bounds` method to get correct `y` position on macOS. - gpui: Fixed `cx.open_window` position when macOS Dock is existed. - Fixed call notification and reopen window position. ## Before ![image](https://github.com/zed-industries/zed/assets/5518/4a435ffd-d7ef-4de7-a7de-44d21db4a719) https://github.com/zed-industries/zed/assets/5518/ab925779-4253-4b27-9084-01023888087f ## After <img width="533" alt="image" src="https://github.com/zed-industries/zed/assets/5518/142e9aaa-ae82-4a72-9acf-04097c545bf0"> https://github.com/zed-industries/zed/assets/5518/8793824a-8b74-4913-8204-7b39649aeeed --- The case is I have made a Popover by use child window, the coordinate of the window is always can't placement a right position. So, I make this example to test the `cx.bounds` and set bounds to window. --- By this test, is the `cx.bounds` have a bug? For example the **Top Left** window, we give it origin (150,150), but it `cx.bounds()` returns (150,262) > On the window label, middle line is the `bounds` that we set to the window, last line is `cx.bounds()` result. Display 1: <img width="1512" alt="CleanShot 2024-07-10 at 14 52 26@2x" src="https://github.com/zed-industries/zed/assets/5518/3adf9e79-f237-431a-a72b-02face7b2361"> --- Or is there something I missed. Is it correct to use `cx.bounds` method to get the bounds of the current window? At the same time, I also found that when there are multiple screens, the information obtained by cx.bounds is very different on different screens, and it seems that the origin is not relative to the screen. Display 2: <img width="2560" alt="SCR-20240710-nkmq" src="https://github.com/zed-industries/zed/assets/5518/d87d4151-0562-4bf8-b3b3-5da3b4d09d82">
2024-07-10 15:52:33 +00:00
text: format!("Bottom Center {:?}", screen.id()).into(),
bg: gpui::black(),
bounds,
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 20:07:38 +00:00
})
})
.unwrap();
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 20:07:38 +00:00
}
});
}